5/5 stars. The Iron Hands return to third edition as strong as ever.
Background.
As always with a new edition, the first legion that I always focus on are the Iron Hands. The simple reason is that this is the legion that I benchmark all others against. And more than this, they are one of the toughest legions out there in the previous editions, able to weather onslaughts of firepower thanks to their special rules.
Armoury.
The third edition contains some old staples, and some new entries.
Armatus Necrotechnika returns with the ability to self-repair Iron Hands vehicles at 5+, but can also gobble up the remains of any casualties to boost this. Very handy, if a bit grim.
Artificer Power Axe is an interesting one representing Medusan technology. Shred and Breaching are a good bonus for this weapon.
Armatus Necrotechnika returns with the ability to self-repair Iron Hands vehicles at 5+, but can also gobble up the remains of any casualties to boost this. Very handy, if a bit grim.
Artificer Power Axe is an interesting one representing Medusan technology. Shred and Breaching are a good bonus for this weapon.
Graviton Pistols are nice and affordable upgrade for command and champion characters to have.
The Iron Clad adds an extra dreadnought who becomes a champion sub type if you fill a Prime Slot of a command role. This is nice as it thematically represents those Iron Hands who just wanted to keep on fighting.
The Iron Clad adds an extra dreadnought who becomes a champion sub type if you fill a Prime Slot of a command role. This is nice as it thematically represents those Iron Hands who just wanted to keep on fighting.
Tactica.
The Iron Hands keep the -1 to wound of incoming firepower from previous editions via The Gorgon's Scales. This is, of course, their core strength and why facing off against them is so difficult in the early turns at range.
Gambit.
Double the normal bonus for the focus roll from Outside Support thanks to Legion of One - the Iron Hands became very self-sufficient after Isstvan. Meanwhile, their opponents can only gain +2 as the maximum from Outside support.
Additional Detachments.
The Spearhead Phalanx is an excellent auxiliary option bringing in three slots (albeit that the heavy transport has to be a land raider or spartan - no problem with that - in addition to the tanks and terminators).
The Medusan Vanguard meanwhile is an apex detachment that brings terminators, a dreadnought, and more at the price of the command slot here being a Praevian. No problem at all with that and very fluffy.
Gambit.
Double the normal bonus for the focus roll from Outside Support thanks to Legion of One - the Iron Hands became very self-sufficient after Isstvan. Meanwhile, their opponents can only gain +2 as the maximum from Outside support.
Additional Detachments.
The Spearhead Phalanx is an excellent auxiliary option bringing in three slots (albeit that the heavy transport has to be a land raider or spartan - no problem with that - in addition to the tanks and terminators).
The Medusan Vanguard meanwhile is an apex detachment that brings terminators, a dreadnought, and more at the price of the command slot here being a Praevian. No problem at all with that and very fluffy.
Advanced Reaction.
Spite of the Gorgon allows you to fire back at full BS at a unit charging them. The cost is Overload (1) and no reactive volley. This is very reasonable, but obviously the overload is an issue.
Spite of the Gorgon allows you to fire back at full BS at a unit charging them. The cost is Overload (1) and no reactive volley. This is very reasonable, but obviously the overload is an issue.
Overall then, an excellent and solid suite of rules that encourages shooting and survival of the incoming shots. The gambit is reasonable without being outstanding, and the armoury is sound as well. A worthy benchmark for other legions to be measured against indeed.
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