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Made in us
Boom! Leman Russ Commander





Ohio

HQ

CCS 150pts
lascannon
regimental standard
Melta gun
chimera

Troops

x2 PCS 80pts
x2 Autocannon

x3 Infantry squads 215pts(blobbed)
x3 auto cannons
Commissar

x2 Infantry squads 140pts
x2 lascannons

Chimera


x3 Infantry squads 240pts(blobbed)
x3 melta bombs
x4 power axes
Commissar

Elites

Stormtrooper squad 105
x2 melta guns

Stormtrooper squad 105
x2 melta guns

Heavy Support
x2 LRBT

x2 LRBT

x1 LRBT

camo netting on 3 tanks(need advice do I have 1 squadron and the single tank sit back behind the line while one squadron moves out with blob or do i switch it up with 1 squadron behind the line and the other 3 tanks move out)


Fortification

Aegis defence line 100pts
Quad Gun

2000pts on the dot if im correct. For now I am using all my infantry so that is why I have 5 LRBT(also because I love them) but once I get more infantry squads I will drop another tank. So Im still running with standard gunline.. Any ideas, what could I fix up or change arount?

Comments welcome!



This message was edited 6 times. Last update was at 2012/12/06 01:51:18


 
   
Made in au
Hardened Veteran Guardsman




Welcome to weight watchers, where we trim down the fat and make you a lean mean killing machine!

I would get rid of the boltgun on your company commander, as many of the upgrades.

Mixing special weapons and heavy weapons in the same squad (or even combined squad) makes for limited flexibility to your army, either you move in close and blast things with plasma or sit back with lascannons and your plasma is useless.
Another thing, plasma weaponry I would suggest, is not good for guard, because you are entrusting a very expensive upgrade with something that can't withstand much fire power, trust me, that squad will be obliterated.

I would only take three battle tanks in 3 squadrons. get rid of the heavy stubbers, in the new edition, you will only be able to snap fire with them.

Already, you have an extra 250+ points (CCS, LRBT, Heavy stubbers, plasma guns etc) to play with and you can get so many men for that.


Generally, it is best not to go over board with upgrades with any army, but guard especially, we have cheap units and they become more expensive than space marines (slight exaggeration).

Hope this helped.

Now ve vill test za atomic device, put your safety goggles on.  
   
Made in us
Boom! Leman Russ Commander





Ohio

I could do without the boltgun, stubbers, and plasma guns on the lascannon squads but what would you suggest the 40man blob be armed with then, melta guns? I havent found flamers to be very useful and typically when I play at my local gaming store I play against chaos marines the most and also daemons, sometimes them allied together. Other armies are sometimes guard and necrons. I wanted to stay with the typical gunline and my LRBT have done well for me as I usually run 2 squads of 2 and a manticore but the manticore is like super targeted and usually dies fast so I figured I would add more battle tanks although I am inclined to using a different varient thats not to cost expensive(probably demolisher). I like the theme of heavy armor and lots of foot soldier so thats where Im trying this list out. Storm troopers are in because im really trying to use my models although I know they are suicide but great for antitank. I tried throwing in plasma guns where I can because those s7 ap2 shots are great for killing marines when they hit.
What suggestions would you change the wepons for?

 
   
Made in au
Hardened Veteran Guardsman




I tend to find that weight of fire is enough to kill even terminators, if you leave your guardsmen with little or no upgrades, then you can get more of them and having an extra 10 guardsmen may not seem a lot, but it beats the upgrades any day. I have seen games where terminators survive melta guns and plasma guns only to be killed by lasguns.

Of course, if you have to upgrade them, then it would be for the sole purpose of taking out AV14 vehicles, upgrade them with melta bombs.

As for the manticore, it deals out a lot of punishment, but to keep it alive, give it camo netting and take an Aegis defence line.

Camo netting
Melta bombs

petty the only upgrades I would suggest taking. In fact, it's a 3+ cover save with camo netting and an Aegis defense line.

An infantry heavy army should worry about a 40 man blob, even un upgraded, especially un upgraded, it's cheap nigh unstoppable cannon fodder, make sure you shove a commisar in it (which I'm sure you have, reading the list).

If you were looking for anti vehicle options, I would get a couple of vendettas or a few HWS lascannons.

Trust me, most guard upgrades may sound good, but remember, you are giving a toughness 3 armour (armor) save 5+ 1 wound weapon skill 3 soldier a valuable upgrade. 20 points spent on a guardsmen!!! That is heaps!!! Yes, they have to get through a few guys to get to him, but you'll start running extremely expensive units, which isn't good.


Anyway, enough rambling.

Hope this helps.

This message was edited 1 time. Last update was at 2012/12/03 02:42:11


Now ve vill test za atomic device, put your safety goggles on.  
   
Made in au
Despised Traitorous Cultist




Australia

Another awesome idea, i reckon is this. Ally the guard with a marine army, then take two cheap 50 man blobs (no upgrades) and then use their heavy support slot to take a leman russ squadron, or basilisks.

Then points permitting, you can get heavy weapons or special weapons teams for your guard.

Why do i suggest them as allies to space marines you ask? well a guy at our local hobby store, told me that a marine character confers the Know no fear special rule if he is attached to a squad of Guard. 50 guard that know no fear? YES PLEASE

With bolter and blade we murder our foe. Death to the false emperor.  
   
Made in au
Hardened Veteran Guardsman




 gmatthews wrote:
Another awesome idea, i reckon is this. Ally the guard with a marine army, then take two cheap 50 man blobs (no upgrades) and then use their heavy support slot to take a leman russ squadron, or basilisks.

Then points permitting, you can get heavy weapons or special weapons teams for your guard.

Why do i suggest them as allies to space marines you ask? well a guy at our local hobby store, told me that a marine character confers the Know no fear special rule if he is attached to a squad of Guard. 50 guard that know no fear? YES PLEASE


Ah yes, you are obsessed with that... good reason too though. I question however, how many points are you detracting from your main force by doing this? Will it mean that you weaken considerably the amount of firepower you can unleash? Really, allying for the sake of allying isn't worth it, it must be able to fill a niche that your army is lacking. I.E some close combat demi god in the case of guard.

This message was edited 1 time. Last update was at 2012/12/03 02:20:50


Now ve vill test za atomic device, put your safety goggles on.  
   
Made in au
Despised Traitorous Cultist




Australia

Teddy183 wrote:
 gmatthews wrote:
Another awesome idea, i reckon is this. Ally the guard with a marine army, then take two cheap 50 man blobs (no upgrades) and then use their heavy support slot to take a leman russ squadron, or basilisks.

Then points permitting, you can get heavy weapons or special weapons teams for your guard.

Why do i suggest them as allies to space marines you ask? well a guy at our local hobby store, told me that a marine character confers the Know no fear special rule if he is attached to a squad of Guard. 50 guard that know no fear? YES PLEASE


Ah yes, you are obsessed with that... good reason too though.



I am obsessed with it. But that is because it would be purely amazing.

With bolter and blade we murder our foe. Death to the false emperor.  
   
Made in au
Hardened Veteran Guardsman




Know no Fear, they know no, no, nobody knows no fear, no, no.

Now ve vill test za atomic device, put your safety goggles on.  
   
Made in au
Despised Traitorous Cultist




Australia

Not to many points, for those 100 guard, you are spending a mere 500 points. two platoon commands with no upgrades, is another 60. and then a primaris, 70pts. 3 basilisks and its a total of 1005pts. Worth it IMO


Automatically Appended Next Post:
or even better, a company command for 50pts (no upgrades)

This message was edited 1 time. Last update was at 2012/12/03 02:28:03


With bolter and blade we murder our foe. Death to the false emperor.  
   
Made in au
Hardened Veteran Guardsman




Why would you put a primaris in there? 70 points for a glass cannon that is only useful against hordes and he already has a horde of his own.

Now ve vill test za atomic device, put your safety goggles on.  
   
Made in au
Despised Traitorous Cultist




Australia

I did say a company command could be even better. Especially since they give orders. 100 guard. first rank fire second rank fire.

With bolter and blade we murder our foe. Death to the false emperor.  
   
Made in au
Hardened Veteran Guardsman




You made no mention of the command squad. :(



Now ve vill test za atomic device, put your safety goggles on.  
   
Made in au
Despised Traitorous Cultist




Australia

But to get back on topic, i like the above list. I would probably swap the powerfist for a power axe. Company command shouldn't be getting close to vehicles, but the axe will be good against teminators. Replace the bolt gun with a bolt pistol, so you can get the extra attack in close combat. Other than that, i think it is a good solid list.

With bolter and blade we murder our foe. Death to the false emperor.  
   
Made in au
Hardened Veteran Guardsman




If you want a solid list, it's fairly descent, but I think it just needs a few tune ups. I'm curious, why do you run the LRBTs in squadrons of 2? oh and don't forget my other suggestions.

Now ve vill test za atomic device, put your safety goggles on.  
   
Made in us
Boom! Leman Russ Commander





Ohio

Well I prettty much run them in squads of 2 to try and get more in there. It is my favorite unit and most of my opponent realize and know that it can mess their marines up badly so I try to run as many as possible but it also has to be reasonable with the points. My name pretty much states what I love lol. I wwould prefer running a mech list but im not too much of a fan of running massed chimeras with plasma and melta guns as that will be a lot more for me to spend as I only own 3 chimeras. I thought about getting more hell hounds because I have 1 and as it is the guard way it is better to bring more than 1 preferably in 3's. Ive found that running foot guard with heavy support is what i like to runn as if the enemy gets close to my tanks I can use the infantry to bubble wrap the tanks. Once I actually finish my other tanks it is also common to play at 2500pts so I will probably run a double FOC mech list with lots of leman russes but I also need to get more chimeras for that.

I would also agree with you that weight of fire also tends to kill more termies than the plasma or melta shot. The only reason I have my company commander built as he is is because i used bits from a lot of different sprues and made this really cool looking commander but then realized its more of a waste of points. I use the power fist because as hes already striking at in1 the axe will give him s5 where for 5 points more he will be at s6 but the bolt pistol and axe would then also give him that extra attack...damn i thought i had a good looking commander that was useable, TIME for some modding lol.

I do have commissars included in the list. Currently I only own 1 but I am working on atleast 2-3 more as I tend to use commissars for any blob I run because even in a 20man squad the enemy assaults and kills 4 of my guys and I kill 1 or 2 marines at the most and then because I lost by 3 I just lost 17 guardsmen. I hate how that works and I just prefer small 10 man squads or blobs with commissars.

I have thought of running a marine army and I do have some blood angel units but it currently is nothing much yet. I have dante and his sanguinary guard, 5 death company, chaplain and a priest so it really isnt much. I am planning on 4 more death co and putting them and a chappy in a pod. The only problem I find with allies is that it seems that guard is just better off just going their own as they have units for about any roll needed. except a good psyker. I never ran the primaris nor would I know how to run him.

Cant you only use melta bombs and grenades against monstrous creatures and vehicles?

The advice is great so far, much appreciated !


Automatically Appended Next Post:
Also as a side note a friend of mine runs tyranids and he has 2 flyrants. He uses the biomancy psychic power which increses Strength and toughness and I found out that s3 cannot hurt t7 or better. It was sad when weight of fire did not work for me in that game although I did win in the end.

This message was edited 1 time. Last update was at 2012/12/03 05:59:14


 
   
Made in au
Hardened Veteran Guardsman




tankboy145 wrote:
Cant you only use melta bombs and grenades against monstrous creatures and vehicles?


To quickly answer your question, you can use meltabombs against vehicles and MC's. As of yet, I don't think there are rules about throwing grenades, I think the reason, is that for such a small thing, it would actually put tyranids at a disadvantage as they have no grenades that I'm aware of.

Ok, so weight of fire isn't going to get you through every time, but, just think of his MC's as vehicles and that should make it easier to not get upset that 120+ shots won't do anything.

Well, we all love tanks, so I'll show you my list.

2000 points
HQ
Company Command Squad- Melta bombs- Chimera replace Heavy Bolter with Heavy Flamer 110 points

Troops
Platoon Command Squad- Chimera replace Heavy Bolter with Heavy Flamer
85 points
Infantry Squad- Melta bombs- Chimera 110 points
Infantry Squad- Melta bombs- Chimera 110 points
Infantry Squad- Melta bombs- Chimera 110 points
Infantry Squad- Melta bombs- Chimera 110 points

Platoon Command Squad- Chimera replace Heavy Bolter with Heavy Flamer
85 points
Infantry Squad- Melta bombs- Chimera 110 points
Infantry Squad- Melta bombs- Chimera 110 points
Infantry Squad- Melta bombs- Chimera 110 points

Fast attack
Vendetta 130 points
Vendetta 130 points
Vendetta 130 points

Heavy Support
Leman Russ Battle tank- Camo netting 170 points
Leman Russ Battle tank- Camo netting 170 points
Leman Russ Battle tank- Camo netting 170 points

Fortifications
Aegis defence line 50 points

As you can see, that I have managed through weight of fire given even MC's a nasty time.

(Sorry, I just had to show off me list. )


Now ve vill test za atomic device, put your safety goggles on.  
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Yeah, I don't get it. Why are you playing a 2000 point game with only one force-org chart?


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Boom! Leman Russ Commander





Ohio

Thats a nice list and I would have lots of fun playing that, but as mentioned in post before I am unfortunelty stuck with 3 chimeras. I also dont run double FOC because as im trying to go foot horde with heavy support that woulld require 4 Platoons and at that point I wouldnt even have the points to run many leman russ. If I also tried running the mech vet spam I would also be heavily low on special weapons, currently working on that though

So against my friend I could fix it up to include melta bomb against him. But against chaos marines I am generally challenged and lose my sergeants fast.

I love running the leman russ's with netting. I dont know how many times my opponents have been so angry with my tanks when that 3+ save behind the wall just nerfs most of their shooting.

I will try to change up the list soon but if not I will change it up tonight after classes!

 
   
Made in gb
Frightening Flamer of Tzeentch





UK

Not everyone agrees with double force slots so have house ruled it so you can only have one.

Thousand Sons CSM and Tzeentch Daemons : 2000pts
Imperial Guard Mixed Regiment: 2500pts
Deathwing/Ravenwing 2000pts (WIP)
Space Wolves: 1000pts (WIP)
 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

But this isn't like forgeworld where it's entirely omitted from the rules. 6th edition says that you should use one force org for games up to 1999 points, and two force orgs for 2000+. Those are the rules for force organization.

You might as well have a house rule that says that anyone can take 4 HQ's or that elites choices are scoring. If you're going to follow force org, though, follow what the rule book says for force org.

Or don't play 2000+ point games.

I mean, I agree with GW, limiting yourself to only one force org at 2000 points favors some armies more than others.


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Boom! Leman Russ Commander





Ohio

It says you can double you FOC at 2k+ doesnt say you should. The list im trying to run doesnt seem very possible running at double FOC as running 4 platoons doesnt seem too great as Im still looking at the heavu support of leman russes and when you run 4 platoon you will have 4 PCS and I hate having those personally just because they are easy kill points, Yes they allow multiple special weapons but with bs 3 its not much help and would be a waste of points. If I was going mech guard I would love to do double FOC but as earlier mentioned I really dont have the chimeras to do so and I dislike running vets on foot.

Im going to take out some of the useless points in the list above and see what I have left.

 
   
Made in us
Boom! Leman Russ Commander





Ohio

Any ideas with 290pts left? Where am I lacking?

 
   
Made in au
Hardened Veteran Guardsman




Yes, you MAY take an extra detachment or something along those lines.

Oh good, I noticed that you now have 3 squadrons of LRBT instead of 2.

Now, I know that I said that most upgrades are a waste of time, or something like that, but the upgrades I'm talking about are just tiny upgrades, (points wise)

Anyway, 290 points....

Another Leman Russ?

Camo netting on all your Leman Russes, stick them behind the Aegis for 3+ cover save.

So that is 250 points. 40 points left.... hmm krak grenades or melta bombs on the blob, this prevents pesky walkers tying up the horde also, grenades can be used agaisnt MC's, or at least melta bombs can, don't quote me on the grenade thing. That is 20 points (if you decide between the two, 40 points if you decide both)

I'm assuming it is only one for now, so that is 20 points left.

Now, for 20 points, you could grab a few um... I have no idea!

Five Leman Russes.... excessive? Hardly. XD I only suggested the Leman Russ, because apparently you love them.


I personally would get a few Vendettas.

I'll have a more thorough look at your list later to see where you are lacking.

This message was edited 3 times. Last update was at 2012/12/04 22:03:06


Now ve vill test za atomic device, put your safety goggles on.  
   
Made in us
Nasty Nob on a Boar






Inside of a CRASSUS ARMOURED ASSAULT TRANSPORT

I like it, but I feel like you could use a little more punch in your command squads. Maybe medkits or weapons?

 angel of ecstasy wrote:

You take a dump, you flip through the Dark Eldar codex, the concept art for Lelith Hesperax shows up and you pee on the floor.


2000  
   
Made in us
Boom! Leman Russ Commander





Ohio

Played a doubles game today, realized I only had 4 LRBT ready to go instead of 5. Im also a bit shorter on Infantry than I realized as well so this is the list I ran.

CCS
regimental standard
Powerfist
Astropath

Troops

x2 PCS
x2 Autocannons

x3 Infantry squads
x3 Autocannons
Commissar

x2 Infantry squads
x2 lascannons
x2 plasma guns

x3 Infantry squads
x3 plasma guns
Commissar

Elites

Storm troopers x2 meltas
Storm troopers x2 meltas

Heavy Support

x2 LRBT
x1 LRBT
x1 LRBT

Fast attack

Vendetta
Vendetta(I actually forgot I had the vendettas in my list so I didnt use them as I found out after the game)(still won the game though without the 2)

Fortifications
Aegis defence line
Quad gun

So with that I have 25pts left over and I didnt even use the vendettas so we were out 255pts. My ally was dark eldar and we were up against black templars and chaos marines with daemon allies. We played kill points and I was very surprised we still won. We pretty much tabled our opponents.

For the CCS I have the lascannon on them to fire at enemy armor. Because if I throw any other weapons on them it they wouldnt be able to fire at the vehicles, unless I put melta guns in there. I have tried the medic but since the guardsmen are only toughness 3 the medic seems pointless from when Ive used them.

I plan on trimming most of the special weapons as I did before, and Im not sure if I want to stick with the Vendettas.

I like the ideas of melta bombs and from what I know grenades can be used against monstrous creatures and vehicles. I think I might even throw power axes on my blob when they run up instead of plasma guns. The weight of fire from those squads also killed multiple terminators but once my squad was knocked around a bit the terminators had the advantage but the game ended turn 5 so they didnt get to finish my squad.

My stormies killed a drednaught and a land raider and killed some marines.

I didnt even have camo netting on my tanks and they all were unharmed in the game although I believe I will give them the netting once I rework the list.

The Original main list has 350points left to fill in. What are some options. Im considering the melta bombs on the sergeants as well as possibly giving power axes to the sergeants as well, good idea?

I will probably give camo netting to 2 of the tanks as I will probably use 2 of them to advance and give the blob cover so the blob isnt killed off. Once the enemy is in range I will have the blob move ahead of the 2 tanks so the tanks are then protected so they then can give cover fire for the blob to capture objectives as well as deal some hurt.

This message was edited 1 time. Last update was at 2012/12/05 04:21:33


 
   
Made in au
Hardened Veteran Guardsman




 TheAngrySquig wrote:
I like it, but I feel like you could use a little more punch in your command squads. Maybe medkits or weapons?


medikit is 30 points, you could give every squad krak grenades or melta bombs, you could take a lascannon and have 10 points... I think as I have said, guard upgrades for the most part, make little sense (to me at least), IMHO, Guardsmen are expendable and trying to save them is just wasted points, I only see it being useful at times when the warlord is slain (Feel no pain of course fixes that), but if your Company Commander is killed, then that probably means that everything else has been killed.

Anyway, back to Tankboy.

I'm surprised actually that you took the vendetta, the only reason I use them, is because I am otherwise lacking on anti tank weaponry.

Melta bombs, do it, with a squad the other day, I took a Hellbrute on and would have won with that squad (immobilised the sucker though), if the game hadn't ended (turn 3, we ran out of time :( ) It is on 5 points, mind you. As for power axes, I have no idea, I suppose so, remember, it loweres their initiative and you want to bey hitting first whenever you can, though I have no idea, go ahead, see if it works.

So without the Vendetta and the Astropath (I like the idea of my flyers coming in later to counter my opponents flyers and vehicles) that is 160 point and then some....

I will probably give camo netting to 2 of the tanks as I will probably use 2 of them to advance and give the blob cover so the blob isnt killed off. Once the enemy is in range I will have the blob move ahead of the 2 tanks so the tanks are then protected so they then can give cover fire for the blob to capture objectives as well as deal some hurt.


Sounds like a plan.


Well, seeing as vendettas didn't work out for you, (though you might want to play test them a little more).

Gosh... I'm scraping the barrel for ideas, maybe give the platoon that is not being a blob, Chimeras. That should get you close to what you need for 2000 points.

This message was edited 2 times. Last update was at 2012/12/05 08:41:15


Now ve vill test za atomic device, put your safety goggles on.  
   
Made in us
Boom! Leman Russ Commander





Ohio

I ran the vendettas anyways because I hadnt made up my mind yet on what I was gunna do with the list so I combined my old list with this one and it did good and the vendettas would have helped me but I forgot they were even in my list lol oops. But I also figured with 2 vendettas and 2 stormy squads if I got that all in at once it would decimate whatever my opponent has on the board as my gunline is already a big threat behind that line. But I will probably drop the vendettas so I can get more boots or armor on the ground.

As for the axes guardsmen are only initiative 3 and most of my opponents will strike before me and in a blob there will be plenty of other guardsmen to die so the sergeants get their axe attacks. (will only give the power axes to the blob thats moving up) I think the other blob with auto cannons will probably only have autocannons. I will probably put the CCS in a chimera to enhance the survivability. But the 2 PCS I have around the quad gun for them to man as I want the 2 Infantry squads with lascannons firing at more heavier armor that would be difficult for the quad to damage. So I could even put those 2 lascannon squads in chimeras for better protection and armor.

Melta bombs seems like the go to route already so I will include them in.

As for the tanks I will have 4 for now and I will try the camo on 2. so I will have 2 tanks in a squadron and 2 that are each by themselves. Would it be better to have the squadron moving out with the blob or the 2 that are separate so the enemy has more units to kill? not sure what would be be.

I got some work Ive got to take care of today but I will type up a list later today when I get the chance and we will see where we can go from there! Thanks againt for all the replies it has been very helpful.



 
   
Made in au
Hardened Veteran Guardsman




YES! MELTA BOMBS!

Don't forget, you can have the Chimeras attached to a squad and then deploy them separately.

They are a low initiative, but against Necrons, they strike first, if you give a sergeant a Power axe, they strike last. Am I missing something, does the axe give the user a strength bonus when using that weapon?


This message was edited 1 time. Last update was at 2012/12/06 01:23:39


Now ve vill test za atomic device, put your safety goggles on.  
   
Made in us
Boom! Leman Russ Commander





Ohio

Yes the axe give +2 strength and ap1 i think maybe ap2 I dont have the BRB on me but axes are great from what I hear.

I will work on the list and I will have it posted up in a couple hours.

 
   
Made in au
Hardened Veteran Guardsman




I can't wait.

Now ve vill test za atomic device, put your safety goggles on.  
   
 
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