Sunday, 12 January 2014
Clan Tactica: HQ
This post is going to be the start of something slightly different. I'm going to show pictures of all of my Iron Hands units and how I use/plan to use them on the battlefield. No allied detachments, no fortifications and no super heavies. This is going to be plain and simple codex/clan only with HQ being first :)
(from left to right)
HQ
Chaplain
Loadout is typically a Chaplain with the Axe of Medusa, Betrayers Bane and Tempered Helm which comes in at 175 points, Betrayers Bane is optional. He goes in with the Honour Guard to boost their combat ability and shooting, he also takes challenges so the warlord can smash units apart.
Chapter Master/Captain Smashy
Chapter Master/Captain with Artificer Armour, Gorgon's Chains, Thunder Hammer and Lightening Claw for 230/190. This guy is my warlord and hangs out with the Honour Guard. He can single handily take on anything from squads to tanks to monstrous creatures and is a pain in the arse to put down. The Chaplain and Honour Guard only augment his power. I like to throw in digital weapons if I have the points spare so the hammer gets a re-roll.
Vaylund Cal/Techmarine/Master of the Forge
http://www.forgeworld.co.uk/Downloads/Product/PDF/B/badabupdate-v2.pdf (page 17)
I've built him because he's the closest thing Iron Hands have to a character, he just belongs to a successor chapter instead of the actual Hands. Anyway he goes with the Honour Guard (see a pattern yet?) to provide additional support but also repair the Raven on the way in. If there isn't a Raven and he's just a Techmarine then he keeps the Dreadnought running for as long as possible.
Honour Guard
160 points for 5 guys with a power weapon, bolt pistol, boltgun and artificer armour with the chapter standard is a bargain. I find that 3 swords and 2 axes can deal with most units. The Chapter Champion is a bit off though, must issue/accept challenges and struggles to actually kill stuff without a relic blade. This unit spearheads my attack from either jumping out of a Stormraven or marching up the board with a gun line. They're a force to be reckoned with thanks to 5 attacks each on the charge, 4 without. The Chaplain lets them re-roll to hits rolls of 1 in the shooting phase (or another nearby unit if needed) and re-roll hits in the first round of combat which just makes them more of a threat.
That's it for HQ's, I'm not 100% sure I've explained how I use them but I think you get the general idea. Next time the Troops.
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They're a lot of points in HQ but so long as the gun line and command keep supporting each other until most of the pods arrive it's usually fine.
ReplyDeleteThey're a lot of points in HQ but so long as the gun line and command keep supporting each other until most of the pods arrive it's usually fine.
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