MajorNese Posted April 18, 2019 Share Posted April 18, 2019 (edited) Hello, as I've been considering a smaller, fluffy IH detachment as addition to my AdMech (and contrast to my clean-and-reasonable Raptors), I'd prefer to just run the FW models - Gorgon terminators, Immortals, Iron Father and maybe some Mk3 guys and FW vehicles. Of the usual marine models, I've had 4 different army projects already (including IH back in 5th edition), it does become a bit uneventful. Now for the core question - how do I make these guys most useful/fitting while not straying too far from the mentioned kits? -Immortals can't be fielded as tacs, the shields make no sense. But, adding combi-bolters, they would be fitting DW veterans. The Mk3 squad would fit as regular tacs, but that's quite useless/uninspiring ingame - I have several companies worth of random PA dudes already -Gorgons have power axes, meaning I'd either play them as DW, or have to get the less awesome looking powerfists to run them as regular terminators. Points cost is slightly higher for the regular terminators, but what power they gain in CC they lose in ranged - a shame, considering SIA and beta bolter rule on terminators -Iron Father works either way as terminator captain, FW vehicles have been FAQed into DW too Considering the DW veterans can include single terminators that make them fearless, this fits perfectly the practice of handing out terminator armour to veteran sergeants in order to inspire the squad. No idea if GW has retconned it (like so many details from back in the day), but it would surely look great. Ingame, DW does not have the FnP (or techmarines), but at least the SIA is a great way to have a wall of advancing iron that just guns down anything in its way, instead of just mowing down a bit of chaff and not much else. Transports can be ignored by the DW teleport strat (for veterans), and the clavis strat even mirrors the dataspike from AdMech, which fits the theme too. Not to forget - teleporting dreads, in case TDA is not enough. Any ideas or comments? I'd have no issues building these guys just for fun (and see if I can do better than back in the day), but if they prove playable I might expand this further. Edited April 18, 2019 by MajorNese exsanguis, The Ergonomic Enginseer and Luna707 3 Back to top Link to comment https://bolterandchainsword.com/topic/355398-fw-iron-hands-count-as-deathwatch/ Share on other sites More sharing options...
Lord Raven 19 Posted May 5, 2019 Share Posted May 5, 2019 Company veterans for the Immortals Link to comment https://bolterandchainsword.com/topic/355398-fw-iron-hands-count-as-deathwatch/#findComment-5307702 Share on other sites More sharing options...
quasistellar Posted June 7, 2019 Share Posted June 7, 2019 Pretty late response, but I've been doing something similar. I thought the Gorgon Terminators looked pretty cool so I bought them. I figured I could just run them as-is in Deathwatch. I was a little dumb though and glued on all but one power axe, so now I have to go back cut off some axes and magnetize them so I can add power fists :/ Still haven't painted them though so it's not all bad. The immortals as someone said can be company vets or deathwatch vets with storm shields. Iron Father can be a techmarine or terminator captain or there's now going to be a named Iron Father in gravis armor. With just a little magnetization or counts-as I find most of the forgeworld stuff can be made to work in 40k. Link to comment https://bolterandchainsword.com/topic/355398-fw-iron-hands-count-as-deathwatch/#findComment-5327718 Share on other sites More sharing options...
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