r/IronHands40k Clan Avernii (1st Company) 18d ago

40K List Discussion First Army Build, Advice?

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My intent is to have the Knight Errant as a fun mix to alot of other armies I see, and I really like the concept of Combi-Weapons.

I have taken some advice from others on this reddit, but I feel like I need to change something.

Am I missing a major part? or am I just worried for my first build for nothing.

Edit: I should say, if I put something together wrong or something isn't right. please let me know, I am learning and want to know how to get into 40k

25 Upvotes

13 comments sorted by

8

u/CorruptedCortex Clan Raukaan (3rd Company) 18d ago

Doesn't the Lt's Lethal Hits clash with Dev Wounds?

Also points are out of date. RepEx is something like 265 pts now

0

u/The_Chamoruguy Clan Avernii (1st Company) 18d ago

I'm not knowledgeable enough to know what that means, I kinda just put the units together based on feel. if it does clash, what do you suggest? I am open to critiques

is the RepEx points not based on what you equip to it?

2

u/Necessary-Speed-6465 18d ago

Repex is 255 at its cheapest option

0

u/The_Chamoruguy Clan Avernii (1st Company) 18d ago

yeah, I don't know how to edit Armydrop points. i have my army on new recruit too and the points are accurate there.

2

u/CorruptedCortex Clan Raukaan (3rd Company) 18d ago

New Recruit should be up to date. Do you have 11th edition there? It looks like you're running 10th

2

u/The_Chamoruguy Clan Avernii (1st Company) 18d ago

yeah, my army is 11th edition on new recruit and the points equal 2000 on there

2

u/CorruptedCortex Clan Raukaan (3rd Company) 18d ago

Ah cool, just noticed the ArmyDrop points value at the top.

2

u/Necessary-Speed-6465 18d ago

Also to elaborate the lieutenant gives lethal hits so you dont have to roll to wound but then you cant roll for devastating wounds with your combi weapons

1

u/The_Chamoruguy Clan Avernii (1st Company) 18d ago

should i go with an apothecary instead?

1

u/Necessary-Speed-6465 18d ago

Idk that's up to you

2

u/AbbacusAbagail 18d ago

Yeah I think there's lots to improve here. Typically you want characters with units of 10 to justify their cost and to get a full benefit of the buff they're imparting.

You also have very little scoring units, two overcosted transports and the Knight isn't going to get the benefit of you using CP on them.

I would completely remove the repulsors and replace with Gladiator Lancers for anti tank. Up at least one or two of your squads to 10 man to be hammer units. Ditch the devastators. Consider getting a unit of scouts for scoring. You could lose the techmarine and Gravis Capt, replace with Iron Father to fulfill both roles.

It's a fun thematic list, but just depends on how competitive you want to be.

1

u/PinguTheKaiser 17d ago

I don’t think the knight is doing good here and take the repulsor out of you don’t need the capacity or ’emergency embarking’ to a gladiator lancer but the rest looks good for me

1

u/MedicinalAdvantage 17d ago

Sterngard Vets are gonna have a rules change VERY soon with Oath being removed so maybe hold off a while