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D-Company Forum > Index Astartes > Chaos Space Marines > Updated Iron Warrior formation


Updated Iron Warrior formation
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LordBoroth
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 Posted: Mon Dec 29th, 2008 03:39 pm

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Here is a new re-vamped formation let me know if you think its better than the previous incarnation.




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LordBoroth
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 Posted: Mon Dec 29th, 2008 03:41 pm

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I'd like to use this new version for the 2009 mega battle if thats cool.



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 Posted: Mon Dec 29th, 2008 08:52 pm

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what do tunnels do?



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 Posted: Tue Dec 30th, 2008 03:08 am

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I like it so far...

I think Tunnels lets you deepstrike/deploy using counters. Enemy models can stop you from deepstriking on these counters if they are sitting on top of them.

Thats the only one I'd need to look at further.

*grumbles as he looks for books*



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LordBoroth
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 Posted: Tue Dec 30th, 2008 02:05 pm

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The tunnels strategem allows you to place counters on the table and then you can place units in strategic reserve near them in the movement phaseas if they were disembarking from a vehicle.  you can't assault the turn they do that though.

Also if an enemy model is too close to a counter you cant use that counter.

its not overly powerful in a big apoc game, but it seems kinda fluffy and fun to try



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 Posted: Tue Dec 30th, 2008 03:01 pm

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It is fun. Aaron and I played a big Cities of Death campaign when that book came out, and it was one we used a lot because it's pretty solid.



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Derling
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 Posted: Fri Jan 9th, 2009 09:09 pm

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Hey,

I like the direction this is going even more than the previous versions.  I love the idea of minefields, tank traps, and other model based constructions hitting the table.  I think they are also very fitting for the Iron Warriors.

I think you should work more towards simplifying the execution of the rules. I generally find  the notion of purchasing strategems distastful and sets a bad precident.   (it starts nice enough but soon you have the Tau Vortex Grenade legion buying 25pt vortex grenades in unlimited quantities)

For example, I might raise the base cost of the legion to 300 pts and include the obstacles, minefield, and bunker as free strategems, benefits of the unique formation(but these would each be limited 1 one of each per Grand company fielded). 

If the orbital bombardment is desirable also...maybe you make the total cost 500+ models.(100 pts for orbital bombardment seems kind of cheap.)

I do have a question in nomenclature.  The name of the organzation is "Grand Company" but it seems to me it can be fielded by as few as 40 marines and a chaos lord.  Wouldn'tr it make sense to have this number closer(if not meeting) to 100 men?

That said, I think the most underutilized rules in the game are obstacles and minefields....I'm excited to see you pointing towards them.



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 Posted: Fri Jan 9th, 2009 10:36 pm

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I think any character in your army can by Pabst boots for 5 pts, but then loose 1 point on all stats, (yes, even wounds).:)



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LordBoroth
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 Posted: Mon Jan 12th, 2009 03:56 pm

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Brand new formation, i just heavily modified it




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 Posted: Mon Jan 12th, 2009 05:19 pm

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looks cool Jay!  You always seem to do a good job on the apoc. formations.

 

... I can't find the Pabst Boots for +5 points per character though... where is it? ;):P



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 Posted: Mon Jan 12th, 2009 05:20 pm

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This newest version is my favorite incarnation of the formation so far...Well done!

Last edited on Mon Jan 12th, 2009 05:20 pm by Derling



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LordBoroth
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 Posted: Mon Jan 12th, 2009 05:33 pm

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thanks, i took your suggestions and tried to come up with a more defined formation, one that included every model in it. 

I used the bell of lost souls heresy-era iron warriors formation as a base then added to it.

i am gonna list a sample army list that i will probably use with everyone's permission for the big game this year.



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LordBoroth
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 Posted: Mon Jan 12th, 2009 05:46 pm

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here is a sample army list i will probably use for the big game:

Assault Formation (tunnels and recon strategems) (300points):

Warsmith Morgoth - servo arm, bionics, lightning claws, mark of khorne
    retinue - 4 chosen - one champion with servo arm and powerfist, 1 melta gun, 1  flamer, one guy with powerfist in rhino with extra armor
total - 357points

Terminator Squad - 5 terminator champions - 2 lightning claws, icon of chaos glory, chainfist, bolter-melta + chainfist, chainfist, heavy flamer in Landraider with extra armor
total - 495points

Battle Squad 1 - 9 marines missile launcher and plasma gun, 1 aspiring champion with powerfist in rhino with extra armor and havoc launcher
total - 280points

Battle Squad 2 - 9 marines missile launcher and plasma gun, 1 aspiring champion with powerfist in rhino with extra armor and havoc launcher
total - 280points

Battle Squad 3 - 9 marines missile launcher and plasma gun, 1 aspiring champion with powerfist in rhino with extra armor and havoc launcher
total - 280points

Battle Squad 4 - 9 marines missile launcher and plasma gun, 1 aspiring champion with powerfist in rhino with extra armor and havoc launcher
total - 280points

Battle Squad 5 - 9 marines missile launcher and flamer, 1 aspiring champion with powerfist and bolter-melta in rhino with extra armor and havoc launcher
total - 280points

Battle Squad 6 - 9 marines 2 melta guns, 1 aspiring champion with powerweapon and bolter-flamer in rhino with extra armor
total - 260points

Battle Squad 7 - 9 marines 2plasma guns, 1 aspiring champion with powerweapon and bolter-flamer in rhino with extra armor
total - 270points

Battle Squad 8 - 9 marines heavy bolter and plasma gun, 1 aspiring champion with servo arm powerweapon and bionics in rhino with extra armor
total - 290points

Linebreaker Squadron - 3 vindicators with extra armor
total - 520 points

2 Basilisks with extra armor and smoke
total - 266 points

10 Havocs - 4 missile launchers and tank hunters
total - 260 points

10 havocs - 4 autocannons and tank hunters
total - 260 points

10 havocs - 4 lascannons and tank hunters
total - 320 points

TOTAL 4998points


So that is the army i would like to play with in the big game if everyone is cool with it.  I wouldn't use the tunnel strategem however just so you know.

Last edited on Mon Jan 12th, 2009 05:49 pm by LordBoroth



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 Posted: Mon Jan 12th, 2009 09:06 pm

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Hey,

I did fail to mention that I'd probably just go with your original version of Tank hunters(only affecting Bunkers, structures, and obstacle type things).   It's more fitting to their fluff, as they are bunker busters and siege warfare specialists, not krack anti tank troops.  In doing this, I'd also make this a free upgrade to the entire unit, not just the havocs.

Otherwise, it comes off a bit like finding ways for units to to more cheaply aqquire mass numbers of lascannons or psuedo railguns;)

 

I'm generally against Tank hunters in general except under the most strict and supervised uses, as it really has a way of making heavily armored tanks look naff.

Last edited on Mon Jan 12th, 2009 09:08 pm by Derling



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 Posted: Mon Jan 12th, 2009 09:32 pm

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If Battle Squads are 10-20 Marines, then are you saying that the Rhino is optional (if the squad numbers more than 12 models)?



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LordBoroth
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 Posted: Mon Jan 12th, 2009 09:58 pm

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yes, maybe thats not clear, the transports are optional.



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LordBoroth
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 Posted: Mon Jan 12th, 2009 10:58 pm

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Derling, i know where yer coming from.  I agree that the bunker buster is more fluffy after thinking about it.  And i think i will change it back to that. 

But i must take say that in an era of ork nob bikers and 3+ invulernable terminator saves i just cant say that tank hunters is that over powering.  I never thought that it was with the old codex either.  It doesn't even do anything against the afore mentioned units and against super heavies they still have multiple "wounds" so one shot usually wont kill them any way.

just sayin





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 Posted: Tue Jan 13th, 2009 11:20 pm

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LordBoroth wrote: But i must take say that in an era of ork nob bikers and 3+ invulernable terminator saves i just cant say that tank hunters is that over powering.  I never thought that it was with the old codex either.  It doesn't even do anything against the afore mentioned units and against super heavies they still have multiple "wounds" so one shot usually wont kill them any way.



I gotcha...Point taken.:)

I guess I just got sick of playing against 10,000 marine and Chaos armies who took Tank hunters every chance they could get...I almost forgot lascannons were str9 and autocannons were str7.



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LordBoroth
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 Posted: Wed Jan 14th, 2009 06:40 pm

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I'm thinking maybe having one squad of havocs in every three fielded that could be upgraded to tank hunters and then the bunker-busters could apply to the other havoc squads for like 10 points per squad.

I think that would be kinda cool, so if you take the defensive formation a total of 2 havoc squads could be tank hunters.



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LordBoroth
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 Posted: Thu Jan 15th, 2009 08:08 pm

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alright i just updated the formation again hopefully we are good this time.




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