Brother Nathan Posted Friday at 12:37 AM Author Share Posted Friday at 12:37 AM thanks. hopefully it will also be a fun game. aiming for a lot of points but also prioritising pushing my opponent when i do. in the meantime i have ordered a warpsmith and some 30k deathguard helms Tallarn Commander 1 Back to top Link to comment https://bolterandchainsword.com/topic/371112-the-rusted-iron-warriors/page/9/#findComment-6091742 Share on other sites More sharing options...
Brother Nathan Posted Monday at 12:59 PM Author Share Posted Monday at 12:59 PM (edited) So in preparation for this next game it has multiple rules that have made me rethink my normal list structure. There are 2 terrain pieces to hold and bonus points for units comming from reserves. So for now this is the list im running with. ironwarriors (995 points) Chaos Space Marines Incursion (1000 points) Fellhammer Siege-host CHARACTERS Chaos Lord (100 points) • Warlord • 1x Accursed weapon 1x Power fist • Enhancement: Bastion Plate Cypher (90 points) Sorcerer (80 points) • Enhancement: Warp Tracer BATTLELINE Legionaries (170 points) • 1x Aspiring Champion 1x Heavy melee weapon icon • 9x Legionary • 1x Balefire tome1x Heavy bolter 1x Heavy melee weapon 1x Plasma gun Legionaries (90 points) • 1x Aspiring Champion • 1x Accursed weapon • 4x Legionary • 1x Balefire tome1x Chaos Icon 1x Heavy melee weapon1x Lascannon OTHER DATASHEETS Chaos Predator Desttructor (140 points) 1x Combi-bolter1x Havoc launcherpredator autocannon 1x Predator twin lascannon Raptors (90 points) • 1x Raptor Champion • 1x Plasma pistol 1x Power fist • 4x Raptor Venomcrawler (120 points) Warp Talons (125 points) Edited 9 hours ago by Brother Nathan Tallarn Commander 1 Back to top Link to comment https://bolterandchainsword.com/topic/371112-the-rusted-iron-warriors/page/9/#findComment-6092304 Share on other sites More sharing options...
Dr_Ruminahui Posted 22 hours ago Share Posted 22 hours ago (edited) Seems like a nice little list. Is it a "take all comers" or do you have any specific enemies you might face? Personally, 3 characters seems like way too many for the point level and its really difficult to protect Cypher and have him be useful (due to the short range of his pistols and lone operative "turning off" at short range). I would take him out (and 1 of your enhancements) and put in 2 minimum sized cultist squads for more numbers and sticky objectives - having objectives an opponent can't just kill you off of to keep you from scoring (and actually needs to get his own models to) is very powerful, even if your cultists all die quickly thereafter. Otherwise, its just quibbling over wargear, which gets us into the territory of models you may not have. Personally, unless you plan on using your legionaires to just sit on objectives (as opposed to having to try take objectives with enemies on them), the pistol/chainsword variant is much better and works better with their special rules. So I would at least swap out the larger squad to that configuration, if you have the models. In terms of their upgrade weapons, you should give the large squad leader a plasma rather than a bolt pistol (you don't have to shoot it high power, and even low power is much better than the bolt) and on the small squad too if you go pistols with it. Personally, I prefer the rotor cannon to the heavy bolter (the more than double shots makes up for it being only D1) given that the squad is unlikely to be hanging out more than 24" from the enemy, and I think a lascannon is better than a plasmagun, though that may depend on what you are facing. As for the raptors, how do you intend to use them? If you plan to use them as objective grabbers (rather than a bullying unit to engage small enemy squads) you might want to give them 2 plasmaguns. 2 flamers isn't a bad loadout either if you are having trouble with mob clearing, and it makes a decent target to use overwatch on (basically, on overwatch, a flamer is about the same value as 10 bolters). I'm assuming you are putting the Lord with the big legionaires and the sorcerer with the small squad? Edited 22 hours ago by Dr_Ruminahui Link to comment https://bolterandchainsword.com/topic/371112-the-rusted-iron-warriors/page/9/#findComment-6092584 Share on other sites More sharing options...
Brother Nathan Posted 8 hours ago Author Share Posted 8 hours ago so now im on pc ill explain better. so for this round of the tournament i have a grudge match against my ex ally who betrayed me in the boarding actions game. there are extra rules in play that will explain some choices better. ++VOX INCOMING++ ++MY LORD, BARBOROUS HAS FAILED- he bid to trade info with the treacherous votan. they allied briefly lord as they were attacked by a force of grey knights and thousand sons somehow working together in some twisted way in the hulk. he is badly beaten lord and will be out of the next fight lord. we have significant casualty and most will be unable to rejoin the fight on the planet. what would you have us do my lord++ the pitiful screeching of some flesh thrall came through the vox reply to this was a clear cold calculation of intolerance. +AS EXPECTED BUT STILL UNACCEPTABLE-- DECIMATION REQUIRED FOR THOSE SURVIVORS.-- AS FOR THOSE TRAITORS VOTAN. I EXPECTED THEIR BETRAYAL, THE TRADE DEAL WAS TO CONFIRM THEY HAD WHAT WE NEED. THE REINFORCEMENTS ARE ALREADY ON ROUTE. EXPECT NEW LEADERSHIP. I EXPECT BETTER RESULTS THIS TIME++ ++VOX TRANSMISSION ENDED++ my forces i lost on the hulk im trying not to use(everyone is trying to use surviving forces again in each round sort of thing) so i get a fresh roster. story wise the surviving forces use escape pods or such to get out and land on the planet below. and joined but more forces on arrival. survive establish beach head regroup then move towards a central fortress. what does that mean for additional rules. deepstrikers / out-flankers gives 5 vp per use and first round has - 2 movement to everyone. so fast reserve stuff is good. but we are also using a white dwarf rule set that both players pick a terrain piece and holding it gives 10 vp per turn... 10 man legionares with lord unit on one should hold a wee bit and thinking 5 man with sorcerer and cypher the other. everything else to attempt to kill/ clear my opponents terrain one at a time. there are a lot of objectives but the only real gain is CP so useful not vital. i do need to go though and update some as i forgot raptors loadouts which are model limited and metal. as for my legionaries, so far ive convinced my opponents they are a ranged unit. model dependant i do need to change some loadouts on them but ive not prioritised swapping over to chain swords just yet. not ideal though i rather try to touch up the stuff ive somewhat sorted for this game. i do think my opponent will go infantry heavy but i want the las just in case. i dont expect to nessiarily do well or win but hopefully i can keep it fun and fluffy. hoping the fell hammer buffs help to slow down the votan a bit... Link to comment https://bolterandchainsword.com/topic/371112-the-rusted-iron-warriors/page/9/#findComment-6092708 Share on other sites More sharing options...
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