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i think it really depends on what you want to do with him. If you want to run up the field turn 1 as a distraction carnifex, I'd go minimal guns and keep him cheap. No HKM's, no hurricane, no heavy flamers.  Turn 1 advance and pop smoke, expect to play Duty Eternal and turn 2 get him into combat.

 

if you want to keep him back to stalk your back line and deter deep-strikers, I'd probably go HKM's for 1st turn firepower. I'm not a huge fan of hurricane bolters, as there are plenty of places to get bolt guns from.

Ten points for a hurricane bolter is always a steal, so that seems better than a second CCW. The chainfist is strictly better than the siege hammer.

 

I feel like one meltagun shot has such a high chance to do nothing, while a heavy flamer will at least reliably clear a couple screening bodies. If you're in meltagun range of a heavy target, you're probably in range to punch it to death anyway.

 

HKs seem like a no-brainer for Iron Hands, but more questionable for other chapters due to the movement penalty. Assault launchers I think you could go either way with; if the thing gets to charge just once every other game, it's probably earning its points back, but with a 6" move that might actually be optimistic.

Ten points for a hurricane bolter is always a steal, so that seems better than a second CCW. The chainfist is strictly better than the siege hammer.

 

I feel like one meltagun shot has such a high chance to do nothing, while a heavy flamer will at least reliably clear a couple screening bodies. If you're in meltagun range of a heavy target, you're probably in range to punch it to death anyway.

 

HKs seem like a no-brainer for Iron Hands, but more questionable for other chapters due to the movement penalty. Assault launchers I think you could go either way with; if the thing gets to charge just once every other game, it's probably earning its points back, but with a 6" move that might actually be optimistic.

 

For me it's not the cost of the hurricane bolter in points, it's the opportunity cost.  Missing out on the rerolling of 1's is big given the primary purpose of this thing is melee disruption. If you're not using him for that, why not just get a regular dreadnought?  Plus, the storm bolter does 1/3 of the work of the hurricane bolter for 1/5 the points. 

Ten points for a hurricane bolter is always a steal, so that seems better than a second CCW. The chainfist is strictly better than the siege hammer.

 

The Seismic Hammer is for enemies that have damage reduction.  It will inflict 3 damage when halved.  It is only to be used with a DCCW, which itself is best used when you just need some infantry to die without a to-hit penalty.  There's also a consideration for "thresholds" of damage, the minimum number of unsaved attacks needed to kill something.  There are more 5 wound models out there than 10 or 15 where the argument gets weaker.  Like, a Repulsor requires 4 unsaved hits from both the Chainfist and Seismic Hammer.

I'm all for the Chainfist. Damage 4 is great and no hit penalty makes it a solid choice.

 

Hurricane Bolters will mean your Iron Clad is not wasting time moving up the field but contributing. Blinking wound off harder targets or killing a couple models a turn. In addition, it works well alongside your Chapter Tactic for Iron Hands.

 

If you move into Tactical Doctrine (unlikely) it's actually fairly decent.

 

I save points on the Hunter Killers but they aren't a bad choice.

 

Love the Assault Launchers. Cheap enough to not be disappointing when they don't do anything in a game, but delicious when they do.

 

Lastly, I prefer the Melta gun simply because I like back up to the Chainfist to help net that kill. Against a Knight too, you can potentially cause D3 Mortal Wounds, a Melta hit then your Chainfists to help bring it down.

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Hurricane Bolters will mean your Iron Clad is not wasting time moving up the field but contributing. Blinking wound off harder targets or killing a couple models a turn. In addition, it works well alongside your Chapter Tactic for Iron Hands.

 

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I don't understand this.  What does the IH chapter tactic have to do with Hurricane Bolter?  The only weapon that Ironclad has that synergizes with IH is its hunter killer missiles and heavy flamers (if you take them over the stormbolter/melta)

 

 

...

 

Hurricane Bolters will mean your Iron Clad is not wasting time moving up the field but contributing. Blinking wound off harder targets or killing a couple models a turn. In addition, it works well alongside your Chapter Tactic for Iron Hands.

 

...

 

I don't understand this. What does the IH chapter tactic have to do with Hurricane Bolter? The only weapon that Ironclad has that synergizes with IH is its hunter killer missiles and heavy flamers (if you take them over the stormbolter/melta)

Overwatch potential I'm assuming?

The Chapter Tactic of Iron Hands has a benefit to Overwatch.

 

I believe people are confusing the Chapter Tactic with Combat Doctrines in my post.

Edited by Captain Idaho

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