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===Iron Warriors=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Iron Warriors get bonuses against Fortifications, Tanks, and Imperial Fists, like you'd expect, and they're also a little tougher than most marines. <div class="mw-collapsible-content"> ;'''Requirements''' :No unique characters (which may change if [[Perturabo]] gets a model). :No Chaos marks. ;'''Benefits''' :All units which can take VotLW must do so for free. :All units with VotLW gain 6+ FNP and re-roll failed to hit every combat round against [[Imperial Fists]], but the Fists gain Hatred (Iron Warriors). :Obliterators and Mutilators are troops. :Units gain Shred against buildings; if you pen, you get +1 to the building damage table. :Havocs, Obliterators, and Mutilators get Tank Hunters. :DP can roll all powers from their god's discipline. ;'''Warlord Traits''' :'''1 - Iron Without''' ::4+ FNP, which can't be improved (not like you are able to). :'''2 - Cold Calculations''' ::Fearless. [[Derp| A waste]] on everything but a fluffy Heretech Sorcerer or Warpsmith. You may want to roll it only for a Warlord-Champion in very low-budget games with no HQ unit and no way to use IW Grand Company benefits. :'''3 - Master of Fortifications''' ::Gives a piece of terrain in your deployment zone +1 to cover. :'''4 - Technovial Manipulator''' ::Friendly Obliterators within 12" of the Warlord can fire the same weapon in each shooting phase. :'''5 - Steel Castellan''' ::Warlord and Unit have Split-fire and Counter-attack when in cover. :'''6 - Master of Blasphemous Machines''' ::Friendly vehicles get IWND when within 6" of warlord. :::All are highly situational; 2 is nearly always useless, 3 depends highly on the terrain (<s>or if you took fortifications which, believe me, you should</s> Specifically says it cannot be used on Fortifications that are part of your army list) and gets neglected [[Tau|quite]] [[Eldar|often]], 4 would be a [[That Guy]] mono-build (and even then, focusing all your soldiers on one point of the battlefield? [[Vindicator|SWEET]]! ), and 6 means your Warlord (who, just to [[Troll|remind you]], can't be a Warsmith) stays in a defensive position. 5 is... ok. :::'''Alternate view''': A Lord with a huuuuge axe in a bubble of Dinobots and Helbrutes? Sounds like IW to me. :::Shove him into a Helcult and enjoy a virtually unkillable Hellbrute. 3+ cover, IWND and the Warlord gets a unit to hide among. For extra cheddar make your Warlord a Warpsmith for repair rolls, *'''Relics''' **'''Warpbreacher''': You can possess a vehicle each turn as though it had Daemonic Possession vehicle equipment. Warpsmith only. Not worth it, as the wording of Daemonic Possession doesn´t help you after the damage was resolved. **'''Nest of Mechserpents''': (Warp Smith only) In a challenge, resolve first 2 hits normally. If both hit the remainder of your attacks have Instant Death. Warpsmith in CC? Could work, but they are way too expensive for this. **'''Axe of the Forge Master''' It's a power axe with Armourbane and Master-crafted. Only worth it on a DP, otherwise unwieldy neglates the nice boni against walkers. **'''Fleshmetal Exoskeleton''': Fleshmetal armour with IWND. Start building your own budget [[Smashfucker]]. **'''Cranium Malevolous''' During the enemy shooting phase enemy vehicles within 2D6 of this relic suffer an automatic haywire hit, no cover allowed. Combine with Dreadclaw for extra lulz. **'''Siege Breaker Mace''': Master-Crafted Power Maul that you can make a single S10, AP 1 attack with. Actually, consider... no. Don´t. Not for a chaos lord anyways. Put it on a daemon prince, and he's strength 8 in combat. *'''Mission Objectives''' **'''1:''' 1 VP if you kill a unit even partially within 18” your table edge. **'''2:''' 1 VP if you kill a unit that was controlling an objective. **'''3:''' 1 VP if your oblits/mutil destroyed a unit. **'''4:''' Nominate an objective marker, get D3 VP if you control this at the end of the next turn or the end of the game. **'''5:''' VP if enemy forts/buildings lost HP or Wound (wait, does any building or vehicle in this game has a Wounds stat?), D3 if at least one was destroyed. **'''6:''' 1 VP if you destroy an enemy vehicle, D3 for at least 3, D3+3 if you managed to destroy five. *'''Iron Warriors Tactics''' **Units that actually benefit from the master of annihilation rule: Defilers with battle cannons, vindicators and vengeance weapon batteries. Nothing in the chaos arsenal has barrage. Future proofing? As for now, just stick with regular Traitor's Hate warband rules. ** Aegis Defense lines are a cheap way to get more out of your Havocs - they get cover, Fearless and their Sergeant can apply his Tank Hunter to air defense. And of course look to Planetary Onslaught for other fortifications: strongpoint or vortex missiles will be great addition for your army. Now IW is the only Decurion that includes fortifications at all! ** They work best as an Auxiliary Detachment for your main force - 2 units of Obliterators, 1 unit of Havocs and a Sorcerer fit in nearly anywhere. ** Remember, you have Obliterators in Troops. In combination with Mayhem Pack your army becomes Deep Strike spamming clutches of fuck. It may be quite annoying, because your enemy does not know which your unit is more dangerous: he may destroy one, but another will do his work! ** If you like Daemon Princes, you cane give the Exoskeleton and Deamon of Tzeentch special rule to your lovely horny guy. Black Mace also adds some deadliness. </div> </div>
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