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Best Iron Hands unit (9th)


Rodrick
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well is more like a nerf atomic bomb dropped on us,

our unique doctrine does almost nothing now

and our chapter tactic got nerfed , no more 5+ OW ,

still we can be competitive.

 

the way the game is played now, objective centric, with our resilience, i think we are in a good place.

 

my top 3 units now are:

 

1 - Redemptor dreadnought, bc new rules , lots of dakka and wounds

2 - intercessors, same reason 8th, fnp 5+ 

3 - Dreadnoughts in general,  shoot and punch, terrain cover 

 

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Anything that can really capitalize on turn one alpha strike. Move them heavies up, dakka yourself an advantage and then outlast the remaining opposition with your superior durability. I have a feeling that IH will really like the new Gladiator. Invictors may still have use to drop on an objective and help with dakka. Stalker boys in the back, Bolt Rifles at the front.

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invictors are awesome, but the price increase was above average

 

intercessors blobs with 5 + fnp are good, the thing is ,  you cant make master apothecary bubble reach all objetives with intercessors camping

Anything that can really capitalize on turn one alpha strike. Move them heavies up, dakka yourself an advantage and then outlast the remaining opposition with your superior durability. I have a feeling that IH will really like the new Gladiator. Invictors may still have use to drop on an objective and help with dakka. Stalker boys in the back, Bolt Rifles at the front.

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  • 2 weeks later...

I'm really liking how the Outriders play. A fast element in our lists help push the board more as I'm trying to get away from the Ferrios bubble.

I’m eager to tool up the outrider sarge with the teeth of mars and go finish off vehicles or go primaris hunting.

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I'm really liking how the Outriders play. A fast element in our lists help push the board more as I'm trying to get away from the Ferrios bubble.

I’m eager to tool up the outrider sarge with the teeth of mars and go finish off vehicles or go primaris hunting.

 

 

Haven't thought of that one yet! So far I've used two squads and hunted softer targets and tagging vehicles in combat. Usually paired with a captain on bike for support. 

 

This weekend I'll be trying out a list I wanted to do since 8th and it will probably go horribly but I am excited. 

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I'm really liking how the Outriders play. A fast element in our lists help push the board more as I'm trying to get away from the Ferrios bubble.

I’m eager to tool up the outrider sarge with the teeth of mars and go finish off vehicles or go primaris hunting.

Haven't thought of that one yet! So far I've used two squads and hunted softer targets and tagging vehicles in combat. Usually paired with a captain on bike for support.

 

This weekend I'll be trying out a list I wanted to do since 8th and it will probably go horribly but I am excited.

Don't forget to take the Chaplain Outrider with the Chapter-specific Litany for +1 Strength.

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Termies with three wounds sounds good, but i dont think that non-veteran marines will get another wound.

GW confirmed that all “fully fledged” marines are going to 2 wounds, including grey knights and chaos.

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  • 2 weeks later...

I'm still having lots of joy with my Leviathan (especially as CP does not seem to be a real issue anymore)

Leviathan + 2 Storm Cannon Arrays

- Stratagem : Hero Of The Chapter (gain Warlord Trait)

- Stratagem : March Of The Ancients (gain "character", +1 Attacks & +1 Leadership)

- Warlord Trait : All Flesh is Weakness (on a 5+ that wound is not lost)

 

Then sometimes boosted with

- Wisdom Of The Ancients

- Mercy Is Weakness

- Ironstone

- Duty Eternal

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I think termies of all stripes are going to rock this edition.  The 3rd wound means you have a reasonable average chance of getting something out of the FnP, which means, on average, we are rocking 4 wound termies (and that's before the Happy Apothecary buffs them).  Add the changes to Flamers means you have good utility on the Heavy Flamer off the deepstrike.  And the general increase in AP across the board due to combat doctrines and such means that 5+ Invuln sets a ceiling that may actually even be useful for protecting termies.

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