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===[[Iron Warriors]]=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:IronWarriors.png|100px|left|]] In the grim darkness of the far future, there is only bitter hate and the thunder of big guns. The Iron Warriors are among the greatest siege lords in the Galaxy: renowned an unmatched alliance with the Cult of Destruction (Obliterators and Mutilators), methodically planned campaigns of conquest, and their ability to break through and conquer any defended location, be it a Bunker on a hill or an entire Fortress World. The Iron Warriors‘ Legion Trait is useful in the current meta with everyone and their dog getting the benefits of cover in the open, and also have a great selection of Warlord Traits and some EXTRA flavorful Stratagems that make their traditional playstyle much more powerful. Not the most viable of all the Legions, but certainly has potential for some hilariously powerful army builds. They have synergy with shooting, Obliterators, Vehicles, and not dying. <div class="mw-collapsible-content"> *'''Legion Trait: ''Iron Within, Iron Without'':''' Enemy units attacked by units with this trait do not receive the benefit of cover. Each time an attack is made against a unit with this trait, the wound roll cannot be re-rolled. **Not just Light Cover or Heavy Cover, but Dense Cover too, sick. With this trait you can have your entire army give the middle finger to Raven Guard, Hive Fleet Jormungandr and Blood Axes Orks for you completely unapologetically, and it also kills smaller but annoying setups such as the Vexilla Magnifica Praetor in Custodes, not to mention just generally ignoring cover from terrain which is never a downside *'''Secondary Objective: ''Masters of Demolition'':''' Your enemy sets up three additional objectives over 9" away from each other and over 6" from any table edge, with only on being able to be placed within 6" of the enemy's DZ. Your {{W40kKeyword|Infantry}} units gain a special action that lets them spend a turn to demolish it, wiping them from the board and scoring you 4 VP (+3 more if this was within 6" of the enemy's DZ). *'''Warlord Traits''' **'''Architect of Destruction''': One friendly {{W40kKeyword|IRON WARRIORS}} core or vehicle units within 6" of this Warlord count as in wanton destruction. **'''Daemonsmith''': Choose one {{W40kKeyword|IRON WARRIORS Daemon Engine}}, {{W40kKeyword|IRON WARRIOR machine spirit}} or {{W40kKeyword|Cult of Destruction}} unit within 6", they gain +1 to hit. **'''Unyielding Mettle''': +1 Toughness and 5+++ FNP for this Warlord. Great for a Lord Discordant or a Smash Prince. **'''Bastion''': One core unit with in 6" of this warlord can hold steady or set to defend. In addition, they gain obsec or count as double if they already had it. **'''Siege Lord''': A guarantee that your heavy weapons will leave their mark. {{W40kKeyword|Iron Warriors Vehicles}} and {{W40kKeyword|Iron Warrior core}} units within 6" of the warlord and attacking enemy vehicle units with strength 7+, gain +1 damage to their weapons. ***Pretty worthless against armies with out vehicles, e.g. Tyranids, but great otherwise. **'''Implacable Taskmaster''': {{W40kKeyword|IRON WARRIORS}} core units within 6" count as stationary if they made a normal move. Turns any of your heavy weapon marines and defilers into havocs and saves you CP. *'''Stratagems''' **'''Bitter Enmity (1CP)''': Grr, we hate {{W40kKeyword|Imperial Fists}}. One unit can reroll hit and wound rolls in melee when targeting them. **'''Dour Duty (1/2CP)''': Use during your opponent's shooting phase or doing your charge phase. When one {{W40kKeyword|IRON WARRIORS}} core infantry or daemon engine unit is chosen as the target of an attack, they gain minus one damage against them. Cost 2CP for 10+ Power Level units. Throw this on a Land Raider or Obliterator pack in cover and even the best Anti-Tank weapons will struggle to bring it down. **'''Cold Hearted Malignity (1CP)''': Use this stratagem when an {{W40kKeyword|IRON WARRIORS}} core unit is below half strength. Until the end of the game, they auto pass morale and gain +1 to hit. **'''Methodical Annihilation (1CP)''': Use when selecting an {{W40kKeyword|IRON WARRIORS}} unit to shoot with. When resolving that unit's attacks, reroll one damage roll. Each time a model in that unit makes an attack with a BLAST weapon, the target unit counts as double the number of models. If the selected Iron Warriors unit is a vehicle, it cna use BLAST weapons in engagement range, but suffers a mortal wound for each hit roll of 1. ***All of these effects now apply, rather than having you choose one. **'''Spiteful Endurance (1CP)''': one Heretic Astartes gain 5+++ FNP. **'''Tank Destroyers (1CP)''': Use during the shooting or fight phase. Choose one {{W40kKeyword|IRON WARRIORS HERETIC ASTARTES}} (not cultists!) and one enemy vehicle. 6's to hit for the Iron Warriors auto-wound rolls against the target. **'''Unholy Vigor (2/3CP)''': Pick an {{W40kKeyword|Iron Warriors Vehicle}}. It gains minus one to wound against it. Cost 3 CP for titanic unit. *'''Relics''' **'''Axe of the Forge Master:''' Replaces a power axe or Daemon Axe. +3 strength, -3 AP, 2 damage, an unmodified roll of 6+ deals 1 mortal wound or 3 mortal wounds gainst vehicles in addition to any other damage. **'''Cranium Malevolous''': When shooting, Roll a dice for every enemy vehicle within 9"; on a 4+, they take d3 mortal wounds and on a 6+, they take 3 mortal wounds. (Cultist characters can take.) Alas, poor Yorick, I knew his EMP blasts well. **'''Fleshmetal Exoskeleton''': INFANTRY only. User gains -1 damage and after lost wounds from an attack, roll a d6, on a 4+ gain +d3 wounds regen. ***Only the Chaos Lord in Terminator armor can make this work. He's the only INFANTRY model with the wounds and saves to make this worth it. A -1 dam won't save Exalted Champions or anyone else when the [[Smashfucker|opponent's-smashlord-with-double-bone-harlequin-carress]] blenderfucks you, and you can't always rely on a 50% regen. **'''Insidium''': For non Daemon infantry. The bearer gains the Daemon keyword and Daemonkin and adds 1 to their strength, toughness, and wounds. ***In direct competition with Fleshmetal Exoskeleton, but both are limited by their INFANTRY only stipulation. This relic could make Exalted Champions and Masters of Execution better, since you're not really banking on them surviving a counter attack. **'''Siege Breaker Mace''': Replaces a Power Maul, a Cursed Crozius, thunder hammer, or accursed weapon. S+2 AP-2 D2 super-power maul, and can make one additional Sx2 AP-3 Dd3+3 attack. ****Always save the smash attack for last and never replace a thunder hammer with this. **'''Spitespitter''': Replaces a combibolter or combi-weapon. Bolter half becomes Rapid-Fire 1, S5 AP-3 D2 or rapid fire 2 if you chose a combibolter. Pretty much a Combi-Stalker Bolt Rifle. Awesome. **'''Techno-venomous Mechadendrites''': {{W40kKeyword|Warpsmiths}} only. Repairs 3 wounds with master of machines and attacks with mechadendrites cause 1 mortal wounds per hit. *'''Secondary: Masters of Demolition" **If you select this objective, during the resolve pre-battle abilities phase (so before the first round, but ''after'' deployment) ''your opponent'' must set up three objective markers anywhere on the battlefield, 9 inches away from each other and 6" away from an edge, and only one within their deployment zone (if an objective can't be placed within these rules, the marker is lost and you lose the potential VP). These count as a "demolition site" (i.e. a target for you ''and only you''), and your INFANTRY units can perform an action when in range of the objective, provided there are no opponent models next to it. This action begins in the '''start''' of your Movement phase, and ends '''at the end of your turn'''. ***The wording on this secondary is crucially important '''and stupid'''. Because it happens in the ''start'' of your movement phase, those dudes performing it should have been on the site already. Because it happens at the end of your turn, so long as you don't do anything else with those units, the action is successful. Once the action is completed, the Objective is removed. **Score '''4 VP''' for each demolished target, with the Deployment objective '''counting as 7 VP.''' ***Fucking brutal. 15 VP for a (sub!)faction secondary is pretty cool, even if there's the risk of it being an action, and those objective markers being placed by your opponent. Because these objectives are totally independent from the mission objective markers, your opponent needs to have someone babysit these objectives ''on top'' of the mission objectives they're already trying to capture. Your opponent is going to do whatever they can to place those objectives close to the objectives they're going to try to take, but that still works in your favor, because again, you can take secondaries that give you VP for seizing their objectives. '''Tactics'''</div></div>
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