The Iron Hands
For many decades, the concept of augmentation to the human body through the use of cybernetics and machinery has long been a source of conflict for varying reasons. There are the moral dilemmas of enhancing ones-self through such means, as well as the risks of permanent nerve damage and other serious disabilities. But regardless of this, it has indeed made humans stronger; from replacing lost limbs to artificial appendages, there are so many applications of this amazing technology that many will tirelessly argue they are well worth any cost. However, in the 41st millenium, there are those that have gone far beyond merely fixing themselves. These are the Iron Hands, a bitter Chapter of the Space Marines that perceives even their own flesh as a sign of weakness, opting to replace and augment their bodies until they are as cold as the machines they worship. They are a bleak Chapter filled with self-loathing, guilty not only that their Primarch fell to his own hubris, but they too were weak and unfit to defeat the scions of Chaos. Since the fateful climax of the Heresy, the Iron Hands have used their mastery of machinations to forge their rage and self-hatred into themselves, devolving into emotionless warriors forever seeking their penance. Like a self-aware machine, they purge any weakness and unnecessary tool, even if it means severing their arms or ripping their eyes from their sockets. As gruesome as their self-mutilation is, the results are undeniable; they are among the most accomplished of Chapters, and their steely brutality has given them a dark reputation as the merciless deliverers of the Emperor's Judgement. They do not accept any imperfection, whether it be the taint of Xenos or the very humans they were created to defend. They have perfected their arts, and count themselves among the greatest of the Adeptus Astartes for it, even if the cost could mean their souls.
Chapter Tactics
The Flesh is Weak - This provides units with Feel No Pain on a 6+, though it unfortunately does not stack with other inclusions of the special rule such as narthecium, instead being replaced entirely. While there is often a stigma associated with 6+ saves in codices and army books penned by Robin Cruddace, from the Shield of Faith on Sisters of Battle to the bubble aura of the Luminark of Hysh in the Empire forces, it is nonetheless a hefty defensive boost. Heldrakes and plasma fire are often the bane of all Space Marines, from Scouts to Terminators, and having an extra save - or any save at all - against them really is invaluable, even if it is only a one in six chance of saving a model. Think of it like this; if a Heldrake lucks out and causes ten wounds on a full Tactical Squad, statistically you will save at least one of them and have a decent chance of saving a second. Now isn't that much better than having no squad at all to potentially contest an objective or take pot shots at an opponents' depleted scoring unit? The same logic can be applied to high-value Terminators who get to take their 5+ invulnerable save, and then a 6+ Feel No Pain save against anything that doesn't cause Instant Death or is Strength 8 or higher. While Ion Accelerators are their bane, plasma weaponry is more common, and saving even one Terminator is well worth using the Iron Hands Chapter Tactics. Remember not to rely on it, but don't forget it - you won't believe how often it can save your units. To increase the effectiveness of it generally means taking more bodies, but this can come in conflict with the next part of the Chapter Tactics.
Favoured Units
Experience and many trials have led to competitive army lists for each of the Chapters, and they usually revolve around a strong core of units unique to each list. This is the beauty of the Space Marine codex; so many units are affected in a staggering number of ways by the different Chapter Tactics, improving their viability exponentially based on the choice of army. For Iron Hands, I have listed three units that pop up in many of their builds in some form. Please be aware that these aren't necessarily the strongest units available to Iron Hands or the ones that receive the most benefits from their Chapter Tactics, but some of the most common that I have seen.
Chapter Masters - When the Space Marine codex was released, everyone jumped up and down about the Chapter Master, and with good reason. With a crazy stat-line and access to some great wargear, the Chapter Master is one of the most cost effective and potentially brutal generic characters in the game. The discussion about them quickly turned to which Chapter benefited them most, and most have come to the conclusion that Iron Hands are the winner here. With It Will Not Die and Feel No Pain (6+), the Iron Hands Chapter Master with a Shield Eternal, Artificer Armour, a Bike and a Thunder Hammer is quite possibly the toughest unit in the game below the 250 point mark. Not only is he a Toughness 5 Eternal Warrior with 4 wounds, but he has a 3+ invulnerable save, 2+ armour, hits like a truck and is mobile as heck. And he can regrow wounds. This guy is just brutal!
Biker Squads - Adding on the incredible strengths of the Iron Hands Chapter Master are Bike Squads which are unlocked as Troops by the typical Chapter Master build on a Bike with the Shield Eternal. Considering Bikers are the most cost effective, tough, mobile and damaging Troops choice you can get in the codex, not only does it increase the value of the Iron Hands Chapter Master by a huge margin, but it just makes the already great Bike squads even better with guaranteed scoring.
Themed Army Lists
There are actually quite a few very distinct competitive Iron Hands army lists going around, each with a different focus based on the amazing ability to give It Will Not Die to any vehicle in the detachment for free. There are numerous Land Raider spam forces that deny the opposition any chance at getting to the scoring units, while more traditional mechanized lists filled with Predators, Razorbacks, Rhinos and other tanks are also common. However, one build I would like to highlight just for its sheer ridiculousness is the Ironclad spam list. Now, I know this probably isn't strictly a fluffy list, but I look at it this way; Dreadnoughts generally aren't that competitive these days, right? Walkers are just generally inferior to monstrous creatures in most codices, with some exceptions such as War Walkers and Soul Grinders. Despite that, every Space Marine player I've ever met loves Dreadnoughts; they have awesome models and can be used to represent a Chapter's greatest heroes, even if their lives have long been forgotten. So, in the interest of showing what this particular build is capable of, and because while not necessarily themed we all want a way to make Dreadnoughts work, let's have a closer look at such a list.
HQ
Master of the Forge
Troops
Tactical Squad (9) w/ flamer, drop pod
Tactical Squad (10) w/ flamer, drop pod
Tactical Squad (10) w/ flamer, drop pod
Elites
Ironclad Dreadnought w/ drop pod, locator beacon
Ironclad Dreadnought w/ drop pod, locator beacon
Ironclad Dreadnought w/ drop pod
Fast Attack
Assault Squad (5) w/ two flamers, drop pod
Assault Squad (5) w/ two flamers, drop pod
Heavy Support
Ironclad Dreadnought w/ drop pod
Ironclad Dreadnought w/ drop pod
Ironclad Dreadnought w/ drop pod
Total = 1846
In Closing
I hope you enjoyed the fourth in a series of seven articles covering each of the distinct Space Marine Chapters represented in the 6th Edition Codex: Space Marines! The Iron Hands are the vengeful children of Ferrus Manus, determined to wipe away the shame of their Primarch's foolish death. With their close ties to the Adeptus Mechanicus and fusion with the machinations of technology, the Iron Hands bring righteous fury to any enemy of the Imperium. They will never relent so long as the stain of Ferrus' suicidal mistake haunts them, and as they toil in the forges of war, their disdain of flesh and traitors burns ever brighter. I hope this article helped you to better understand how to make the most of the technological advancements of the Iron Hands in the name of the Emperor!
For more discussion on Iron Hands and other Space Marine Chapters, visit the forums over on +Bell of Lost Souls or view our Space Marine Tactica series. Have a lovely day! Eel out.
I like it - I wish I had put my CM on a bike now, I opted to use him with Honor Guard in a LR, but the LR proved to not be as effective as I had hoped so I moved them into a pod where the HG usually die off defending the CM after they drop - considering losing the HG entirely and just using Sternguard instead to capitalize on the alpha strike and then detaching the CM to run around and do his thing.
ReplyDeleteI wanted to illustrate the toughness of this guy, even without the bike. One game he regenerated 4 wounds and took 7 total wounds during the game. He literally was one wound ahead of death from turn one and ended up killing two combat squadded tactical squads, a devastator squad and Tigurius in that match. He consistantly performs amazing feats - to date I've only lost him to 40 Ork Sluggas and 3 Killa Kanz - where he killed 7 Orks and a Killa Kan before going down in a hail of green meat.
Just to give you an idea of what I run:
Iron Hands - Clan Bracchus (Homegrown Clan)
"The Gauntlet"
HQ Lord Kardus - 270
- Shield Eternal, Burning Blade, Artificer, Digital Weapons, Meltabombs
HQ x3 Black Sun Praetorians (Honor Guard) - 145
- Chapter Banner, Drop Pod
Troops x10 Tactical Marines - 190
- Meltagun, Combi-melta, Drop Pod
Troops Tactical Marines - 170
- Plasmagun, Plasma Cannon
Elite x5 Sternguard - 205
- Combi-Meltas x5, Drop Pod
Elite Primus Godric (Contemptor Dreadnaught) - 200
- Plasmacannon, Plasma-Blaster
Elite Frem (Mortis Contemptor) - 220
- TL-Lascannons x2, Cyclone Missile Launcher
Heavy Support Thunderfire Cannon - 100
Total: 1500
I find it is pretty damn effective, especially with the Chapter Master running around the enemy deployment zone collecting heads. I always try to get Slay the Warlord with my Warlord - its a matter of principle, to date he's killed Tigurius, Calgar, Creed, and a nameless SM Captain in single combat, looking forward to getting some other big names on there - like Abaddon!
Thanks for the article Jack - Oh but be careful when talking about Manus, a lot of us old school Iron Hands players think a lot of the "new fluff" is garbage and can get pretty riled up about it - the stuff about Manus being a fool included (I've always thought this personally, so it doesn't bother me, man lost his head then ran in and lost his head.)
What was the old fluff?
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