Jump to content

Iron Hands FAQ/nerfs in 9th edition


quasistellar

Recommended Posts

As more of 9th edition is being revealed, it's become apparent to me that the IH supplement (really all SM supplements) was written with 9th in mind.

 

What many complained of as "OP" or just straight up extra bonuses are now looking to be just slight upgrades in 9th edition. In particular, I'm referring to rerolling 1s + no movement penalty on heavy weapons, and overwatch on 5+.

 

Do we think that there's any chance that some of the IH specific nerfs get rolled back? I know the Ironstone won't, as that was just dumb. It's unbelievable that that got past play testing.

 

But what about Feirros's 5+ invuln for vehicles? Or maybe the Reforge psychic powers that was erratad to not work on vehicles that were already healed?

 

With what looks like a move away from large groups of infantry, Feirros's invuln will lose some value, and I have always thought it odd that a techmarine/iron father character benefits infantry more than vehicles.

 

My hopes are pretty low for any rollbacks, and I don't want IH to be OP again. Just wondering if anyone else has any thoughts regarding what could happen in regards to 9th edition changes.

Link to comment
Share on other sites

I really wish they'd gone another direction with the Feirros' aura nerf, specifically non-flyer role vehicles only. I agree it's really strange that the highest ranked techmarine within a first founding chapter with deep ties to the Mechanicus is better at buffing infantry. There are still lots of pieces to the puzzle missing with 9th. We've not seen Eradicator or assault Intercessor rules. Feirros + Apothecary + Chaplain for +1 S litany buffing up assault Intercessors could be a nasty screen. So while vehicles maybe stronger, a lot will come down to the point changes. If the vehicle buffs cause their costs to skyrocket, it may just make sense to stick with infantry.

 

It does feel like some of the IH benefits are being partially given away, i.e. no heavy weapon penalty for moving for vehicles and defensible positions allowing 5+ overwatch. Just going to wait and see how things fall.

Link to comment
Share on other sites

I could see a few retcons like 5++ for vehicles. We dont know a lot of rules until right now. I have the feeling that its gonna away from aura abilities for free. I think we will get a lot more CPs but have to buy each special rule in each round.

 

We know that we get CPs each round but not how much. Maybe a lot more then we think. Would be great I think.

Link to comment
Share on other sites

Those things you listed as "low level rollbacks" are much needed FAQs nerfing incredibly overpowered and unbalancing abilities.

 

For example: Feirros's 5+ invulnerable save for vehicles resulted in every Iron Hand's vehicle instantly becoming 33% more resilient than it's counterpart from another Chapter against anti-tank weapons.   Coupled with their innate FNP this makes Iron Hands vehicles that lack innate INV saves ~45% more durable than other versions. That difference is impossible to balance if both units have the same points value.

Link to comment
Share on other sites

Indeed, that's not an argument against IH but more the chapter/legion/etc mechanic - and that's a whole kettle of fish on its own... I see the changes to 9th or more particularly the Erratas for launch as a good opportunity for GW to even things out a bit. I'm not expecting much change for IH but I don't think it's necessary, just a tweak to adjust for the new edition will be fine :)

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.