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Made in gb
Tower of Power






Cannock

At Powerfist gaming club last night. Had a game against Jack and his Orks.

Tyranids "Hive Fleet Kraken" - 2,000 points


HQ

Hive Tyrant - 2 x twin-linked devourers, armoured shell, paroxysm & leech essence
Tyrant Guard - lash whip
Tervigon - crushing claws, adrenal glands, toxin sacs & catalyst

Elite

2 x Hive Guard
2 x Hive Guard
2 x Hive Guard

Troops

Tervigon - crushing claws, adrenal glands, toxin sacs & catalyst
15 x Termagants
11 x Genestealers
11 x Genestealers

Heavy Support

Carnifex - 2 x twin-linked devourers
Carnifex - 2 x twin-linked devourers
Carnifex - 2 x twin-linked devourers

Total: 1,998


Orks - 2,000 points

HQ

Warboss - big choppa, 'eavy armour & cybork body
Big Mek - kustom force field

Elite

15 x Lootas
5 x Lootas
5 x Lootas

Troops

6 x Nobz w/ Trukk - 3 x power klaws, 2 x big choppas, Painboy, 'eavy armour, cybork body, waaagh! banner
20 x Boyz - nob w/ power klaw
20 x Boyz - nob w/ power klaw
20 x Boyz - nob w/ power klaw
Deff Dread - dreadnought close combat weapon & skorcha

Fast Attack

Deffkopta - twin-linked rokkit & buzzsaw
Deffkopta - twin-linked rokkit & buzzsaw
Deffkopta - twin-linked rokkit & buzzsaw

Heavy Support

2 x Killa Kanz - 2 x grotzookas
2 x Killa Kanz - 2 x grotzookas
2 x Killa Kanz - 2 x rokkits

**Please note I'm not 100% sure on wargear on the Nobz and Boyz units.

Game: Annhilation + Pitched Battle

Deployment

After multiple roll offs where we kept getting the same results, I eventually got the higher result and decided to go first.

We had agreed that all area terrain would give cover as normal, so I deployed my entire force all on the left flank mostly on top of the hill. Line of Termagants in front (half in cover on the hill) then Hive Guard behind giving cover to the monstrous creatures. Genestealers stayed in reserve.

Jack deployed his Lootas at the back of the board, one unit of 5 in a ruin on the left flank, then the unit of 15 left flank again and the last unit of 5 on the right flank on a hill. Boyz were placed in front of the Lootas then the walkers. Nobz Trukk was deployed centre of the board using a ruined tower to block LOS.







* Tactical Notes

I have a assault army and John has a assault army. My combat and shooting is slightly better than his, but he has more attacks in combat and more shooting, which I think weighs the two armies out nicely. It's going to be a question of who can assault who the first here. So my plan is to edge forward about 6" and lay down fire power with the Hive Guard on the Kanz and the Deff Dread. This will allow me to get into range as the gap between us is 24" as both of us have deployed 12" from the table edge, hopefully Jack will come forward and I can counter assault. I'll then later go for the Nobz Trukk and dakka a single Boyz mob to death and move onto the next unit. Anything else I will deal with as and when.


Turn 1

Jack attempts to seize the initiative but fails.

My turn I move through cover with the Termagants getting a 1,1 and 2 so that's practically held everything up now. Everything else just shuffles behind.

Shooting unit of Hive Guard blasts a grotzooka Kan unit but is out of range, the other two Hive Guard units blast the same unit, both in range this time and wreck one of the Kanz from that unit after KFF saves.

Jack's turn he moves his walkers forward and runs the Boyz behind along with the Big Mek, who I've noticed isn't attached to a unit and is on his tod. The Nobz Trukk speeds 15" towards my lines and stops by the ruined tower.

Lootas unleash the dakka and after saves the HQ Tervigon has 3 wounds left and a Hive Guard unit has taken a single wound from a grotzooka, a few Termagants are fragged as well.



* Tactical Notes

Ok not a awesome turn but I guess I've managed to wreck a Killa Kan. Shame the other unit of Hive Guard wasn't in range. Also annoying the front Termagant wall didn't move up further, but I think that's going to work in my favour now. The Nobz are on my doorstep and will be assaulting next turn, if I remain on the hill they will have to go through cover which means they will strike last. So I'm going to keep in cover and wait for the Orks to come as my devourers will be in range now as 18" grotzookas just shot at me.

My plan next turn is to deal with the immediate threat of the Nobz Trukks, hopefully I can pop it and blast them with devourers. I'll dakka the Big Mek before doing anything though seems he's a easy target and then finish off that solo Killa Kan before moving onto the others armed with grotzookas.


Turn 2

I roll for reserves and both Genestealer units fail to show up.

I move my units through terrain a little bit, not a huge amount as to keep most units in cover.

Shooting I fire a Carnifex at the Big Mek but it's just out of range, I fire the Hive Tyrant instead and the Big Mek is feasted on by brainleech worms, I earn my first kill point. I blast the single Kan with Hive Guard earning another point while one unit of Hive Guard blasts the other grotzooka unit causing shaken on both of them, which is fine as supresses them. The last unit of Hive Guard blasts the Nobz Trukk and it explodes, the Trukk kereens into the side of the ruin it's by. I then pour dakkafexes along with fleshborer fire into the Nobz and score 3-4 wounds on the unit.

Jack rolls for reserves and a single Kopta arrives on the left flank.

Jacks turn he moves the Nobz through terrain but doesn't get a good roll and still in terrain. The rest of the army moves forward.

Shooting all Lootas open fire at the wounded Tervigon and it's left with a single wound thanks to feel no pain it cast on itself. Only a single rokkit fires from the Kanz, which misses. Kopta fires at the arse of the other Tervigon and scores a wound.

In assault Nobz charge and just about reach the Termagants - Termagants roll for counter attack but fail and are swiftly beaten in combat but not before dishing out some more wounds to the Nobz. The Nobz consolidate into the ruined tower. Kopta charges the Tervigon, the Kopta is monstrous creature food while the Tevigon takes 2 wounds.

Kill points - Tyranids: 4 Orks: 1



* Tactical Notes

A nice turn I got in racking up some kill points. Big Mek was first to go to stop any KFF saves for other units, the Big Mek was just a too easy target and a single volley of devourers took him down. With the Big Mek gone the single Kan was easy pickings and then the Nobz Trukk, now the Nobz are exactly right where I want them, waiting to eat dakka!

My plan is to dakka the crap out the Nobz to thin them down. The HQ Tervigon has a single wound left and is going to die next turn either way, so I'll suicide it and charge the remaining Nobz and spawn a Termagant unit to benefit out of it. Hopefully that will be enough to finish the Nobz and Warboss off. I'll use the Hive Guard to blast the Kanz and do more damage to them.



Turn 3

I roll for reserves and a single unit of Genestealers arrives on the top left flank ready to multi assault a unit of Boyz and small unit of Lootas.

I shift a unit of Hive Guard onto the hill so the Tervigon can spawn 8 Termagants (which burns out) and moves forward ready to assault the Nobz unit. Other unit of Hive Guard moves half in terrain due to low rolls, my plan was to stop them from been assaulted or at least strike first. Everything else holds position.

Shooting I fire devourers from all monstrous creatures, fleshborers and stinger salvo into the Nobz unit, all have a single wound and two are dead and suffered 25% damage though they pass morale. Two units of Hive Guard blast the grotzooka Kanz twice scoring weapon destroyed on one taking the grotzooka and shaking the other. The remaining unit of Hive Guard blasts the rokkit Kanz scoring wrecked on one of them.

In assault Termagants and Tervigon charge the Nobz, Tervigon gets a extra 3 attacks for the crushing claws. the Termagants strike first and leave a single Nob standing with a power klaw and the Warboss, in return the Warboss smashes majority of the Termagants and the Nob and Tervigon kill each other. In the Tervigons death several Termagants die, luckily feel no pain I cast on them keeps them alive and about 4 remain to hold the Warboss in assault for another turn.

Jack rolls for reserves and two Koptas arrive, one outflanking behind my bastion hill ready to assault and the other on the right flank where no action is.

You'll notice I didn't assault the Genestealers, that's because like a noob I forgot! So Jack moves his Boyz away from them as the rest of his force moves towards me closing the gap.

Shooting a Boyz unit and Lootas wipe the Genestealers off the table. Lootas on the hill blast a Carnifex but fail to do anything. Rokkit Kan fires at something but I pass the cover save while the Kopta fires it's rokkit at the arse my last Tervigon and it takes a wound.

In assault the Warboss kills the Termagants and consolidates to hide behind terrain. The Kopta tries to assault but doesn't make the terrain rolls. Jack checks for the Kanz and they are out of range also.

Kill points - Tyranids: 6 Orks: 4






* Tactical Notes

Ok Jack has closed the gap on kill points thanks to my stupid-noob-skool boy-slow error. Damn someone shoot me now or feed me to a Ripper swarm. I guess it happens to the best of us, damn. Though all in all despite that Genestealer feth up I don't think it's been a bad turn; Kanz supressed and a unit has been halved, Warboss on a single wound ready to die next turn and a dead Kopta giving me a kill point.

Next turn I'll move a Carnifex over towards the Warboss and unleash dakka hell, if by some mircale the Warboss passes all the cover saves I will charge and lay the smack down. Then remaining fire power will be poured into the Deff Dread as it's coming close, the grotzooka Kanz and the single Kan while devourers will start blasting some Boyz.


Turn 4

I roll for reserves and the second unit of 'Stealers arrives exactly in the same place as the other unit, mark my words I won't be forgetting to assault with them this time!

I move the Tervigon through terrain on the hill to make sure synapse is over towards the two dakkafexes not on the hill and unit of Hive Guard. A single Carnifex moves towards the Warboss a little bit.

Shooting dakka dakka the Warboss and he's snuffed out. I then blast the grotzooka Kanz with devourers and Hive Guard scoring weapon destroyed on both of them, so just one has a dccw which is handy as they will be in assault soon. I blast the Deff Dread with Hive Guard and get weapon destroyed so I take the dccw and stunned, excellent as that's brought me some time. I fire the last unit of Hive Guard at the single Kan and it's wrecked. I fire a the Hive Tyrant at a unit of Boyz behind the grotzooka Kanz and kill four of them after cover saves. I dakka dakka the Deffkopta on my doorstep and kill it.

In assault Genestealers multi charge a unit of 5 Lootas in the ruin and the unit of Boyz, 'Stealers win combat which sees the Boyz greatly reduced as they was fearless and the Lootas fail morale and run off the board.

Orks turn, the grotzooka Kanz move forward in a attempt to assault my row of monstrous creatures while the Boyz come behind and one unit moves into the crater left by the Trukk. The last Kopta moves out of terrain and into terrain again passing dangerous terrain tests.

Shooting the 15 Lootas unleash the pain and dakka my Tervigon to death killing it off. The unit of 5 Lootas blast the 3 wound Carnifex in attempt to support the Deffkopta but do nothing, the Kopta fires and scores a single wound.

In assault Kanz attempt to assault through cover and fail. Kopta manages to assault the Carnifex, the Kopta dies after getting smashed to pieces and the Carnifex is left with a single wound. Genestealers and Boyz fight to the death which sees the Boyz destroyed by sweeping advance and only 3 Genestealers left who consolidate into terrain for cover and to use the ruin to block LOS from the Lootas opposite.

Kill points - Tyranids: 11 Orks: 5



* Tactical Notes

Excellent turn as I've really distant the kill points gap now. The Genestealers have done well and scored me two kill points, but the Warboss was a easy kill which got me another along with the single Kan. Both Koptas also gave points away easily in this turn.

We're only playing until turn 5 as the club is closing soon, so the 'Stealers are out the fight so nothing I can do there. I'll blast the last unit of Kanz and Deff Dread with Hive Guard and use mass devourers from the four monstrous creatures and dakka dakka the two oncoming Boyz units to death. That should give me plenty of kill points if everything goes to plan.


Turn 5

Movement everything holds position.

Shooting Hive Guard blast the last unit of Kanz and cause double explosion killing plenty of Boyz in the process. Other units of Hive Guard blast the Deff Dread, first unit causes stunned again but the other unit makes it go boom! I unleash the Hive Tyrant at a unit of Boyz with a single pair of devourers and paroxysm, psychic test passes and the Boyz are now WS1 and BS1 . Finally I unleash triple Dakkafexes at the unit of Boyz in the crater, they fail morale and fall back and cannot regroup as under half strength.

In assault the Hive Tyrant charges the Boyz and stomps them, but does take a wound in return, the Boyz get destroyed by sweeping advance and the Tyrant consolidates back into the hill terrain.

Orks turn only the Lootas and manage to kill the single wound Carnifex giving Orks a kill point.

Tyranids win with 15 kill points to Orks 6 kill points.

Summary

A interesting game with Jack and it turned out a lot different than I thought. Originally I was going to move up the board but be reserved in my movements so I can counter charge Jack when he comes too close. Whne the Termagants failed to move far enough forward the first turn I changed my plan and decided to hold back, which worked nicely. Jack just really kept walking forward into my guns allowing me to take apart his army piece by piece.

Mistake I made was the dumbass thing of not assualting with the first unit of Genestealers, I just gave up a kill point for nothing there. Also with the HQ Tervigon dead it left a gap in my synapse and on turn 5 the Hive Guard and two Dakkafexes all had to do synapse tests, but luckily they all passed with low rolls.

Jack did the typical Orky thing and came towards me. We did discuss things after game and he said he perhaps should have stayed back like I did and let me come to him, thing is though this may not have worked because he had limited fire power from the Lootas and then grotzookas and rokkits from the Kanz with short range.

I think Jack's deployment was fine but some of his tactics were off. His biggest mistake was not having the Big Mek attached to a unit, that was just a easy kill for me and robbed Jack of his golden unit. His Nobz was practically feed to me as they come to my lines unsupported and due to bad dice rolls they assaulted the wrong unit, but to be fair if they assaulted Hive Guard I would have piled in the single wound Tervigon, more Termagants and a Carnifex to take out that unit anyway - just would have stopped me shooting at them that's all. I think everything else he did was fine, though he should have spent the first 2 turns running and then the third turn waaagh! to pile the Boyz into assault and just swamp my lines, mass Boyz would hae brought my monstrous creatures down with hidden power klaws.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
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Made in gb
Tunneling Trygon






Your army looked pretty closely packed. I'm sure you could space out a little more in deployment without losing any cover saves.

Were you only this packed as you were less worried by Ork shooting or is this standard for you?


"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in gb
Tower of Power






Cannock

It was closely packed but it doesn't matter because the only template weapons where grotzookas and I took care of them easily. I usually put them that close to make sure I can cover saves for the monstrous creatures behind the Hive Guard.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
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Made in gb
Pyro Pilot of a Triach Stalker






Norwich

Why did he only have 2 kans in each squad, not 3?



 
   
Made in gb
Tower of Power






Cannock

Not sure TBH. Jack is on this forum some where, I'll PM him the link to the bat rep and maybe he can tell you himself.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
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Made in gb
Tzeentch Veteran Marine with Psychic Potential





Stafford

woodbok wrote:Why did he only have 2 kans in each squad, not 3?


Here I am.

I usually only play up to 1500 points, where I dont really have the points for 9 kans, so I was lacking the models to use for my game against mark. I could have swapped out the deffdred for more; I dont usually run him, cos theyre a bit crap, but I thought I'd break him out incase he could tarpit some stuff or skorch some little bugs. To no avail unfortunately.

As for two kans in a squad as opposed to 3, its good for KFF as you only need one kan under the template for your 4+ save, also I'd put some points which would otherwise have gone on kans into 3 outflanking deffkoptas.

=====Begin Dakka Geek Code=====
DQ:80-S---G+MB-I+PW40K00#-D++A+/fWD-R++T(M)DM+
======End Dakka Geek Code======

"I just scoop up the whole unit in my hands and dump them in a pile roughly 6" forward. I don't even care."

- Lord_Blackfang on moving large units


 
   
Made in gb
Pyro Pilot of a Triach Stalker






Norwich

somecallmeJack wrote:

As for two kans in a squad as opposed to 3, its good for KFF as you only need one kan under the template for your 4+ save, also I'd put some points which would otherwise have gone on kans into 3 outflanking deffkoptas.


No, FAQ - Only the kans within 6" get the cover.



 
   
Made in gb
Tzeentch Veteran Marine with Psychic Potential





Stafford

I thought it was 50% or more of the unit. (so 2/3 kans in a unit of 3, just 1 in a unit of 2)

=====Begin Dakka Geek Code=====
DQ:80-S---G+MB-I+PW40K00#-D++A+/fWD-R++T(M)DM+
======End Dakka Geek Code======

"I just scoop up the whole unit in my hands and dump them in a pile roughly 6" forward. I don't even care."

- Lord_Blackfang on moving large units


 
   
Made in gb
Pyro Pilot of a Triach Stalker






Norwich

No.



 
   
Made in gb
Tzeentch Veteran Marine with Psychic Potential





Stafford

My bad.

=====Begin Dakka Geek Code=====
DQ:80-S---G+MB-I+PW40K00#-D++A+/fWD-R++T(M)DM+
======End Dakka Geek Code======

"I just scoop up the whole unit in my hands and dump them in a pile roughly 6" forward. I don't even care."

- Lord_Blackfang on moving large units


 
   
Made in us
Liche Priest Hierophant






Wrong again. Only Kanz within 6" benefit from the KFF Obscurement. However, that does not mean that Kanz then ignore the Squadron cover rules. Which means that, yes, if one out of two are in KFF range, both have the 4+. What the FAQ clarified was that when you have a Squadron of 3, and only 1 is in KFF range, the other two do not benefit from the 4+ save (though it says nothing about a 5+.)

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

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Made in gb
Hurr! Ogryn Bone 'Ead!




the above poster is correct only those directly under the force filed count as obscured and you need 50% for the unit to be obscured ( not the rules say only those under count as obscured not only those under get the save as either the whole unit gets a save or no one does)

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Made in us
Liche Priest Hierophant






Was expecting a lot more walkers, to be honest. I mean, he could have had 2 Dredds as Troops, and 9 Kanz...

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

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in us
Lone Wolf Sentinel Pilot






Philadelphia

Pictures go bye-bye?

 
   
Made in gb
Tower of Power






Cannock

somecallmeJack wrote:I thought it was 50% or more of the unit. (so 2/3 kans in a unit of 3, just 1 in a unit of 2)


You are correct Jack. You need 50% of the unit covered, so if you have 2 Kanz like yourself you need just 1 covered, which you did. If you have 3 Kanz per unit like me then you need 2 Kanz covered. The Kanz still follow squadron rules so need 50% of the unit covered.


Automatically Appended Next Post:
Anvildude wrote:Was expecting a lot more walkers, to be honest. I mean, he could have had 2 Dredds as Troops, and 9 Kanz...


TBH I used that name. I didn't know what to put so thought that was good, after all it's walkers and a horde. Personally I run 9 Killa Kanz and no Deff Dreads, because they are gak

This message was edited 1 time. Last update was at 2011/09/05 14:43:50


warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Liche Priest Hierophant






The generally accepted name for that 'style' of Ork army is Kan Wall.

See, that's one of the interesting things about Ork meta and internet lists that's different from other armies- Ork Meta lists are more styles of play than actual specific models or units.

A Kan Wall is any army that uses Walkers (or possibly other vehicles- there's been speculation on using Buggies for the same purpose) as an anti-shooting shield in front of a large horde of basic troops.

Battlewagon Bash is any fully mechanized list with a majority of Battlewagons. Trukk Spam is the same, only more Trukks than Wagons. Speed Freeks can be either Bikers, or Trukks, or any mix of the two, just as long as the army is really, really fast. Green Tide is just stuffing as many bodies on the field as possible.

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

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in gb
Tower of Power






Cannock

I know what a Kan Wall is, but this isn't a Kan Wall so that's why I put walker horde because there's walkers and a horde but not true Kan Wall

I think to be fair you can do what you said with any army. There's always the netlists like Angel spam which uses Baals or Predators, but I use Vindicators instead. There's Dark Eldar Venom spam which tend to use Wyches but I used Beastmasters instead. Every list someone can put their own twist on things.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Liche Priest Hierophant






See, that's the thing. It is a Kan Wall. Or at least, it has the makings of one. If you're not running the Walkers in front as a bullet sponge then it's just a basic Horde, or Tide army- just with a little more stompy than usual.

And I'm not really trying to argue what kind of army it is, either. Was just saying, "Walker Horde" in an Ork army leads you to expect 11 Walkers.

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

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in gb
Tower of Power






Cannock

It's definately the makings of one, but not a fully blown big daddy Kan Wall .

I actually meant walkers & horde

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
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