Earlier in the year, I brought you Nine Days, Nine Legions, a series of nine posts on this blog celebrating the glory of the original Space Marines. So now, as we move forward, I would like to present the second half of this two part project.. The Nine Days of Corruption. Where Nine Sons remained true to the Emperor, Nine also fell under the sway of Chaos, and to this day wreak havoc upon the Imperium. So without further ado, NINE DAYS. NINE TRAITORS. CORRUPTED, ALL.




Before you all start, yes, I know, crappy pun. I got shot, so sue me. Well, my good friend HarakoniTool asked me to design two lists for his Warhawks chapter, one based on Astorath the Grim of the Blood Angels, and the other on Ragnar Blackmane of the Space Wolves. So, without further ado, here are the lists.


Strikeforce Astorath
Point Total: 2000 pts
Codex: Blood Angels

HQ

-Astorath the Grim - 220 pts


Elites

-Furioso Dreadnought - 175

-Librarian Upgrade (Blood Lance, Wings of Sanguinius)


-Furioso Dreadnought - 175

-Librarian Upgrade (Blood Lance, Wings of Sanguinius)


Troops

-5x Death Company - 210 pts

-Jump Packs

-2x Infernus Pistols

-Thunder Hammer


-6x Death Company - 240 pts

-Thunder Hammer

-5x Bolters

-Razorback

-Assault Cannon


-6x Death Company - 240 pts

-Thunder Hammer

-5x Bolters

-Razorback

-Assault Cannon


-10x Assault Squad - 235 pts

-Power Fist

-2x Meltaguns


-10x Assault Squad - 235 pts

-Power Fist

-2x Meltaguns


Fast Attack

-Baal Predator - 130 pts

-Extra Armour


-Baal Predator - 130 pts

-Extra Armour


Analysis:

This list focuses around the Death Company, as is the style of Astorath, with a different approach than usual. In a future post, i'll go into exact detail on how I think one should use the Death Company, but the list showcases my ideal DC unit in a Razorback, as well as an adequately armed force to escort Astorath, to take advantage of his very useful special rules for rerolls. His escort possesses of course, jump packs, and sufficient armament to tear open vehicles such as Land Raiders, Chimeras or other vehicles of that nature with their Infernus pistols, as well as a Thunder Hammer for dealing with Monstrous Creatures. The Assault Squads are present for objective holding, and with Astorath's special rule guaranteeing The Red Thirst on any roll from 1-3, I felt Sanguinary Priests were not necessary.


Furioso Librarians act as counters to enemy vehicles with their flig

ht capabilities and the power of the Blood Lance (Thus, a Weapon Destroyed result never neutralizes a Furioso Librarian), supported by the twin Baal Predators mounting Assault Cannons. They also possess Extra Armour, assuring that they can skirt the battlefield and deliver their fire every turn.


Now, on to the Space Wolves list...



Taskforce Blackmane

Point Total: 2000 pts

Codex: Space Wolves


HQ

-Ragnar Blackmane - 240 pts


Elites

-5x Wolf Guard Pack - 225 pts

-3x Combi-Meltas

-2x Frost Blades

-Razorback

-Assault Cannon

-Dozer Blade


Troops

-10x Grey Hunters Pack - 205 pts

-2x Plasma Guns

-Power Fist

-Rhino

-Dozer Blade


-10x Grey Hunters Pack - 205 pts

-2x Plasma Guns

-Power Fist

-Rhino

-Dozer Blade


-15x Blood Claws Pack - 250 pts

-2x Flamers

-Power Fist


-15x Blood Claws Pack - 250 pts

-2x Flamers

-Power Fist


-15x Blood Claws Pack - 250 pts

-2x Flamers

-Power Fist


Heavy Support

-5x Long Fangs - 185 pts

-2x Missile Launchers

-2x Lascannons

-Razorback


-5x Long Fangs - 185 pts

-2x Missile Launchers

-2x Lascannons

-Razorback


Analysis:

This list.. Has a lot of bodies. A LOT of bodies. Eighty One bodies total, presenting a veritable SEA of the Sons of Russ for the enemy to stare down. Ragnar is escorted by Wolf Guard, fitting both canon, and making use of his +D3 attacks special rule (Which serves far less purpose on a group of Blood Claws). The Wolf Guard are adequately equipped to tear open vehicles and deal with any elites you might come across, and the Grey Hunters form a solid backbone for the army. They trudge forward in their rhinos, reliably laying down a hail of bolter fire to support the storm that is the FORTY FIVE Blood Claws that will be charging your enemy's lines. Six flamers allow the mass of Wolves to force enemies out of cover, and the Power Fists ensure they aren't held up by any Monstrous Creatures or vehicles.


The Long Fangs are obviously in the list to provide long range fire support, and with their ability to split fire, Lascannons can concentrate on hard vehicle targets while the Missile Launchers can rain fire upon hordes or light vehicles.



Annnd that's that folks. I'm all listed out for the night. Hope you guys enjoyed these!


More Ultramarines from nowhere! You thought you could escape the blue? FOOL! You can never escape the Blue! I kid, I kid. While chatting with Hexeter on the Freebootaz Forum (If you're not a member, become one!), the topic of a 1750 point Ultramarines force came up, and I thought i'd lend my skills to see what I could come up with. Here is the results!



Strike Force Sicarius
Codex: Space Marines
Point Total: 1750

HQ
-Captain Cato Sicarius - 200 pts

-Command Squad - 225 pts
-Company Champion
-Thunder Hammer
-2x Meltaguns
-Company Standard
-Razorback

Elites
-10x Sternguard Veteran Squad - 355 pts
-Power Fist
-6x Combi-Plasma
-3x Combi-Melta
-Rhino

Troops
-1ox Tactical Squad - 240 pts
-Power Fist
-Plasma Gun
-Missile Launcher
-Rhino

-1ox Tactical Squad - 240 pts
-Power Fist
-Plasma Gun
-Missile Launcher
-Rhino

-1ox Tactical Squad - 240 pts
-Power Fist
-Plasma Gun
-Missile Launcher
-Rhino

Heavy Support
-Predator - 120 pts
-Lascannon Sponsons

-Predator - 120 pts
-Lascannon Sponsons

-End List-

I'll probably follow this up with some analysis later on, but figured I'd get this posted ASAP for Hexeter. Enjoy!


Annnnd it's the last and final day of Nine Days Nine Legions. I feel strangely satisfied and yet strangely sad. Today is definitely going to be the longest post of Nine Days and Nine Legions, featuring not only the list itself, but also a battle report of a game with my good friend Steve, and my plans for where to take the blog from here, and what you can do to participate. Now, onto the Raven Guard!


Strike Force Sons of Deliverance
Codex: Space Marines
Point Total: 2000 pts

HQ
-Shadow Captain Kayvaan Shrike - 195 pts

-Chaplain - 125 pts
-Jump Pack

Elites
-Ironclad Dreadnought - 170 pts
-Drop Pod

-Ironclad Dreadnought - 170 pts
-Drop Pod

Troops
-10x Tactical Squad - 235 pts
-Meltagun
-Lascannon
-Rhino
-Extra Armour

-10x Tactical Squad - 235 pts
-Meltagun
-Lascannon
-Rhino
-Extra Armour

-5x Scout Squad - 100 pts
-4x Snipers
-Missile Launcher
-Camo Cloaks

Fast Attack
-10x Assault Marine Squad - 240 pts
-2x Flamers
-Pair of Lightning Claws

-10x Assault Marine Squad - 250 pts
-2x Plasma Pistols
-Thunder Hammer

-5x Vanguard Veterans - 280 pts
-6x Lightning Claws
-2x Storm Shields
-Jump Packs

-End List-

Analysis:
-Kayvaan Shrike - Shrike is the embodiment of what it is to be a member of the Raven Guard. Stealthy, quick, and quiet, Shrike survived three years behind enemy lines when his forces were stranded in battle during the Targus Campaign (Under attack by a Waaaagh!), and is renowned Segmentum wide for his stealth and assassination capability. But onto his rules. Shrike brings the usual Captain statline to the table, along with some very important buffs. Thanks to his version of Chapter Tactics, all units with Combat Tactics exchange it for Fleet, allowing them to travel faster and farther than normal, embodying the lightning attack philosophy of the Raven Guard. On top of this, Shrike possesses See, But Remain Unseen, which allows both himself and a unit he is attached to use the Infiltrate special rule (Allowing him to position himself and a key unit of choice behind enemy lines). Rounding out his virtues, Shrike is also armed with The Raven's Talons, master-crafted Lightning Claws that bestow the Rending USR, allowing him to harm creatures and vehicles he would not normally be able to touch.

-Chaplain - The Chaplain is a powerful support unit, able to buff a unit far beyond their normal capacity, thanks to Honour of the Chapter (Bestows the Fearless USR on his unit) and most importantly, Liturgies of Battle, which allows a unit to reroll all failed to-hit rolls on the turn it assaults. Adding in the advantages of the Crozius Arcanum (a power weapon), and the Rosarius (providing a 4+ Invulnerable Save) and a Chaplain is an invaluable support choice to lead an assault squad.

-Ironclad Dreadnought - I know some of you are going to be wondering how on Terra i'm going to explain the use of loud, siege dreadnoughts in a Raven Guard list. Well, we're going to approach this from that exact viewpoint. If you were to plan an assault on a key enemy location or person, and you wished for a distraction, what better distraction than a vehicle designed to be loud and powerful? Feint a siege, while infiltrating behind and accomplishing your objective. Not to mention, with it's Seismic Hammer and added armor, the Ironclad has staying power, something vital in a list like this. Sic these Dreadnoughts on enemy vehicles and watch them crumble before their three attacks and their power of the Seismic Hammer, distracting your foe long enough to plan your assault upon his forces.

-Tactical Squad - It might seem odd to include Tactical Squads in a Raven Guard list, but I think people misinterpret just exactly how the Raven Guard function. For one, the Raven Guard ARE a codex Chapter, and thus are made up of a majority of Tactical Squads. For two, I believe the common idea that most people have is that the Raven Guard are essentially black colored Blood Angels, an idea that could not be more false. The Raven Guard believe in the quickest and most silent method in accomplishing their task, slicing the "head" off enemy formations, taking apart vital enemy installations, whereas the Blood Angels are all about "honourable" close-combat maneuvers. The Raven Guard oft use Jump Packs because it provides the quickest route to their goals, but would just as easily surrender them should the task require it. But enough about that. These Squads are armed with Meltaguns and Lascannons, providing vital anti-vehicle support in a list that requires it. The Tactical Squads will bring up the front of the advance spearheading the way with the Scout Squads and allowing the Assault Squads, to get into position to carry out their vital roles in battle.

-Scout Squad - Scouts are emphatically Raven Guard, silent, quick, and deadly, able to accomplish tasks efficiently from far off locations, leaving the enemy none the wiser. This Scout Squad will bring up the front of the advance with the Tactical Squads, pinning down dangerous enemy targets and laying down covering fire into enemy formations with it's Missile Launcher. Camo Cloaks allow the scouts to move through cover unseen and protected from enemy fire.

-Assault Squads - These Squads were an interesting choice for me to take, since they go against my traditional tactical philosophy of Uniformity of Purpose, but since these units AREN'T performing the same purpose, i've broken from my usual rule. Assault Squad One is attached to the Chaplain, gearing the unit up perfectly for anti-horde/anti-troop duty, while Assault Squad Two will be running interference against enemy elites or Monstrous Creatures, unleashing a hail of plasma fire into enemy formations before turning the deadly Thunder Hammer upon what remains.

-Vanguard Veteran Squad - The Vanguard Veterans are a unit often called into question, possessing a high cost for what most people deem low survivability. In most cases, I would agree with this analysis, however much I love this unit. However, this particular unit serves as both an escort to Shrike (Shrike's Wing) using Infiltrate to insert themselves behind enemy lines in prime position to assault vital enemy targets, and a pseudo-"Death Star" unit, equipped with powerful gear to take apart the most important targets, while drawing away enemy fire from the rest of your army. Equipped with four pairs of Lightning Claws in total (Including Shrike's) and twin Storm Shields, this unit is both highly survivable and deadly, allowing it to take apart nearly anything deemed a priority target.

-End Analysis-

-Closing Thoughts - This whole Nine Days Nine Legions project I decided to work on has done a lot for me as both a list maker and a player. It has reaffirmed by belief in the fact that lists can be lore accurate and still be deadly, and I hope i've conveyed this idea to you, my audience throughout the process. From this point forward, I will be posting sporadically on random topics as they strike my fancy (Tactics, lists, lore, painting, etc.), and perhaps other projects similar to NDNL for other armies or other themes (Like Successor Chapters). However, if there is something you wish to see covered, be it a question you'd like answered, a tactic covered, a list examined or created, or anything of the like, you may contact me at chassthemighty@gmail.com (Don't ask), or leave it in the comments section and i'll address your questions or requests in a blog post. Also, if I get enough requests for me to do another project like NDNL (like a Traitor variant or an Eldar variant) I will do so. I hope this was as fun as for you as it was for me!

-A Call to Arms - With the end of NDNL, I thought it was fitting to request something of you, my beloved audience. Having seen the lists, and having experienced what I intended, I want to put out a call to those of you who are debating using one of these lists. Models! I want to see your painted models! July 31st, I am going to feature a follow up post to Nine Days Nine Legions, featuring pictures, both yours and mine, of either HQ choices, Squads, or in fact an entire force from one of the lists of NDNL. So there you go readers, if you wish to be featured here, whether it be to demonstrate your talent, get your name out, or just because you want to, you have 28 days to get to it! I'm counting on you!

Courage and Honour, Brothers!

-Ciaphas Cain


And a special thanks to Starminer, Demonllamma, and all the others that contributed to this project as it went forward, and encouraged me to keep it going. You're the best guys.

Oh and also...

Battle Report - The Battle for Narthicis Gate
List: Raven Guard 2000 pts
Enemy: Tyranids 2000 pts
Type: Annihilation
Deployment: Pitched Battle

A teaser for the Batrep to come when I have more time. Get ready for some fun!

The Hammer of Vulkan


Uh... Yeeeaaaaah... Sorry guys. Bit late with this Salamanders list but um.. I had a good reason, I swear! It's been the first time that i've seen my girl in six weeks so, I was er... Distracted. But anyways, onto the list. This was an interesting one, trying to make a list that was fluffy, accurate, and not incredibly abusive. I think I accomplished it.. Maybe.. I'll let you guys decide! Day Eight, go!


Strike Force Prometheus
Codex: Space Marines
Point Total: 2000 pts

HQ
-Vulkan He'Stan - 190 pts

-Chaplain - 130
-Terminator Armour

Elites
-5x Terminator Assault Squad - 450 pts
-5x Thunder Hammers and Storm Shields
-Land Raider Redeemer
-Multi-Melta

-Dreadnought - 150 pts
-Multi-Melta
-Heavy Flamer
-Drop Pod

Troops
-10x Tactical Squad - 240 pts
-Flamer
-Multi-Melta
-Combi-Melta
-Power Sword
-Rhino
-Extra Armour
-Dozer Blade

-10x Tactical Squad - 240 pts
-Flamer
-Multi-Melta
-Combi-Melta
-Power Sword
-Rhino
-Extra Armour
-Dozer Blade

-10x Tactical Squad - 240 pts
-Flamer
-Multi-Melta
-Combi-Melta
-Power Sword
-Rhino
-Extra Armour
-Dozer Blade

Fast Attack
-3x Attack Bikes - 150 pts
-3x Multi-Meltas

Heavy Support
-Whirlwind - 105 pts
-Extra Armour
-Dozer Blade

-Whirlwind - 105 pts
-Extra Armour
-Dozer Blade

-End List-

Analysis:
-Vulkan He'Stan - Vulkan is hands down, the best character in the Space Marine codex. Say what you like about his fluff, or how unfair he is, the fact remains that point for point, Vulkan He'Stand cannot be beaten. Vulkan possesses the statline of a Captain augmented by some of the best equipment in the game, he has a 2+ armour save, due to his suit of Artificer Armour, along with Kesare's Mantle, which provides a 3+ invulnerable save. His weaponry includes The Gauntlet of the Forge, a Heavy Flamer, and The Spear of Vulkan, a Master-Crafted Relic Blade. But where Vulkan really shines, is his Chapter Tactics. Vulkan makes all your Thunder Hammers master-crafted, and all flamers, meltaguns, heavy flamers and multi-meltas in your list twin-linked. This is the single most abusive thing in the Space Marine meta today, and it's hilariously awesome. I'll let you stew over that for a second while every other Space Marine Chapter screams out in fury at that. Looking at you, Iron Hands.

-Chaplain - I chose the Chaplain to provide some extra firepower for the Assault Terminators, and for a little more personal reason. I don't know how many of you guys played back in the days of Chaplain Xavier, but he was the single coolest Chaplain ever (Grimaldus and Lemartes aside). This guy is my slight homage to him, even if I can't give him a Thunder Hammer too. But that aside, Chaplains provide the invaluable Honour of the Chapter (Makes your squad fearless) and the even better Liturgies of Battle, allowing rerolls to hit with your squad. Some of you might be saying "But Ciaphas, this ability is useless, because of Master-Crafted." Not so. My good friend Zeev (Thanks Zeev!) pointed out Chaplain Re-rolls allow for rerolls on ALL attacks on the charge, superseding Master-Crafted in that circumstance. After this point, Master-Crafted will take over for the subsequent turns of assault. On top of this, he has the Crozius Arcanum, a Power Weapon, and the Rosarius, boosting his 5+ invulnerable save to 4+. All in all, a solid unit.

-Terminator Assault Squad - This is a fantastic unit in any circumstance, but with the reinforcement of Vulkan and the Chaplain's bonuses, this unit is nigh unstoppable. 5x Thunder hammers with rerolls, 3++ invulnerable saves all around, the Terminator Assault Squad is easily the deadliest unit in this list. Riding in a Land Raider Redeemer with a multi-melta, popping a vehicle and annihilating it's contents has never been easier.

-Dreadnought - Dreadnoughts are awesome under any circumstance, but with the ability to twin link both of it's weapons (the weapons being a Multi-Melta and a Heavy Flamer), this unit is just deadly. And thanks to Drop Pod Assault, it can land on turn one and unload on a target of your choice.

-Tactical Squad - This... This unit is just abusive. With every special weapon (The Power Sword aside) being twin-linked, it is an incredibly reliable and deadly unit, and in a Rhino with both Extra Armour and Dozer Blade, you can nearly guarantee the unit will get close enough to tear apart any target. The Flamer, Combi-Flamer and Power Sword will allow the unit to take on any horde, and the Multi-Meltas will make any Mech Heavy list wish they had left their vehicles back home. Not only is this unit very fluffy, featuring the flamers and meltas the Salamanders are known for, but it is the most solid Tactical Squad unit in the game, when combined with the benefits of Vulkan's Chapter Tactics.

-Attack Bike Squad - This unit is always useful, but at first I was hesitant to use it. I had 150 points left and thought "What else could this list possibly use?" Bikes or Land Speeders. Speeders were out from the get go, being completely against Salamander's fluff. Bikes however, as my good friend Starminer pointed out, were mentioned in the original Index Astartes article as replacements that the Salamanders used in the place of Speeders, due to the high gravity of their homeworld. With three Multi-Meltas, this unit is the perfect supplement to the Tactical Squads firepower.

-Whirlwinds - The Whirlwind is another perfect piece to back up this list. Whirlwinds provide a plethora of anti-infantry fire (Including the ability to nail a target in cover), something that this list slightly lacks, with it's plethora of Melta fire. Adding Extra Armour and Dozer Blades for support, this unit has both staying power and heavy fire power to bring against any opponent.

-Closing Thoughts - This was a challenging list to make, mainly because I had to resist the temptation to be as abusive as possible, especially because being so, in this case, is technically fluffy. But still, it was a lot of fun to make the list, and it's a powerful one indeed. Later today, i'll be bringing you the 9th and final Legion of this project, the Raven Guard!


Star, at this point, you know what i'm going to say, so i'm just going to leave it at that.


Ah, Day Seven. Before I go into my usual pre-list babbling, I would like to apologize for the lateness of this list. A) It took a bit of rereading the Ultramarines book series by Graham McNeill before I could stomach doing this (Which you should all read, it details the adventures of the one good Ultramarine, Uriel Ventris), and B) I was.. Uh.. Incapacitated.. Earlier today. Yeah let's go with that. But here we are, finally, with the Poster Boys of Warhammer 40k, the Boys in Blue, the one and only Ultramarines! With this list, I really wanted to attempt the generalist respond to all occasions feel of the Ultramarines. Here we go!



Okay, sorry, quick interruption. That is the coolest picture of an Ultramarine ever. Damn I love those helmets. But to the list!

Strike Force Fist of Calgar
Codex: Space Marines
Point Total: 2000 pts

HQ
-Marneus Calgar, Lord Macragge - 265 pts
-Armor of Antilochus

Elites
-5x Terminator Assault Squad - 450 pts
-2x Thunder Hammer and Storm Shields
-3x Pairs of Lightning Claws
-Land Raider Redeemer
-Multi-Melta

-10x Sternguard Veterans - 310 pts
-Power Fist
-Rhino

Troops
-10x Tactical Squad - 230 pts
-Power Sword
-Plasma Gun
-Missile Launcher
-Rhino

-10x Tactical Squad - 230 pts
-Power Sword
-Plasma Gun
-Missile Launcher
-Rhino

-5x Scout Squad - 85 pts
-4x Snipers
-Heavy Bolter

Heavy Support
-Devastator Squad - 190 pts
-4x Missile Launchers
-Razorback

-Predator - 90 pts
-Heavy Bolter Sponsons
-Dozer Blade

-Predator - 150 pts
-Lascannon
-Lascannon Sponsons

-End List-

Analysis:
-Marneus Calgar - Ah, the Lord of Macragge. Master of Ultramar and all around MASTER OF BLUE. Heh. Anyway, Marneus' statline alone makes him one deadly son of a gun. On top of his ridiculous statline, he brings to the table Orbital Bombardment, Titanic Might (Rerolls to wound with shooting AND close combat? Throne yeah) and God of War which allows ALL units that you field with Combat Tactics to choose whether or not to pass or fail ANY morale test. Finally, the Gauntlets of Ultramar. Twin Power Fists with built in bolters? Awesome. With a proper escort unit, Marneus is one of the deadliest marines around.

-Terminator Assault Squad - The virtue of a Terminator Assault Squad should never be underestimated. With proper equipment issuing and the right transport (In this case, the Land Raider Redeemer with a Multi-Melta), they can bulldoze into the center of an enemy formation, tear open a vehicle, and tear apart its contents. With Storm Shields to protect Marneus and the deadly ability to retreat on command thanks to God of War, you have a near perfect hammer unit that can respond to changes on the battlefield.

-Sternguard Veterans - Sternguard embody the Ultramarine mentality, able to respond to nearly any circumstance thanks to their Special Issue Ammunition. Sternguard are a unit I will endorse in any circumstance, and form the spearhead of this list who which your other units will follow. Thanks to the Power Fist, they can also serve the purpose of taking down a Monstrous Creature or vehicular threat should Calgar's unit not be able to respond to it.

-Tactical Squads - This Tactical Squad is meant to be the backbone of this list. I equipped them with strong but generalist gear to allow them to respond to any situation, missiles can take down any vehicles you might encounter, the Plasma Gun allows for response to Elite units or for you to take down that annoying Wolf Guard Pack Leader (looking at you, Wolf players) and a Power Sword allows for counters to an assault launched against this unit.

-Scouts - These scouts will follow along the back of your advance, using Snipers to shoot at priority targets. They also carry a Heavy Bolter with Hellfire Rounds to deal with an oncoming horde threat that might decide to overwhelm your Tactical Squads. Keep in mind though, that the squad is flimsy, and it exists to act as support for your Tactical Squads, not as a main line unit.

-Devastator Squad - An array of Missile Launchers allow the Devastators to hammer large unit groups or any annoying vehicles who might be attacking you from afar. Again, I chose the generalist approach for the Devastators to allow the unit to respond to any attacks against your army core, no matter where its coming from. The Heavy Bolter on the Razorback can also deter any units from getting to close to the Devastators, countering a problem that such a static unit often has.

-Predators - Before I get the comment, "But Ciaphas, your Predators aren't using the Autocannon-Lascannon Sponson combo and that's the best one!" I know. I get that that's the most used Predator Pattern, and as well it should be, it allows for a good all around vehicle. However, the appeal of using the classic Destructor and Annihilator patterns for the iconic Marines of the Codex Astartes was too great to pass up. Besides, I think people tend to underestimate the value of dedicated units in lists, especially one that has most of its units dedicated to a more general style, like this one. The Destructor can deliver a punishing hail of fire upon any enemy squads that would venture into it's hail of fire, and the Annihilator will make any vehicle sad that it decided to dare show its chassis on the field of battle.

-Closing Thoughts - I.. Feel slightly dirty having made this list. Ugh.. Blue Marines.. I need a shower. Hahaha, just kidding. This one was for you Maldus, you and your Ultra-Vulkans! Lets see you use a real UM list, Blue Man! Stay tuned for Day Eight, The Salamanders!


And yet AGAIN, thanks to Starminer, who's proven himself to be not only a good friend, but an invaluable resource for my list making ventures. Check out his blog, you lazy bums!

Fist of Steel


Annnnd Day Six swings in across the line. Today brings us the bionic marines themselves, the Iron Hands. The Iron Hands despise the weakness of the flesh and strive to bring themselves closer to the purity of the machine. I have to say this was definitely the hardest list to develop, because I had to work on mixing the eclectic nature of the Iron Hands, and their love for machines, while conveying the fact that they believe machinery is an honor, and thus not as prevalent as most people believe. Well... Onto the list.


Strike Force Hand of Ferrus
Codex: Space Marines
Point Total: 2000 pts

HQ
-Space Marine Chapter Master - 150 pts
-Storm Shield
-Hellfire Rounds

-Master of the Forge - 150 pts
-Conversion Beamer
-Thunder Hammer

Elites
-Venerable Dreadnought - 200 pts
-Assault Cannon
-Drop Pod

-Venerable Dreadnought - 200 pts
-Assault Cannon
-Drop Pod

-Techmarine - 90 pts
-Power Weapon
-Servo Harness

-2x Servitors - 85 pts
-2x Plasma Cannons

Troops
-10x Tactical Squad - 250 pts
-Plasma Gun
-Lascannon
-Power Fist
-Rhino

-10x Tactical Squad - 250 pts
-Plasma Gun
-Lascannon
-Power Fist
-Rhino

-10x Tactical Squad - 250 pts
-Plasma Gun
-Lascannon
-Power Fist
-Rhino

Heavy Support
-Thunderfire Cannon - 135 pts
-Drop Pod

-Thunderfire Cannon - 135 pts
-Drop Pod

-Whirlwind - 100 pts
-Extra Armour

-End List-

Analysis:
-Chapter Master - Some of you are probably saying "Ciaphas what the heck are you doing?! A Chapter Master that's NOT melee orientated?!" Yes. Yes he is. The basic idea behind this list is a modified Gunline list, while sticking to the eclectic, random mishmash nature of the Iron Hands. This Chapter Master will be sitting in the back of the line, dropping an Orbital Bombardment at first opportunity, and pounding approaching enemy lines with his Hellfire Bolter. I felt it was a solid choice to represent an Iron Hands Clan Master, and was originally going to choose Terminator armor, but felt it was a waste of points without an actual unit of Terminators, and since actual squads of Terminators is not IH style, I ultimately decided against it.

-Master of the Forge - I shouldn't even need to explain why this unit exists in this list, but I'll go over the benefits it provides to the list nonetheless. I know many are probably wondering why I would take a Master of the Forge without taking Dreads for Heavy Support, but not only is the unit iconic Iron Hands, but the benefits of a Techmarine are useful alone, but adding the Conversion Beamer makes this guy down right deadly. The Conversion Beamer is more powerful the farther away the enemy is, making it key in the defense in a gunline-ish list. He also adds yet another Bolster Ruins to this list, allowing for a total of four improved cover saves throughout your deployment zone, and with a Thunderhammer should the enemy get in your face, the Master of the Forge is a solid choice.

-Venerable Dreadnought - Which dreadnoughts to pick was especially tough for me, as I learned more about Iron Hands fluff. The Iron Hands actually field very few Dreadnoughts, finding the interning of a marine in a suit the ultimate honor, and as such, I believe Venerable Dreadnoughts convey the idea that only the very best of the Iron Hands are allowed to be interned in the "Ultimate fusion of man and machine". I chose Assault Cannons in order to provide a more mobile anti-infantry fire base, and to counter light vehicles should it be necessary. Drop Pods are for proper deployment purposes.

-Techmarine - The Techmarine is again, a very Iron Hands unit, and with him present reinforcing your flex-Gunline, it can be near guaranteed that most of your vehicles will survive far past their normal life-span. Add in a Servo-Harness for extra ranged fire-power, and a Power Weapon in case of invasion purposes, and the Techmarine already proves useful. I'm going to once again touch on Bolster Ruins and it's ability to add +1 to a cover save, and just how useful such an ability is for this list. With it, you can near guarantee that your marines will weather fire storms that they should normally perish in.

-Servitors - The Servitors are again, not only fluffy, but provide an added measure of security to your weapon emplacements in this list. Place a Plasma Cannon Servitor with each Thunderfire Cannon ensures that should something like Terminators come calling for your T-Fires, they can be repelled or at least delayed long enough for the rest of your list to respond to the threat.

-Tactical Squad - When I considered the Iron Hands, I imagined them to have a very large arsenal of heavy weapons, after all, the more power machinery, the better. With the plasma gun, Lascannon and Power Fist, this is a regular Tactical Squad on all kinds of steroids. These squads can respond to heavy vehicle threats, Terminator or MC attacks, pretty much anything, and though they carry a high point cost, they are distinctly Iron Hands and with the cover and speed provided by their Rhinos, this is one mean unit for anyone to face.

-Thunderfire Cannons - I'm not going to go into a lot of depth as to the benefits of a Thunderfire in general (You can see my Imperial Fist list for that), but I will cover just how they fit into this list. The idea of powerful artillery, manned by Techmarines fits the Iron Hands motif (As seen by their mobile Castle-Fortresses on Medusa), and provide absolutely necessary anti-infantry fire to this list. With these cannons, horde armies are no longer as large a threat, and your Tactical Squads can focus on more dire threats.

-Whirlwind - The Whirlwind is a large, angry piece of artillery on wheels. With the ability to fire two different kinds of artillery depending on the situation (Vengeance or Castellan), it can tear apart or delay any force you wish to prevent from reaching you so you might ready your line for attacks. Vengeance missiles take apart charging hordes, and Castellan missiles can pry enemy out of cover so you don't end up in a castling war.

-Closing Thoughts - This was by far the most challenging list to do, and I really enjoyed the challenge. Trying to fit the Iron Hands theme while remaining competitive was a large obstacle, but having done so, I feel I have become a much better list maker because of it. I think that anyone who choses to use this list will benefit tremendously in terms of gains in tactical knowledge, and it's a list everyone should try at least once.


And for the ninth time, thanks go out to Starminer and his proof-reading genius! My good friend Schweet also deserves many accolades for being my resident Iron Hands expert.

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