Tuesday, 22 October 2013

Hands over Fists!

Right, in the long break between posts, something interesting appears to have happened in the hobby world.  Namely, the new Space Marines Codex.  My general thoughts on this are quite positive by and large, but then again, that’s been a familiar enough tune from me over the last few releases.  I feel the new Marines have not drastically changed, more than been brought into line.  Very few new units; just the Centurions at last count.  I’m not counting the Raven and Talon for that as they were both usable beforehand, but not in the codex proper.

A lot of the changes have been more tweaks than anything.  The biggest of these is definitely the Chapter Traits system which, although not the return to the broad customisability of the fourth ed dex is still very characterful and will encourage each player down a certain route depending on their chosen progenitor chapter.  I initially wrote ‘force’ instead of ‘guide’ in that sentence.  That’s one of the good things about this new system is that it doesn’t feel like it is forcing you to do certain things or create certain armies.  They all have broad advantages that benefit the majority of your army, just are in starker relief and greater effect in certain areas.  That said, let’s go onto my particular (possibly predictable) key focus in this area.  The Iron Hands.  The cold bastards of the Legiones Astartes.

The focus for their Chapter Traits appears to be sheer bloody-minded durability, although in only minor degrees.  I quite like it, but when comparing it to the more offensively aligned chapter tactics it can be easy to think that they’re hard done by.  This isn’t a ramp up to a complaint or anything though.  The Iron Hands traits are very useful, although they are unlikely to come into effect on individual occasions.  The unique thing for the Tenth is that their rules pretty much affect everything you have on the board.  However, the down side is that you need to be lucky for those things to have an effect.  You cannot actually rely on them.  You just have to hope that the dice come up in your favour.  An extra Strength on Hammer of Wrath is inviolable.  Once you charge, it’s there.  Same with Hit and Run, or Relentless.  You can go through an entire game with any of the Iron Hands doctrines helping you at all if you just don’t roll right.  Or you can be borderline indestructible.  Either way, it’s all just rolls on the dice, a fact that will turn many people off using them.

Nevertheless, they are my Legion/Chapter and I’ve naturally devised a list for them, trying to make the most of what they can bring and adding a couple of new things.  May as well let you in on it, as it seems pretty solid.  That said, like untempered iron, I might find them a touch brittle as well.

2,000 points incoming!

HQ

Master of the Forge: Xandrei Kimmel – Combi grav, Auspex

Elites

Ironclad Dreadnought – Twin heavy flamers, Seismic hammer, Drop pod

Ironclad Dreadnought – Twin heavy flamers, Chainfist, Drop pod

7 x Sternguard – two heavy flamers, Drop pod

Troops

10 x Tactical Marines – Meltagun, Heavy bolter, Meltabombs, Razorback with Assault cannons

10 x Tactical Marines – Meltagun, Heavy bolter, Meltabombs, Razorback with Assault cannons

5 x Scouts – Bolt pistols, Combat blades, Meltabombs, Landspeeder Storm with Heavy flamer

5 x Scouts – Bolt pistols, Combat blades, Meltabombs, Landspeeder Storm with Heavy flamer

Fast Attack

Stormtalon – Skyhammer missiles

Stormtalon – Skyhammer missiles

Heavy Support

3 x Centurions – Grav cannons & amps

Thunderfire Cannon

And that brings me up to about 2,000.  It’s not my typical list, certainly not for marines.  I’ve normal been a footslogging guy for them, but this time round I’m experimenting with mechanised.  Let’s see how that goes!  I’ll talk a bit more about my thoughts behind this list and some of my practical experience with it next time.

Good to see you’re still here!

2 comments:

Ty said...

I'm curious to see what you think of the Ironclads. I was thinking of putting some in my Salamanders list(even though they sadly don't get to twin-link their heavy flamers).

Meatshield said...

Basically, Ironclads really are my kind of dreadnought. Given the way vehicle damage is dealt with and the ease of grenade planting in combat, that bump on the front armour to 13 is of almost incalculable value against most opponents in assault.

They are also good at taking down other vehicles (although only in close)but the lack of range can stunt their utility in this regard. You could add HK missiles to them for a nice punch on drop, but they are so expensive I'm not sure it's worth it.

I'll be talking about them in my army tactics, no doubt, so stay tuned for some of that!