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Topics - Ironclad13

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Ok, so I'm just trying to get a feel for what's popular/powerful.  What Legion(s) are you guys running from the Chaos Space Marines  Codex (not including Death Guard or Thousand Sons, they have/will have their own book) and why did you pick that one?

Personally, I'm an Iron Warriors fan, not because of their Legion trait (though ignoring cover isn't terrible) but because of their themes; massed firepower, cybernetics, forbidden technology and the "Iron within. Iron without." philosophy.  In short, I play Iron Warriors because I think they're just freakin' cool.

General Discussion / Off-Topic (not wargaming): Youtube - WTF?!
« on: September 09, 2017, 06:38:29 AM »
So, with the sudden shutdown of Fritz' much-loved channel, as someone looking to getting into creating their own youtube content, I find myself thinking "What the hell's going on at YouTube?".

Fritz appears to be one of many people getting the banhammer over on YouTube for, as far as anyone can make out, frivolous reasons.  It's like Google's censorship bots have stamped the mark of Khorne on the RAW-maul of their T's & C's and have been demonetising content left, right and centre.  In many cases, such as dear Fritz, they've been shutting down channels entirely.  It very much feels like they're enforcing their rules as written, rather than in spirit.

Which leaves me wondering, why should I use youtube as a platform when the T's & C's are so nebulously volatile?

An interesting new development if you're feeling a bit hard done by having recently just bought a codex.  Check this out:

General Discussion / 8th Edition Lists
« on: April 23, 2017, 12:05:12 PM »
So GW have confirmed in their 8th edition FAQ that all our existing models will be legitimate in the new rules.

With that in mind how are people planning their future lists? I imagine some people are just set in a holding pattern until the rules drop - a perfectly sensible position - but personally, I'm seeing this as an opportunity to throw together those forces that always appealed thematically but were still sub-optimal.

For example, right now I'm painting up a squad of Chaos Chosen because I want to give them a proper field test when the new rules land and I want to play with a fully painted army.

What about you guys? Are you doubling down on getting those last few games in or models finished before the rules change or are you, like me, getting ready to roll out with some experimental stuff?

40K Rules Questions / Fortifications & Upgrades
« on: March 21, 2017, 11:36:19 AM »
So I'm playing around with the Iron Warriors Grand Company decurion.  As an auxiliary choice, they have the option to include fortifications in their decurion.

So I'm thinking about what I can do with that, AV14 bastion bubbles for static havocs, etc but the issue I have is that the upgrades for those fortifications aren't clear on exactly what you're buying.

So if I take a Bastion and decide I want some barricades for culists to hide behind and screen it from assault, how big are those barricades?  4" long? 6" long? 8" long? Heck, 12"?  The same goes for tank traps and tangle wire.  Or in the event that it doesn't actually specify somewhere what you get for your points, what do most people consider "fair"?

And if someone finds a page reference please post the book and page number, that would be awesome.

Discussion: Chaos Space Marines / Terminator Lords
« on: March 08, 2017, 02:49:12 AM »
Alright folks,

Chaos Lords in Terminator Armour.  How do you normally equip them and how to do you use them tactically?  I was looking over the Chaos Lord's options and was thinking that a Chaos Lord pays a lot of points to get that sweet, sweet 2+/5++ but it's difficult to justify any further upgrades after that.  For example, conventional Power Weapons, Combis, etc all get a points reduction when buying them for Terminator characters as they're replacing an existing Power Weapon/Combi.  However, if you want your Lord to have that resiliency from their saves you still have to pay full points on extras like the Sigil of Corruption for a 4++ or your Chaos Artefacts (eg: Murder Swords).

Subsequently, it doesn't seem very efficient for the points to give your Chaos Lord any of that fancy, super-nice stuff because he's having to give his right arm to get it.  Subsquently I was wondering how folks actually use their Terminator Lords because I see a lot of pictures of conversions, paint jobs and other cool creative bits being posted around here and other sites.  Most of them have the lord equipped with just simple Power/Chain Fist and Lightning Claw.

I'm assuming that's pretty common and wondered if anyone used anything different on the setup and how you use that or other loadouts, what units/transports you run them with, etc.

I realise with some irony the length of time I've been playing Chaos but I tend to run Sorcerers or Daemon Princes instead of Lords so this is surprisingly new to me.

40K Rules Questions / Rules You Get Wrong
« on: March 05, 2017, 05:41:07 AM »
So I don't know if this should potentially be a sticky as it could end up help clarifying a lot of stuff for new players or veterans mind-locked in editions past.  Anyways, I wanted to start a discussion on the rules of the game that you've always played a certain way, it may even have cemented itself in your local meta-game, but when you've gone back to check the book, you've realised you've been doing it wrong the whole time.

So to start the ball rolling, here's a few of my own that I've discovered I've been doing wrong for ages.

Null-Deployment & Sudden Death
In editions past it was possible to have nothing on the board until your reserves turned up, potentially denying your opponent one or two turns of valuable shooting.  However, it turns out that if at any point you have zero models on the table, your opponent wins a Sudden Death victory.

1st Turn Assaults
These have always been disallowed since 4th edition (IIRC), however 7th edition has done away with such restrictions entirely.  While special forms of deployment/reserve like Infiltrate or Deepstrike, for example, specifically state that you may not charge on first turn, there is in fact no such rule stating that when using conventional deployment you can not do so.  If you set up normally, can somehow get your models into charge range without using any special tricks that specifically disallow it,you can charge them.  Blood for the Blood God!

Gargantuan Monstrous Creates: Feel No Pain & Stomp
Until recently I didn't even know Gargantuan Monstrous Creates even had Feel No Pain, nor did my opponent fielding his Wraithnight.  Similarly we both always forget that they get Stomp.  It sounds Orky and somehow that translates in our heads that Eldar would do nothing so crude.

Transport Vehicles: Stunned & Shaken Effects On Passengers
In 6th edition (IIRC), a Shaken/Stunned transport automatically inflicted snap-shots on it's occupants.  In 7th they take a leadership test first and only suffer from snap-firing if they fail.  So many times this has bitten me in the ass as my Havocs have been rolling to hit on 6+ when they needn't have.  I only actually discovered this rule today, lol.  :o

Chaos Space Marines: Veterans of the Long War
While I never forget the +1Ld, I do frequently forget my re-rolls in melee against the lackies of the Corpse Emperor.

How about you guys?  What rules have you gotten mixed up or frequently forgotten?

Discussion: Space Marines / Crimsons Fists - New Player
« on: March 03, 2017, 05:25:21 PM »
Hey guys and gals,

So I recently got into Space Marines.  I'm a long time Chaos Marines player and, having dipped my toes into Astra Militarum and Eldar, I've recently discovered a soft spot for the Crimson Fists.

Subsequently, I'd be using the Imperial Fists Chapter Tactics and I'm thinking an army based around using a lot of Tactical Marines in Combat Squads, with Dev and Assault Marines backing them up, probably a lot of mechanisation.  I also think Whirlwinds are ---ing cool. :P

As of right now I have the "Start Collecting Space Marines" box plus a Tactical squad.  So Terminator Captain, 2 Tac Squads, and a Venerable Dreadnought.  Also have the "Imperial Space Marine" with all the combi-disintegrator stuff.  I'd welcome tactical suggestions for equipment and use on the table as well as expansion ideas.

Discussion: Chaos Space Marines / Using Chosen
« on: February 27, 2017, 07:08:16 PM »
Hey folks,

So basically I love the concept of Chosen, each a champion in their own right, the right hand men of a Chaos Lord. I want to put a squad on the table but I'm looking for inspiration and ideas on how to get the best out of them.

I know Havocs/Terminators are cheaper, more cost effective, etc, but I want to put a squad down for fun as part of Warband formation.  Specifically as part of an Iron Warriors Grand Company.

My first thoughts are 5 Melta/Plasma Guns, Champ with combi, attached Sorcerer and Warpsmith (Cult of Destruction).

However any and all suggestions are welcome.

Discussion: THE LIST / 2000 Points Iron Warriors - Not Another Warband :P
« on: February 19, 2017, 06:52:20 PM »
Hey guys, so I've played a few games with Traitor Legions now that it's out (my main opponents being Blood Angels, Tyrannids, Genestealer Cults and Iyanden-themed Eldar) I've been playtesting a few different builds and I think I've hit upon a setup that I like.  I'd like you guys to give it a once over and see what you think.

Iron Warriors: 2000pts
Assume everything has VotLW where appropriate, since it's free, lol.

Combined Arms Detachment
Daemon Prince:280pts
Daemon of Nurgle, Fleshmetal Exoskeleton, +2 Mastery Levels
- This is my fun model, converted, etc.  Fluff-friendly and made with love.  (More here:

2 Obliterators  140pts

2 Obliterators  140pts

2 Obliterators  140pts

- Because obliterators as troops.  Why wouldn't you?

Havocs: 247pts
10 Models, 4 Plasma Guns, Rhino w/Havoc Launcher

Havocs: 247pts
10 Models, 4 Plasma Guns, Rhino w/Havoc Launcher

Havocs: 227pts
10 Models, 4 Meltaguns, Rhino w/Havoc Launcher

- The actual Iron Warriors

Formation Detachment
Helbrute: 115pts
Multi Metal, Power Fist w/Heavy Flamer

10 Cultists: 63pts
8 Autoguns, 1 Heavy Stubber

10 Cultists: 55pts
1 Flamer

Formation Detachment
Helbrute: 115pts
Plasma Cannon, Power Fist w/Combi-Bolter

10 Cultists: 63pts
8 Autoguns, 1 Heavy Stubber

10 Cultists: 55pts
1 Flamer

- Nice AV-12 dangerous distractions and trash mob speedbumps

TOTAL 1887 points.

Generally I'm quite happy that the list could be reasonably effective and thematic at the same time.  The plan is to use the cultist mobs to shield the helbrutes (which give the cultists fearless or zealot) and rhinos who in turn shield the daemon prince for a lovely 3+ or 2+ cover save thanks to being shrouded.  I thought about making him a DoTzeentch for re-rollable 2+ armour but Nurgle seemed to fit the flavour of the technovirus better.

Havocs and Obliterators all get tank hunters under Iron Warrior bonuses so vehicles aren't much of a problem.  Even plasma guns can be a serious threat to AV12 with re-rolls to pen and there's enough concentrated S7/8 AP2/1 to frazzle most heavy infantry and vs hordes the Obliterators can always switch to assault cannons or twin flamers with massed shooting from the Cultists + Havoc bolters.

I'm still not sure what to spend the last of my points on but I'm happy to take suggestions, especially if the list needs modified; it leaves me some wiggle room to readjust.  I was considering maybe 3-4 spawn as a throwaway distraction if I can claw back those 7 points...

I'm hoping to take a completed (and/or revised) version of this list into a game next weekend.

So I spent some time thinking up how to convert and Iron Warriors Daemon Prince.  As per their mantra, iron within, iron without, I felt that it should be at the very least part mechanical.  Given their proclivity for obliterators and widespread use of the technovirus, I settled upon a the concept of a seriously jacked up obliterator.  Like, an obliterator's bigger, meaner cousin with a prison record.

So after raiding my bits box I pulled out a hive tyrant (not sure why I still had that, I stopped playing Tyranids years ago), parts from a maulerfiend and spares from a helbrute.  After liberal application of green stuff, this is the result.  I only wish I'd taken more photos during construction but the end result I think is pretty epic.

I'm thinking of running it on the table with the Fleshmetal Exoskelton relic to make it tougher, either as a Daemon of Tzeentch as obliterators can never maintain a constant form or as a Daemon of Nurgle, having achieved mastery of the technovirus.


40K Rules Questions / Turn 1 Assaults
« on: January 11, 2017, 04:39:31 AM »
So, being a 40k'er of the old school, I remember in one edition (possibly 5th) where the player who took first turn could not assault on their first turn.

Is that still the case in 7th edition?  Because I'm seeing references to World Eaters 1st turn charges and and other people doing funky things with scouting land raiders.  I'm aware that things like arriving from reserve, outflanking, infiltrators or deep strike prevent you from making a turn one charge.  However, I can't find anything preventing a conventional charge.

So hypothetically, if you had a unit that you'd deployed normally and somehow were able to get it withing charge range on your first turn without any weird moves (scout, etc) that actively prohibit charging, can you just run in and beat face?

Much obliged for any assistance.

Discussion: Eldar / Returning to Eldar
« on: November 28, 2016, 10:22:03 PM »
Howdy folks,

I have a large collection of older Eldar models from an army I haven't really played since 5th Edition.  I'm not really sure what I'm doing anymore as 6th Ed seemed to fly by for Eldar for me.  Now looking at 7th Edition my old list doesn't seem to really fit the newer Craftworld Warhost and it's component formations.  My old army, in essence, is somewhere between Ulthwe and Biel Taan in theme.  Lots of psykers, lots of aspect warriors.

My problem is that I want to stick with those themes but can't really seem to reconcile my old list with the new way of constructing armies, mainly formations etc and the huge need to have a ton of guardians or jetbikes in the Warhost list.

So essentially, what I'm asking is what is the current Eldar metagame and what do you folks consider a competitive build?  Do people still run Combined Arms (1Hq and 2 Troops) or do you run formation detachments or something else?

There are at least two units I want to include purely for sentimental reasons: x1 unit of Howling Banshees and x1 unit of Swooping Hawks.

All advice is much appreciated

So after an extended break from my Iron Warriors, playing around with other themed builds and other factions, I have returned to whence I sold my soul to the Dark Gods.  Having recently picked up the Traitor's Hate expansion I've had my zeal renewed and look once more to shed the blood of the dogs of the False Emperor.  So with that in mind, I've thrown together a Black Crusade detachment as below.  Any advice is welcome but I've tried to find a balance between theme and power.

Black Crusade Detachment: 2000 Points
Core: 1390pts
Chaos Warband
Chaos Lord (150)
-Mark of Khorne, Sigil of Corruption, Axe of Blind Fury, Plasma Pistol

Chaos Sorcerer (165)
-+2 Mastery Levels, Force Sword, Sigil of Corruption, Burning Brand of Skalathrax

Chaos Space Marines (212)
-9 Marines, 1 Flamer, 1 Lascannon, 1 Champion w/Bolt Pistol & CCW
-->Rhino: Havoc Launcher

Chaos Space Marines (212)
-9 Marines, 1 Flamer, 1 Lascannon, 1 Champion w/Bolt Pistol & CCW
-->Rhino: Havoc Launcher

Chaos Bikers (155)
-4 Bikers, 2 Meltaguns, 1 Champion w/Combi-Melta & Lightning Claw

Havocs (259)
-9 Havocs, 4 Plasma Guns, 1 Champion w/Plasma Pistol & Power Sword
-->Rhino: Combi-Melta, Additional Combi-Bolter, Dozer Blade

Chosen (211)
-6 Chosen, 2 Flamers, 2 Meltaguns, 1 Power Fist, 1 Champion w/Plasma Pistol & Power Sword

Auxilliary: 610
Fist of the Gods
Warpsmith (125)
-Aura of Dark Glory

Chaos Predator (140)
-Twin-Linked Lascannon, Sponson Lascannons

Chaos Predator (95)
-Autocannon, Sponson Heavy Bolters

Chaos Land Raider (250)
Dirge Caster, Dozer Blade, Extra Armour

The Plan
So my general thoughts are to have the most of the army hang back initially, the Chaos Marines, Predators and Land Raider providing long range lascannon fire to destroy heavy armour and transports as they come in.  Then counter-assault with the chosen, mounted in the Land Raider, the bikes and the havocs in the rhino with massed short-range AP2/1 firepower, followed up by an assault out of the land raider with the Chosen, Warpsmith, Sorcerer and Chaos Lord.

Priority targets are the enemy's own deathstar units, or elite units with the intention to pull their teeth out and prevent them from obstructing me from taking mission objectives.

For secondary objectives the Chaos Space Marines can hold positions in my own deployment zone, deterring assaults with their flamers or late game can embark in their Rhinos to grab mid-field objectives.

From the formation bonuses, free VotLW gives a handy leadership buff and re-rolls against loyalist scum( :P ) and free boon rolls can help throw spanners in the enemy's works.

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