N1SB Posted August 16 Share Posted August 16 Here is a 1,000 points list with 4 Dreadnoughts, using the Iron Hands' Iron-clad prime advantage rule and a Mortificator. The Iron-clad rule gives 1 Dreadnought slot, while the Mortificator from the Legacies of AoD PDF gives 3 (pasted below): The list is very barebones of a Mortificator, 3 Contemptors, 1 Leviathan (to be the Iron-clad), 2 Tactical Squads: My thought was the Mortificator will join the TacSquad with Melta bombs to follow the Dreads to provide Battlesmith repair checks and sometimes shoot something. The other Tactical Squad will probably stay on a back objective and provide covering fire with Fury of the Legion. The Leviathan will be the Iron-clad Champion and Challenge anyone. For changing the list, I think the Mortificator and the 4 Dreads are pretty much must-takes, they're the point of the list. I have about 200 points leftover, which just happened to be enough for 2 TacSquads, but I'm not wed to them. It's just due to how the Force Org Chart is organised, I couldn't take a Devastator Squad without more HQ tax. (I did even consider having a Despoiler Squad instead for the Mortificator to join, but I got like 4 close combat Dreads, what're they gonna do?) But honestly, not sure what to do with the 200 points with how army list-building works in HH 3.0, open to ideas. Also prolly will take Mk III armour. Agramar_The_Luna_Wolf 1 Back to top Link to comment https://bolterandchainsword.com/topic/386522-1k-iron-hands-iron-clad-dreadnoughts-heavy-list/ Share on other sites More sharing options...
Solution Shard of Magnus Posted August 16 Solution Share Posted August 16 1K lists are always going to be challenging. The ability to diversify has limits unless a legion specific aux detach covers it. I like the tactical squads as the option given the small amount of points you have left over. Line(2) is useful if you’re going to play any of the stock missions and bolter fire is better than it was in prior editions. Don’t forget one of the troop slots gets a prime advantage. Master sergeant or veteran status for one squad for free is not game changing but it could help. Or….since iron-clad uses the prime advantage on the command slot as I understand it, you could use the prime advantage on the troop slot for logistical benefit and take a 5 marine support squad with heavy bolters or heavy flamers - you won’t have points for anything else since half of your 200 available points are needed for the tactical squad to unlock the prime advantage. The other option you could consider is taking a single breacher squad with toys instead of the two tacticals. I haven’t played enough to get a real feel if you need the two squads at this points level. And no experience with breachers yet so not sure how well they would do as a replacement. 4 dreads will be a tough matchup for an opponent at this points level if they aren’t prepared; assuming there is a way to prepare at 1K. Conversely, you’re walking and very melee dependent. Will be interesting to see how your games go. N1SB 1 Back to top Link to comment https://bolterandchainsword.com/topic/386522-1k-iron-hands-iron-clad-dreadnoughts-heavy-list/#findComment-6128293 Share on other sites More sharing options...
N1SB Posted August 18 Author Share Posted August 18 You totally pointed me towards the right direction, you solved like all the problems I can think of, thanks for that. On 8/16/2025 at 11:19 PM, Shard of Magnus said: I like the tactical squads as the option given the small amount of points you have left over. Line(2) is useful if you’re going to play any of the stock missions and bolter fire is better than it was in prior editions. Don’t forget one of the troop slots gets a prime advantage. Master sergeant or veteran status for one squad for free is not game changing but it could help. I TOTALLY forgot that separate prime advantage role for Troops. I'm looking at the little spikey ring that is the prime advantage icon like an idiot, "oh, spikey, that must be a Chaos thing." I was so fixated on the Dreadnought/Iron-clas prime advantage that I had overlooked this. So 1st option is to take 1 squad, my 1st TacSquad, leaning towards that Combat Veterans thingy to give them more staying power for Morale checks and wotnot maybe. On 8/16/2025 at 11:19 PM, Shard of Magnus said: Or….since iron-clad uses the prime advantage on the command slot as I understand it, you could use the prime advantage on the troop slot for logistical benefit and take a 5 marine support squad with heavy bolters or heavy flamers - you won’t have points for anything else since half of your 200 available points are needed for the tactical squad to unlock the prime advantage. I just checked and Iron-clad DOES use the Command Battlefield Role, freeing up the Troops prime advantage for that Logistical Benefit. I looked at the options available and found I could do a 5-man Special Weapons Squad ("Tactical Support" now) with Plasma guns (costed like Heavy Bolters/Flamers). Same difference. This 2nd option just adds a bit more flavour for a unit that should be fine guarding the home objective. I'm spamming Dreads; if a 5-man unit is under threat, it's not their fault, it'd be mine. Moreover, I can get all the Infantry set up with 1 box of Mk IIIs and converting my own Mortificator and Plasma Gunners with some AdMech bitz. On 8/16/2025 at 11:19 PM, Shard of Magnus said: The other option you could consider is taking a single breacher squad with toys instead of the two tacticals. I haven’t played enough to get a real feel if you need the two squads at this points level. And no experience with breachers yet so not sure how well they would do as a replacement. 4 dreads will be a tough matchup for an opponent at this points level if they aren’t prepared; assuming there is a way to prepare at 1K. Conversely, you’re walking and very melee dependent. Will be interesting to see how your games go. I did consider converting some Medusan Immortals, but from past experience, I just really like having some min-sized squad house-sitting a home objective. What you said about the Troops prime advantage, specifically with Logistical Benefit, freed up a lot of options for me. Great stuff. You're also right, these are skewed, gimmick lists, aren't they? We really are playing with famous characters in Challenges and my Legion's ability to make a Leviathan Champion...like they know I'm the guy to go for that. It's almost like a theoretical list, isn't it? My peoples are already referring to him as that sumo wrestler in MMA. Link to comment https://bolterandchainsword.com/topic/386522-1k-iron-hands-iron-clad-dreadnoughts-heavy-list/#findComment-6128505 Share on other sites More sharing options...
N1SB Posted August 28 Author Share Posted August 28 Update - considering this for a bit, since at this points level, it's a gimmick list and we all know it: Basically just squeeeeeezing a Master of Signals in there with everything at the bare minimum, because Masters of Signal does shenanigans. Link to comment https://bolterandchainsword.com/topic/386522-1k-iron-hands-iron-clad-dreadnoughts-heavy-list/#findComment-6129960 Share on other sites More sharing options...
Razorblade Posted August 28 Share Posted August 28 I'm not sure what exactly the MoS is supposed to do in this list. I think you need the two tacticals. The core missions feature symmetrical objectives that are very easy to hide so line units will often get two or more turns of unmolested scoring. If the opponent has line (2) on those objectives and you don't, any scoring capabilities you do have will amount to only marginally better than no scoring at all. I think the leviathan should really, really be a fourth contemptor. M6 and the idiotic charge nerf from the heavy trait make it almost impossible to get into combat (where he needs to be) I'd use the extra points to get some actual guns on the non-champion dreadnoughts. The list is also super skewed, probably leaving a large portion of the opposing force without meaningful things to do, not exactly ideal to ensure a mutually enjoyable game N1SB and Shard of Magnus 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/386522-1k-iron-hands-iron-clad-dreadnoughts-heavy-list/#findComment-6129982 Share on other sites More sharing options...
Shard of Magnus Posted August 29 Share Posted August 29 Interesting… I assume your plan is to place both characters with the immortals and use them to shadow the dreadnoughts to provide repairs, as you were going to do with the tactical squad. Things I like: The immortals are thematic for IH and that was one of the objectives of your groups 1K lists if I remember from another thread. They are also the sturdiest troop to use as a body guard. The downside is small number of bodies - 1W, T4, and 3+ armor limits the effectiveness at soaking wounds. This unit is going to be the target for anything that will struggle with the dreads so they could be forced to make a lot of saves. The MoS is intriguing. The flexibility of giving any of the dreads line or vanguard does open up options to score extra points. This seems like it should work out better than the 1-2 tactical squads with line since one of those would be moving with the dreads and less likely to be able to control an objective. At least as long as you can keep the MoS alive. Things I concerns on: The low points means you will never have an option/counter for everything. Hard to adjust my thinking for that so these are more items that give me pause than red flags. This is the least amount of shooting and bodies of any of the options you’ve mentioned. The list is geared around the ironclad so I don’t know how much it will matter. I know a few people who ran very heavy melee lists at higher points in 2.0 and have stuck with that so far in 3.0. They have done well even though I don’t find it comfortable. How effectively you can protect the two commanders is a question. I’m not sure 5 immortals is better than 10 tacticals. You do have the invuln and FNP but only 5W for the unit and none of them can punch their way out of a challenge. It’s probably a coin flip at the end of the day so coolness factor tips to the immortals. You lose a unit to keep in the backfield for force projection or to camp on an objective. The small plasma squad was good for this. This is definitely armchair generalship on my part and also more match up dependent on value than a binary answer of what to field. N1SB 1 Back to top Link to comment https://bolterandchainsword.com/topic/386522-1k-iron-hands-iron-clad-dreadnoughts-heavy-list/#findComment-6130161 Share on other sites More sharing options...
N1SB Posted Sunday at 01:02 PM Author Share Posted Sunday at 01:02 PM Really appreciate your guys' thoughtfulness. I was discussing your points at the Warhammer Store today, left like an hour ago, since they were playtesting. All these issues kinda came up. I haven't decided a darn thing yet, but I am going to start building some minis I think, so this is just to say a quick thanks so far, I'm absorbing everything. Razorblade 1 Back to top Link to comment https://bolterandchainsword.com/topic/386522-1k-iron-hands-iron-clad-dreadnoughts-heavy-list/#findComment-6130392 Share on other sites More sharing options...
Xenith Posted 10 hours ago Share Posted 10 hours ago 20% of your points on characters is singing I generally try to avoid, however heresy 3 kind of forces you to take some. I prefer the first list but I'd swap the levi for a contemptor or castra. How about: X - Iron Hands - Dreads test 2 - [1000 Point(s), 1 Auxiliary Detachment(s)] # ++ Crusade Force Organization Chart ++ [1000 Point(s), 1 Auxiliary Detachment(s)] ## Allegiance Allegiance: Loyalist ## Army Configuration Rite of War: Legiones Astartes Iron Hands (Legion Tactica, Gambit, Advanced Reaction) # ++ Crusade Primary Detachment ++ [510 Point(s)] ## Command [100 Point(s)] Mortificator [100 Point(s)]: Bolt pistol, Corposant stave, Servo-arm, Frag grenades, Krak grenades ## War-engine [170 Point(s)] Contemptor Dreadnought [170 Point(s)]: 2x Gravis autocannon ## Troops [240 Point(s)] Tactical Squad [120 Point(s)]: Frag grenades, Krak grenades • 1x Sergeant [10 Point(s)]: Combi-grenade, Bolt pistol • 1x Legionary [20 Point(s)]: Bolt pistol, Bolter, Nuncio-vox • 8x Legionary [10 Point(s)]: Bolt pistol, Bolter Prime Unit (Logistical Benefit (LB - War-engine)) Medusan Immortals Squad [120 Point(s)]: Boarding shield • 1x Immortal Sergeant [10 Point(s)]: Combi-grenade, Bolt pistol • 1x Immortal [30 Point(s)]: Graviton shredder • 3x Immortal [15 Point(s)]: Bolter # ++ Auxiliary - Dreadnought Talon ++ [490 Point(s), 1 Auxiliary Detachment(s)] ## War Engine - Contemptor Dreadnoughts Only [490 Point(s)] Contemptor Dreadnought [155 Point(s)]: Paired Gravis chainfists, 2x Combi-bolter Contemptor Dreadnought [170 Point(s)]: Twin lascannon, Gravis power fist with in-built ranged weapon, Combi-bolter Contemptor Dreadnought [165 Point(s)]: Gravis plasma cannon, Gravis chainfist with in-built ranged weapon, Combi-bolter N1SB 1 Back to top Link to comment https://bolterandchainsword.com/topic/386522-1k-iron-hands-iron-clad-dreadnoughts-heavy-list/#findComment-6131080 Share on other sites More sharing options...
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