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==={{W40Kkeyword|Iron Hands}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:Iron Hands Livery.jpg|100px|left|]]In the grim darkness of the far future, the Flesh is Weak.<br> Thematically, these guys are more machine than <s>man</s> Astartes. Having a strong affinity with machines. With calculated Rage, they are unyielding, precise, and show no mercy.<br> On the tabletop, these guys are one of the most durable chapters for infantry and vehicles and have a strong affinity with heavy weapons and tanks. Makes you feel like Deathguard with everything having ''Feel no pain'', Damage reduction, and vehicle stats take more wounds to degrade, shooting down charges with accuracy, and as an added bonus they're experts at wielding heavy weapons of all types. <br> ''If you like big guns and bigger tanks, the Iron Hands is the Chapter for you.'' <div class="mw-collapsible-content"> ====Special Rules==== *'''Chapter Tactics - The Flesh is Weak:''' 6+++ Feel No Pain: roll a die when a model with this tactic loses a wound; on a 6+ that wound is ignored. ''This doesn't work with supercharged plasma since that slays models without wounding them(except the ones mounted on vehicles - spam those plasma redemptors)''. Overwatch hits on 5 and 6, regardless of modifiers, and models with a damage table are considered to have double the number of wounds. So not only is Steel Strong, but it's also ''reliable''. **Being more difficult to kill is an obvious bonus to your Warlord, but unlike Guilliman, who is classified as a {{W40Kkeyword|Monster}}, your {{W40Kkeyword|<chapter> infantry}} Captain can be healed by an Apothecary. And then you add the Shield Eternal...yes, it's [[Chapter_Master_Smashfucker#8TH_EDITION:_CAPTAIN_SMASHFUCKER_AND_THE_IRON_BASTARDS|Smashfucker]] all over again. **Stronger than it first appears, because there is an interaction with units of multiple multi-wound models and weapons that deal more than 1 damage. After failing your save, you are allowed to roll for each lost wound individually. For example, a unit of 2 wound models being attacked by a D2 weapon is approximately 35% more durable. This is because if you save either one of the lost wounds (27.78% chance to resist exactly 1; 30.56% chance to resist at least 1) it takes a whole second shot to even try to kill that model, thanks to damage not spilling over. ***This improvement is still ''best'' on 1-wound model units - the interaction above means it's not as worse on multi-wound as it first appears, and Iron Hands have some kick-ass Primaris units, but the ability is generally more noticeable the fewer wounds the model with it has remaining. ***While your boost to survivability is around 20% to the RG's 25%, yours isn't situational, and even works in the melee Shock Assault urges you to be. **Vehicles also get a noticeable boost from this. Even before you account for the FnP effect, the slower rate of stat loss from damage will keep your tanks and dreads at full effectiveness for much longer than vehicles of other Chapters. ***The boost's benefit also varies with Wounds, as GW tends to use the same algorithm to build all of your degradation tables. By and large, this ''reduces'' the tendency of wounds to be useless - for example, ordinarily going from W13 to W14 is not useful, because the extra wound happens in the middle band of the degradation table, compared to going from W10 to W11, where the extra wound happens in the top band. Under Iron Hands, both wounds show up on top. The effect is particularly noticeable on W11 and W15, and at its absolute worst when Wounds is a power of 2 - your W16 Land Raiders will get the least benefit from this compared to most other things you can field. *'''Combat Doctrine - Calculated Fury:''' Whilst the Devastator Doctrine is active (First round only), models with this ability do not suffer the penalty for moving and firing Heavy weapons. In addition, when resolving an attack made with a Heavy weapon by a model with this ability, re-roll hit rolls of 1. **Like Scions of Gulliman, but instead of making Bolter Discipline easier to trigger you'll have heavy weapons that tear through armor saves with minimal difficulty and don't need babysitting. Load up on vehicles and Devastators to spew out all the dakka. ***Do ''not'' load up on Hellblasters. The re-rolling of 1s to hit makes them look initially tempting, but their Heavy gun costs far too many points, and going to AP-5 is useless against most targets and nearly useless against the remaining ones. Similarly, even though moving and shooting at no penalty makes multimeltas look far more tempting, AP-5 is underwhelming - for the same cost, anything in your army with a choice will prefer an assault cannon to a multimelta against just about any target (and the weapons have the same ranges, too). **Also frees up your captains to focus on supporting your choppier units while also allowing those heavy weapon users to reposition without sacrificing accuracy. You will need Captains after turn 1 Since the Devastator Doctrine is active only active then. Don't feel bad your jump and terminators are not initially on the board. ***Remember to bring take lieutenants to spread around re-rolling 1s to wound as well, techmarines to keep your HQ taxes cheap (the conversion beamer is still absurdly expensive, but it's better for Iron Hands than for anyone else), or librarians to make the leviathan we both know you took even more dangerous. ====Warlord Traits==== #'''All Flesh Is Weakness:''' 5+++ FNP. #*You could already have this if you take a Chief Apothecary warlord with Father of the Future. Just saying. #'''The Will of Iron:''' Can deny a psychic power. If they can already deny, they can deny one more. #'''Adept of the Omnissiah:''' Can repair vehicles like a techmarine, but only repair 1 wound. If you can already do this, you repair +1 wound. #'''Merciless Logic:''' The Warlord's ''unmodified'' 6 (''not'' 6+) to hit with any attack procs an extra attack with the same weapon, which can't proc this again, essentially multiplying his attacks by 7/6. {{W40Kkeyword|Primaris}} Captains and the Teeth of Terra make good use of it, as they naturally have more attacks with which to proc the extra ones. For shooting, {{W40Kkeyword|Biker}} and {{W40Kkeyword|Terminator}} Captains have better chances, as they have two ranged weapons. #'''Student of History:''' When consolidating, the Warlord can move up to 6", and doesn't need to move towards the nearest enemy. Malkaan Feirros has this as his warlord trait, and boy does it work well with him. #*Great on smash captains if you want more mobility rather than hitting things, lets him run from enemy swings or engage a bubble-wrapped character. #'''Target Protocols:''' In the shooting phase, pick a friendly {{WH40Kkeyword|Iron Hands}} unit within 6" of the Warlord. They can re-roll one hit, one wound, and one damage roll that phase. Good for ensuring that forgeworld death titan cannon destroys something. ====Relics & Special-Issue Wargear==== None of these relics can be assigned to {{WH40Kkeyword|vehicle}}s. =====Relics of Medusa===== *'''Aegis Ferrum''': Primaris Model only. +1 Toughness, and the model takes 1 less damage (to a minimum of 1). *'''Axe of Medusa''': Replaces a power axe. Gives it +3S, AP-3, and D3. Used to be a weak ass relic blade. Now it's actually an interesting alternative to the Burning Blade. For non-primaris only, primaris haven't earned the right to swing axes yet. *'''Betrayer's Bane''': Replaces a Combi-Melta. The Melta part becomes Assault 2. Yay. You will probably never take this. *'''Gorgon's Chain''': 4++ Invulnerable Save, and equipped model has -1 to be wounded against ranged attacks. Can't be wounded on anything worse than a 3+. Sadly nerfed from its 7th edition incarnation, but now Smashfucker has a few new toys to play with above such as the Aegis Ferrum or the Iron Stone. *'''Ironstone''': At the start of the battle round, select one friendly {{WH40Kkeyword|Iron Hands vehicle}} unit within 3" of the bearer of this relic. Until the start of the next battle round, when resolving attacks made against that unit, if the bearer is within 3" of that unit, you can reduce any damage suffered by 1 (minimum of 1) Another method of keeping the damage tables from getting to you never hurts. Give it to a techmarine and the vehicles he sticks near will never die. Sadly this no longer stacks with Duty Eternal. *'''Mindforge''': Force Sword, Axe, or Stave. Your force powerfist of choice! Sx2 AP-3 D1d3, essentially a force powerfist. You get the hint that they want you to take non-captain characters? *'''Tempered Helm''': Roll 1d6 for every command point spent whenever you use a stratagem. On a 5+, the command point is refunded. Only 1 command point can be refunded in this way per battle round (no limit on stratagems used outside of a battle round, i.e. before the battle begins). ** Per the September 2019 FAQ, you can't use this to refund command points before the battle begins =====Special Issue Wargear===== The first four relics in the Special Issue Wargear section are copy-pastes for each Supplement, then there's a selection of unique mini-relics. *'''Adamantium Mantle:''' 5+ Feel No Pain. You have a Warlord trait that does the same thing. Even with Paragon of Iron to give a different character a 5+++, should the Warlord really be taking relics from the Special Issue wargear section instead of diving for the actual Chapter relics? *'''Artificer Armor:''' 2+/5++. Excellent on Lieutenants and Librarians who don't get invulnerable saves to start. Or, throw it on a Sergeant with Scion of the Forge. *'''Digital Weapons:''' Do an additional attack when the model fights. If it hits, the target suffers a mortal wound. *'''Master-crafted Weapon:''' +1 to the damage characteristic of one of the bearer's weapons, which is then considered a relic. D4 Thunderhammer baby! *'''Automedicae Bionics:''' Heal 1d3 wounds at the start of the turn. Actually a decent pick! *'''Dataspike:''' Roll 2 dice and drop the lowest result when healing vehicles. Generally speaking, this will turn 1d3 healing from average 2 to average 2.44, changes the odds of rolling at least 2 from 2/3 to 8/9, and changes the odds of rolling 3 from 3/9 to 5/9, in terms of your ability to repair a target enough to change wound brackets. *'''Haywire Bolts:''' Affects a bolt weapon. It can only do 1 shot, but when targeting a {{WH40Kkeyword|vehicle}}, an unmodified wound roll of 4 or 5 does d3 mortal wounds, and a 6 results in a flat 3 mortal wounds, in addition to normal damage. Can be useful for chipping off the last few wounds from a vehicle. You know, in case your Heavy Weapons under the Devastator Doctrine somehow didn't finish the job. **The additional damage is both mortal and additive, so the effect is more noticeable on a weapon with poor AP and D to begin with, and it happens on a 4 or 5 even if the shot failed to wound, so also more noticeable on low S, and for obvious reasons, you want to take it on a 1-shot weapon to begin with. Nothing else matters ''per se'', so e.g. it'll have the same impact on a weapon of any range. <i> More noticeable maybe, but no more effective. It's actually most efficient on a single shot weapon as you don't lose any of your initial firepower.</i> ***Could be interesting on a Primaris Lieutenant with a stalker bolt rifle. Or a sergeant armed with the same if you want to use the stratagem. *'''Teeth of Mars:''' Replaces a chainsword, SU AP-2 D2 A+1; becomes Sx2 AP-2 D2 A+1 when resolving attacks against {{WH40Kkeyword|vehicle}}s. ====Stratagems==== Iron Hand Stratagems can be divided into four categories; offense, defense, utility, and universal *'''Offense:''' Iron hands have stratagems that improve accuracy and create bonus attacks or AP on rolls of 6. **'''Engine Purge (2 CP):''' Use at the start of your movement phase if the devastator doctrine is active. Until the start of the next battle round, when resolving an attack made with heavy or grenade weapon by an {{W40Kkeyword|Iron Hands}} model in your ''army'', an unmodified 6+ to wound increases the AP of that attack by 1. **'''Mercy is Weakness (1 CP):''' Choose after a unit decides to shoot or fight. Select an enemy unit, and until the end of that phase, every {{W40Kkeyword|Iron Hands}} model that attacks this unit wounds twice on unmodified wound rolls of 6. Enjoy. **'''Methodical Firepower (1 CP):''' If the devastator doctrine isn't active, pick a unit. Now it is for this unit. no need to say how good this is on units with heavy weapons. **'''The Gorgon's Rage (1 CP):''' Use in the Fight phase, when choosing an {{W40Kkeyword|Iron Hands}} unit to fight. Until the end of the phase, that unit adds +1 to melee hit rolls. If the target is {{W40Kkeyword|emperor's children}}, enjoy an additional +1 to wound. **'''Vengeance for Istvaan V (1 CP):''' Use in the Fight phase, when choosing an {{W40Kkeyword|Iron Hands}} unit to fight. Re-roll hit rolls vs {{W40Kkeyword|Alpha Legion}}, {{W40Kkeyword|Iron Warriors}}, {{W40Kkeyword|Night Lords}}, and {{W40Kkeyword|Word Bearers}}. **'''Wrathful Machine Spirit (2 CP):''' Used in the shooting or fight phase when a {{W40Kkeyword|vehicle}} is chosen to shoot or fight; it can re-roll hit rolls for that phase. ***Not bad, but for those same 2 CP you could upgrade a captain to a chapter master and get the same buff in an aura, all game. Situational, if you've got, say, lots of fliers a captain can't keep up with, or if you're not taking a captain and need the buff, but if you're taking a captain and don't have too many vehicles that he can't keep up with, it might be better to just take a chapter master instead. Besides, you can always pay cps during the game to get this strat if you need it for whatever reason. *'''Defense:''' Iron Hands have an impressive number of defensive related stratagems to keep your important characters, vehicles, and units alive. **'''Cogitated Martyrdom (1 CP):''' Use at the start of an enemy shooting phase. An {{W40Kkeyword|Iron Hands infantry}} unit can intercept attacks before rolling FNP for non-vehicle {{W40Kkeyword|Iron Hands characters}} within 3". On a 2+, take a MW on the infantry unit. ***Enjoy treating Intercessors as drones. Particularly useful as your characters will be high priority targets for your opponent like the new iron father or anyone with the ironstone. Maybe use it for servitors. This lets you shove some poor sod in front of the Sniper-lascannon aiming for your characters. **'''Machine Empathy (1 CP):''' After a Techmarine heals a vehicle, that model can use that ability again. Remember, our vehicles' wounds count as double for the purposes of their bracket, so even a single repaired wound can bump up a damaged vehicle.<s>Now, imagine the potential to heal 6 damage on a tank. Yes, please!</s> (Due to ERRATA you can now use second repair only on different (non-repaired) vehicle) **'''Optimal Repulsion Doctrines (2 CP):''' A unit during your opponents charge phase enjoys 5+ overwatch. If you're Iron Hands and not a successor, enjoy 4+. If you use this on a unit next to a chapter master then you'll have 3/4 shots hitting in overwatch, brutal. **'''Reject the Flesh, Embrace the Machine (1 CP):''' Use in any phase when an {{W40Kkeyword|Iron Hands infantry}} unit in your army is chosen as a target for an attack. FNP on 5+++. If it's a Warlord with All Flesh is Weakness, he gets a 4+++. *'''Utility:''' While most Chapters have narrowly focused utility Stratagems, the Iron Hands have the advantage of having some of the most generally useful options. **'''March of the Ancients (1 CP):''' once per battle, After nominating a warlord, select a single Dreadnought in your army. That Dreadnought gains the {{W40Kkeyword|Character}} keyword and adds 1 to its attack and Leadership characteristics. Beware that Dreadnoughts with 10 or more wounds can still be targeted, and Cogitated Martyrdom now doesn't protect vehicles. Still enjoy having a Venerable Dreadnought Rifleman who has the protection of being a character! Or, finally be able to screen that Ironclad Dreadnought as it runs up with the Seismic Hammer and Chainfist, appreciating the extra attack! **'''Mnemonic Auto-Savant (2 CP):''' If your WL is on the battlefield upon completing a tactical objective, do not discard it. You can use it again in the subsequent round. Nice. **'''Souls of Iron (2 CP):''' Deny on 4+ within 24" of an Iron Hands unit. *'''Universal:''' All Chapter Supplements get some variation of the following three stratagems. **'''Bequeathed by the Iron Council (1 CP):''' Iron Hands relics for successors. Yay!!! **'''Paragon of Iron (1 CP):''' Bonus warlord trait for your non-named character warlord. Must be from Iron Hands. The usual supplement special. **'''Scions of the Forge (1 CP):''' Your sergeant gets toys! Yay! Special issue wargear to sergeants (chosen from m-c weapon, digital weapons, Teeth of Mars, and Haywire Bolts). ==== Litany & Psychic Discipline - Technomancy==== Technomancy is a support discipline that centers around buffing your vehicles and wargear while cursing your opponent's. A heavily-mechanized army will gain the most benefit from this school, but if you are looking to create an Iron Hands version of Mephiston, you are out of luck. Two of the powers (Blessing of the Machine God and Reforge) can only target your vehicles, while two of the mortal wound generating powers (Machine Flense and Fury of Medusa) need to target enemy vehicles to get the full effect (or any effect in the case of Machine Flense). Fortunately, the last two powers (Objuration Mechanicum and Psysteel Armour) are both pretty good ''without'' having to target vehicles. #'''Blessing of the Machine God (WC5)''': Grants +1 to hit for a friendly {{WH40Kkeyword|Iron Hands vehicle}} unit within 12". You need to get at least an 8 on the psychic test to use this on {{WH40kKeyword|Titanic}} units, so have a CP to burn if you want to buff that Fellblade or Astraeus. #'''Objuration Mechanicum (WC7)''': If manifested, select one visible enemy unit within 18". When that unit rolls unmodified 1s to shoot, it takes a mortal wound after it finishes the gun in question. Enjoy self-immolating aggressors, Tau Fire Warriors, and Chaos Havocs with miniguns. #*While the actual output of this weapon depends on the number of shots the target unit makes, and penalties to hit won't affect it (although if the target has to re-roll hits, that absolutely may), one of the big values is forcing your opponent to decide if shooting with the unit is worth the mortal wounds it will suffer. It also has better scaling the more guns the unit uses to make those shots, since a given gun gets all of its shots before any mortal wounds happen, but mortal wounds will happen between guns. #**Without any relevant buffs, the number of shots the target has to make to suffer at least as much as Smite would have - bearing in mind that this happens ''after'' it shoots, not before, as it would with Smite - is 19, so anything with at least that many shots - such as a Leman Russ Punisher, or 5 models within 12" with Storm Bolters, or what have you - will die to this power ''faster'', with, again, the caveat that the mortal wounds won't happen until ''after'' each gun fires. #*Point at plasma wielding squads for double the fun, now a roll of 1 on an overcharge will both kill the gunner ''and'' drop a mortal wound on one of its buddies. If you really want to cheese it, get something to force -1 to hit modifiers on your unfortunate victims and your opponent will just plain give up on shooting with them (it won't help this power hurt them, of course). #'''Fury of Medusa (WC6)''': Select an enemy model within 18". Draw a line 1mm wide between the psyker and target. For every enemy unit the line crosses, including the target model's, roll 1d6, adding 2 for {{WH40Kkeyword|vehicle}}s; the unit takes a mortal wound on a 4 or 5, and 1d3 mortal wounds on a 6. #**This needs to cross 4 non-vehicle units, 2 vehicle units, or 1 vehicle and 2 non-vehicle, in order to outperform Smite. #'''Psysteel Armour (WC6)''': Select an {{WH40Kkeyword|Iron Hands}} unit within 12" of the psyker. Add 1 to non-invulnerable saving throws for it. #'''Reforge (WC5)''': Heal D3 lost wounds on a {{WH40Kkeyword|vehicle}} within 3". #*This turns your Librarian into a much more expensive and much less reliable Techmarine, and you don't even get a range benefit. #'''Machine Flense (WC6)''': Select a visible enemy {{WH40Kkeyword|vehicle}} unit within 18". It takes 1d3 mortal wounds. Then select an enemy unit that was within 6" of that {{WH40Kkeyword|vehicle}} and visible to it when the power was manifested (meaning the original target ''need not'' still be on the table). Roll 1d6 for each mortal wound the original target suffered. On a 3+, the secondary target takes a mortal wound. #*After the cast, this will on average deal 2 mortal wounds to the target and 4/3 mortal wounds to the secondary target, meaning that this power actually does do more mortal wounds than Smite (1.79 for Smite, 1.44 to the target, 0.96 to the secondary target, 2.41 total mortal wounds dealt by this power, taking cast odds into account), assuming no bonuses to the cast are available. '''Litanies of Battle - Medusan Furore:''' Your chaplain adds +1S to all Iron Hands within 6", which might help your Reivers and Incursors edge over their enemies or let your captain pulp some heads. ====Special Units==== *'''HQ''' **'''Malkaan Feirros:''' The Iron Hands' first named character is a Gravis Captain but without the re-rolling 1s to hit aura. Stat-wise he's like a Gravis Captain with 7 wounds, 5 attacks, a 2+ save, and a 5+ FNP instead of the Chapter's 6+ FNP, and offense-wise his Gorgon's Wrath is an AP-2 D2 Heavy Bolter, and his Harrowhand is a S+3 AP-2 D2 axe. Naturally you want him for his buffing abilities, as awesome as his punch and durability may be. He gives all Iron Hands INFANTRY units (FAQ) within 6" a 5+ Invulnerable save. He's also a superior techmarine (which should be obvious being the Master of the Forge and whatnot) and repairs a flat 3 wounds to vehicles instead of d3 wounds (or 6W with Machine Empathy strat). He also has a Signum Array that gives a friendly unit within 3" BS2+ at the start of the shooting phase ([[awesome|if applied to vehicles, it overrides their damage bracket]]), so he acts like a versatile Devastator Sarge on top of that. Land Raiders hitting on 2+ and restoring 3 wounds a turn, anyone? Feirros is shaping up to be a blue chip unit in Iron Hands detachments, provided he doesn't cost over 200 points like a certain spiritual liege and...[[cheese|oh my god what he's only 110 points]]. Blue chip status confirmed. *'''Forgeworld''' {{W40kKeyword|Successor Chapters}} '''Characters''' **Remember, you don't necessarily need to pick Inheritors of the Primarch to be an Iron Hands successor and use this supplement.<br> **{{W40kKeyword|[[Sons of Medusa]]}} ***'''Vaylund Cal:''' Chapter Master/Techmarine. If you ever wanted to see the mechanized fusion of a Techmarine with a Chapter Master, this is the motherfucker for you. Sporting a monstrous statline of S5 (doubled with his Medusan Hammer and Servo-Arms) and an enviable T6, he'll be hard to take down. Also makes an excellent anchor for a firing line, because he gives both a re-roll bubble AND can repair vehicles. His price was dropped to <strike>173</strike> 116, making him a clear pick over a tech marine with an upgraded captain. While slightly less flexible, it will save you a few points along with three command points. ====Tactical Objectives==== #'''Methodical Destruction:''' When this Tactical Objective is generated, select up to three enemy units on the battlefield. Score 1 victory point for each of those units that was destroyed as a result of an attack made with a ranged weapon by an {{W40Kkeyword|IRON HANDS}} unit from your army this turn. Score D3+3 victory points instead if all three units were destroyed in the same phase. #'''Advance and Secure''': Score 1 victory point if you control the objective marker closest to the centre of the battlefield at the end of your turn (if several objective markers are equally close to the centre, you achieve this Tactical Objective if you control any of those objective markers at the end of your turn). #'''March of the Machines''': Score 1 victory point if an {{W40Kkeyword|IRON HANDS DREADNOUGHT}} from your army either finished an Advance move or charge move wholly within the enemyโs deployment zone this turn. #'''Destroy the Weak''':Score D3 victory points if at least one enemy unit was destroyed as a result of an attack made by any {{W40Kkeyword|IRON HANDS}} models from your army during both the Shooting phase and the Fight phase of this turn. #'''The Strength of Metal''': Whilst this Tactical Objective is active, keep a tally of how many times {{W40Kkeyword|IRON HANDS}} models from your army would lose a wound that is subsequently not lost (e.g. due to the The Flesh is Weak Chapter Tactic or the Artificer Bionics ability). Score 1 victory point if this Tactical Objective is still active when the tally reaches 10. #'''Cold Fury''': Score 1 victory point if any enemy units were destroyed as a result of an attack made by an {{W40Kkeyword|IRON HANDS VEHICLE}} model from your army this turn. Score D3 victory points instead if three or more enemy units were destroyed as a result of an attack made by an {{W40Kkeyword|IRON HANDS VEHICLE}} model this turn. ====Tactics==== In the month following the release of their codex supplement but before the October FAQ nerf, the Iron Hands enjoyed an unprecedented level of popularity and brokenness. An article on Warhammer site Goonhammer reported a winrate of 71% overall in 234 qualifying games, far higher than any other faction had enjoyed since the launch of 8th edition. This helps to explain why, on October 17 of 2019, an initial, rather anemic FAQ was amended within hours to include a number of changes to try and get ahead of the situation. As a result of these nerfs, the tactical situational for the Iron Hands is in something of a transitional state. It remains to be seen if the changes will have their intended effect. In the mean time, here is a brief list of several of the most popular units from before the nerfs. *'''Stormhawk interceptors, Stormtalon Gunships, and Stormraven Gunships''': A popular choice on several competitive lists. All three flyers pair well with the Iron Hands Chapter tactics, and units like the Stormhawk and stormtalon, which have heavy weapons but not power of the machine spirit, benefit greatly from both the Devastator doctrine and the chapter doctrine. *'''Thunderfire Cannons''': Another popular competitive choice and almost an auto-take in an Iron Hands army thanks to the interaction between Devastator doctrine and the Chapter doctrine. *'''Repulsor Executioners''': Initially broken as fuck due to the interaction between Feirros and the Ironstone. Now far less so thanks to the nerfs to both units, but still solid for all the expected reasons. *'''Aggressor Bomb:''' Take a Chief Apothecary warlord with Father of the Future, ForgeFather Feirros, and a large group of Aggressor. Now you have 3 wounds 3+/5++/5+++ models packing a lot of Bolter fire that would endure and overwhelm even a Banblade. </div></div>
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