Legion Focus – Iron Warriors

Sigh. Okay – same bonus as Imperial Fists which we have already identified is not all that worthwhile. But do not worry – Games Workshop thinks it is amazing and then go on to reference how great Terminators will be because of this and a +1 invul save Psychic Power. I think Magus would like his 3++ back instead… Oh well. Nothing really amazing in here but have a look below. The special wargear to give a 2+ and gaining a wound every turn is certainly nice – particularly if the character takes damage and then you can melt back into your forces to regenerate but isn’t going to have as wide ranging impact as say Living Metal which is on multiple vehicles.

Legion Focus: Iron Warriors

The Chaos Space Marines codex is nearly here, and with it, rules for seven Chaos Legions as well as Renegade Chaos Marines. We’ll be previewing these in detail in the coming week, as well as looking at some of the new Stratagems and the best units in the new codex for each Legion.  We’ll be looking at the Emperor’s Children, Iron Warriors, Night Lords, World Eaters, Alpha Legion, Black Legion, Word Bearers and the Renegade Chapters. If you’re wandering where the Death Guard and Thousand Sons are, don’t panic! Both these armies are getting Codexes of their own.

The Iron Warriors are masters of siege warfare, pulling down enemy fortifications with massed firepower and vile Daemon engines. In the new codex, Iron Warriors are the strongest Chaos Space Marine army when it comes to ranged warfare, slaying the enemy wherever they may hide.

The Legion Trait:

The Iron Warriors Legion Trait is Siege Lords:

Similar to their bitter rivals, the Imperial Fists, this allows the Iron Warriors to ignore enemy bonuses to cover when shooting. Most Heretic Astartes armies are best used in assault, but the Iron Warriors are a deadly midrange army, easily capable of trading shots with massed infantry.

Top Units

Chaos Terminators are a great unit for Iron Warriors armies. These brutal juggernauts have long been one of the most popular choices for Chaos Space Marines forces thanks to their excellent saves and huge range of wargear, and the new edition has only served to make Chaos Terminators more powerful thanks to an additional Wound and huge improvements to combi-weapons. Give yours combi-flamers and use the Weaver of Fates psychic power and you’ll have a hugely durable firebase, capable of storming even the most redoubtable fortress with hails of punishing firepower.

Daemon Princes in Iron Warriors armies can use the Fleshmetal Exoskeleton for an enormous 2+ armour save and a Wound healed every turn, turning an already durable unit into a nigh-indestructible juggernaut. If you’re looking for a leader for your Iron Warriors army in the new codex, this is it.

How to use them:

The Iron Warriors way of war isn’t particularly complicated – set up camp on the objectives with your ranged units and unleash hell; the beauty of this army is that even if you’re charged, you’ll be pretty dangerous thanks to the natural proficiency of Chaos Space Marines in close combat. Combined with the Cold and Bitter Warlord Trait, you’ll be able to wear down your opponent while holding fast with huge units of Chaos Space Marines, Cultists and Terminators.

This is the Legion for you if you want to wage grinding, attritional warfare with massed shooting and durable infantry. Come back tomorrow, when we’ll be looking at the masters of fear in the 41st Millennium – the Night Lords.


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9 responses to Legion Focus – Iron Warriors

Haven't they always?

But yeah, having exactly the same mediocre Legion Trait as the Fists certainly seems like a failure of imagination. The Trait for the Emperor's Children seems really good and also different, at least.

Yes, that pretty much describes CSM since about forever. On the other hand, I am impressed they got the same chapter tactic at all, and not a watered down version. To me, that's impressive and means some CSM chapters will gain useful ones after all.

Haha, yes, that certainly would have been true to form. Just the same bonus against Fortifications without the ability to ignore cover, that sounds about right. Why? Because fuck you, traitor.

I’d have thought that the Imperial Fists would get a bonus to cover and make fortifications tougher; and that the Iron Warriors would have gotten a bonus that reduced cover and made fortifications easier to hurt. One group specializes in holding the fort and one side specializes in tearing it down… Make the numbers add up right and have the two cancel each other out.

But, well, no one asked me.

I’m really hoping they’re saving the best for last because so far this book borders on depressing. Even the Emperor’s Children whose trait is better than this will only occasionally be useful. It’s pure “win more” against any non melee based army.

I've played a few games with Iron Warriors, and they're better than you think. Especially when the table has proper terrain (our FLGS has many large building pieces) and your opponent has fire teams on the fifth floor of a ruined skyscraper blasting your stuff while getting that +1 armor save. Shaving off that armor save is decisive when throwing out massed bolter and autogun fire.

The true glory of the Iron Warriors is nothing to do with the legion trait, and everything to do with the warlord trait Cold and Bitter. You put a huge mass of cultists next to a Daemon Prince warlord (no wings needed) and give that prince a nice booster like Prescience, and fleshmetal exoskeleton of course. The cultists never die to morale, and 80 autogun shots at 3+ to hit (prescience) and rerolling 1's (warlord bonus) with +1 to wound (they can use Veterans of the Long War) will vaporize 12 MEQs or drop 8 wounds of most vehicles on average rolls.

The bad thing about it is from a fluff perspective. The standard CSM troops are worthless and pathetic next to the cultists, even though the CSMs have that sweet 3+ save and better gear the stratagems bend everything in favor of the cultists. Thirty cultists with three flamers and ten CSMs with two flamers both cost about 150 points, and the cultists outperform the CSMs in almost every way once you factor in the stratagems and psyker powers, and make both units immune to morale. I think the cultists need to have a point or two added to their cost, or need to have the Heretic Astartes and Mark keywords removed (they're not marines or at all exulted in the eyes of the gods after all) so the only stratagem available to them is Tide of Traitors.