xTHExCLINCHERx
02-10-2014, 11:24 AM
First off, I'd like to stay with the Iron Hands chapter on this (I know white scars are great bikers, etc.) for fluffy and modeling reasons, but I'd like to get it as competitive as possible. Here's the core of the list, and how I use it so far... but I'm still hoping for some advice on effective troop choices/uses with it...
Clan Raukaan (primary detachment):
Captain - artificer armor, gorgon's chain, bike, axe of medusa, bolt pistol, digital weapons.
Command squad - 4x grav, apothecary, bikes
Scout Squad - 10x bolters
Scout Squad - 10x sniper rifles, camo cloaks
Tactical Squad - 10-man, rhino, plasma, combi-plasma
Thunderfire Cannon
Thunderfire Cannon
Thunderfire Cannon
Storm Talon - skyhammer missiles
Storm Talon - skyhammer missiles
Iron Hands (allied detachment) -- I could swap this out for White Scars to get hit and run and that would be more competitive... but I'm looking to stay as Iron Hands on this for fluff reasons :D
Chapter Master - artificer armor, shield eternal, bike, power fist, digital weapons
Bike Squad (troops) - 6-man, 2x grav, combi-grav, melta bombs
The plan goes like this: The Clan Raukaan Captain is my warlord, and rolls in hopes of the +1 FnP (making him a 3+ with the command squad) or something else useful like re-rolling shots for the grav guns in the command squad, etc. (The Clan Raukaan warlord traits table isn't bad)
Captain and Chapter Master join the Command Sqaud; take wounds on Captain first until he loses the first wound (pretty effective with a 2+/3++, IWND, and 3 or 4+ FnP), then pass wounds to the chapter master, etc.
The idea is to head up the field with my command squad, aiming for the toughest target or vehicle/gun-line, while providing as much support fire as possible. I usually like at least one troop choice in reserve (or 2 if combat squads).
So far the list has been pretty successful for me, but I've been rotating different troop types in and out and just feel underwhelmed so far... any advice on troop load-outs that would work well with this core idea? I feel like all-bikes would be too few bodies, and all scouts doesn't have enough punch.. thoughts?
Clan Raukaan (primary detachment):
Captain - artificer armor, gorgon's chain, bike, axe of medusa, bolt pistol, digital weapons.
Command squad - 4x grav, apothecary, bikes
Scout Squad - 10x bolters
Scout Squad - 10x sniper rifles, camo cloaks
Tactical Squad - 10-man, rhino, plasma, combi-plasma
Thunderfire Cannon
Thunderfire Cannon
Thunderfire Cannon
Storm Talon - skyhammer missiles
Storm Talon - skyhammer missiles
Iron Hands (allied detachment) -- I could swap this out for White Scars to get hit and run and that would be more competitive... but I'm looking to stay as Iron Hands on this for fluff reasons :D
Chapter Master - artificer armor, shield eternal, bike, power fist, digital weapons
Bike Squad (troops) - 6-man, 2x grav, combi-grav, melta bombs
The plan goes like this: The Clan Raukaan Captain is my warlord, and rolls in hopes of the +1 FnP (making him a 3+ with the command squad) or something else useful like re-rolling shots for the grav guns in the command squad, etc. (The Clan Raukaan warlord traits table isn't bad)
Captain and Chapter Master join the Command Sqaud; take wounds on Captain first until he loses the first wound (pretty effective with a 2+/3++, IWND, and 3 or 4+ FnP), then pass wounds to the chapter master, etc.
The idea is to head up the field with my command squad, aiming for the toughest target or vehicle/gun-line, while providing as much support fire as possible. I usually like at least one troop choice in reserve (or 2 if combat squads).
So far the list has been pretty successful for me, but I've been rotating different troop types in and out and just feel underwhelmed so far... any advice on troop load-outs that would work well with this core idea? I feel like all-bikes would be too few bodies, and all scouts doesn't have enough punch.. thoughts?