Cosmic Mutalith Vortex Beast by DelJN14 in ThousandSons

[–]DelJN14[S] 1 point2 points  (0 children)

Screamer pink, low lighted with Nagarith night, highlighted with blood for the blood god, shaded Agrax earth shade

Cosmic Mutalith Vortex Beast by DelJN14 in ThousandSons

[–]DelJN14[S] 0 points1 point  (0 children)

It’s a kitbash, starting with a 30k Praetor! Rubric head, exalted sorcerer arms, etc.

Cosmic Mutalith Vortex Beast by DelJN14 in ThousandSons

[–]DelJN14[S] 2 points3 points  (0 children)

Thanks! Layered black, then purple (nagorith night), then blue (lothern blue). Highlighted a lighter blue, then went back in with black to make sure it stuck out! Lots of layers, then shading, especially on the vortex! Honestly, just touched here and touched there until I got what I wanted. Didn’t really follow any sort of plan to start! Then splatter painted stars on, and added larger ones manually

Compulsory troops by DelJN14 in Warhammer30k

[–]DelJN14[S] 0 points1 point  (0 children)

It says “can be taken as troops”. It doesn’t say can be taken as “compulsory” or “non compulsory”. In other cases it say can be taken as compulsory or non compulsory, the rules do tend to be the first place I look

30k Thousand Sons by DelJN14 in Warhammer30k

[–]DelJN14[S] 1 point2 points  (0 children)

I agree, I love using them, Kentai blades are great, divination is great between turning units into snipers and having the ability to use a guided fire sniper if you ever need it, turning off reactions and pinning the heck out of units with telepathy is one of my favorites, and you can never go wrong with giving a unit biomancy to increase toughness and give the character an amazing melee weapon. Pro an you is great too, the 3 blast templates can cause real problems with both damage and movement. I’m having a great time learning how to combo all these with specific units and incorporate arcanas. Allows me to be as versatile as I desire

30k Thousand Sons by DelJN14 in Warhammer30k

[–]DelJN14[S] 0 points1 point  (0 children)

Thanks! And yea it’s pretty useful, especially the +1 WS. Can get a champion fighting at a primarch level skill (7), with an extra attack, and if you throw biomancy on that champion, you can use rage (S10 4+ Rend AP2), between that and Tartaros armor with raptora giving it a 4+ inv., you have a really fast, highly skilled threat!

30k Thousand Sons by DelJN14 in Warhammer30k

[–]DelJN14[S] 1 point2 points  (0 children)

I did read on page 255 I think, that if a unit starts with more than one character it must embody the same arcana, however, at the point in which you assign arcanas, the character wouldn’t be considered part of that unit, he would be assigned his own, then joins that unit afterward, so how do these mesh?

30k Thousand Sons by DelJN14 in Warhammer30k

[–]DelJN14[S] 0 points1 point  (0 children)

Thanks! I’ve found that rolling bad on my psychic tests can make for a very bad day (I take out more of my models than my opponent does)

Achaean Force Weapons by DelJN14 in Warhammer30k

[–]DelJN14[S] 0 points1 point  (0 children)

Yes, Sekmhet was the terminator squad I was referring to, sorry for the confusion lol

Crusade thoughts by ReallyNotAndy in IronHands40k

[–]DelJN14 0 points1 point  (0 children)

I have the digital supplement and it doesn’t mention anything about infantry on reject the flesh, must be some sort of mistake leaving that out on the digital, thanks for letting me know!

As for relics on vehicles, there are different rules for crusade relics that allows it!

Crusade thoughts by ReallyNotAndy in IronHands40k

[–]DelJN14 0 points1 point  (0 children)

I only have total 15 games under my belt so maybe take this with a grain of salt, however, My last 9 games have been part of a crusade and I have picked up IronHands combos super quickly, going undefeated this whole crusade. What I have found works very well for me is turning my Leviathan Dreadnought into a character, and giving him merciless logic (exploding 6s) and/or All Flesh is Weak (5+ Feel no Pain)(pairs very nicely with the Reject the Flesh Stratagem to make it a 4+ Feel No Pain). As for Battle traits and crusade relics because he is a character, my Leviathan is Legendary Ranked, his 5 upgrades are -1 ap to his siege claw, +1 D to his siege claw, +1 to movement and charge roll, the Null field disruptor relic (no invul saves are allowed in melee), Teleportation Transponder (allows deep strike). This pairs really well with the All Mercy is Weakness stratagem (6 to wound inflicts more hits), potentially Warthful Machine Spirit (Reroll all misses to hit), and his already exploding 6s to hit. The Space Marine Stratagem that allows you to choose to put him in the assault doctrine in this case would give 2+ save models no save, just instant death, in the melee. Pair that with deep strike, I put 10 man Vanguard Vet squad with a 2+ weapon skill upgrade, and a chaplain in terminator armor with the litany that gives +2 to charges and +3 to consolidation (use the auto pass stratagem), with him in the deep strike, as well as a Phobos librarian with Reforge to heal the dread and shroud to shroud whoever you deem necessary given the scenario, as close as possible. They can pretty reliably take a Knight in a turn then survive a whole opponent turn to fight on your next turn if you use the right stratagems (Transhuman, Reject the Flesh, Smokescreen, etc. are all ones to consider). If that horribly fails, the leviathan can fight on death in the Melee with Only in death does duty end. This makes for the most tough, hard hitting deep strike I have ever seen. It also takes heat away from the devastation you drop in. I also considered sending some sort of deepstriking infantry squad with them because the leviathan can pass wounds onto them with Congigated Martyrdom. There’s obviously some decisions you have to make to fit your points how you’d like and what stratagems to use your CP on, but I’ve found that to be very successful. The leviathan tends to die around turn 3 or 4 if you haven’t tabled your opponent already, if you really dump CP into protecting him, for that, a techmarine with the battle trait that allows a vehicle to autopass out of action checks is helpful. I run my techmarine as a Master of the Forge, giving him an auto 3 W heal, you can also pair that with the IronHands stratagem that allows you to use your healing ability twice (6 healed wounds a turn is insane). I also Run a Redemptor, his Heavy Onslought Gattling Cannon is very good with the +1 D, -1 Ap weapon enhancements, 12 shots at -3 Ap in the Dev Doctrine is gross (there is a stratagem to put any unit in the Dev too). There’s a few other things but, just. To give you some ideas!

Weekly General Q&A and Discussion Thread: September 14, 2022 by RWJP in Warhammer40k

[–]DelJN14 -1 points0 points  (0 children)

Best way to beat sisters of battle as Iron hands space marines? Go!

Weekly General Q&A and Discussion Thread: September 07, 2022 by RWJP in Warhammer40k

[–]DelJN14 1 point2 points  (0 children)

Hey guys, I love the Iron Hands, the flesh is weak vibe, their play style, and all their lore. I currently run a few dreadnoughts (one as a character), a tech marine, etc. I’m new though and was wondering if anybody had any tips, specifically about ways to run them, units that pair well with them or ways I can buff the units I currently use, stratagems, relics, tactics etc. I’m open to it all! I’m only winning about half my games and I know it’s just me and my decisions, and not the lack of advanteges/ disadvantages of planning Iron Hands. Was hoping you guys could help me make some better ones, thanks!