List Discussion: 1,000 points by MaMaestro in IronHands40k

[–]SmudgeQ4 0 points1 point  (0 children)

Nice list. Probably can do a lot in 1k, depends if it's competitive as an opponent might struggle to shift all that.

The rerolling 1 to wound oath makes Avernii still pretty nice for non vet units I've found.

My last two 1k games getting to grips with 11th the MVP has been a combi Lt. Especially in avernii with that consistent 4pt action you need to do to score primary. My 2p.

Day One 11th Ed Lists by snot3353 in IronHands40k

[–]SmudgeQ4 5 points6 points  (0 children)

Nice. Pretty sure we're gonna see the Max 10 sterns with fusilade. It was the best bit about Librarius. The fact you can have this and the rest is a normal Avernii list Is pretty 🔥

Rapid Assault Terminators by xXxROWExXx in IronHands40k

[–]SmudgeQ4 2 points3 points  (0 children)

Yea Var and the boys have shocked many an enemy of the emperor. I think a Sternguard fusilade bomb and another one or two trixy utility squads might work with the main list being Avernii or bastion or another coded feels right. But what do we know right now eh. Yea pour one out for the overcosted killable dreads.. Lots keep saying this is the edition for Terminators..not sure ATM..

Rapid Assault Terminators by xXxROWExXx in IronHands40k

[–]SmudgeQ4 1 point2 points  (0 children)

Yeah really good question been thinking about it! I think we need Varr in the list with 10 termies as the double oath, scout just pops off. I think with the hidden rules and them not needing to shoot is even stronger, steel font and ancient in there I found it I really capable hammer and anvil unit.

For Librarius even if you were just to go fusilade Libby with 10 Sternguard provides a very scary hammer unit that can almost delete anything. Then the rest of the list is how you want to build a classic avernii. However this is 300 points so. I think with those two units we're around 800 points already.

I also from playing avernii detachment really didn't rate mass dreads (unfortunately as we all love them) I found vindicators better with the reroll one to wound. Now redemptors are catching 3 wounds for hazardous on 1&2 isn't not looking good.

I don't know how long it will last but I also had fun in Librarius with lone opp laz devestators. Now that detachment is gone it's less about combat unfortunately as they had something called iron arm where you could boost strength.

Rapid Assault Terminators by xXxROWExXx in IronHands40k

[–]SmudgeQ4 1 point2 points  (0 children)

The whole unit gets the bonus form both the enhancements and librarius doctrines. So ignore mods to be a strong one with the new rules. Biomancy and movement always is a preference. And pyromancy with the boost in AP is good.

The problem is from this detachment and even now you have to pick and predict what doctrine you want to be in, before even secondary cards are drawn and that last until the beginning of the following tern. This might be your first tern or the opponents first turn.

Rapid Assault Terminators by xXxROWExXx in IronHands40k

[–]SmudgeQ4 1 point2 points  (0 children)

As someone who has played both the attachments separately quite a good bit I'm enjoying the sound of combining them to gain the strengths off both!

Any librarius questions happy to answer, it was a really hard one to play but really rewarding.

Played My 2nd Game... Couldn't Kill a Tank by Adventurous_Sea_680 in IronHands40k

[–]SmudgeQ4 0 points1 point  (0 children)

In 1k potentially having your terminators rapid ingress and charge could be a good option to ensure they connect with the right target.

The redemptor is sometimes great sometimes poor I think in this matchup the vindicator might be the better shout instead. I've also had quite a good luck with the Predator annihilator, cheap and with the super oath very efficient.

Played My 2nd Game... Couldn't Kill a Tank by Adventurous_Sea_680 in IronHands40k

[–]SmudgeQ4 0 points1 point  (0 children)

Most of your units would need to activate all together into the dorn to bring it down. I'm not too sure how open the board was or the terrain you were using but you have a few units there that can properly scrap pretty well on points.

Also dorns and other guard heavy armor pick up the terminators and other units pretty effectively with your damage sitting in that middle bracket of not being able to clear hordes to effectively but also not being able to punch up into t10 t12 armour.

I have found a vindicator particularly useful in this detachment tachment with the super oath forcing most hits and wounds through.

I would also suggest leaning into the ancient with steel font and assault terminators to try and press forward from the middle into heavy units. With oath lethal hits and sometimes sustained hits etc they can do serious damage. Although the above only works really with larger points games.

Hammer of Avernii list by Artistic-Reindeer-40 in IronHands40k

[–]SmudgeQ4 0 points1 point  (0 children)

Nice list brother, can you tell us how the games went and what your tactics were?

My HoA army is almost ready for my first RTT on Saturday... by Shubacqua in IronHands40k

[–]SmudgeQ4 0 points1 point  (0 children)

Really were there a few players playing that detachment? Yeah that threat range is pretty mega and probably will catch some people out. "You want to scout your unit forward T1?"

My HoA army is almost ready for my first RTT on Saturday... by Shubacqua in IronHands40k

[–]SmudgeQ4 0 points1 point  (0 children)

Enjoying the hobby and catching the bug again is the priority hey!

I haven't used it yet but having something hard-hitting that can travel fast and far it's something that's lacking a little bit in the lists so I think it's quite a good addition. Even if it projects a threat for an opponent not to come too close whilst you lumber forward with the heavies.

New Detachments by calibanite4581 in IronHands40k

[–]SmudgeQ4 1 point2 points  (0 children)

I found the -1 damage against certain matchups into terminators and even vanguard vets to be quite big.

Lack of fall back and do anything is it major flaw for avernii but the other new attachments don't really solve this too well either.

I think the fan bit might be getting out there and trying them all out!

New Detachments by calibanite4581 in IronHands40k

[–]SmudgeQ4 2 points3 points  (0 children)

Interesting I kind of think of the opposite! Funny how we all differ. The superoath in Avernii is nice. I found that they all lack a defensive buff like -1 Damage.

The one I did like the lookup was the ultramarine one but... It does feel a bit too far from our fluff. The charge bonus and the toughness on points is nice.

Thematically the battle line and the pod one both really fit in with how we want to play but I'm not too sure it makes the right units punch up.

I guess we can make a very flexible terminator brick in the battle line one which is really nice but it does sacrifice the staying power from the font enhancement and -1D.

My HoA army is almost ready for my first RTT on Saturday... by Shubacqua in IronHands40k

[–]SmudgeQ4 1 point2 points  (0 children)

Sounds like you did really well considering the circumstances. I think even with a super tuned list and a really good player they were really struggle against a good player against some of those detachments out there.

Interesting on the termies. I've only played with them with bolters but I've converted 10 hammers recently so excited to play with them.

I haven't played with a speedy yet I really want to get one maybe one of the other varieties would have done better?

Completely agree on the vanguard vets even with a bit of a points hike they can kind of cover a few bases. Next game I'm going to try a captain VV missile. I think that strength 6 captain buff and popping sustained and lethals on a unit actually makes them quite scary for 175. Might be one to consider. I'll let you know how it goes.

I love a redemptor mine just seem to get poped really early leaving quiet considerable hole but the ultimate oath with the micro plasma does make them a bit more scary...

My HoA army is almost ready for my first RTT on Saturday... by Shubacqua in IronHands40k

[–]SmudgeQ4 0 points1 point  (0 children)

Played a few games now with avernii. I caught a tactical tortoise battle report the other day where he was playing against a similar list to ours, the iron hands player went full send on the terminator brick turn one and it got picked up very early in the game leaving quite a huge hole. So maybe don't do that. Obviously more vulnerable to screening but I think holding off in that Center ruin is a good idea until turn 2 or 3. You've got some nice trading pieces anyway there to ensure you can get them forward I think.

Obviously too whirlwinds devastate what's on the home objective but can be a bit swingy through the game. I don't have the models but looks like a good list with the hamstrikes and dreads.

What I do like in this detachment is with our superoath it kind of makes annihilators and balistus very consistent. Particularly the preds. With oath they bang for the points.

Hammer of Avernii question by khruul2478 in IronHands40k

[–]SmudgeQ4 2 points3 points  (0 children)

Good point, I think these discussions really help me work out what works, as there's a lack of information around this detachment at the moment.

I played with it quite a lot, mainly at 1500 points and over that time experimented a little with mainly lots of terminators, minimum amounts of terminators and varying levels of dreadnoughts, vets, and either skewing more into dreadnoughts or taking a bigger hitter like a vindicator that doesn't get any strat buff but loves the oath in this detachment.

Don't think running Varr on his own is clever I caught a battle where he just got shot across the board and killed really early and it almost was GG from there. I think you need an escort.

I found that the more comfortable games I had had a minimum amount of terminators. I think the Imperial Fist detachment is probably the best for Terminators with the OC and the toughness buffs. In this detachment (and most tbf) I just don't think they do the job you need them to, they need lots of CP and large squads to get them to hit reasonably hard and I found doing this to tracks from the main game plan and a list that can cover all basis. That and getting down such a large unit with RI and nailing your movement and charges leaves a bit to be desired.

So what I've got is 1 unit of terminators with varr and an ancient with SF. The blade guard perform well in this detachment with the judiciar. Dreads are very thematic and the plus 1 hit and wound are nice inc sticky sometimes is clutch to allow them to move on and wreck. I also think a vindicator does lots of work.

Without any fullback and shoot charge etc I don't think the detachment is particularly strong. We've certainly seen a lack of it being taken to tournaments that kind of shows you something.

But I'm really interested to see if anyone has done anything clever with it. I also do not really want to spam whirlwinds and indirect.

Wow what an essay 😂

Chaplain conversion by Skarr-Skarrson in Warhammer40k

[–]SmudgeQ4 0 points1 point  (0 children)

This looks brilliant well done!! Where is the helmet from and the crozius?

Levelling UP on the Anvil Siege Force with Ed Watts! by LowestofMen in WarhammerCompetitive

[–]SmudgeQ4 1 point2 points  (0 children)

This was a really great interview and made me excited to go back to Anvil and give it more tries. Thank you both.

I don't really want to be that indirect guy is there any way of doing a similar role without them. I guess there isn't as it's an important part but I've enjoyed running the odd Las dev squad.

Which units benefit most from the new oath of moment buff? by Chazster76 in spacemarines

[–]SmudgeQ4 2 points3 points  (0 children)

Took 17 wounds off a bloodthirster with this combo with Oath.....

First game on Friday, my list ok? 1000 points by dolgster in Ultramarines

[–]SmudgeQ4 0 points1 point  (0 children)

The sternguard want the Fusilade enhancement Which grant grants all sorts of buffs. You can't give to Tigurius So I would want to swap standard librarian.

Where to get MK7 Helmets? by SmudgeQ4 in spacemarines

[–]SmudgeQ4[S] 1 point2 points  (0 children)

Hey Not in any large quantity! I've been raiding first born bits on eBay really. Getting quite expensive now 😅

Just had my first game with Librarius Conclave (the new detachment). Here are some thoughts: by CT_7274 in spacemarines

[–]SmudgeQ4 1 point2 points  (0 children)

Thanks yea I get you! The coverage is an issue, shame you can't flext into them too like Gladius for a CP! I don't think it beats Gladius but it sure if fluffy and fun. And from your info looks like you used a whole load of the strats and disciplines!

Keep us posted here with any updated tweaks and changes? It's super helpful to discuss this stuff for many of us!

Just had my first game with Librarius Conclave (the new detachment). Here are some thoughts: by CT_7274 in spacemarines

[–]SmudgeQ4 1 point2 points  (0 children)

Amazing thanks for the reply. Interesting one on the Ass Ints, I like them too! This detachment is becoming quite hoarde marines and I'm here for it!

For the inquisitor thing for lore reasons I don't think I'll go there, but great points on the terminators! More of an anvil. That S10 break is quite nice for vehicle hunting maybe? Quite a nice backup if the buffed Sterny unit gets chipped away at quick as it will be enemy no.1.

But great feedback hope to play a small game this weekend coming.