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Made in us
Liche Priest Hierophant






 koooaei wrote:
Now that models explain 'how' megaarmour characters can make mek gunz move and shoot. It's not the characters - it's the legs of the guns!


It is usually Meks that join them...

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

 FlashyGit wrote:
@pipealley, how do you equip your battlewagons in the list?


Mandatory ram, 4 Rokkits a piece, and a Kannon in if I have the points.

For instance, I just had to ditch the Kannonz on the 3 carrying the Bully Boyz (and the Nobz in the Tankbusta units) so I could swap out the second Painboy for a MA DLS Warbosss. The extra range is okay but obviously the Scout move gets the Rokkits in range of just about everything anyways. The Battlewagons are semi-disposable and my goal is to keep the Tankbustas mounted as long as possible. Most people try to wreck the Manz' wagons first and they are usually 6" closer than the Tankbustas' ones. I never worry about snap firing, it's more important to get the BullyBoyz where they need to be! Maybe getting rid of the Rokkits on the three BB wagons might be better but it's hard to pass up when they're so cheap!!

Fighting crime in a future time! 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

 Tibs Ironblood wrote:
 Glitcha wrote:
I'm playing in the Gencon ITC event, and get decide what I should take. I might take a fun list, just so I don't make it to day 2 so I can spend some time in the vendor hall or I'll take a competitive list and see how it goes. Suggestion on units?


Tankbustas. Bully Boyz. Bikers. Zhadsnark. Painboy. Maybe the Buzgobs stompa. Deff koptas.



I've done all of that before.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in us
Krazed Killa Kan






 Glitcha wrote:
 Tibs Ironblood wrote:
 Glitcha wrote:
I'm playing in the Gencon ITC event, and get decide what I should take. I might take a fun list, just so I don't make it to day 2 so I can spend some time in the vendor hall or I'll take a competitive list and see how it goes. Suggestion on units?


Tankbustas. Bully Boyz. Bikers. Zhadsnark. Painboy. Maybe the Buzgobs stompa. Deff koptas.



I've done all of that before.


Try Flash Gitz, Blitza Bommers, and/or Burna Boyz. Could also try a Blitz Brigade which seems quite capable.

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in ru
!!Goffik Rocker!!






Spam mek gunz with megacharacters. Eat fire with t7 grots, chop stuff to death with s10 bosses. Shoot a bunch of guns on the way there.

Spoiler:

1563pts
++ Orks: Codex (2014) (Combined Arms Detachment) ++

+ HQ +
Warboss w/ Mega Armour [Gift: Da Finkin' Kap, Mega Armour, Power Klaw, Twin-linked Shoota]
Warboss w/ Mega Armour [Gift: Da Lucky Stikk, Mega Armour, Power Klaw, Twin-linked Shoota]

+ Troops +
Gretchin [10x Gretchin]····Runtherd [Grabba stik]
Gretchin [10x Gretchin]····Runtherd [Grabba stik]

+ Heavy Support +
Mek Gunz [5x Ammo Runt, 5x Bubblechukka]
Mek Gunz [5x Ammo Runt, 5x Kannon]
Mek Gunz [5x Ammo Runt, 5x Lobba]

++ Orks: Codex (2014) (Ork Horde Detachment) ++

+ HQ +
Warboss w/ Mega Armour [Mega Armour, Power Klaw, Twin-linked Shoota]
Warboss w/ Mega Armour [Mega Armour, Power Klaw, Twin-linked Shoota]
Warboss w/ Mega Armour [Mega Armour, Power Klaw, Twin-linked Shoota]

+ Troops +
Gretchin [10x Gretchin]····Runtherd [Grabba stik]
Gretchin [10x Gretchin]····Runtherd [Grabba stik]
Gretchin [10x Gretchin]····Runtherd [Grabba stik]

+ Heavy Support +
Mek Gunz [5x Ammo Runt, 5x Kustom Mega-kannon]
Mek Gunz [5x Ammo Runt, 5x Smasha Gun]
Mek Gunz [5x Ammo Runt, Kannon, 5x Zzap Gun]


the ultimate goal is to spam every sort of gun but most tourneys ban identical cads, so you'll have to get rid of one type. Maybe you could get rid of kannons and get rokkits in some other places like tankbustas or koptas.

This message was edited 2 times. Last update was at 2016/08/03 13:56:30


 
   
Made in us
Stabbin' Skarboy




Pittsburgh

That list looks hilariously fun. I am going to the beef and wing gt I a few days and I'm just bringing a list I will have fun with. It has some potential if the practice tourney a bit back is to judge by.
Gorkanaut Krushin Krew
3 Gorkanauts with extra armor

CAD
2 Big Meks with KFF
10 gretchin
15 gretchin
10 burnaboyz
9 burnaboyz
Gargantuan Squiggoth

The few practice games I have done it actually fared better than expected and I had good chances of winning but I made a few mistakes.

Against spacewolves with 3 units of wulfen, 2 thunderwolf cavalry squads with iron priests and wolf lords attached, 2 deep striking units of jump infantry with 2 flamers, and 3 squads of guys with a meltagun in drop pods.
That game ended poorly for him and it ended with 1 gorkanaut left on my side and one of the flame squads and 3 wulfen with the claws on his. I was ahead on points and he couldn't finish me and it ended there on turn 6.

In the tournament I miss deployed against the eldar opponent or I probably would have wrecked him. He had 2 units of deepstriking dscythes and I didn't think 25 gretchin would be enough to shield the gorkanauts. It turns out it would have been enough as we measured it out later but since his bikes, skatatch wraithknight, and warp spiders blocked my deployment zone none of the naughts or squiggoth came on because I reserved them thinking turn 2 some could walk on and kill the gaurd. It was close but he remembered he could block it. I almost got enough with the burn as to bring 2 on turn three though.
The other game against eldar I should have charged the sword and board wraithknifht with the squiggoth and the gorkanaught and he got lucky and made 10 out of 10 junk saves on his 2 transports hiding both types of shooting wraithgaurd. If either of those had gone differently I probably would have had it.
The last tournament game was against a not so competitive blood angels list that killed one unit of gretchin and I accidentally killed the other with the squiggoth. Other than that he was tabled since he just had none of the tools to deal with the squiggoth and naughts and the naughts blasted his devastators of the table turn one with shooting.

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in us
Longtime Dakkanaut




Wichita, KS

A while back I promised to share a list I made that made use of the Great Waaagh-Band to Footslog boys. Here it is.

Spoiler:
Great Waaaagh-Band

Command:
Painboy

Core:
Waaaagh Band
Warboss (Big Bosspole, EA, PK)
Mek
28 Boyz (EA) + Nob (EA, PK, BP)
29 Boyz (EA) + Nob (EA, PK, BP)
29 Boyz (EA) + Nob (EA, PK, BP)
10 Boyz
10 Boyz
10 Boyz
10 Gretchin + Runtherd
3 Meganobz (1 Killsaw, 1 Kombi-Skorcha, Bosspole) in a Trukk (Ram)

Aux:
5 Lobbas (Ammo Runts)

Ork CAD:
Painboy
Painboy

10 Gretchin + Runtherd
10 Gretchin + Runtherd

I put a painboy in each big squad of boyz. I rolled on the Ork Chart hoping for fearless, but if I didn't get it, then I had one squad with the Big Bosspole. The lobbas were a late addition to the list. I had tried a number of things in that Aux slot, and was never happy with them. I think I was happiest with 5 Individual Kannons, but they lost me a Kill point mission once. The 3 Min squads of boyz kept changing between Shoota and Slugga Boyz.

I did OK with this list taking it to a 3rd place finish at an RTT. Lots of armies don't have that much AP:4, so I was able to make alot of 4+/5++ saves, and with the Every Turn Waaagh I was able to advance on them fairly quickly. The problem was I didn't have enough damage output once I arrived. I would throw hundreds of dice, but so many things in the game aren't terribly scared of S3 or 4 attacks. Also, my warboss regularly got punked in CC by better challenge characters. The Warboss was on a Bike for a while after he got challenged out and Killed by a Dread Knight. The Bike might have been an improvement. I also gave him Super Cybork for a while, but fearless is more important.

To Sumarize: I was never 100% happy with this list. Its the reason it ended up so far back in my facebook posts and google drive. If anyone thinks they could list doctor it I'd hear you out.
   
Made in us
Nasty Nob




Crescent City Fl..

I had a thought today about the Green tide, I wondered if anyone else has had the same thought.
What about sticking one or more extra characters on warbikes into a green tide? My reason for this is warbikes don't take difficult terrain tests. while unit coherency must be maintained a string of biker bosses could make assault and pull the tide along. Has anyone done this before?
I am not thinking I'd give a warbike to the Boss of the Green tide who I'd have as my warlord
Is there a flaw in that I'm not seeing? This occurred to me after reading the first draft rule book faq.

The rewards of tolerance are treachery and betrayal.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in us
Stabbin' Skarboy




Pittsburgh

I don't know how that would work honestly. I don't know enough about bikers in nonbiker units to help out but I am curious to see how it should work.

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in us
Longtime Dakkanaut




Wichita, KS

Because the Warboss in the Tide has to issue and accept challenges, I ran him on a bike for a bit. I also had a Big Mek with MFF on bike and painboy on bike in the tide for a while. They would break off and sit on objectives at the end of game if I needed them to.

I don't think I ever used one of them to extend my charge range, but I was aware of that option, it just never really came up. I only played the characters on bike for a little while, so I'm no expert. I'll probably give Green Tide another run in our narrative campaign starting in a couple weeks. Right now looking at my reasoning, its tempting to run bikes in the Tide, but our campaign games will be 1500 so points might be tight.
   
Made in gb
Fully-charged Electropriest






Something of note is that the Warboss from the Greentide formation can't take a warbike, it's specifically called out as a restriction unless I'm mistaken. Of course any ICs from another detachment can take a warbike and join the tide.
   
Made in us
Nasty Nob




Crescent City Fl..

I'm thinking os the Green tide with one or two extra baby cad for the extra characters depending on the build the Green tide wr boss will be some where near the back out of harms way. But I'm thinking one biker boss with da lucky stick and maybe a second, for any needed chaining. and maybe a pain boy. I can't remember for sure if it's alowed but the war boss in th tide will get Da finkin cap. and try to get the tide infiltrated closer. I'll leave paths for the biker characters to move up in the middle nearish the front they can join or join later if they have to turbo boost up. My little list also has 30 storm boys in a mob, which I might also sneak up the field if I am allowed to. I'll bubble wrap them with the green tide.I have room for two squads of lootas as well not sure what I really need. Thinking just more meat for the tide. I had though about 30 grot to also infiltrate up the board and stand in front of the tide for a turn.but that might be better as two mobs of 15. I just need them to stand there for the enemies first turn. The big thing is every one , the biker bosses and the tide have ere we go., so the tide can still run and assault. the bikers wont hinder that. That's my little plan anyway. I also put 10 rokkits in the tide. for flyers, if we for some reason aren't in combat.
I'm not happy about the wobbly models syndrome rule from the new faq. I had earlier built a list to do everything I wanted and hole ll the open table to cause flyers to crash, of fly off the board. Oh well.

The rewards of tolerance are treachery and betrayal.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in us
Longtime Dakkanaut




Wichita, KS

xlDuke wrote:
Something of note is that the Warboss from the Greentide formation can't take a warbike, it's specifically called out as a restriction unless I'm mistaken. Of course any ICs from another detachment can take a warbike and join the tide.
Good note. I definitely screwed that up once upon a time.
   
Made in gb
Member of a Lodge? I Can't Say






Question:
How Good (or bad) is Da Ded Shiny Shoota?
Im thinking of making an Ork Warboss with a Minigun (and an Assault 6 Twin-Linked Weapon DEFINITELY fits the bill)
It isnt for Practical use
   
Made in nz
Longtime Dakkanaut





New Zealand

commander dante wrote:
Question:
How Good (or bad) is Da Ded Shiny Shoota?
Im thinking of making an Ork Warboss with a Minigun (and an Assault 6 Twin-Linked Weapon DEFINITELY fits the bill)
It isnt for Practical use


The Stray Shot rule is fluffy but aggravating - be prepared to force a smile when it kills off your own troops and potentially even costs you the game. That side effect can be minimised by only shooting at enemy units more than 6" away from your own units, but that in turn can be limiting mid-game, especially as orks like to get up in their enemies' faces.
   
Made in us
Tough-as-Nails Ork Boy






 Clang wrote:
commander dante wrote:
Question:
How Good (or bad) is Da Ded Shiny Shoota?
Im thinking of making an Ork Warboss with a Minigun (and an Assault 6 Twin-Linked Weapon DEFINITELY fits the bill)
It isnt for Practical use


The Stray Shot rule is fluffy but aggravating - be prepared to force a smile when it kills off your own troops and potentially even costs you the game. That side effect can be minimised by only shooting at enemy units more than 6" away from your own units, but that in turn can be limiting mid-game, especially as orks like to get up in their enemies' faces.


I'd give it to a Weird boy or a Painboy in a heartbeat if they could take relics

3000
1500
2200 
   
Made in ca
Fresh-Faced New User




I was going to suggest Mogrok's Bossboyz to add characters to Green tide but then I remembered taking that formation meant giving up Waaagh. Orks get nothing without a cost :(
   
Made in us
Longtime Dakkanaut





^ as I recall you don't need the warboss to be the warlord to call a WAAAAGGHHH! I could be wrong though.

 
   
Made in us
Grovelin' Grot



Montreal

You can WAAAGH! with another warlord then the warboss, but you need to roll a 1 on the ork warlord trait table, so nothing assured...
   
Made in us
Stabbin' Skarboy




Pittsburgh

To call waaagh you just need the warboss calling it to be the general, or another HQ and roll a 1 on the ork warlord traits table.

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in us
Longtime Dakkanaut




Wichita, KS

thalkaresh wrote:
I was going to suggest Mogrok's Bossboyz to add characters to Green tide but then I remembered taking that formation meant giving up Waaagh. Orks get nothing without a cost :(
I always just take a CAD with it, and settle for a Painboy and either a Big Mek with KFF or an extra warboss. You need some grots to sit in the backfield anyways.

It's kinda weird how challenging it is to get much needed Ork Characters. Mogrok's Bossboyz gives us Characters, but mostly Big Meks who aren't that good, and it takes away WAAAGH.

----------

I've got a rules question for you guys. If I take a Da Finkin Kap on a Warboss in a CAD, and I roll my 1st Warlord trait on Strategic. I can reroll that one. But do I get to reroll the extra one that comes from DFK? I've always played it that I don't (Unless it is a duplicate), but I've seen other people reroll it. I don't want to short change myself, but I also don't want to win games based on a janky rules interpretation.

   
Made in ca
Fresh-Faced New User




You need to be warlord to call Waagh and the formation states;

"The controlling player must nominate one Big Mek in this formation to be his Warlord (Mogrok). Mogrok always has the Kunnin’ But Brutal Warlord Trait (see Codex: Orks). Very Kunnin’

Unless someone knows a loop hole I'm not aware of that formation means giving up the Waagh 100%.

   
Made in gb
Fully-charged Electropriest






tag8833 wrote:
thalkaresh wrote:
I was going to suggest Mogrok's Bossboyz to add characters to Green tide but then I remembered taking that formation meant giving up Waaagh. Orks get nothing without a cost :(
I always just take a CAD with it, and settle for a Painboy and either a Big Mek with KFF or an extra warboss. You need some grots to sit in the backfield anyways.

It's kinda weird how challenging it is to get much needed Ork Characters. Mogrok's Bossboyz gives us Characters, but mostly Big Meks who aren't that good, and it takes away WAAAGH.

----------

I've got a rules question for you guys. If I take a Da Finkin Kap on a Warboss in a CAD, and I roll my 1st Warlord trait on Strategic. I can reroll that one. But do I get to reroll the extra one that comes from DFK? I've always played it that I don't (Unless it is a duplicate), but I've seen other people reroll it. I don't want to short change myself, but I also don't want to win games based on a janky rules interpretation.



I've always played it that you do get to re-roll the Finkin Kap's strategic trait if you've got the Ideal Mission Commander Command Benefit from a CAD - it says something to the effect of "if this detachment is your Primary Detachment you can re-roll the roll on the Warlord Traits table". It's very unusual (perhaps unique) to be able to roll two warlord traits so the singular roll implied by " the roll on the warlord traits table" is to be expected. How I see it - you get to re-roll your warlord trait, you can generate two of these and can re-roll both". I can see how people could argue otherwise but my opponents agree that both can be re-rolled so that's how I play it.

thalkaresh wrote:
You need to be warlord to call Waagh and the formation states;

"The controlling player must nominate one Big Mek in this formation to be his Warlord (Mogrok). Mogrok always has the Kunnin’ But Brutal Warlord Trait (see Codex: Orks). Very Kunnin’

Unless someone knows a loop hole I'm not aware of that formation means giving up the Waagh 100%.



You're correct, if you're taking Mogrok's Bossboyz then you aren't able to Waaagh! as there's no way for Mogrok to gain that Warlord Trait and you can't choose another model to be your Warlord. This isn't really such a huge problem because with the Bossboyz you want to build your list around the Outflank and Acute Senses bonus (a very nice bonus, though a costly one) utilising those Big Meks as much as possible (easier said than done because Big Meks are hugely overcosted and not really that useful since 7th edition).
   
Made in nl
Regular Dakkanaut




Why not put the finking kap on Mogrok, you'll have a 1/5 chance to get the warlord trait that gives you waaagh!
   
Made in us
Nasty Nob




Crescent City Fl..

That's what I was wondering. Is calling Da Waaaagh needed?
If I can manage to get my Green tide half way up the board through infiltration.
Boss boys brings a lot to the table.

I started thinking about the sneaky tide the other day when I was told Orks struggle with armour, in reference to a meched up marine army. I though this could quickly disprove that.
The concern I have is GMC's and SHW's. mostly, their stomps.
That and being tied up from two opposite directions by enemy assault.

The rewards of tolerance are treachery and betrayal.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in gb
Fully-charged Electropriest






killerdou wrote:
Why not put the finking kap on Mogrok, you'll have a 1/5 chance to get the warlord trait that gives you waaagh!


The Finkin Kap gives you an additional Warlord Trait that has to be rolled from the Strategic Traits table, you can't roll on the codex table.

 warhead01 wrote:
That's what I was wondering. Is calling Da Waaaagh needed?
If I can manage to get my Green tide half way up the board through infiltration.
Boss boys brings a lot to the table.

I started thinking about the sneaky tide the other day when I was told Orks struggle with armour, in reference to a meched up marine army. I though this could quickly disprove that.
The concern I have is GMC's and SHW's. mostly, their stomps.
That and being tied up from two opposite directions by enemy assault.


How useful infiltrating the tide will be depends on your opponents I guess, my opponents are usually best at mid/close range so the 6" infiltration isn't great. If your opponent is staying on his board edge then that infiltrate move is invaluable. Personally I would rather get the most out of being able to Waaagh! every turn so I'd always use the Greentide Warboss as Warlord.

Orks don't struggle with armour as a rule, we struggle with SHV, AV14 and to a lesser extent AV13. We're actually fairly well equipped to deal with AV10-12 even at range between Lootas, Tankbustas, Kustom Mega Kannon and cheap rokkits everywhere. The main problem being that all our fire support units are very fragile with low leadership and you need to prioritise your turn 1 shooting effectively because you might not get to use them turn 2 and it's most likely they won't be around on turn 3. The lack of Melta/Lance/Graviton or even Lascannon (yes, Imperials, I'm even jealous of these ) equivalent wrapons means that high AV and SH are not at all easy to deal with.

This message was edited 2 times. Last update was at 2016/08/06 13:04:54


 
   
Made in us
Nasty Nob




Crescent City Fl..

I like to rely on blast weapons when I can but playing the tide makes me worry about my own bad scatters.
We do have anti-armour but we also have the dubious pleasure of BS2... But it's also in low abundance mostly. I'm really thinking a lot about KMB's in burna boy mobs but it doesn't go very far, tank bustas are much more numerous so I guess they're a better choice over all.
I don't play many games under 3000+ points. so fitting a list together in 1850 is quite the challenge.

The rewards of tolerance are treachery and betrayal.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in us
Stabbin' Skarboy




Pittsburgh

tag8833 wrote:
thalkaresh wrote:
I was going to suggest Mogrok's Bossboyz to add characters to Green tide but then I remembered taking that formation meant giving up Waaagh. Orks get nothing without a cost :(
I always just take a CAD with it, and settle for a Painboy and either a Big Mek with KFF or an extra warboss. You need some grots to sit in the backfield anyways.

It's kinda weird how challenging it is to get much needed Ork Characters. Mogrok's Bossboyz gives us Characters, but mostly Big Meks who aren't that good, and it takes away WAAAGH.

----------

I've got a rules question for you guys. If I take a Da Finkin Kap on a Warboss in a CAD, and I roll my 1st Warlord trait on Strategic. I can reroll that one. But do I get to reroll the extra one that comes from DFK? I've always played it that I don't (Unless it is a duplicate), but I've seen other people reroll it. I don't want to short change myself, but I also don't want to win games based on a janky rules interpretation.


I would assume you can since it just says you can reroll your warlord trait. Since you get two instead of one there isn't anything to say you ant reroll it so personally I have always rerolled it whenever I do it. I like to try to infiltrate the green tide. It was the best against the poor drop pod Marines who couldn't even get within 3 of any of the 6 objectives.

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in ca
Fresh-Faced New User




Mogrok ALWAYS has the Kunnin’ But Brutal Warlord Trait (see Codex: Orks). Very Kunnin’ 

Hate to say it but I would say its written pretty clearly that he always has that trait. I play with a bunch of rule sticklers sadly so have to tread lightly on the path of creative interpretation.
   
Made in us
Grovelin' Grot



Montreal

I guess some of you might have seen this, but I just discovered this: http://www.dakkadakka.com/dakkaforum/posts/list/697834.page

Its basically a rewrite of the Ork Codex which fixes many issues we have with the current dex,as well as open up a ton more options for army building. Of course its to use in friendly games with opponent consent.
I just tought to bring it for those that might have missed it.

This message was edited 1 time. Last update was at 2016/08/07 13:44:06


 
   
 
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