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Made in us
Guard Heavy Weapon Crewman





Imperial Guard 1500pts
HQ
75-CCS: las/c, vox
75-CCS: las/c, vox
Troops
Platoon#1
100-PCS: 3 flamer’s chimera
65-1ISQ
65-2ISQ
65-3ISQ
65-4ISQ
170-1Vet 3 plasma, chimera
155-2Vet 3 melta, chimera
155-3Vet 3 melta, chimera
Heavy
180-LR Demo las/c
165-LRBT las/c
165-LRBT las/c

1500pts.



Automatically Appended Next Post:
srry forgot to talk about myself. im back in 40k was out of it for a couple years getting use to the new rules and need some help getting hold of the IG with these new rule. never seen so much fast moving stuff jump packs were fast back in the day. blo blo so the idea is for the platoon and hq to hold a strong line with the LRBT with the vets and demo taking care of whats needed. btw the main people i play against is dark eldar with mean hqs and meq armys thanks for helpneed the CandC

This message was edited 1 time. Last update was at 2011/09/01 18:18:48


3500+  
   
Made in us
Ferocious Blood Claw






well if he is running a bunch of incubi id just run regular LRBT all with heavy bolters as sponsons/hull. The shortened range of your Demo will never catch his radiers, and it will probably never get to shoot (Too many dark lances between raiders etc). Throwing three HB's a turn per tank is nasty when he unloads as well.


But yah if it was me id just run as many LRBT as your comfortable with, and fill the rest out with basic guyard with HWT

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Made in us
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Grand ol US of A

I'm a big DE player, but I play IG as well. The best way to beat DE is to deny them their speed obviously, but to also target saturate them. Most lists run alot of poison shooting so blob lists die quickly. Mech guard on the other hand will crush DE. The Demolisher will be shot first so I'd turn it into a Manticore, and the LRBTs into Hydras. To beat DE I'd cut the platoon and make sure everything is in a chimera. Yes DE have DL but mathhammer says it takes about 12-13 lances to pop an armor 12 or higher vehicle. So don't present a flank. Give the CCS 3 Plasmas and a medic and toss them in chimeras as well. That should be enough to stop them. At higher levels (and you may consider it here) Vendettas destroy DE especially with outflank to get behind 'em.

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Made in us
Guard Heavy Weapon Crewman





Im looking for a all taker army an i only have 4 chimeras at the moment but i have another lrbt, 2 basilisks,a hellhound, 2 arm sent with las, 2 reg sents with auto and lots of troops about a full platoon. when i used to play i ran 3 lrbt and a as many reg. troops as posable so in short im getting use to the new vets on chimeras (not to say i dont like it its just so far from what i used to run in 3rd edition)

This message was edited 1 time. Last update was at 2011/09/01 22:14:36


3500+  
   
Made in us
Tough Tyrant Guard




North Carolina

Add in master of ordance to both hq. This will allow for bring it down rerolls. Rhino drives up and out pops a unit of power armour. Place the center of the hole on the rhino and you will catch the power armour on the side... I have doone it a few times. People tend to alway have something next to armour.

Also add in auto cannons to your line squads plus a commissar..

Biomass

 
   
Made in us
Longtime Dakkanaut





lordoooge wrote:Imperial Guard 1500pts
HQ
75-CCS: las/c, vox
75-CCS: las/c, vox


Voxes don't make much sense here both the squad giving order and recieving orders need to have a vox in order for them to be any use. IE, with your setup you can only use the voxes if the CCSs order themselves or each other around.

I don't think you'll need two of these, though. And the lascannon might better be substituted for an autocannon.


Troops
Platoon#1
100-PCS: 3 flamer’s chimera
65-1ISQ
65-2ISQ
65-3ISQ
65-4ISQ


Okay on the PCS, but what are the infantry squads equipped with? I don't know where the extra 15 points over the base price is coming from.

170-1Vet 3 plasma, chimera
155-2Vet 3 melta, chimera
155-3Vet 3 melta, chimera


Okay.

Heavy
180-LR Demo las/c
165-LRBT las/c
165-LRBT las/c


At 1500 points I'd only take two Russes. I wouldn't put the lascannon on the demo...maybe a heavy flamer to ward off potential assaulters as the cannon has such a short range.
   
Made in us
Guard Heavy Weapon Crewman





Srry, all the basic Isq have auto/C and Vox

HQ
75-CCS: las/c, vox
75-CCS: las/c, vox
Troops
Platoon#1
100-PCS: 3 flamer’s chimera
65-1ISQ Auto/c, vox
65-2ISQ Auto/c, vox
65-3ISQ Auto/c, vox
65-4ISQ Auto/c, vox
170-1Vet 3 plasma, chimera
155-2Vet 3 melta, chimera
155-3Vet 3 melta, chimera
Heavy
180-LR Demo las/c
165-LRBT las/c
165-LRBT las/c

1500pts.
ive always ran las on lr so that it can also have a good shot for anti-tank but idk if that is a good idea in this new edition

i am puzalled about the elite ans fast attack of the new codex non of them seam to be 100% worth having expt the hellhound but that was old fathful back in the day c&c and ideas please

This message was edited 3 times. Last update was at 2011/09/02 00:25:57


3500+  
   
Made in us
Longtime Dakkanaut





Hmmmm. If you're going this route here's what I would do (personal preference of course):

Drop on CCS and, one tank and the voxes for now. Split that first platoon into two (another chimera PCS would be nice, I'd suggest meltas on them, though). Autocannons could probably combine into 20-man units with a single vox and commissar (if you want/have the points).

Gives you another PCS in chimera and lets you split fire and keep the vox tax down. Spending 30 points on a vox network is just 'meh' to me.

Hellhounds are great. Vendettas are great. Valkyries can be great depending on the list. Sentinels can be great depending on the list.

Stormtroops are pricey and tricky to use, but can be useful. PBS is good, but very squishy and needs a transport so it sucks up points.
   
Made in gb
Hurr! Ogryn Bone 'Ead!




145-CCS: 4 meltaguns,chimera

Troops
Platoon#1
105-PCS: 4 flamer’s chimera
65-1ISQ plasma gun
65-2ISQ plasma gun
65-3ISQ flamer power weapon
110-4ISQ flamer power weapon commi with power weapon
155-1Vet 3 melta, chimera
155-2Vet 3 melta, chimera
155-3Vet 3 melta, chimera
Heavy
165-LR Demo
150-LRBT
150-LRBT

1500pts.

This is very similarto your list with a few minor changes

firstly you have a ccs that can lead from the front as orders are not as game changing as you may think and with your best troops iside of transports they cannot make use of them anyway

2 your plattoon now has the option of utilising a combined squads of the two flamer squads and the commi these have 9 power weapon strikes per turn (more if you charge) and two flamers to help clear objectives

the other two units are rapid fire 24" so fit in nicely with the las guns

then all of your vets are melta to make up for the lose in lascannons from the tanks

finally the tanks all the same only with out the lascannons

i would recommend taking heavy flamers on all of your vehicles hulls this gives a great devfence from deep strikers out flankers and any other hordes

what do you think?

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Made in us
Guard Heavy Weapon Crewman





Well right now i have 4 chimeras but i guess i can run the hellhound as a chimera till next pay check (btw im going for full mechanized)
i like the list but im a bit questionable about the guys on foot are the a bit of a counter assult holding the center type and or bringing the rear up behinde vets. btw is it worth it to put plasma on basic ig

3500+  
   
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lordoooge wrote:Well right now i have 4 chimeras but i guess i can run the hellhound as a chimera till next pay check (btw im going for full mechanized)
i like the list but im a bit questionable about the guys on foot are the a bit of a counter assult holding the center type and or bringing the rear up behinde vets.


I'm kinda confused on this as well. I can see the purpose of the flamer squads (though I don't think they fit the list very well), but the plasma ones are completely out of synch with the rest.

btw is it worth it to put plasma on basic ig


No. Too expensive, can't aim, needs to move to get in 24" inch range so you loose a turn or two of shooting and even then isn't that good. Plasma is best on vets that can actually hit decently and easily book it from one place to the next.
   
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WI

Here are some basics to IG...

Never,ever, waste a Special weapon slot. This is the backbone of your army, as IG pretty much get more special weapons then nearly any other army. There are some basic rules for special weapons... BS 4 troops should only get Meltas or Plasmas. Melta on troops that move forward due to the melta being an assault weapon, plasmas on campers to make use of the Rapid fire rules (two shots at 12"). BS 3 troops should look at Meltas and Flamers. Don't mix weapons, give a unit all one type, they don't fight the wrong fights with them. Flamers are pretty worthless against power armor, as your depending on them to roll bad. So don't use flamers against power armor and expect good things to happen. Use the right tool for the job.

Heavy weapons... there are only two real choices... ACs and LCs. ACs are Str 7 and 2 shots... a great choice for BS 3 troops (giving them a 50% chance to hit once). They give you flexibility to attacks AV 12 or less vehicles, damage MCs, and put shots into infantry. LCs are for AV 12+ vehicles, MCs, and putting shots into any other big scary things. Platoons mean you can have Heavy Weapon Squads, 5 per platoon. This means a good portion of the time IG has more heavy weapons than their opponet. Remember to read up on Orders, as 'Bring it Down!' makes all the weapons of the unit twin linked (re-roll misses) against MCs and Vehicles. Remember that HWSs are scoring units!

Orders are your friend for foot slogging IG. You can not give Orders to units in Vehicles and you can not give Orders out of them (except the Chimera, which has a special rule to allow it). If you have a CCS mounted in a Chimera, it can not give Orders to itself because it is in a vehicle.

Mech Guard... Vets, vets, vets... and meltas with a unit or two of plasma mixed in, in Chimeras with hull Heavy Flamers. Move 6", fire the Multi-Laser. Move 6", fire the ML or the HF, fire Meltas if anything is within 12". Remember the vehicle can fire at a seperate target than the troops inside. That is it for Mech Guard... move and shoot.

Platoons need to be properly kitted out and really should be blobbed. The Blob itself is kitted out depending on the role...but this is the load-out no matter what... 1 Squad with a Commissar, Power weapon for every Sergeant and the Commissar, Melta Bombs on every Sergeant. Commissars and Sergeants are NOT Independant Characters, so they can not be targeted out in close combat or in shooting (unless a special rule says otherwise). This means every guy that has a lasgun is really a wound your blob can sustain. The Commissar gives the entire blob Stubborn and Ld 9, as well as a Ld re-roll (at the cost of a Sergeant) if you fail. The Melta Bombs are purily defensive weapons for Walkers that get in CC with you. Read the rules on them, but it is better than nothing, specially for the points. The only difference between a defensive blob and a Assault blob is the Defensive blob should have ACs added to it. Plasma is OK for a Defensive Blob, but Meltas keep Vehicles from getting to close and Meltas are a must for assault blobs.

As for the PCS, I like giving the PCS 4x Flamers and a Plasma Pistol. If your running mech, give them a Chimera. The Plasma Pistol gives you a weapon to deal with AV 12 or less vehicles/Walkers if you run into them on their way to burn out weak camping troops on a enemy objective (Rangers, Scouts, Gretchen, ect). Running 4 Meltas isn't a bad option, but the BS 3 really makes it sub-par in comparison to a CCS or Vets. Remember that a PCS is a scoring unit!

CCS is a awesome HQ for any Guard army... Mech Guard, a CCS in a Chimera with 4x Meltas is /cheaper!/ than Melta Vets in a Chimera! For a gunline or blob Guard with alot of HWSs and the like, CCS can issue 'BiD!' two times 12" away. If you use Orders, and use them alot, take a long hard look at Creed. Kell and/or a Lord Commissar work very well with Creed, specially if your using HWSs. Place a member of the HWS within 6" of the Lord and use his Ld 10 for all Morale and pinning rolls, including Orders. You can even join him to a heavy weapon squad to make it Stubborn. CCS can also have advisors. Outflanking lists take Astro-paths. Camping CCS's take MoO, and any list that faces alot of outflanking enemies take OotF to screw them over on those reserve rolls. Personally, my CCS is usally a camping CCS with Creed, 2x Plasma guns, a LC (due to the BS 4), and Camo Cloaks to give them a big cover save. I will note you can use cover saves for 'Get's Hot!' wounds from plasma guns.

LRBTs... there are 4 options IMO. Basic LRBT is a solid platform, but is really a anti-infantry weapon... same goes for a Demolisher and Exicutioner. Vanquisher is only for other vehicles, but the BS 3 really hurts it and Pask is to expensive. I do not like sponsons on my LRBTs, due to the fact they can only fire one weapon and the turret weapon when they move due to 'Lumbering behemoth' (defensive weapons as well). To fire the sponsons as well, you can't move... and there is to much stuff out there that can drop in and assault your LRBT and get auto-hits on the rear armor (AV 10). IMO, a LRBT that doesn't move is a dead LRBT. And if your not firing the sponson weapon every turn, it is a waste of points. Since I feel 3 out of the 4 I listed are anti-infantry, I just leave on the Heavy Bolter since you can't split your fire. Even on a Vanq with Pask, I would leave the HB. I do not like Heavy Flamers on LRBTs (Demolishers) due to the incredibly short range... if something is that close, I am failing my list as a player with my target selection to put myself in that position. Besides, the HB has a longer range than the Demolisher cannon.

Manticores are pretty damn good, specially for taking out marines. I normally do not use artillery, so I can not really comment on the other stuff. I just do not like indirect fire weapons due to the scatter and alot of them are crunchy if you decide to direct fire them. They are also in need of defensive blobs to defend them (indirect AND direct fire artillery) due to DSing, drop pods, and outflankers.

Vendettas are 3 twin linked Lascannons on a BS 3 vehicle. It can carry a troop (I like throwing my PCS in them) and can run out a contest or capture a objective late in the game (turn 4-5). Meanwhile they are anti-tank gunships and do a better job in this role than any LRBT could hope for. I do not like to 'Suicide' My Vendettas up to drop a melta unit up on a vehicle... to me, it is a waste of the unit and the vendetta... which costs as much as any vehicle it could destroy. Valks are strictly anti-infantry vehicles... but I have lots and lots of lasguns for infantry, so I prefer the Vendetta.

Two Hydras in a unit are good for taking out skimmers, specially Dark Eldar and Eldar. If your not fighting them, use them to pour fire into a infantry squad. You can't go wrong having 2 hydras in a list, unless you really want other artillery or more LRBTs in that slot.

Good luck and I hope this helps!

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in us
Guard Heavy Weapon Crewman





IG List 1500pts Mech
HQ
185- CCS: Plasma/P, Power/W, Plasma x4, Chimera (ML/HF)
Troop
155- Vet#1: Melta x3, Chimera (ML/HF)
155- Vet#2: Melta x3, Chimera (ML/HF)
155- Vet#3: Melta x3, Chimera (ML/HF)
155- Vet#3: Melta x3, Chimera (ML/HF)
Fast
130- HellHound: HB
50- Scout Sent: AC, HK Missile
50- Scout Sent: AC, HK Missile
Heavy
150- LRBT: HHF
150-LRBT: HHF
165- LRDEMO: HHF

1500pts
???

3500+  
   
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WI

Not bad... not sold on the PP, PW, and Sentinals, but I can't really come up with anything that would fit for that 120pts. If you had 10 more points, I would go with a Vendetta just to give you some long range AT.... but oh well.




Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in gb
Hurr! Ogryn Bone 'Ead!




lordoooge wrote:Well right now i have 4 chimeras but i guess i can run the hellhound as a chimera till next pay check (btw im going for full mechanized)
i like the list but im a bit questionable about the guys on foot are the a bit of a counter assult holding the center type and or bringing the rear up behinde vets. btw is it worth it to put plasma on basic ig


well you already had foot slogging squads in your list i was just trying to make them work better

the flamer squad is an objective taker and holder while the vets move forwards clearing away enemy troops

the plasma ones i just threw in to mach the models you already had and also the points i presumed you had no auto cannons otherwise i would of suggested they take and auto cnnon and grenade launcher . with the plasma they get 2 shots so should always hit each turn (at 12" ) which is a nice wound when about to be charged (adding that with the flash light shots ) they would basically work like any other gun line unit. get into position then stand and shoot


Automatically Appended Next Post:
onto your current list

ccs - i would drop the power weapon and the plasma pistol as the point can be put to better use elsewhere

also on the sents - drop the hk

this gives you 40 points which is enough for a variety of things

another ac sent
bolter sponsons on the lrbt's
making your sents armoured (good for tying up units in combat and spamming more av12)
4 ratlings
a regimental advisor

basically theres alot to be done with 40 points (i like the av 12 fo the sents as it means that bolters and heavy bolters cannot harm them making them less of a traget for any left over fire after

This message was edited 1 time. Last update was at 2011/09/04 14:18:34


Chibi Bodge-Battle wrote:
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Made in us
Guard Heavy Weapon Crewman





i played this list this last sat. and on lost 6 guardsman in a objective game the las hwsq poped his crusader first turn and jut ran vets up and laid down support fire and he was left hidding behint the popped crusader

1.2 IG List 1500pts Mech

HQ-155

155- CCS: Plasma x2, Las/C Chimera (ML/HF)

Troop- 870

155- Vet-1: Melta x3, Chimera (ML/HF)

155- Vet-2: Melta x3, Chimera (ML/HF)

155- Vet-3: Melta x3, Chimera (ML/HF)

Platoon-1

105- PCS: flamer x4 Chimera (ML/HF)

60- ISQ-1: AC

60- ISQ-2: AC

75- HWSQ-1: AC x3

105- HWSQ-2: Las/C x3

Heavy- 465

150- LRBT: HHF

150-LRBT: HHF

165- LRDEMO: HHF


1500pts

i seem to not be able to get away from AC support fire, it can deal with anything that my vets arnt going after. i think they could be easily replaced by vendetta but still some C&C btw are sentenals worth it and what lists are they good in

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WI

AC support is really, really, good though.

I would seriously consider dropping the Chimera from the CCS, get Camo Cloaks for them and spend the last 35pts for a Commissar for your 'blob'. Just put your CCS within 12" of the Blob and the HWSs and you can issue 'Bring it Down!' to them to make them twin linked against Vehicles/MCs (as well as the CCS itself now that it is out of the Chimera). Sure, you only have 2 Orders per turn, but giving it to the LCs (LC HWS/CCS) or the ACs (AC HWS/Blob) is now an option.

The Blob being stubborn and Ld 9 for Orders and Morale/pinning checks is pretty hot... besides, can't move the CCS if you want to use the LC or Rapid fire the Plasmas and having a 3+ cover save makes your CCS pretty dang hard to take out... harder than in a Chimera that isn't moving anyways.

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in us
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that in on point and wold make my line stronger. what is the anti infantry vet. option is the one if any that is effective (i know of a vet sq in a chimera with glx3 and a ml is 155pts but have not tryed it) btw hhf on LR are great the saved me from an ork squad that flanked me in a 3 way game and won me the game. but about sentinals. are they tournement worthy

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WI

lordoooge wrote:that in on point and wold make my line stronger. what is the anti infantry vet. option is the one if any that is effective (i know of a vet sq in a chimera with glx3 and a ml is 155pts but have not tryed it) btw hhf on LR are great the saved me from an ork squad that flanked me in a 3 way game and won me the game. but about sentinals. are they tournement worthy


Lord, I am having a /really/ hard time understanding what your saying there, so I hope I have figured it out well enough to respond.

Standard mech Vets are this...
Vets - 155pts
3x Melta guns, Chimera w/hull HF

If you looking for anti-infantry Vets, I like this set up...
Vets - 210pts
Harker, HB HWT, 3x Plasma guns, Demolitions

They now have 2 heavy bolters, 3 plasma guns, can Infiltrate (so can go 18"s away), have Scout from Harker (so 3+ cover save in woods), 10 melta bombs for any walkers/vehicles that attack it, and a demo charge for anything else. Otherwise I like going Sentries, a Lascannon and 3 plasma weapons, giving them 3+ cover saves and making use of Rapid Fire for the lasguns and plasma guns.

Vets - 165pts
LC, 3x Plasma guns, Sentries

Hull Heavy flamers on LRBTs... Lumbering Behemoth means you fire one weapon and the turret weapon (plus defensive weapons) as you move. You will not be able to fire your heavy flamer every round, but you have a /really/ good chance to be able to fire your HB every turn, along with your Battle Cannon at the same target. You will not be facing two players in a tourney, you will be playing standard games where there will not be you versus double your points where troops might actually get that close to make a hull heavy flamer usefull. Play 5 games with each and tell me which you used more... your HF or the HB.

Sentinals are BS 3... any weapon you put on them has a 50% chance to hit, so the best weapon to put on them are ACs, as you now have a 75% chance to get one hit. The Multi-Laser gives you 3 shots (so you /should/ hit once every time), but with a shorter range and at Str 6, meaning it is sub-par versus 90% of the vehicles in the game. Scouts are AV 10, Armored are AV 12, but it is /really/ easy to get side shots on those armored Sentinals due to the small base. I am personally leary of anything that bolters have a chance to damage (glance on a 6) and feel a AC HWS at 75pts is a better buy with better fire power.
Then if you want to compare Sentinals to say a Vendetta... the Vendetta is 3 Twin Linked lascannons at AV 12 front and sides /and/ it can carry troops (I like throwing PCSs in them, or SWSs). In that reguard the Vendetta is the best AT vehicle IG actually have and the most common fast slot used.

For hoards, Platoons with a blob with ACs and AC HWSs allow you the versitility of putting fire on AV 12 or less vehicles or putting shots into mobs.

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in us
Guard Heavy Weapon Crewman





What is the backbone of anti-infantry in a full mechanized army?
Also, have you seen, is it effective to have a hole platoon mounted in chimeras, and if so what trys of SW,HW set-up will work well.
All in all i want to make a fully mechanived army not just vet that are mechanived

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WI

The true anti-hoard weapon is the hull mounted heavy flamer for Chimeras. The general rule is hull HF on attacking Chimeras and hull HB on camping Chimeras.

Fully mechanized Platoons are just not as effective as Mechanized Vets for two simple facts; 3 Special weapons vs 1 special weapon and BS 4 vs BS 3. As long as you understand the limitations, do as you wish. Just don't say you haven't been warned.

You can do Mech Platoons, as a PCS with 4x Flamers or 3x Flamers with a HF in a Chimera is actually super effective. If you insist on it, I would have to suggest a Melta gun and a AC as your best 'combo' of heavy weapon and special weapon. But to use the AC, you can't move...

This message was edited 1 time. Last update was at 2011/09/07 06:50:40


Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
 
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