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![[Post New]](/s/i/i.gif) 2016/08/07 16:59:57
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Nasty Nob
Crescent City Fl..
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I've been watching that develop for a while now. I haven't used it yet. It's a lot to take in. I really want to print it but he has been updating. Maybe it's going to be a living document. He's never said that I can recall.
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The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them. |
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![[Post New]](/s/i/i.gif) 2016/08/08 02:14:03
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Grovelin' Grot Rigger
Gainesville, FL
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I is dumb. Reread rules... nothing to see here.
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This message was edited 1 time. Last update was at 2016/08/08 02:31:43
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![[Post New]](/s/i/i.gif) 2016/08/08 12:33:54
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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Well Gencon is over. I had a lot of fun and played a lot of games. At the ITC event, I finished 4th with my Orks. I played on the top table in the last round. I screwed up my strategy in the 2nd turn and I knew I was going to lose, but it was a good game. Gave that tournament player a run for his money. Overall record was 3-1-1. Record is a new personal best for myself. Below is my list:
Great Waagh Band
Command- Big mek in mega armor with killsaw, KFF and Da lucky stick
Core
Waagh band - [ warboss in mega armor with da super cybork body, attack squig, and boss pole] [Grots] [5 nobz in 'ard armor. Boss nob with BP and another nob with power klaw in trukk] [ 15 man 'ard boy squad with nob BP and PK] [5x 10 boy squads with shootas, nob with PK and BP in trukk]
Aux
Battle wagon with Ram
8 man loota squad
CAD
Pain boy
2x grots
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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
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![[Post New]](/s/i/i.gif) 2016/08/08 13:19:51
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Stabbin' Skarboy
Pittsburgh
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Nice good job!
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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 |
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![[Post New]](/s/i/i.gif) 2016/08/08 13:40:22
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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Thanks. List hits pretty hard in turn 2. Every game, I was launching multiple assaults. I actually assault all of someone's army, but one of their units in my 2nd turn. We didn't even do the assaults. He folded.
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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
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![[Post New]](/s/i/i.gif) 2016/08/09 03:39:09
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Awesome job. What was the turnout like?
What did the meta look like?
LOL for having to take a CAD to get a Painboy. The Orkurion is so poorly designed it is funny sometimes.
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![[Post New]](/s/i/i.gif) 2016/08/09 14:00:52
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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tag8833 wrote:Awesome job. What was the turnout like?
What did the meta look like?
LOL for having to take a CAD to get a Painboy. The Orkurion is so poorly designed it is funny sometimes.
There was 20 of us that were able to make it. 3 tau players (2 of them were playing the same list), 1 necron player, 1 sister player with IK, 1 Ik and assassins, 1 admech, 2 space wolf players, 2 eldar players, 6 space marine players (couple white scares lists, Imperial fist, and Ultramarines), 2 IG players and my self as the only ork player. Only couple of list I saw were WAAC list, most of the others was some LoW with support, or MSU style list.
4 out 5 of my games there was a LoW. (I killed the LoW in each game in a single round of combat. 2 Stormsurges, 1 Vault, and Wraithknight) I played the kid that won in the final round. He was playing eldar seer council, wraithknight, and a bunch of MSU jet bike squads.
Yeah I had the points and I really wanted a pain boy in my main squad. so the 'ard boyz were WS5 4+ armor and had FNP. Couple games they were fearless since I rolled up prophet of the waagh rule for my warlord trait.
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This message was edited 1 time. Last update was at 2016/08/09 14:13:45
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
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![[Post New]](/s/i/i.gif) 2016/08/09 19:42:22
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Fresh-Faced New User
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Changing subject a bit here...im preparing for an apocalypse game, and i want to field the 'ork stormer elite' formation. Im thinking three small Units as i currently have 19 stormboyz and 1 nob with pk. Im making two more nobz, but i cant decide if i should give them pk or bigchoppas. Fyi i plan om deepstriking and assaulting juicy targets behind enemy lines
Any input would be appreciated
Thanks
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![[Post New]](/s/i/i.gif) 2016/08/10 03:00:00
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Glitcha wrote:4 out 5 of my games there was a LoW. (I killed the LoW in each game in a single round of combat. 2 Stormsurges, 1 Vault, and Wraithknight)
How'd you kill 2 Stormsurges in 1 round of combat? That is 16 Wounds with a 3+/4++ and FNP. Even if you get 4-5 Powerclaws on there it's going to take a couple of rounds.
Interesting that the event only pulled 20. Why didn't they do a 3 round RTT instead of a 5 round GT? Were the TO's disappointed with the turnout?
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![[Post New]](/s/i/i.gif) 2016/08/10 06:39:12
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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tag8833 wrote: Glitcha wrote:4 out 5 of my games there was a LoW. (I killed the LoW in each game in a single round of combat. 2 Stormsurges, 1 Vault, and Wraithknight)
How'd you kill 2 Stormsurges in 1 round of combat? That is 16 Wounds with a 3+/4++ and FNP. Even if you get 4-5 Powerclaws on there it's going to take a couple of rounds.
Interesting that the event only pulled 20. Why didn't they do a 3 round RTT instead of a 5 round GT? Were the TO's disappointed with the turnout?
I think he means total of 2 Stormsurges, 1 Vault and a Wraithknight. Each of them took a round to kill.
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This message was edited 1 time. Last update was at 2016/08/10 06:40:21
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![[Post New]](/s/i/i.gif) 2016/08/10 13:20:17
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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koooaei wrote:I think he means total of 2 Stormsurges, 1 Vault and a Wraithknight. Each of them took a round to kill.
Oh. Gotcha.
I've been having increasing problems with Fateweavers recently. Does anyone have tips for killing a Fateweaver? Once in a while I can get one with lootas, but usually they can survive alot of lootas.
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![[Post New]](/s/i/i.gif) 2016/08/10 13:23:47
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Ancient Ultramarine Venerable Dreadnought
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tag8833 wrote: koooaei wrote:I think he means total of 2 Stormsurges, 1 Vault and a Wraithknight. Each of them took a round to kill.
Oh. Gotcha.
I've been having increasing problems with Fateweavers recently. Does anyone have tips for killing a Fateweaver? Once in a while I can get one with lootas, but usually they can survive alot of lootas.
It's only a wild guess, but why not get a bunch of battlewagons with cannons and shoot all the cannons at it?
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INSANE army lists still available!!!! Now being written in 8th edition format! I have Index Imperium 1, Index Imperium 2, Index Xenos 2, Codex Orks Codex Tyranids, Codex Blood Angels and Codex Space Marines!
PM me for an INSANE (100K+ points) if you desire.
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![[Post New]](/s/i/i.gif) 2016/08/10 20:06:43
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Fateweaver is not easy to kill.
I find bikes with their twin linked shooting have a chance to cause a wound and a grounding test, then charging him if he gets grounded is the best way to deal with him.
lootas and bikes cost the same points.
Lets say you have 10 lootas shooting, you average 20 shots, needing 6s lets say you hit 3 times. Score 3 wounds. 3++ rerolling 1s made to a 2++ rerolling 1s with grimoire maybe is hard to get through. Changes are your not scoring a wound.
Lets say you have 10 bikes shooting, you have 30 shots that are twin linked. You hit 10 times, you score 5 wounds. 3++ rerolling 1s made to a 2++ rerolling 1s with grimoire maybe is hard to get through, with 5 wounds though you might make them re-roll 1-2 dice so you have a better shot
Of course there is the whole bikes have an 18" range and dakkaguns have a 48" range or whatever issue too. Bikes can move 12" and shoot, so your threat is 30" but you may not be able to shoot first turn.
really you just need volume of fire to down fateweaver, then try and assault it it if you can that same assault phase. Out of all ork units bikes are the best bang for their points in volume of fire on snap shots(yay twin linked)
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![[Post New]](/s/i/i.gif) 2016/08/10 21:54:55
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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blaktoof wrote:really you just need volume of fire to down fateweaver, then try and assault it it if you can that same assault phase. Out of all ork units bikes are the best bang for their points in volume of fire on snap shots(yay twin linked)
I agree bikes are the best bet, but Fateweaver kill's bikes with such ease I'm not loving them as an option. You aren't going to ground him, because of his reroll.
I guess the answer is to just ignore him, and try to survive him like I've been doing. A dakkajet can do work, but you need a couple to kill him (maybe not even then), so it is too many points to invest.
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![[Post New]](/s/i/i.gif) 2016/08/11 02:35:19
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Growlin' Guntrukk Driver with Killacannon
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Alkorus wrote: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.
Wow that was the single greatest thing I've ever read. Essentially the exact opposite of Atlas Shrugged.
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2016/08/12 02:08:18
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Stabbin' Skarboy
Pittsburgh
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So is anyone else going to the beef and wing gt tomorrow? I'm curious if ill see any other ork players there.
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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 |
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![[Post New]](/s/i/i.gif) 2016/08/12 12:40:59
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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tag8833 wrote: koooaei wrote:I think he means total of 2 Stormsurges, 1 Vault and a Wraithknight. Each of them took a round to kill.
Oh. Gotcha.
I've been having increasing problems with Fateweavers recently. Does anyone have tips for killing a Fateweaver? Once in a while I can get one with lootas, but usually they can survive alot of lootas.
Shoot him out of the sky and then assault him. Pray for 2's lol
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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
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![[Post New]](/s/i/i.gif) 2016/08/12 17:43:48
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Rampaging Carnifex
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Glitcha wrote:tag8833 wrote: koooaei wrote:I think he means total of 2 Stormsurges, 1 Vault and a Wraithknight. Each of them took a round to kill.
Oh. Gotcha.
I've been having increasing problems with Fateweavers recently. Does anyone have tips for killing a Fateweaver? Once in a while I can get one with lootas, but usually they can survive alot of lootas.
Shoot him out of the sky and then assault him. Pray for 2's lol
This really is the best option, but it is also important to note that it may be easier to simply eliminate all of his support (if he is being grimoired) or all other sources of warp charges, as when flying psychic powers is the only offensive option he has.
Bikes def help to shoot him down with TL shots, if you have a lot of numbers, blanket key areas to restrict his movement. But largely, I have found the best solution is to ignore him and go for the meat.
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Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts |
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![[Post New]](/s/i/i.gif) 2016/08/12 17:52:54
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Ultramarine Land Raider Pilot on Cruise Control
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I've had decent success stripping wounds off Fatey with TL Rokkits on my Deffkoptas. That being said I run an unconventional list with 14 Deffkoptas. XD
I usually just shoot rokkits at him til I cause a wound and hope he fails his 2 grounding checks. Haha. Once he's on the ground, he stays there.
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![[Post New]](/s/i/i.gif) 2016/08/12 20:07:53
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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He's got a 1/9 chance of failing a grounding test (because of his reroll). That means he gets grounded every other game. It isn't worth it to count on grounding him. You're going to have to kill him in the sky.
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![[Post New]](/s/i/i.gif) 2016/08/13 00:04:07
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mutilatin' Mad Dok
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So I've been wondering about the viability of running a MA warboss with normal boyz. It prevents them from running, which hurts the waaagh! ability, but I usually put my warboss's squad in a battlewagon anyway. Basically, is losing the ability to run worth giving my warboss a 2+ save?
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"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted |
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![[Post New]](/s/i/i.gif) 2016/08/13 05:01:04
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Gargantuan Gargant
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Vitali Advenil wrote:So I've been wondering about the viability of running a MA warboss with normal boyz. It prevents them from running, which hurts the waaagh! ability, but I usually put my warboss's squad in a battlewagon anyway. Basically, is losing the ability to run worth giving my warboss a 2+ save?
Generally speaking, I'd say yes. So long as that squad of boyz also includes a Painboy, it is a very good cost-efficient combo. I've used it several times in my lists and it is definitely one of the more synergistic combos in our codex. The lucky stikk megaboss can tank all the crazy low AP but high S6-7 shots out in the meta right now with relative impunity with the lucky stikk (with a little extra insurance thanks to FNP for any bad rolls) while the boyz soak all the AP2 weapons with their FNP when the megaboss LoS the wounds away. It forces your opponent to remaneuver if he wants to shoot around the Warboss, making it easier for you to plan the positioning of your other units, and is surprisingly resilient to anything that doesn't have ignores cover and strength D. As you mentioned, you absolutely need to be in a battlewagon to make it work, and if you really want to get around the lack of run+charge, there is the option of upgrading the battlewagon with a boarding plank to give that extra oomph to your charge.
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![[Post New]](/s/i/i.gif) 2016/08/13 06:40:27
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Vitali Advenil wrote:So I've been wondering about the viability of running a MA warboss with normal boyz. It prevents them from running, which hurts the waaagh! ability, but I usually put my warboss's squad in a battlewagon anyway. Basically, is losing the ability to run worth giving my warboss a 2+ save?
Here's a little trick I've pulled a couple times.
Take a few solo deffkoptas. If the warboss's squad needs to run, join him to a deffkopta. Average T5, durable with the 2+ up front, and a 4+ jink for anything AP2.
When I run a MA Boss in a Battlewagon, I usually have a 2nd wagon. That way if wagon 1 gets popped or imobilized I can transfer him to Wagon 2. You mainly need 1 turn moving inside a transport after that you can get where you need to.
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![[Post New]](/s/i/i.gif) 2016/08/13 12:37:16
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Regular Dakkanaut
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Vitali Advenil wrote:So I've been wondering about the viability of running a MA warboss with normal boyz. It prevents them from running, which hurts the waaagh! ability, but I usually put my warboss's squad in a battlewagon anyway. Basically, is losing the ability to run worth giving my warboss a 2+ save?
Are you giving him 'da lucky stikk? If you are, then it certainly is.
I typically put a DLS MA warboss in with a squad of 'eavy armored trukk boys. I then hide my trukk behind LOS blocking terrain for deployment, and on turn one, I flat out that sucker towards the enemy. In my experience, the 24" movement is fast enough to get me close to do damage even if they inevitably destroy my trukk. If you end up hitting anything in close combat with ap3 or worse, the warboss will tank the hits like a boss. If you risk getting challenged out by someone with AP 2, then have the boyz nob take the challenge. Or you can also do this on any challenge just to make sure your warboss soaks the hits for the rest of the squad. Having those extra power klaw attacks that hits at strength 10 means those trukk boyz just became a really hard hitting force.
Alternatively, while I give my guys the 4+ armor to help against explosions, you can skimp on it (your warboss is tanking most of the hits anyways). It saves you some points, and if you go up against grav a lot in your local metta, you now get the sweet satisfaction of watching your opponent trying to wound your super-tanking squad on 6s.
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![[Post New]](/s/i/i.gif) 2016/08/13 17:25:32
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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MA warboss does prevents running, which isn't so bad if your not waaaghing. You can also opt to move the warboss out of the unit and have the unit then no e and later run and assault. The warboss then can attempt a separate assault or join the following round. Which is okay, because usually the MA warboss is there to soak shots via DLS while a tough unit gets stuck in.
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![[Post New]](/s/i/i.gif) 2016/08/15 11:46:05
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Stabbin' Skarboy
Pittsburgh
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Well I went 3-2 at the gt. I definitely could have done some things to do better but it wasn't bad for my first gt.
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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 |
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![[Post New]](/s/i/i.gif) 2016/08/15 13:49:59
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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Vitali Advenil wrote:So I've been wondering about the viability of running a MA warboss with normal boyz. It prevents them from running, which hurts the waaagh! ability, but I usually put my warboss's squad in a battlewagon anyway. Basically, is losing the ability to run worth giving my warboss a 2+ save?
Give him the supa-cybork body. You can now run and you gain FNP and Eternal warrior.
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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
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![[Post New]](/s/i/i.gif) 2016/08/15 13:58:15
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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DLS is better imo.
I've been having decent results with a squad of 30 boyz + bikerboss + bikerdok. Bikers make charge ranges pretty good and a dls boss can tank a lot of wounds when needed.
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![[Post New]](/s/i/i.gif) 2016/08/15 18:00:12
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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Glitcha wrote:Well Gencon is over. I had a lot of fun and played a lot of games. At the ITC event, I finished 4th with my Orks. I played on the top table in the last round. I screwed up my strategy in the 2nd turn and I knew I was going to lose, but it was a good game. Gave that tournament player a run for his money. Overall record was 3-1-1. Record is a new personal best for myself. Below is my list:
Great Waagh Band
Command- Big mek in mega armor with killsaw, KFF and Da lucky stick
Core
Waagh band - [ warboss in mega armor with da super cybork body, attack squig, and boss pole] [Grots] [5 nobz in 'ard armor. Boss nob with BP and another nob with power klaw in trukk] [ 15 man 'ard boy squad with nob BP and PK] [5x 10 boy squads with shootas, nob with PK and BP in trukk]
Aux
Battle wagon with Ram
8 man loota squad
CAD
Pain boy
2x grots
Made some updates to this list after a recent game. All trukks now have Rokket launchas. Don't know why I did think about this but limited anti-armor in the list. I fought a guy over the weekend with this list. I played his ITC nurgle chaos marine/daemon list. I won 11-2 on kill points. Even tho I won, I still struggled with his vehicles to get to the marines inside. Now with rokkets involved this should make dealing with armor easier.
Also, he had a chaos spawn star. He didn't get the powers he need for psykic. I managed to kill the death star in 3 rounds of CC. Also took out his defiler as well. He charged it in and I hit back with a power klaw and killsaw.
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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
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![[Post New]](/s/i/i.gif) 2016/08/16 06:08:47
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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Defiler in a tourney list?
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