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Made in us
Omnipotent Lord of Change





Albany, NY

First game with my skaven after swapping the vermin lord for double bonebreaker warlords and engineers. Was up against one of my favorite opponents, who’s been trucking along with his beasts since their redux and doing pretty well for himself. He'd recently switched stuff up too, dropping his gorebull BSB and taking *SHOCK* minos without frenzy! With mixed results but still, I dig it.

SKAVEN 2500

L: Warlord - sword of might, charmed shield, talisman of preservation, skalm; bonebreaker
L: Warlord - ogre blade, armor of destiny, shield; bonebreaker

H: Chieftain - BSB, biting blade, dragonhelm, foul pendant, shield
H: Assassin - potion of strength, dragonbane gem
H: Engineer - level 2, dispel scroll
H: Engineer - level 2, condenser

C: 30 Clanrats - full command, shields, ratling gun
C: 30 Clanrats - full command, shields, ratling gun
C: 30 Clanrats - full command, shields, ratling gun
C: 30 Slaves - pawleader, musician

S: 6 Globadiers - bombardier w/ death globe
S: 6 Gutter Runners - poison
S: 6 Gutter Runners - poison
S: 5 Plague Censer Bearers
S: 5 Plague Censer Bearers

R: Hellpit Abomination - warpstone spikes
R: Warplightning Cannon

BEASTS 2500

L: Beastlord - biting blade, armor of fortune, other trickster’s shard
L: Great Bray - chalice of dark rain, dispel scroll, iron curse [SHADOW]

H: Wargor - BSB, beast banner, gnarled hide, heavy armor, shield

C: 40(ish) Gors - full command, ahw
C: 20 Gors - full command, ahw
C: 6 Unbows - musician
C: 6 Unbows - musician
C: Tuskgor Chariot
C: Tuskgor Chariot

S: 18 Bestigors - banner of eternal flame, full command
S: 6 Minotaurs - standard, musician, ahw
S: 6 Harpies - scout
S: 2 Razorgors

R: Ghorgon

MAGIC

Engineer (condenser): warp lightning & howling warp gale
Engineer (scroll): scorch & crack’s call

Great Bray: miasma, enfeebling, mind razor

SCENARIO, TERRAIN & DEPLOYMENT

We decided to just play Pitched Battle, and I picked out some terrain (nothing inane), which we alternated placing and scattering 3D6”. We took the sides we were on, I won the roll and he started deploying first …



Hopefully things are self-explanatory, but his line (left to right) is razorgors, chariot, bestigors, gor horde with his characters, ungors, chariot, minos, ghorgon and my gutters scouted to his flank. My line runs censer bearers, more censer bearers, clanrats with S5 bonebreaker + condenser engineer, clanrats with S6 bonebreaker + BSB, clanrats with assassin (deployed) + scroll engineer, globadiers behind them, hellpit, warplightning cannon, gutters protecting the WLC from a harpie charge, slaves, and then his scouted harpies.

BATTLE

He won the roll for first and got things started ...

BM 1


The beasts surge forward, with the harpies keeping out of the gutter’s 18” range, and the left chariot lingering only because he forgot to move it. The ambushing ungors appear off the right edge, and the gors directly behind my S6 breaker’s unit, nuzzling up to 1” of their rear. Boosted miasma on that clanrat block is stopped.

SK 1


The left most censers make the charge on the razorgors (need 8, got 8). Meanwhile, I grudgingly turn my breaker’s unit around to deal with the gors - I would have just put the breaker himself back there but there was no room - while also mobilizing more censers to their flank should they be needed. The hellpit slams 10” towards the monstrous flank, and I begin to question aloud my ability to use the big dude effectively Slaves reform to face harpies, and the third clanrat block scoots up and repositions its ratling gun away from the harpies. The general breaker goads his unit towards the bestigors for turn two combat.

The great bray pours out the chalice and the rain of filth fouls up the skaven shooting more than usual - two ratling guns drop just four gors, and while the WLC can fire it overshoots the shaggoth.

The speedy censers on the left deal four wounds to the pigs, lose two in return and run the survivor down.

BM 2


(Note that some of my movement arrows are a little confusing, particularly those reflecting multiple moves in one turn. I’ve not used Battle Chronicler too much since it was revamped, so some things are still pretty new to me.)

Left chariot wakes up and trundles forward, as the bestigors take up position behind the wall. The gor horde garrisons the building, providing a huge LD9 reroll bubble to his army, while both sets of ungors scramble around to take shots on ratling guns and the ghorgon scampers through the gap in the right flank to threaten the skaven center. More importantly the chariot and minotaurs throw themselves into the hellpit, and the harpies charge into the slaves.

Magic sees the hellpit enfeebled by two (S4 now) though miasma is shut down.

After bunches of impacts and attaks, the abomination takes three wounds and deals four back into the minotaurs. He loses by one but holds on stubborn 8. The slaves lose three to the harpies but tear four down, beating them but failing to catch.

SK 2


The general breaker’s unit powers into the bestigors, the assassin chugs his potion of strength and charges the chariot stuck with the hellpit, and the slaves make the harpies flee a bit further. Otherwise the pig-hunting censers get ready to tackle chariot of bestigor flank (they were out of the chariot’s arc), the other censers stare at the ambushing ungors, the scroll engineer hops out of the soon-to-be-ghorgoned clanrats into the S6 breaker’s unit, and a lot of poisoned short-ranged fire power surrounds the ghorgon.

Magic drops the hex off of the hellpit, and then sees the remaining dice into a crack’s call through seven clanrats and into the ghorgon. It goes off irresistible, rushes 14” (3” short of the beast but through all of the rats!), sucks down one clanrat and then eight more die from the engineer’s unit when the small S10 template miscast is resolved. The engineer is wounded as well. Guh.

Shooting isn’t as self-destructive but as ineffective. The gutters can’t roll a 6 to hit or wound the ghorgon, the globadiers hit once and don’t wound (and hit themselves twice for one wound), and two ratters can’t roll 6’s to wound either. Unable to fire at the ghorgon because of the combat behind it, the WLC slams a shot into the building, claiming a gor or so.

Fighting is more awesome, as the assassin carves three wounds into the chariot, and the hellpit chooses to avalanche of flesh everything around it - the assassin had made sure not to cuddle up to it when it made base with the chariot! The chariot is wrecked and the wave of 10 auto-hits vaporizes the minos down to the standard. He flees and inexplicably explodes into pixie dust, with the abomination breezes after him. The assassin reforms to face the ghorgon’s future rear.

In the breaker vs. bestigor fight, the wall really gimps beastmen death (three die?), with enough clanrats falling to leave the bestigors with a doable rerollable break.

BM 3


The ghorgon, undaunted by the patter of tiny projectiles, leaps into the waiting clanrats, who pass their terror check but have not yet realized their fate. Some ungors also charge a ratling gun, which stands and shoots, jams on six shots, spins into the house and clips a gor, and then takes the charge in its flank. Huh Elsewhere the chariot prepares to flank the general’s rats and the harpies rally.

Big miasma against my general is shut down but enfeebling (-3) gets through.

In that combat, the bestigors lose one to two of their crew (I played that the -1 to hit from the wall continued indefinitely, which I thought was wrong and it turned out it was ) but drop many clanrats. The skaven lose but hold on steadfast. The losing continues as the ghorgon mashes 10-11 clanrats to paste, while taking two wounds in the process from particularly lucky / toxic rats. They hold on steadfast too. And the ratling gun is flipped over and stabbed a bunch by the ungors.

SK 3


The assassin rear charges the ghorgon, while both the censer bearer units flail into things - on the top, the bestigor flank, on the bottom, the ungors. The hellpit cruises around the back of the house, the lower gutters return to their spot protecting the cannon from harpies, the upper gutters continue to be worthless, and the globadiers mobilize to hurl death globe into house. The scroll engineer also hops out of his unit and stands next to the ungors, with the intention of collapsing the house with crack’s call and sharing the miscast with the ungors if it goes nova again.

The gamble doesn’t pay off as the winds blow weak (3-3), providing enough dice to drop the enfeebling and just get cracks off. It’s shut down by +3 to dispel.

Ratling guns chatter into the building and shoot a gor or so in the head, and the death globe scatters 8” off the huge building. The WLC targets the chariot, tags it with S8 but then rolls a 1 to wound. Balls.

So the ghorgon’s got 4 wounds left, we can do this, right? Wrong - the assassin fails his fear test, scores 0 poisons and no wounds. The clanrats do poke another wound onto the monster, before being jellied once more. They hold off of their own steadfast LD7 but the assassin doesn‘t, and runs for the right table edge. In the other dragging combat, the bestigors are railed by censers and breaker, reduced to three models. They pop insane courage and stick around. Annnnd the beast player picks up his ungors after seeing if any PCB would choke or fall on an ungor dagger (no luck). The censers frenzy off the table.

BM 4


Inevitable charges happen: chariot flanks the breaker’s unit, ungors tackle the wounded engineer, and the harpies make the assassin chain flee across combats and units.

Magic blows strong (6-6), resulting in enfeebling (-2/3) on the beleaguered breaker’s unit and big miasma on the other breaker’s unit.

The bestigors are finally killed, freeing the last two censers up there to reform and charge the chariot next turn. The ghorgon takes another wound but reduces his clanrats down to ten, which becomes nine after they break and the standard dies. Nobody panics except for the gutters protecting the WLC, who leave the table. In his own combat, the engineer not only survives the ungor’s hatred-fueled prodding but actually slaps one into submission! He loses by musician but holds.

SK 4


Time for vengeance? The slaves charge into the harpies once more, the two censers fresh from fighting bestigors flank the chariot, and the S6 (and miasma’ed) breaker leads his depleted unit into the maw of the ghorgon, which had to have been approaching 10 attaks at this point. The assassin fails to rally and keeps heading across the table … Though the clanrats do rally after being chewed on by the ghorgon. Other movement is fairly inconsequential, with the HPA continuing his trek around the building and skirmishers skirmishing about.

Magic drops enfeebling. Note that at some point I put up howling warp gale and told him we’d probably just forget about it anyway. We did

Ratling guns, poisoned globes and warplightning blasts rain into the bunkered gor horde, dropping a token handful of beasties.

Fighting is more or less decisive, with the slaves cleaning up the harpies they missed the first time and the censer bearers trashing the chariot. And sadly the ungors shiving the suicidal engineer. The big bummer though is 4 S6, 5 S5, 1 S4 & 6 S3 attaks not being able to wound T6 twice, miasma’d or not - just one more wound gets through and the ghorgon liquefies clanrats in response, leaving just breaker, BSB and eight rats. They hold on steadfast.

BM 5


The horde dismounts from the building, reforming to eight-wide and about three-deep to account for the constant skaven shelling, as inept as it seemed. And the ungors charge the assassin, rolling high and running the super elite killer down - though nobody cares and panic is passed.

Magic sees the S6 bonebreaker enfeebled (-3 of course).

The ensuing combat thankfully drops the ghorgon, who drowsily goes to sleep after gorging himself on dozens of clanrats. The breaker and crew reform to contemplate the gors, pretty sure they can’t take them …

SK 5


A general scramble to get into range marks the skaven turn , as suddenly a target appears amongst the green swarm! Globes and gutters ready their tiny poisoned things, the hellpit cruises back towards the action, the S6 breaker valiantly moves up to challenge some things to death and hold the line, while the BSB and the tatters of his unit back up. The general breaker fails to overcome his fear of the three nearby ungors and staggers 6” out of his unit, even as the last two censer bearers hurtle into the wee beast scouts.

Magic involves dropping enfeeble and it’s on to shooting. Five globes, six poisoned stars, some ratter shells and a S2 lightning tickle a handful of gors to death but it’s of little consequence as panic is passed on the reroll.

The two censers do reduce the ungors to a fine mist though, for the cost of one maniac.

BM 6


Apparently wanting to get their hands dirty, the beast characters and their gors accept the breaker’s invitation. The great bray gently caresses him with miasma (-3 of course), and the beastlord accepts his challenge. A lot of S6 AP hatred attaks later and the breaker is miraculously unwounded, despite the rerolled 4+ wards and all that. The beastlord takes two wounds in return but the breaker loses by a few, can’t manage to hold and books it. He escapes though the gor-star tags into the BSB’s clanrats, who would really like to have fled :’(

SK 6


The general breaker powers into the gor-star’s flank and the solo censer spins into its front corner, hoping to save the BSB’s bacon. Magic drops enfeeble as usual, and then I suppose I made a mistake by challenging with my BSB - I had hoped to protect him from 7 WS4 hatred S4 attaks from the gors, but instead just pulled over the armor-breaking, ward-rerolling beast general. He killed the BSB with four total wounds caused. Part of that bargain was also to let the bonebreaker go to work on the infantry, but he fluffed as hard as he could. All the clanrats except for the champ were killed (two by the PCB’s stink aura!), which left breaker, PCB and clanrat champ testing on snakes. Miraculously the censer held, allowing the other two to escape!

[Note: I got my timing messed up at some point, because this wasn’t the end. The horde must have dismounted earlier, because there was one more round in which the S6 breaker and the fresh censers charged in. The breaker smashed the beastlord, but the censers, who were mostly there to assassinate the great bray, were killed by the bray and the wargor BSB, who were not only boosted by the beast banner but also by rolling 1-1 for their primal fury!]

All the same, he had earned very few points - both censer bearers, one ratling gun, one gutter unit, the assassin and engineer - as all of my blocks were alive if severely depleted, as were the breakers (both fleeing!) and the hellpit. So:

SKAVEN VICTORY

- Salvage

This message was edited 3 times. Last update was at 2010/12/13 02:28:05


KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

Excellent! Looking forward to this one. What's the thought behind deploying the assassin off the bat?

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
Omnipotent Lord of Change





Albany, NY

Because I tend to be really indecisive with him, and have forgotten him in the past. I figured it wasn't too much of a surprise to my opponent that I was gunning for his monsters on that flank, so just laid it out there.

*returns to typing!*

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Omnipotent Lord of Change





Albany, NY

How about a few post game ruminations?

Winning was nice but honestly it felt like I was shedding points all over the place, with all of my combats going TU and my units severely depleted and/or fleeing. But I guess that's 8th for you!

In retrospect, there are many many moves I could have done to limit his options: deploying slaves wide to keep scouts out of my zone; deploying censers or globes conga-lined across my backfield and flank to prevent ambushers, which I fully expected to show up there (though I had an answer for them and not much else to do with that bonebreaker unit, so meh); surrounding the building with units to keep the horde from ever returning to the table. Then again I did want to kill its contents and it deployed where I wanted it.

HERO: Censer bearers for sure, these commandos continue to make me really happy. Even one continues to be a toxic bur in my opponent's side.

Oh, clearly the hellpit deserves some credit too. After devouring his minotaurs and crushing the chariot with the monstrosity I told my opponent that I had suddenly remembered how to be successful with the abomination: "Roll dice"

And a final shout out to the WLC. While it didn't earn a single VP (and overshot the ghorgon and failed to wound that chariot), it also never misfired. I'll take it

LOSER: Magic continues to disappoint me in 8th, particularly when I take risks to set things up and have everything fall apart. Part of this though was caster placement and spell selection I think, meaning that I rarely had many spells to cast anyway, necessitating a purely defensive or IF phase. In the future deathfrenzy will be a priority, as will keeping at least one engineer in a unit that hangs back and provides fire support, instead of being dragged into combat by a bonebreaker.

The bonebreakers are close to getting loser status too, as they are shockingly bad at fighting, or at least not as pants-explodingly awesome as I had hoped. I suppose one was fighting over a wall every turn and both of them were constantly hexed, but still not as blown away as I had hoped. Maybe it's because they're currently proxies

VILLAIN: While the ghorgon drove me nuts, that was mostly my dice being unhelpful. His great bray deserves to be Villain of the Match, what with hexing every combat that I wanted to fight. It was actually very demoralizing to fight so many lopsided combats. Skaven are bad to average in a fair fight, and pretty terrible with an arm and a tail tied behind their back.

TWEAKS: Dropping the death globe for two more censer bearers. I had thought about going 2x 8 PCB and no globes but I'm ok with having 60 points of anti-armor around, and keeping the PCB under 100 points and maneuverable is important as well.

- Salvage

This message was edited 1 time. Last update was at 2010/12/13 15:08:16


KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

Good read, as always. Beasts are one of the lists I've built a number of times but can't quite commit to getting the models for them. I do like the Beast Banner BSB. That item looks like a horrible buy for the points, but when you can add it into a horde the value goes up greatly.

Interesting to see you disappointed in magic. Skaven magic specifically I presume? Certainly Shadow magic had an impact on the game (as you note later).

What do you think of the positioning of the ambushing gor unit? Seems to me you'd covered the backfield pretty well, but do you think it was wise to come on where he did?

Also- log a vote from me for Weeping blades on the assassin, especially with the potion of strength, and especially if you like to hunt monsters with him.

Glad to see this labeled #1, implying more to come down the line.

RZ

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
Omnipotent Lord of Change





Albany, NY

Red_Zeke wrote:Interesting to see you disappointed in magic. Skaven magic specifically I presume? Certainly Shadow magic had an impact on the game (as you note later).

What do you think of the positioning of the ambushing gor unit? Seems to me you'd covered the backfield pretty well, but do you think it was wise to come on where he did?

Also- log a vote from me for Weeping blades on the assassin, especially with the potion of strength, and especially if you like to hunt monsters with him.

Glad to see this labeled #1, implying more to come down the line.

I was talking about my magic, though his was more frustrating than devastating - all that enfeebling essentially cost me a couple handfuls of clanrats, as the bonebreakers couldn't tear their opponents apart as quickly. Usually my complaint over magic is about the winds and how skaven don't get banners of sorcery, focuses of rumination or sacrificial daggers to help even out poor winds rolls. That was indeed the case here (condenser never worked), but I do have an idea of what I could have done differently to set up my engineers to better use their spells, and so on. For example when I got my 12 dice phase I tossed 3 into an unending and pointless warpgale, 3 into dropping enfeeble and 6 into that IF crack's that nuked a lot of clanrats. But then when I was actually prepared for a powerful winds I got next to nothing. Point being: need to get my casters in position and ready to cast when the winds do decide to blow strong, without overexposing them to luck and ruin.

I was thinking about this, and that he essentially paid a lot of points to delay a big block that didn't have much purpose in the game for a turn. In the past I have been able to shoot the unit off the table, due to failed panic, and I would have this time too if it weren't for the chalice, but you can see evidence of how paranoid the gors and the scouting harpies made me, with the mass mobilization I pulled to contain them. I suppose he could have placed them further down the edge and worked to roll my flank, along with the incoming monsters, which would certainly have been a more serious threat and necessitated me turning my line 90 degrees.

On the weepers, I'm initially resistant because that's "the internet build" for assassins ... Also because it makes the thing cost 170 points, and it does away with the assassin's natural A4 and poison, which was the reason I rejected the blades in the first place. As I think about his targets - MI, chariots, war machines, monsters, characters - all of these would benefit from a good D3-ing, but I'm still hesitant to take both weepers and potion of str. I'm leaning towards just taking the blades (there's something I don't like about one use items) but then I like auto-wounding in some S7 poison too.

Yep, there will be more 'breaker-led carnage, this is essentially my only 2500 point army for now. My ogres I've decided need about 9 models painted to hit a 2500 I can live with () and my beloved chaos are sitting at a primed 2000 but have to wait for the other armies to get retooled and repainted.

For those curious, here's the tweaked skaven list for next time:

L: Warlord - warlock-augmented weapon, charmed shield, talisman of preservation; bonebreaker
L: Warlord - ogre blade, armor of destiny, dragonbane gem, shield; bonebreaker

H: Chieftain - BSB, biting blade, dragonhelm, foul pendant, ironcurse icon, shield
H: Assassin - weeping blade, potion of foolhardiness
H: Engineer - level 2, dispel scroll
H: Engineer - level 2, condenser

C: 30 Clanrats - full command, shields, ratling gun
C: 30 Clanrats - full command, shields, ratling gun
C: 30 Clanrats - full command, shields, ratling gun
C: 30 Slaves - pawleader

S: 6 Gutter Runners - poison
S: 6 Gutter Runners - poison
S: 6 Plague Censer Bearers
S: 6 Plague Censer Bearers
S: 6 Globadiers

R: Hellpit Abomination
R: Warplightning Cannon
--------
2500

General 'breaker is S5 A5 for the cost of the skalm I'll likely never use to gain more than 1-2 wounds with, and there are 2 more PCB rounding those units out. And a few little item swaps and additions.

EDIT
I caved and put the weeping blade in, at the cost of the HPA's spikes, which IMO are sorta iffy anyway in 8th.

- Salvage

This message was edited 2 times. Last update was at 2010/12/14 20:51:02


KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Longtime Dakkanaut






Just curious, why the ratling guns instead of something like warpfire throwers or poisoned wind mortars? I'd think that needing to roll to hit on BS3 now would make them less appealing than previous editions.
   
Made in us
Omnipotent Lord of Change





Albany, NY

Yea, why the ratters ...

1) They're the cheapest of the gun teams.

2) I already have the models painted.

3) Their set 18" range and the relative control I can exert over their chances of misfiring makes them far more attractive than the WFT, which is far too random for my tastes. I've played the thrower before and just really hated it. If it wasn't sniped out by enemy fire, it was getting one shot a game, about a third of the time it blew up and hurt my dudes (with panic checks all around!), a third of the time it under or overshot, and a third of the time some enemy died. My best shot was hosing an engine howda with flame, burning out the priest and the skinks, and I've also cooked hydras and such. Haven't run it in 8th though, with these big units people take. But anyway: the ratter is more dependable, if less destructive.

4) In 7th the internet had a raging boner for mortars, which automatically made them distasteful to me. Now that there are models available, I've thought about it ... but the huge scatter deal is kind of irritating. My ratling guns are at their best when providing reactive fire to sudden enemy advances - fliers, ambushers, scouts, overruns - and mortars definitely don't excel at close range, anti-elite support.

5) It's a minigun, which means I get to make *minigun noise* when firing

I'll happily admit that rolling to hit sucks the big one, but then it always has. I suppose my ratters rarely earn their points back, but they give me something to mess with in the shooting phase, help make min core %, and can provide redirectors and bait in a pinch.

- Salvage

This message was edited 2 times. Last update was at 2010/12/14 15:37:22


KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Fixture of Dakka






Lancaster PA

Good report man. That program really does help make things clearer beyond even pics of the table.

Zeke: I thought that about the ambushing Gors too; opposite the building was a huge mistake. Had he shown up behind CR1 he could have forced a flank/rear exposure as CR1 would almost certainly have to face him. At best the CR1 could continue forward while the other unit pivoted, but a little luck would have had the gors charging a rear anyway.
As it was, the building protected the flank of CR2 and the poor Gors just filled the space the guys garrisoning the building gave up in the battle line, only more surrounded.


Woad to WAR... on Celts blog, which is mostly Circle Orboros
"I'm sick of auto-penetrating attacks against my behind!" - Kungfuhustler 
   
Made in us
Flashy Flashgitz





Chicago Suburbs Northwest

Great report, thanks. Haven't played Skaven or Beast much and am learning some about their play style.

Please keep up the Battle Reports!

- Blackbone

Us Blood axes have learnt a lot from da humies. How best ta kill 'em, fer example.  
   
 
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