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Made in us
Longtime Dakkanaut





Okay, Tournament report from this weekend. 6 games over 2 days. A bit hazy about details, but I'll try.

First off...My list

HQ:
Inq lord w/ Bolt pistol, CCW, Tarot, and Psychic hood. 2 Mystics and warrior with hellgun. Mounted in Chimera.

Elites:
Calidus Assassin

2 Death Cultists

2 Daemonhosts.

Troops:

6 Stormtroopers (2 Plasma, Chimera)

6 Stormtroopers (2 Melta, Rhino w/Extra armor, smoke)

6 Man Tac Squad (Plasma Cannon)

3x6 Man Tac Squads (Lascannon/Plasma gun)

Fast:

2 Land Speeder Tornados

6 Man assault squad (Plasma pistol, flamer, Vet with power fist)

Heavy:

8 Man Dev Squad (4 Missile Launchers)

On to the Battles:

Battle 1. Secure and control vs Death Guard

His list (approx)
Statured Lord (Flight, talons, frags, aura, maybe furious charge)

4x7 man squads of plague marines ( I think. w/ Power fists). 2 in Rhinos

Defiler w/ Indirect

Pred (Tri-Lascannon, mutated hull, Daemonic possession)

Dreadnaught (lascannon/combi bolter, Daemonic possession)

4 Loot counters were rolled, 1 in the middle, 3 in corners (I had 2 of them from the start).

Highlights:

Calidus moved the Defiler into view, defiler explodes (Pen 6) from lascannon fire.

Daemonhost engages daemon prince, holding him up for several turns, before being killed and prince is subsequently shot to death.

Assault squad rolls extremely badly, and is wiped out from a weakened unit of plague marines.

Pred suffers two weapon destroyed results before being destroyed by a side shot from speeders.

End of the game, he secured 2 counters, I secured 2. He only had 3 squads of Plague marines left. I had my Dev squad, 2-3 Tac squads, the speeder squad, both Chimeras, and the plasma ST squad. Victory on point for me.

Game two:

Snow Blind vs Tyranids. (Units scatter at beginning of game, 2d6x4" visibility, table quarters)

His list (Approx)

Tyrant (Venom cannon) w/3 Guards

2 squads of warriors (Carapace, 2 deathspitters in each, some rending, venom cannon in one, devourer in other)

2x16 (I think) Spineguants

7-8 bases of rippers

8 man genestealer unit (Ex. carapace)

32 Hormie squad (WS/I 5, S 4...14 points appiece)

Uberfex (Club tail, 5 wounds, tusked, scything talons, etc. Close combat only)

Highlights:

Buildings/woods in middle of board, blocking line of sight. None of his stuff scattered off the board. I lost my Chimeras, my Rhino (w/stormtroopers), and a couple tac squads, not to mention my speeders (I believe).

Hormies got a bit shot up coming in, but not destroyed. Dev squad tried shooting rippers (Only targets it had), but couldn't kill any.

Hormies made hth with ST's, killing them. Marines came on and rapid fired some. Hormies ate another tac squad. More marines came on and rapid fired, wiping out hormies.

Assault squad died horribly in a round of bad rolls when it charged the hormies.

Daemonhost took out warrior squad before being killed by tyrant and guard.

Tyrant took out my speeders.

Chimeras shot up other warrior squad.

Callidus and cultists took out spineguant unit, but Callidus is killed by 'fex in return.


Last turn, I had 2 wounds on his Carnie, and he had the tyrant with only one guard left (With one wound I believe) and the ripper swarms left. I failed most of my spotting rolls, so I couldn't do the one wound required on either big creature to put them under half strength. Still, I claimed one extra quarter(Dev squad had nothing to shoot at, so moved into open quarter) and with that the Victory. (I still had it on points anyways...Still had my Inq left, along with a couple tac squads, my chimeras/Rhino, and the Dev squad.)

Game 3: Suicide squad vs Night lords

his list:

Daemon prince (Winged, Stature, Aura, 2 ccw's, etc)

3 10 man Squads in Rhinos (Dual special, fist)

3 Bike squads (6 man I think) ( 2 LC leader w/ Furious charge. 1 Power fist leader w/ 2 meltas)

Defiler w/ Indirect, Havoc launchers.

Highlights:

First turn, Calidus moved defiler up and it got killed by lascannon fire. A Rhino was also killed first turn, and my Chimeras/Speeders reduced one bike squad to 1 man.

His turn, he moved everything forward, turbo'ing one of his bikes.

Chimeras/Speeders shoot his daemon prince, killing it. Shot the bikes some.

Bikes hit combat, squad holds. Assault squad counter-charges and kills bikes. DCA's and tac squad charge and kill (eventually) one rhino squad.

Calidus dances with and kills Squad from Rhino destroyed on first turn. (I believe this is the only game she actually survives).

Bikes and other Rhino squad engage another squad of mine, but are killed off finally except for one AC. Opponent then surrenders. Win 3 for Daemonhunters.
   
Made in us
Longtime Dakkanaut





Report Continued.

Funky mission vs Guard (Only HQ/Troops start on board, +100 vp for table quarters)

His list:

Sharpshooters, Iron discipline, Grenadiers.

JO w/Commisar, Master Vox.
2 Autocannon squads
1 Lascannon squad
2 Mortar squads.

2 Inf platoons (Jo w/4 plasma, JO w/4 Meltas)
Mix of missile launcher/Heavy bolter's.

Grenadier squad (Melta/Grenade launcher w/Chimera (Only multilaser))

Sentinel w/ autocannon

Highlights:

His Chimera and Sentinel died first turn. Autocannon squad is shot up, fails morale, and runs off board (Had to get a ruling...He was convinced that you had a chance to rally at the edge of the board).

Chimeras Blown up in retaliation. One speeder downed

Both Platoon HQ's shot to death.

I failed several pinning checks (Leadership 8 is annoying )

Calidus did her dance, killing the Command HQ, a mortar squad, the lascannon squad, and a infantry squad before being left stranded in the open and shot to death.

Daemonhosts soaked ALOT of firepower, one dying to that, but the other making it to hand to hand, though being killed there (He only had one wound left)

Assault squad jumped forward at the end, flamed a squad, reducing it below half strength, but I couldn't finish my shooting phase before time was called.

Added up victory points. He quoted his what seemed like awefully low, so had to go over his list and what I killed. Turns out he added things up wrong, so I sqeaked by with a minor victory. Of course he started whinning about the 'cheating' culexes assassin...*grumbles*. So many rules arguments in the game. Was a downer of a way to end the day. Yes the Calidus did win me the game, but she was the only way I could deal with the list he had.

Day 2, game 5:

Behind enemy lines (I think...Object: Get more squads of 5 or more models in your opponent's deployment zone than he does yours. Only 5 turn game) vs Drop Pod Blood Angels.

His list:

Librarian in Terminator armor (2 wound variety)

Chappie w/ jump pack leading death company (2 wound variety)

5 man Termie squad (2 AC's)

Dread in drop pod (AC)

3x 10 man Tac squads (2 Heavy bolter, melta, vet w/power fist. 1 Las/plas, vet w/power weapon)

10 man assault squad (2 plasma pistols, vet w/power fist)

Squadron of 2 land speeder tornadoes.

A termie and one other marine went to the death company, giving him a 7 man one.

Highlights:

He started with nothing on the board, so I castled, putting my Inq Lord in the middle of the formation.

I won first turn, and had him take it. I moved up in mine.

He started dropping in. Everything dropped except for the las/plas Tac squad. He dropped with things behind thier pods so they couldn't get fired at, missing his firing phase mostly. One pod deviated too close and lost 5 guys right off the bat to my plasma cannon squad. That squad killed the mystics in retaliation.

His Termies immobilized, then destroyed the following turn, one of my chimeras.

My Calidus and Hosts came down then. Calidus Took on the assault squad, killing 4 before being wasted in return. One daemonhost landed near his librarian and tied him up for most of the game before killing the librarian off finally (Around turn 4).

The Rhino squad moved over and killed his Dread during my turn 2. It was subsequently charged and destroyed by his assault squad, but that was shot down to 2 guys.

I lost one of my speeders to his squadron.

His last pod landed dangerously close to my deployment zone, but the squad was tied up in hand to hand for the rest of the game with my other daemonhost.

My lone speeder got his revenge and killed both of the blood angel speeders.

I lost a Tac squad or two to his death company/chappie.

Last two turns of the game, my assault squad booked for his deployment zone, giving me the win.

At the end, all he had left was his 7 man tac squad still engaged with my Daemonhost, 2 pods, his chappie with one wound left, 2 Terminators w/stormbolters, and an assault marine or two. I still had the majority of my army, losing only the calidus, a death cultist or two, a ST squad, a chimera, and a Tac squad or two.

Game 6: The hunted vs Tyranids.

His list

Winged Tyrant w/ Bonesword/lash whip and talons.

5 Walking Warriors w/ Deathspitters, carapace.

2 units of 3 winged warriors w/ Talons/Rending claws

2x32 Hormagaunts.

4x8 Genestealers w/scuttlers.

2 Zoenthropes

Highlights:

Terrain was mostly in the center, except a large portion on the left side was bare. He deployed spread out across his deployment zone (The long table edges), whereas I castled in the left area where I had clear line of sight except for the hosts (More towards the center) and the inquisitor (Center back).

Turn 1 shooting was mostly ineffective. I started the daemonhosts on the board, and they moved up towards the forests in the middle. One rolled Warp Strength.

His stealers engaged my hosts. I rolled only 1 attack with each, and one was cut down, but the other (With Daemonic strength) survived.

Next turn, the surviving host rolled Teleport, leaving the stealers in the open. I tried to put him to engage the tyrant, but rolled a bad scatter (12" away from the lines).

This turn shooting was devestating, taking out the walking warriors and a squad of flying ones, not to mention killing several hormies. (And the hormies were out of synapse thanks to the dead warriors). 4 Krak missiles from the Dev squad were thrown downrange at the Tyrant, and all 4 of them missed. Assault sqaud flamed the stealers that killed the host, killing 5 of them then charging in. With some horrible rolls, I killed off a grand total of one stealer for the loss of 3 assault marines. Marines broke and the stealers couldn't catch them. Next turn, they went off the board.

Both Host engaging stealers went after the inquisitor, killing off the retinue, but the inquisitor was not engaged and chose to fail the morale test and fled off the board, leaving the two squads out in the open.

Hormies took out one ST squad and flinying warriors the other.

Calidus popped up and engaged one zoey, killing 3 hormies in the process with the shredder. Battle lasted up until turn 5 where the zoey finally killed the Calidus (Again, horrible rolling on my part. I couldn't wound him at all).

Host went up and put a wound on the other zoey with blood boil, engaged the zoey, and they stayed locked in combat for the rest of the battle, though the zoey did save a wound from another blood boil and survived 22 attacks while the host was time shifted.

With things left out in the open, Tyrant was shot up by Dev Squad and a couple tac Squads. Remaining warriors were wiped out, along with one Stealer squad.

The one hormie squad that was not engaged made thier leadership roll and charged into combat with my Dev Squad. The Dev squad finally beat them off, ran them down, and then started moving away from the main castle that became a big melee with the remaining squad of stealers and one squad of hormies vs all the rest of my marines.

I beat the hormies down to half strength. In the last turn, my speeders lit up the zoey that killed the Calidus. No rending, but 10 armor saves resulted in 2 1's and one dead Zoey.

End of the game, He had one squad of stealers and half a squad of Hormies plus one zoey. I had my Dev squad, both speeders, all my tanks, one host, one tac squad at over half and one under half. Win number 6 for the Daemonhunters, making me undefeated in the last 3 Tourneys I've fought in, and best general in the last 4.
   
Made in us
Longtime Dakkanaut





Tourney end thoughts:

Personally, I thought my list was a well balanced, though powerful Daemonhunters list capable of taking on all comers (Proven by taking out 3 horde lists and 3 marines lists). With all my wins though, I got canned in all the soft scores, having last in all of them. I scored highest in battle points, but 13th out of 16 in the tourney overall. I was rather upset about that. At least my last two opponents on the second day weren't TFG's that didn't know the rules. My painting wasn't the best on some of my squads, but some of my pieces looked really good I thought (The show pieces...The hosts and the Inq Lord). No way do I believe I should have been canned that bad on Comp though (6 Troops choices, 40% total points there...). The first 4 people were pretty bad losers though.

Thoughts on the list after the Tournament:

Inq Lord: Performed admirably in his roll (Strategic commander with the Tarot). He helped alot vs the Librarian and a bit vs the Zoey. The Mystics were invaluable vs the Drop pod army.

Calidus: Worth her weight in gold (Except vs 'nids, especially when she comes in as late as she did those games). Responsible for 2 Defiler kills, and the win vs the guard army.

DCA's: Useful as a counter-assault unit. Died vs the Genestealers in the last game. Only purpose in VP denial vs the Guard army.

Daemonhosts: More useful than I originally gave them credit for. They are great for holding up big bads that aren't Strength 8+, especially Daemon Princes and creatures with rending.

Storm Troopers: Gotta love my Chimeras. Over all, the stormtroopers didn't do all that well. They had a few bright points, but they're cheap and compulsory.

Tac Squads: Worked as expected. I plan on replacing the Plasma cannon Tac Squad with a Pred destructor w/ hb sponsoons for more long range dakka though to take on hoards better.

Assault squad: Suffered from horrible rolling in 3 of the games. One of the games, they won it for me, the other they rolled increadibly well (10 wounds vs a Night lords squad on the charge, without the vet going yet). Necessary unit to give my list some mobility and counter-charge ability.

Speeders: Rocked and rolled. Didn't fail me in any of my games.

Dev Squad: I liked how they preformed as well. Highest point cost unit in my army, but very resilient.

Overall feelings:

I am definately in need of more long range Dakka (Thus the switching of the plasma cannon for an AC/HB Pred). I'm pretty happy with how the list works. I do need to strip and repaint some of my squads though (One was painted about 2 years ago and looks rather sloppy).

Another strength of the list is VP denial. None of my units are really big in points cost (Dev squad weighs in at 200, assault at 173, Speeders at 160, the rest at ~100), so there is the problem of my opponents not being able to prioritize thier fire to take out big stuff (Like I did vs the guard player. No way could I kill everything there, so I settled for the most 'bang for my buck' for what I did shoot at).
   
Made in se
Tough-as-Nails Ork Boy




Sweden

Thanks for the report, a good read! It seems the Assault Marines had some trouble though...

Seems weird, you only came 13th... Did you ask why you got canned so badly, on the soft scores..?
   
Made in us
Stabbin' Skarboy



Dirty Jersey

it might have been the use of assassin, especially that it was a cally. though in defence the list doesn't scream killer one way or the other to me. Also sore losers are something you just cannot combat even if you are friendly a sore loser will still mark you down which i think is unfair.

skyth excellent report concise yet detailed. how did the death cultists work for you?

Follow me on twitter @cerealk195

Add me on league: Cerealkiller195 
   
Made in us
Longtime Dakkanaut





I like Death Cultists. They're cheap and work well as a counter-charge unit.

Against the guard, they were useless. Hung out behind cover the whole game so as not to give away VP.

Against one bug player, they got stuck in, helping the Calidus with one of the Gaunt mobs.

They rocked against the night lords player. Helped the assault squad deal with some stuff.

They were out of position against the other bug player and got mobbed by stealers.

I've also used them to great effect vs a Khorne player previously.

Basically, they're great if the other army is coming to you, especially if it's power armor with I4. You can't use them as an actual assault unit as they're too slow.
   
Made in us
Fresh-Faced New User




I was at this tourney with the BA pod army, so I can speak up a bit on it. I think part of what happened to your soft scores was the painting like we had talked about after our game. There were 4 armies there that very easily could have stepped off the pages of WD, I only scored about 46 out of 69 pts for appearence myself. So it was kind of a tough crowd in that respect. I know I played atleast 2 of those very well painted armies that got my vote for the for the top 2 appearnce spots. Also I think you got dinged a little on comp for the having both the callidus and the death cult assasins. I've been playing tournys in that store for about 2 years now, and I think you are the first person I've seen use an assasin. Also I think alot of players don't really like the mix of radical inq.'s and marines. The combination of deamon hosts fighting along side of marines just doesn't feel quite right from a theme aspect. Also fighting that particular khorne player didn't help you a bit. He has a somewhat unsavory reputation.
   
Made in us
Longtime Dakkanaut





Well, I will say the last two games made the tourney worthwhile. ^_^

In my opinion, an inquisition army without an assassin is like a chaos army without a daemon prince It happens once in awhile, but it isn't very common. Besides, I have seen someone else using a Callidus there
   
Made in us
Stabbin' Skarboy



Dirty Jersey

um relictors are the ones that use chaos artifacts right? i wouldn't say that marines would never fight alongisde such things.. The cally has always irked me before i actually knew how to kill her she isn't that tough at all, its just her ability to give the player a good shot versus something expensive/important with her "word in your ear" ability.

i've always been a fan of the eversor myself nothing too over the top and always had a good idea for modeling.

Follow me on twitter @cerealk195

Add me on league: Cerealkiller195 
   
Made in gb
Been Around the Block




Skolarii Sector

As a radical player myself, I understand the trouble you encountered at the tournament. The Radical list itself is underpowered and relies heavily on a handful of units to drag it up to competitive level. Unfortunately, those models are often considered cheesy by other players. The assassins (particularly the Callidus) are a perfect example. In part this is a hang-over from 2nd edition, I think, when Assassins were gods, but also is due to the Callidus' special abilities which offer the opponent no chance to counter. Similarly, the Daemonhosts break several basic rules (assault after deep strike!?!) and annoy other players. I have never used allies myself, but I think many players distrust them as they feel that their opponent is just disregarding the fluff to beef up their list. The fluff justification is there, but many players just aren't aware of it. Anyway, thanks for the report!

Always outnumbered but never outgunned. 
   
Made in us
Been Around the Block




Hi, I'm new to the form and I was looking at your list and possibly using it ( with a couple of tweaks here and there) the question I'd like to ask is the marine units have to be vanilla marines, or can they have chapter divergence? As in the case of Tempars( yes I know they can't be with psychic abilities) so if the inquistor had no powers would it be allright?
   
Made in us
Longtime Dakkanaut





Inducted marines have to be Vanilla.
   
Made in us
Been Around the Block




Thanks skyth on the response, so if the marines are vanilla can i still use templar painted marines and use a inquistor with a psychic ability?
   
Made in us
Longtime Dakkanaut





Yep.
   
Made in se
Fresh-Faced New User




Hi!

 

Cool to hear from Radicals in tourney, very unusual. I play only DH/GK/IG inducted myself and I am planning on trying radicals for a change.

1-What in your list would you change for next tourney?

2- What do you think of this list: 1750pts

 

Hq 220pts

1 Inquisitor Lord, psycannon, 75pts

10 Assorted Freeks, 1 plasmacannon, 2 heavybolters, 2 sages, 2 mystics, 1 familiars 145pts

 

Elites 360pts

1 Callidus 120pts

2 Daemonhosts 170pts

1 Inquisitor, psycannon, termie armor 70pts

 

Troops 490pts

5 stormtroopers, 2 plasmaguns 70pts

5 stormtroopers, 2 plasmaguns 70pts

5 marines, plasmacannon 95pts

5 marines, lascannon 90ps

5 marines, lascannon 90pts

5 scouts, missile launcher 75pts

 

Fast 423pts

2 Tornados 160pts

3 bikes: vet fist & homer (for deamonhosts) 131pts

5 jumpies 2 flamers, all meltabombs 132pts

 

Heavy 257pts

1 Predator, tl lascannon, 2hbs, searchlight 131pts

1 Dreadnought,  tl lascannon, searchlight 126pts

 

1750pts. 4 vehicles, 53 troops. 12 scoring units.

 

What do you think?

 

 

 

   
Made in us
Longtime Dakkanaut





In my experience, Inq Lords with shooty retinues aren't worth the points. I used to use a Kyoto pattern Inq lord, but gave it up.

The Terminator armor on the regular inquisitor is a waste. His best defence is the independant character rule.

The jump pack squad NEEDS a Vet sgt with a fist.

The Stormtroopers NEED transports of some kind.

I'm also not a big fan of Loyalist dreads. They die really easily in my experience.

As for my list, I'm short on long range Dakka. I'm taking out the Plasma cannon squad and putting in a Pred Destructor (AC/2HB-Same cost)
   
Made in gb
Fresh-Faced New User




It's good to read a battle report with Daemon Hosts in it. Once you use them it limits your options quite severely. The only real option is to use Inducted Guard or Marines, so I find it odd that people would mark you down for taking them.

How are you managing to get two tornados into your list?

Tornados are 0-1 in the codex, is there some sneaky way round this that I haven't discovered? If so please let me know

 

I've been using a Callidus in my Witchhunters list and wondered when you use the 'A Word In Your Ear' ability. Do you use it before rolling for first turn or after rolling for first turn?

The general concensus around here (UK)  is that it's done before rolling for first turn. Because of this I always find the 'AWIYE' a bit of a hit and miss ability.

 


Exile of Slaanesh
Wildrider Chieftain
Cold Steel Mercs Blog: http://22michaelb.wordpress.com/ 
   
Made in us
Longtime Dakkanaut





Landspeeder Tornado USED to be a seperate codex option for space marines. It no longer exists. Now any speeder in the 0-1 squadron that a Daemonhunter can take can be upgraded to a tornado.

And yes, a word in your ear is done before rolling for first turn. The thing is, with the Tarot, you're more likely to get first turn (In the tourney, I won the roll-off for first turn every time). Plus even if you don't get first turn, it will still put something out of position unless you use it on something that is very mobile.
   
Made in gb
Fresh-Faced New User




That's a good point about the Tarot, I never thought of that.....It's a shame Witchhunters don't have access to that item 

 

I disagree with your point on the Tornado.

Landspeeder Squadrons can be mixed, so the 0-1 Tornado still applies in my opinion. I suppose it's another of those things that you need to check with your tourney organiser


Exile of Slaanesh
Wildrider Chieftain
Cold Steel Mercs Blog: http://22michaelb.wordpress.com/ 
   
Made in us
Tunneling Trygon





The House that Peterbilt

Thanks for posting the batrep. Sorry to see you get chipmucked on the comp scores. I'm guessing it was a combination of the callidus and the small shooty troops. The callidus has so many annoying special rules that it tends to irritate people and nothing seems to get a ding on comp more then 5-6 man shooty marine squads.

Hopefully the switch in how US Gt's are scored will carry over into the local scene.

snoogums: "Just because something is not relavant doesn't mean it goes away completely."

Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." 
   
Made in us
Been Around the Block




So if you can only have one tornado, can you have a speeder with melta or h-bolter+ a tornado in a seperte squardon as the rules say 01- speeder squardo 01-tornado?
   
Made in us
Longtime Dakkanaut





Well, there is no codex entry for 'Land Speeder Tornado' any more. There is only one for 'Land Speeder Squadron'. So technically you can't take the 0-1 Land Speeder Tornado (As it's no longer an option in the Space Marine Codex).

However, any landspeeder in a Landspeeder Squadron can be upgraded to a Tornado or a Typhoon.

Regardless, a Daemonhunter force can only field one unit of Landspeeders per FOC.
   
Made in gb
Fresh-Faced New User




 
Sorry, but technically you can take 0-1 Tornado. You simply take a Landspeeder Squadron consisting of one speeder and upgrade it to a Tornado.
I understand what you mean (that the Tornado entry no longer exists as a seperate choice, so only one squadron can be taken), but the 0-1 Tornado still takes precedence however many landspeeders are in the squadron......At least it does in the UK scene



Exile of Slaanesh
Wildrider Chieftain
Cold Steel Mercs Blog: http://22michaelb.wordpress.com/ 
   
Made in us
Longtime Dakkanaut






You went 6-0 with a daemonhunter list? YOU ROCK. I'm very impressed. You won that tournament, not the nancy boy they gave the trophy to.

Next time show up with a Dakka Toughguy "Comp is for Sissies" shirt, then crush all your opponents and proclaim the winner's momma bought him first place by doing obscene things to the judges backsides.


"I've still got a job, so the rules must be good enough" - Design team motto.  
   
Made in us
Longtime Dakkanaut





People underestimate the Daemonhunters. Most go gaga over the Grey Knights...They forget the other half of the codex that has the real crunching power.
   
Made in us
[ARTICLE MOD]
Longtime Dakkanaut







Well done

"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers

Don't settle for the pewter horde! Visit http://www.bkarmypainting.com and find out how you can have a well-painted army quickly at a reasonable price. 
   
 
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