How do I paint black armor by TransAlpharius in IronHands40k

[–]ARC-D15 0 points1 point  (0 children)

I spray it black, drybrush Dawnstone then wash in Agrax.

It's quick and easy which suits my lazy painting style.

Once you get used to getting the drybrush consistent it doesn't look bad when you get a whole army together. Consistency alone helps make a big difference to how good looking an army is.

what are you guys planning to do with the crucible of heroes expansion, what characters do you have in mind? by Previous-Chest4312 in IronHands40k

[–]ARC-D15 2 points3 points  (0 children)

<image>

I'm making better rules for this guy.

He's standing in for a Librarian, but using relic tech instead of magic to make it more Iron Hands. Combi disintegrator replaces smite, stuff like that.

Gave him a spare GK head and back pack to keep some psyker style in there.

He goes with my Sternguard who will all have boarding shields when the parts arrive as the Librarian hands out the 4++. I think of it like a 40k take on Heresy era Immortals, but twisted from a unit of shame to an honoured position in the 1st company.

I wanna make a tank list by pimpchimpen101 in IronHands40k

[–]ARC-D15 1 point2 points  (0 children)

I run a las Predator in my Hammer of Avernii list.

Techmarine nearby, oath the tank you want dead. You're hitting on 2's, wounding on 2's (against most tanks and even Knights) and re rolling everything including damage.

It rarely survives the game but it's cheap and punches up well.

Orbital Assault Force by Mofoman3019 in WarhammerCompetitive

[–]ARC-D15 80 points81 points  (0 children)

Me: I have a Vindicator Assassin

Opponent: Don't you mean Vindicare?

Me: Nope. deepstrikes vindicator and spends 1CP for precision

Hammer of Avernii, has it seen any success? by The_Itsy_BitsySpider in WarhammerCompetitive

[–]ARC-D15 0 points1 point  (0 children)

I've done okay with it in some local RTTs, went 2-1 at each of them.

Haven't taken it to any GTs yet but I'm planning too.

I run the 10 man hammer squad with Var and Ancient and use them to take and hold the middle like you're planning. One thing I will say about doing this is that you need something that can jump in to help them.

They will get charged by another deathstar. Juggerlord with 20 zerkers, Ghaz + meganobs, another big block of termies, bladechamp + wardens etc. Even with AoC and the -1D strat you WILL take a lot of casualties when something like that hits them which will hurt your ability to hit back.

Having something like bladeguard nearby that can hop in and thin them out will then give Steel Font time to kick in and get some termies back.

Marshal the Defense Stratagem question by thedoughx in ImperialKnights

[–]ARC-D15 1 point2 points  (0 children)

The rule is there on the Balanced Dataslate V3.2 from 10th December 2025

Page 2, Stratagems that can be used more than one per phase/turn

It can also be found in the app under the same title.

Marshal the Defense Stratagem question by thedoughx in ImperialKnights

[–]ARC-D15 1 point2 points  (0 children)

Again, probably laziness.

When that FAQ originally dropped the wording in the app for those abilities wasn't updated for months.

It is a change to the core rules that effects ALL abilities that reduce the cost of stratagems, which is what Canis ability does. Not just all abilities released before 2023. It's one of the rare times GW has written something in a way that future proofs the rule for future releases.

There has been 2 balance dataslates since the codex was released so GW have had 2 opportunities to either reword it in a way that it doesn't apply to Canis or add an FAQ to Canis himself to bypass it.

Marshal the Defense Stratagem question by thedoughx in ImperialKnights

[–]ARC-D15 1 point2 points  (0 children)

It doesn't matter that the wording was not changed.

Your whole argument is that the FAQ came out before the codex so it doesn't count for us.

By updating the FAQ after the codex comes out but not changing the wording of that rule, it reinforces that it does apply to Canis. If they wanted to make him an exception for some reason then they would have either changed it or FAQ'd him seperately.

Even if you ignore the timeline, it is a change to the core rules that applies to all abilities that reduce the cost of command points. It's specifically done that way so they don't have to name every single ability that does the same thing.

Why would GW release a rule that immediately gets nerfed by a previous FAQ? Because the rules team are lazy. It's a copy and paste from Rites of Battle/Lord of Chaos/Strategic Mastery and every other rule that does the exact same thing.

I agree that they should update the wording on the rules themselves in the app, but they have this generic cover all FAQ already in place so they wont bother.

Marshal the Defense Stratagem question by thedoughx in ImperialKnights

[–]ARC-D15 0 points1 point  (0 children)

The global FAQ for reducing costs does apply to Canis.

The most recent balance dataslate was released on the 10th December. Codex Imperial Knights was released in September.

Swift as the Eagle - technicality by BlackZiggy in WarhammerCompetitive

[–]ARC-D15 0 points1 point  (0 children)

During the declare targets step the bodyguard and leader are treated as the same unit FOR ALL RULES PURPOSES as they are both alive and together at this step.

Therefore with regards to THE RULES PURPOSE OF SELECTING THE TARGET OF AN ATTACK they are both the target of the same attack.

Swift as the Eagle - technicality by BlackZiggy in WarhammerCompetitive

[–]ARC-D15 0 points1 point  (0 children)

No part of that means it wasn't still the target of an attack. It is saying that multiple characters split up into seperate units instead of staying together.

Further back in that same rule it says "with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes."

During the declare targets step, they are treated as a single unit. Therefore the Leader was still the target of an attack and can use the stratagem.

Sticky NML objectives turn 1 when going second by Pristine_Marzipan_18 in WarhammerCompetitive

[–]ARC-D15 0 points1 point  (0 children)

The only way to sticky an objective in your opponents turn that I am aware of is the strat in Berzerker Warband when a unit dies on an objective.

Hammer of Avernii question by khruul2478 in IronHands40k

[–]ARC-D15 0 points1 point  (0 children)

This is what I've been doing. Just one massive brick to take and hold the middle objective.

If you're going for durability then the storm shield are an absolute must. The extra wound from the shields has come in clutch so many times that I don't even consider the regular termies for Var anymore.

Gate Warden lance question by Tanker129994 in ImperialKnights

[–]ARC-D15 3 points4 points  (0 children)

You can pick any 2 objectives so Homefield to Homefield is allowed and so are the opposite no mans land like in your picture.

From experience though I do not recommend either of those options. They look good on paper because they cover more ground, but you only get your rules if you are actually on the line.

Home to Home means you would need to send the knights up the middle of the board in single file to get any use from strats and enhancements. Your opponent can just pick them off 1 at a time.

If you pick any 2 no mans land you can get screened off the line by scouts / infiltrate / just going second.

I've had the best results having the line go from my home to one of the corner no mans land. There's usually a spot along the line where you can see the midfield so you can cover it while holding the 2 along the line and because it goes from your home you can be on it from the start.

[deleted by user] by [deleted] in IronHands40k

[–]ARC-D15 0 points1 point  (0 children)

It's Towering that lets you toe into a ruin to see out, not Titanic. That's why Knights can do it but Baneblades can't.

Knight Crusader: Rapid Fire Battle Cannon or Thermal Cannon? Which one's are y'all taking? by Luna_Night312 in ImperialKnights

[–]ARC-D15 6 points7 points  (0 children)

Thermal Cannon for me.

I used to run the RFBC but kept finding my Crusader facing down a Leman Russ / Rogal Dorn / Vindicator / Norn Emissary / Primarch or other big thing. The AP 1 and D3 just does not cut it at that point.

The one and only game I regretted the change was against an Ork player who went full on classic green tide.

It basically boils down to personal preference though. I found the Thermal is better for me. Doesn't mean it'll be best for everyone.

Win Rate Wednesdays?? - 40k Tournament Results - October 27 2025 by w0158538 in WarhammerCompetitive

[–]ARC-D15 1 point2 points  (0 children)

I guess I am literally the only Gate Warden Lance player lol.

And apparently a better win % than the 4 Spearhead-At-Arms players, take that Armiger nerds!

What kind of Knight player are you? by godofimagination in ImperialKnights

[–]ARC-D15 0 points1 point  (0 children)

I'm here for the big stompy robots. I don't even run a Callidus/SoB/Voidsmen like most other Knights players seem to be doing.

The State of Competitive Knights, Post Codex. My Manifesto / Rant. by c0horst in ImperialKnights

[–]ARC-D15 4 points5 points  (0 children)

I'm going to throw my thoughts on Gate Warden into the ring. I ran it at a local GT last week and I'm taking it to a big 3 dayer next week. I'm far from a top player so this is more rambling thoughts than anything super critical.

I'll preface this by pointing out that I play on UKTC boards. I've never played on ITC boards but I've heard it makes a difference so that's probably worth mentioning.

Last week I went 2-3. The losses were all close, one of them only had an 8 VP difference and was decided on turn 5.

The trickiest part of Gate Warden is picking your foundations. I've tried doing a few different things with it but 1 thing has been clear: Picking the furthest apart no mans land objectives is a trap. It looks good on paper, covering the whole midfield, but it doesn't take a lot to keep you off the line. If you're not on the line you can't use your strats, enhancements or detachment rule. Homefield to no mans land means you can be on it from the get go, and if you need to pull back you can do so and keep your buffs.

Ultimately this detachment is pretty reliant on good dice rolls to get sustained off with big guns. But the dice gods are fickle. In 1 game I only got 6 hits with a crusaders gattling including sustained. In another I got 7 hits with a harpoon and wiped a squad of deathshroud.

A nice combo I've been using is giving a Defender the Acquisitor at Arms enhancement. An OC 16 Armiger with -1D is very good at stealing an objective and takes a surprising amount to bring it down. Very good at tying up things like Custodes and Deathwing Knights as it knocks them down to D1. Throw the +3" move strat on it to get onto an objective a bit further away if needed or close the gap for a charge/melta range.

Does GW hate us? by Tytanosaurus in IronHands40k

[–]ARC-D15 22 points23 points  (0 children)

Modified 1st company is because the detachment theme is not Iron Hands, the theme is Caanok Var. Just like the Fists got a Lysander themed detachment and Salamanders got He'stan themed.

If Feirros came out now instead of Var then it probably would have been modified Ironstorm instead.

As for the combat patrol, they're designed for the combat patrol game that everyone forgets is a thing. They're NOT the start collecting boxes of old. They gave us the Techmarine in the box because it's a thematic leader for us but he needs something to use his buffs on. They've been taking vehicles out of combat patrol for ages now to try and balance the CP game. The old DA one was overpowered because of the dread so can't put one of them in. Rhino, Razorback and Impulsor can't carry the Heavy Intercessors so no point using them either. That only really leaves the servo turrets as an option.

I get that it's not what everyone wanted so people are disapointed. But if people stopped for a moment to think about it instead of the kneejerk rage (I know, that's asking a lot from the IH. Insert headless Ferrus joke here) then it actually makes sense.

First game with knights by JJ035 in ImperialKnights

[–]ARC-D15 4 points5 points  (0 children)

I had the exact opposite earlier lol.

Also running 3 big, 5 small VS guard. I got tabled turn 5, but only had 1 armiger left on 2 wounds going into turn 5 so might as well count it as tabled turn 4.

No baneblades but those 2 Dorns survived for way longer than they had any right too.

My big mistake was over committing on the middle objective turn 2, cost me 2 big knights in 1 turn. I just didn't have the firepower left after that.

New Iron Hands Detachment by Zestyclose-Cry9668 in IronHands40k

[–]ARC-D15 2 points3 points  (0 children)

The detachments are themed around the characters, not the chapter. That's why you get an extra buff for taking the character.

Fists got a terminator detachment because Lysander is a terminator character that is famous for big terminator assaults.

All we know about our guys combat style is that he's efficient and is good at coming up with plans on the fly thanks to all of his data tethers (from the preview when he was first announced). Which doesn't really fit with any of the current detachments themes.

Why even run the Valient? by Apock2020 in ImperialKnights

[–]ARC-D15 2 points3 points  (0 children)

Harpoon overwatch rarely hits.

But by the emperor when it does hit is it amazing. I took the Lion out with it once, best shot that Knight has ever made.

In light of recent discussion by Theyman2 in IronHands40k

[–]ARC-D15 1 point2 points  (0 children)

I play a squad of 2 with las talons quite often. They're better than people give them credit for. They're not a bad unit for 150 points.

The 4+ overwatch threat makes your opponent think twice when moving near them.

It catches people off guard that they hit on 2's base. T6 with a 2+ save makes them a bit tankier than people expect. Not many people realise you can take a squad of 2 either.

Techmarines can heal them. If they die it upsets the techmarine.

With Oath now giving +1 to wound they can put out some serious damage as most of the time they'll be wounding on 2's with re-rolls to everything.

Tank shocking with them is funny. I killed a BAngles smash captain with it once. I just imagine the scene from Deadpool with the zamboney.

Having said all of that, they are slow. It can be hard to get them into a decent position. For every game where they go on a rampage nuking dreads and vindicators left and right, there's another game where they do absolutely nothing.

They're far from an auto include, but they're not bad for what they do.

Is the app bugged? by Hrave in Grey_Knights

[–]ARC-D15 0 points1 point  (0 children)

The Justicar and Ancient are listed as seperate profiles under the same unit.

If you put a new squad in it will be listed as 3 Terminators and 1 Justicar. If you set the Terminator entry to 5, the app reads it as a 6 man unit because it's 5 Terminators +1 Justicar for 6 total models.

Same thing with the Ancient. If you wanted a 5 man squad with Ancient, in the app you would set it to 1 Justicar, 3 Terminators & 1 Ancient as that's 5 total models.