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40K: The Unbeatable List – Battle for Salvation Edition

3 Minute Read
Oct 15
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Goatboy here again to go over a winning Iron Hands list from this weekend’s Battle for Salvation. This list does not look like the normal Iron Hands list we are sure to face in the upcoming months as 8th becomes Marine Bonanza Edition.

This winning lists happens to be from one of my best friends the dire Nick Rose (of Leafblower fame).  He brought an unconventional Iron Hands list that ended up being a Successor chapter – aka combo your own rules chapter.  This means no Ferros, some weird options, and no super dreadnoughts.  Now if you know Nick and what he used to like to play – this list makes sense.  But let’s write it out so you can see this nonsense and question – how the heck did he win?

Iron Hands – Nick Rose

Space Marine Brigade Detachment – +12 CP
Chapter – Successor Chapter of Iron Hands – Master Artisans, Stealthy (Reroll single hit roll and wound roll/over 12″ away gets cover)

-HQ-
Captain on Bike – Powerfist, Storm Shield, Chapter Master (-2CP) – 109pts
Librarian – Boltgun, Force Stave, Jump Pack – 116pts
Librarian In Phobos Armor – Camo Cloak, Force Sword – 101pts
Techmarine on Bike – Chainsword, Servo-Arm, Storm Bolter, Twin Boltgun – 74pts

-Troops-
Incursor Squad X 10 – 190pts
Intercessor Squad X 10  – Auxiliary Grenade Launcher X 2, Bolt Rifles, Chainsword – 172pts
Scout Squad X 5, Sniper Rifle X 5 – 65pts
Scout Squad X 5, Sniper Rifle X 5 – 65pts
Scout Squad X 5, Boltgun X 5 – 55pts
Scout Squad X 5, Boltgun X 5 – 55pts

-Elites-
Invictor Tactical Warsuit – Fragstorm Grenade Launcher, Heavy Bolter, Iron Hail Stubber X 2, Twin Ironhail Autocannon – 136pts
Invictor Tactical Warsuit – Fragstorm Grenade Launcher, Heavy Bolter, Iron Hail Stubber X 2, Twin Ironhail Autocannon – 136pts
Invictor Tactical Warsuit – Fragstorm Grenade Launcher, Heavy Bolter, Iron Hail Stubber X 2, Twin Ironhail Autocannon – 136pts

-FA-
Land Speeder – Heavy Bolter, Typhoon Missile Launcher – 87pts
Land Speeder – Heavy Bolter, Typhoon Missile Launcher – 87pts
Land Speeder – Heavy Bolter, Typhoon Missile Launcher – 87pts

-Heavy-
Eliminator Squad X 3 – Bolt Sniper Rifle/Camo Cloak X 3 – 72pts
Eliminator Squad X 3 – Bolt Sniper Rifle/Camo Cloak X 3 – 72pts
Thunderfire Cannon X 1 – 92pts
Thunderfire Cannon X 1 – 92pts

Why It Works

As you can see it looks like a hot pile of random stuff with Iron Hands thrown in due to powerful Stratagems, extra Rules, and just straight up abilities.  Starting with the Devastator Doctrine this army can always shoot you at range and still be protected with the always useful +1 to their armor save thanks to cover.  The Warsuits are set up differently due to not using them as frontal assault options and instead they are much better Scout Sentinels that can shoot a heck of a lot more from lots of angles the opponent has to worry about.  On top of this there is a ton of Sniper fire that can do a lot of damage to other Iron Hands armies out there that rely on a central set of two characters that can’t hide in a vehicle.  A few head shots and then the army loses a ton of its power as this weird mixture of units can pour on the damage as they dance around the edges, grabbing objectives, and winning ITC missions.

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This army works due to not having a direct Lynchpin to their army.  The pieces can work independently and expertly to remove threats as they appear and make sure they can always get a good damage roll with rerolling one wound per unit.  It just shows you how this new set of Marine releases has really shifted up the game tremendously.  Is this along the lines of how Knights changed the game?  Sorta but in a much more defining way as while Knights did have their weaknesses – the new marines just look strong in all aspects of the game.  From Smash captains punching things to death, the lowly bolter being a threat to just about anything, and so called “dead” units becoming murder machines.

~The King is Dead – All Hail the King! And Congrats to Nick for making it to the winner’s circle.

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