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Made in gb
Yellin' Yoof on a Scooter




Earth

I haven't had a chance to test this out but do huge units still manage to get to the enemy or will I have to buy a bunch of trukks. Let's just say it's an 1000 point game (reasonably low points). I feel that the trukks would just be a waste of points as it only gets 10 boys where you want them an it's not exactly guaranteed with armour 10 all around, and battlewagons are too many points to use as a simple transport.

CHAOS 4000 points 11 wins 1 loss

DAH ORKZ 1000 points 5 wins 2 losses

NIDS 750 points 3 wins 1 loss  
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

At 1k point games my list would be like following,
Big mek KFF, burna 'eavy armor. cybork.
3x 20boyz footslogging with shootas 1 nob bp/pk each and a big shoota in each group to.

10 lootas in the back

2 dakkajets with extra supa shoota.

Made a draw against GK, won over blood angels 3 times normal SM codex once. lost against tau, (playing big guns never tire) forgot that killing his heavy suppourt suits.. gives killpoints thus i focused more on his forces holding the objectives bad call and a loss against a Necron player as i did not expect he bringing a monolith. But that's what iv'e done so far with my 1k army at sixth eddition

But yeah back to point, Footsloggin works allot better for me unless i play bigger i can field the boyz in battlewagons for transport with a Deffrollah <3 trukks... i only find good for MANZ (mega armor nobz) they get up fast and get's to charge fast.

This message was edited 1 time. Last update was at 2012/12/12 21:55:07


Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in us
Sneaky Kommando





I've never used Trukks in 6th but I know some people swear by them. They barely survive one turn and hold a very small amount of boyz who will die or flee quickly. I'd rather just do foot-slogging or put groups of 20 Shoota boyz in Battlewagons.

I hear some people use them as a MANz rocket to get them up the board quickly but I'm a little hesitant to risk higher point units by putting them in a trukk. You have to bet big to win big I guess.

   
Made in gb
Yellin' Yoof on a Scooter




Earth

Thanks for the I've seen alot of people on here put down the footsloggin units and I'd rather not put all my hope into a ten man squad in a vehicle that be mown down by a bolt pistol.

CHAOS 4000 points 11 wins 1 loss

DAH ORKZ 1000 points 5 wins 2 losses

NIDS 750 points 3 wins 1 loss  
   
Made in us
Lead-Footed Trukkboy Driver



Oklahoma

Trukks are really only good for carrying Nobz or mega nobz. everything else is too fragile including the trukk.

for manz, I run them min squad size with a mega warboss and go to town on enemy vehicles once they are in range (which they are by turn two. that frees up units inside those vehicles (if there are any) to get shot up by the 30 strong boyz units that are only 25 points cheaper.

sure you most likely lose first blood (unless your lootas pop one of their vehicles first) but with careful positioning, you can keep them from being popped before they get close enough to your opponent to get into assault range.

If you have to run vehicles the BW is the choice (imo) for carrying boyz, but I find that the new S4 hit from blowing up (and mine do, a lot, everyone manages side or rear armor these days) leaves me losing 8 out of 20 boyz and not really any better than had I kept them in a Trukk.
   
Made in us
Regular Dakkanaut




Paitryn wrote:
Trukks are really only good for carrying Nobz or mega nobz. everything else is too fragile including the trukk.

for manz, I run them min squad size with a mega warboss and go to town on enemy vehicles once they are in range (which they are by turn two. that frees up units inside those vehicles (if there are any) to get shot up by the 30 strong boyz units that are only 25 points cheaper.

sure you most likely lose first blood (unless your lootas pop one of their vehicles first) but with careful positioning, you can keep them from being popped before they get close enough to your opponent to get into assault range.

If you have to run vehicles the BW is the choice (imo) for carrying boyz, but I find that the new S4 hit from blowing up (and mine do, a lot, everyone manages side or rear armor these days) leaves me losing 8 out of 20 boyz and not really any better than had I kept them in a Trukk.


Ya I use BW for my boys but I am really reconsidering them because of the str 4 blasts. Most the time they are hit by a lascannon or dark lance or some other ap2 weapon so it's really easy to blow em up now and you lose half of whats inside. Doing away with the -1 str for open topped really hurt orks bad. Hopefully they will get a special rule in our next dex that or giving all ork transports the ramshackle rule if it stays str 3.
   
Made in us
Tough-as-Nails Ork Boy




Italy

I've changed my mind about trukks, personally.

I was able to rocket two trukks up the long side of a board to have them engage devistators on the next round, freeing me to march my mobs up field with no real worries about withering bolter fire.

Trukk boyz make perfect, immdieate threats that HAVE to be dealt with, easing pressure on your mobs and other support elements.

Current Armies:  
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

I would limit the trukks down to a nob mob or something that wont get cut down so easily at that small of a number. for small matching footslogging is what orks do best. with shootas on the trukks it can be pretty viscious because they can all shoot out of the open top but then again I personally dont like that 1 in 6 chance of them all taking wounds

 
   
Made in us
Killer Klaivex




Oceanside, CA

An opponent of mine switch to 'ard boyz and MANZ for his trukks, and normal boyz for the battle wagons.
His Kult of Speed is 5 units of 3 MANZ, all in trukks (2 as troops), 12 'ard boyz in trukks, 3x20 boyz in battle wagons, and 2x Mega Armor Warboss.

It's all about target saturation. Turn 1, 6 trukks and 3 battle wagons flat out at you. He's got so many threats you can't stop them all. I think it's all about the 21 power klaws. That's 86 S9 or S10 attacks on the charge if you don't stop them. Even if you get half, it's still a world of hurt.

He tries and puts objectives as close to your side as possible. After all, his whole army is coming at you. Turns 4 and on is him running recently rallied and shot up squads towards objectives. Most opponents don't have enough left to contest.

-Matt




 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in au
Tough-as-Nails Ork Boy




Some Tau World




Automatically Appended Next Post:
pepe5454 wrote:
Paitryn wrote:
Trukks are really only good for carrying Nobz or mega nobz. everything else is too fragile including the trukk.

for manz, I run them min squad size with a mega warboss and go to town on enemy vehicles once they are in range (which they are by turn two. that frees up units inside those vehicles (if there are any) to get shot up by the 30 strong boyz units that are only 25 points cheaper.

sure you most likely lose first blood (unless your lootas pop one of their vehicles first) but with careful positioning, you can keep them from being popped before they get close enough to your opponent to get into assault range.

If you have to run vehicles the BW is the choice (imo) for carrying boyz, but I find that the new S4 hit from blowing up (and mine do, a lot, everyone manages side or rear armor these days) leaves me losing 8 out of 20 boyz and not really any better than had I kept them in a Trukk.


Ya I use BW for my boys but I am really reconsidering them because of the str 4 blasts. Most the time they are hit by a lascannon or dark lance or some other ap2 weapon so it's really easy to blow em up now and you lose half of whats inside. Doing away with the -1 str for open topped really hurt orks bad. Hopefully they will get a special rule in our next dex that or giving all ork transports the ramshackle rule if it stays str 3.




Why would you want the ramshackle rules Orks take wounds everytime the vehicle is wrecked not just destrodyed
so everytime a vehicle is wrecked from 3 glancing hits you take 12 str 3 wounds so with the Orks 6+ sv thats 3.3* unsaved wounds
which is proceed by a Ld 8 test ( Ld 9 if your lucky ) everytime so... kult of speed is dead!!!!
but we knew that after reading the 2D6 charge range

nice work GW Can't wait for random Ld in 7ed

This message was edited 4 times. Last update was at 2012/12/15 04:59:30


all ur base are belong to da

all the armies i used to beat b4 6ed




 
   
Made in us
Regular Dakkanaut




Ya was not thinking of wrecked was thinking of explodes results which seems to be what I get most of the time but ya wrecked results killing boys would suck to so maybe change ramshackle to not do anything on wrecked =P
   
Made in us
Flashy Flashgitz




USA

Correction: You don't take Wounds, you take hits. Which need 5s to wound. Plus, if you roll a 5+ on each of the Ramshackle rolls, you're simply Wrecked.
Let's face it, an open topped AV10 vehicle is very likely to explode in the first place. Compare with a DE Raider; same configuration, AV10 all round, open topped. When it explodes, the poor T3 DE take S4 hits, which royally screws them over. The Ramshackle rule is highly beneficial to the Orks, especially if you Kareen! or Kerrunch! closer to the enemy.
Plus, you shouldn't examine individual units. You can really spam Trukks, which is how they become effective. I'm not saying that BWs are ineffective (especially with 20 Shoota Boyz in them; that thing is sweet), but they're expensive and they're slower than Trukks. Both deserve consideration. As a rule of thumb, if you want to go dakka, BWs are your Boyz' transport of choice; if you want to go choppy chop chop, you're better off with Trukks IMO.
BTW, don't put MANz in Trukks. The Trukk will get popped in Turn 1, and then good luck getting the MANz into combat.



"Get'em boyz! Dakka dakka dakka! WAAAGH! DA ORKS! WAAAGH!" -Rotgob

Is Kharn a Commissar that kills enemies or are Commissars Kharn wannabe's who don't have the balls to kill enemies? 
   
Made in us
Regular Dakkanaut




Hedkrakka wrote:
Correction: You don't take Wounds, you take hits. Which need 5s to wound. Plus, if you roll a 5+ on each of the Ramshackle rolls, you're simply Wrecked.
Let's face it, an open topped AV10 vehicle is very likely to explode in the first place. Compare with a DE Raider; same configuration, AV10 all round, open topped. When it explodes, the poor T3 DE take S4 hits, which royally screws them over. The Ramshackle rule is highly beneficial to the Orks, especially if you Kareen! or Kerrunch! closer to the enemy.
Plus, you shouldn't examine individual units. You can really spam Trukks, which is how they become effective. I'm not saying that BWs are ineffective (especially with 20 Shoota Boyz in them; that thing is sweet), but they're expensive and they're slower than Trukks. Both deserve consideration. As a rule of thumb, if you want to go dakka, BWs are your Boyz' transport of choice; if you want to go choppy chop chop, you're better off with Trukks IMO.
BTW, don't put MANz in Trukks. The Trukk will get popped in Turn 1, and then good luck getting the MANz into combat.

Reserve the trukk with MANz come on from table edge and flat out. That's if there is no LoS blocking terrain to hide the trukk behind in turn 1.
   
Made in us
Lead-Footed Trukkboy Driver



Oklahoma

I can usually get the manz where they need to be easily if you know how to hide them well enough. It took a lot of practice, but you need to understand what your facing off against, and decide if its best to get them in reserve. if your going first i always put them out there ready for action, but going last Its decision time. I rarely lose initiative (since necrons bonus ini isn't gained on orks) if I start with it, and still often deploy the manz anyway unless its tau with markerlight support (no cover saves is a pain) or someone with enough firepower gunning for it.

but as others have stated, you need to saturate your threats. I run Manz with nob bikers so the combined thread makes both a target, with boyz, lootas, etc. there is a lot that needs to be taken down or its going to put the hurt on the army. Even if I do lose the Manz, the bikers or lootas can deal with most anti tank (except av14 for lootas) and even boyz can deal with them up close.

when my entire army can pop a vehicle, suddenly my manz aren't so scary.
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Really, it depends a lot on how you use the trukks. A trukk mob w/x12, nob, pk,bp, and planks is 152pts. A x20 w/nob pk bp and 2 big shootas is 170, or a x30 same setup is 235.

Yes on the face of it, less boyz is bad. BUT say youre going first. You move 1 trukk 12 inches, then flat out another 12 inches. So on turn 1 youre 24 inches up. Most missions are on the long table edges, with your deployment zone 12 inches from the table edge. So really, your trukks are up 36 inches.

Line Breaker, check.

Where as your foot sloggers are still...........6 inches past their deployment zone.

"but theres far more of them KC!!!" Thats true, I wouldnt argue that 11 boyz and a PK nob would last longer then any foot mob, just wouldnt. But the thin is, if youre spamming trukks, its not 1 trukk that is there, its 2 or 4 or 6. Your goal with trukk mobz is to attack 1 unit with 2 trukks, that basically makes a x22 mob w/2 pk nobz. Challenge? Pfff, ok THIS nob will decline, and be out...while THAT nob is slicing marines or whatever into ribbons. Guess what? Your foot mobs are still taking shots a p[lenty, and are still hiking up the table now.


Also what I do, Ive said this a million times, is run my trukks with buggies, just bone stock buggies to keep price down, though you COULD run them as rokkit buggies, sometimes those rokkits do hit true. But these guys are line backers more then anything AND they ar ejust as fast as trukks. So buggies in front in squadrons of 3, then the trukks behind. Everything moves and goes flat out, BUT the magic here is, turn the buggies sideways to block LOS. A unit cannot hit those trukks if they cannot see it, and IF they can see some, well your getting some cover saves, thanks 30pt buggies! 1 Squadron of buggies can block LOS to 2 trukks easy. And the point of the buggies is to be RIGHT up in the enemies faces, the closer the better. Now your opponent either has to move around the buggy wall, or deal with it. So youve sacrificed your 90pt squadron to save 2 or more trukk mobs. And best part is, they each have 2 HP, so sometimes you luck out and youre left with 1 or 2.


So yes, used correctly trukks can be a beast because they allow your army to be RIGHT THERE asap. And with AV10 spam, youve got between 6 and 9 buggies along with between 4 and 6 trukks, its just to much to deal with. And being that close with trukks really is a good thing, thanks to ramshackle. Ive zipped up closer to the enemy and had the explosion cause casualties to my opponents, thats an obvious plus. Playing trukks, you have to be very aggressive. And MANz missiles are great too, because you hang them back for 3 turns then let them loose. Wait for when everything is about to be in combat or is in combat. It can usually zip across the table untouched. Then its MANz time.

This message was edited 1 time. Last update was at 2012/12/15 12:55:08


 
   
Made in us
Stealthy Grot Snipa






New England

If your trukks are dying as fast as all ye gitz are saying so, then obviously you know not how to use trukks at all.

I recently started up with speed freekz and in the last couple of games against armies like tau, nidz, and meqs, my trukks lived for as long as they needed to or even beyond that.

How I run my trukks is that I only give them a ram. Makes them cheap, which is key. "Why Ram" You ask?. Well I care not for the tank-shock gibberish, I only use that to scare board-edge units off the field. I like the re-roll of terrain tests. The re-roll means you pretty much never have to worry about getting immobilized (It has never happened to me, as snake-eyes are unlikely results). With that re-roll of terrain you can now have ninja-boys. Use the trukk to hug cover and hurdle cover and abuse cover. Terrain is the trukk's best friend as they are the only unit that can really put it to use. You get the obscurement for being behind it and then you can easily jump over it next turn and surprise any naasty gremlins that were all too cocky.

The use of cover keeps em alive and a surprise unit. In addition to cover, decoys and bigger threats keep em safe too. zip some koptas or buggies along side so he has to split fire, take some looted wagons or other ranged support that the enemy can just not ignore. Chances are that he will diss the boys, which is a bad mistake. 11 boys w/ nob and powerklaw may seem like nothing, but they put out a lot of hurt. They easily wipeout units with their volley-charge (especially shootaboys). The boys also can go and assault LMRBTs or Vindicators in a heartbeat. Perhaps you can havea unit of lootas open up a transport so that your dozen boys can easily munch on the insides.

My use of trukks has been pretty satisfying for me. (And this is a guy talking that used to swear by green-tide)

   
Made in gb
Dakka Veteran




Snake Mountain

I love the idea of Trukk boys, but I've never been able to get them to work, I've always found that even if one of my trukks does make it the boys that pile out do little to nothing.

I've always found that my tide of boyz does me a lot better especially shoota boys. Although If anyone can tell me how to run successful trukk boys I'd love to go for it.

I usually run 2-3 trucks backed up by a battewagon or two to provide multiple targets meaning at least one or two squads will make it. I generally tend to have a full squad of boyz in there with a rocket launcher and the nob with a power klaw.

'I'm like a man with a fork, in a world of soup.'

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3DS Friend Code: Rysaer - 5129-0913-0659 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

 Da Kommizzar wrote:
If your trukks are dying as fast as all ye gitz are saying so, then obviously you know not how to use trukks at all.

I recently started up with speed freekz and in the last couple of games against armies like tau, nidz, and meqs, my trukks lived for as long as they needed to or even beyond that.

How I run my trukks is that I only give them a ram. Makes them cheap, which is key. "Why Ram" You ask?. Well I care not for the tank-shock gibberish, I only use that to scare board-edge units off the field. I like the re-roll of terrain tests. The re-roll means you pretty much never have to worry about getting immobilized (It has never happened to me, as snake-eyes are unlikely results). With that re-roll of terrain you can now have ninja-boys. Use the trukk to hug cover and hurdle cover and abuse cover. Terrain is the trukk's best friend as they are the only unit that can really put it to use. You get the obscurement for being behind it and then you can easily jump over it next turn and surprise any naasty gremlins that were all too cocky.

The use of cover keeps em alive and a surprise unit. In addition to cover, decoys and bigger threats keep em safe too. zip some koptas or buggies along side so he has to split fire, take some looted wagons or other ranged support that the enemy can just not ignore. Chances are that he will diss the boys, which is a bad mistake. 11 boys w/ nob and powerklaw may seem like nothing, but they put out a lot of hurt. They easily wipeout units with their volley-charge (especially shootaboys). The boys also can go and assault LMRBTs or Vindicators in a heartbeat. Perhaps you can havea unit of lootas open up a transport so that your dozen boys can easily munch on the insides.

My use of trukks has been pretty satisfying for me. (And this is a guy talking that used to swear by green-tide)




See I run mine with a boarding plank and a PK nob. That way I can drive by claw vehicles. Its good fun and easy to do when you can move so damn far
   
Made in us
Stealthy Grot Snipa






New England

Yeah I could see that, but I do not like spending points on anything else beyond the ram for trukks. The cheaper the better imo.

   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Yea ours come out the same though, I dont use rams on mine, so 5pts for a plank instead.
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

Can a nob do his drive by klaw and then get out and assault? I don't see why not, but I could see this being an issue.

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

I say yes, unless I missed something. You can use the plank for attacks as long as
-Youre within 2 inches of the target vehicle
- Neither vehicle moved more then 12 inches


So yea, If youre say, 8 inches away from a predator, move 6 inches, now youre 2 inches away. Use your plank attacks, smoke it as youre PK attacks would be str9. Then disembark and assault.
   
Made in us
Sneaky Sniper Drone







As a Tau player, I love love love love to see trukks in an ork army. They are practically auto-kills for railguns, and if i whiff a few big hits, i can hit them with any weapon in my army and drop a small squad of orks directly in the open in sight of all my other guns. I would be much more worried about hordes of orks. Even if I kill a decent number of 'em, they can often still do lots of damage to my poor weak fire warriors. Drop trukks. Bring as many greenskins as possible.

"They got ded big shooty guns dat'll kill tons of boyz, but if yer can get near em den ou've got a chance. Just gotta make sure you bring loads of boyz, coz you ain't gonna have a whole lot left when you get close enough ta crump em." -Warlord Skarmork The Great Despoiler

'Tis better to be silent and be thought a fool, than to speak and remove all doubt." -Attributed to Abraham Lincoln, paraphrasing the book of Proverbs. 
   
Made in us
Stealthy Grot Snipa






New England

Well, now that is a toss-up for the "against tau-esque armies".

Hordes of boys will get wittled down to a third or less their number in the 3-4 turns it takes to get to the enemy. By then the war is over and everyone is sitting down for some tea. And when they do get there, the enemy has had a chance to outmanuever and slaughter the lot of boys easily with all the shots (submunition, and then every other tau gun out there).

Trukks on the other hand get there on turn 2. If you have first turn then you have only been shot at once. If you use cover like I do as well, you do not lose that many units at all on the drive over. You have your lootas obliterate any tau infantry or tanks and the boys are mopping up if they haven't killed everything allready. If you are like me and you give your trukkers shootas, you also are firing off shots a plenty before you get there and have a back-up incase you get caught out with no targets.

In my experience, the horde way to go really is just long movement phases and taking buckets of boys off the table to get the same number of boys into combat as the same number of points worth of trukk-mobs would, but in double the amount of time.

My only problem with trukks is that they are free KPs.

This message was edited 2 times. Last update was at 2012/12/17 01:05:36


   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Agreed, if I get to go first with my current build, on the end of my turn 1, Im staring at your force with wide eyes and an evil grin. Im right there. Waving at you. So Id just have to take that gamble. And how my ramshackle works out in my favor and blows up right next to your squads. Is it easy for your army to shoot down my vehicles? Yes, yes it is. But your problem begins then, because Im now close enough to move, shoot you, and then assault you.
   
Made in us
Yellin' Yoof on a Scooter




I use my trukks as suicide bombs after they have done their job.
they either kill people when they explode or are a pain to walk around
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Thats a pro to using buggies the way I do. They are so close to my opponents most times, that they are caught in the explosion. Granted, against a MEQ it usually isnt so spectacular, but against anything T3, which is plentiful in 40k, it can make a right ol mess
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

You can only bring three slots with railguns anyway. So you have to hit and get past my kff before you even get to roll armor pen. And anyway, max you are killing is three trukks, and they cover 24" on the first move. So then they are already on top of you, and you get the explosion as well. Really not that bad.

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in us
Screamin' Stormboy



Stuck in wit da boyz

 KingCracker wrote:
So yea, If youre say, 8 inches away from a predator, move 6 inches, now youre 2 inches away. Use your plank attacks, smoke it as youre PK attacks would be str9. Then disembark and assault.



I don't think this works as you have to disembark on your movement phase. Or am i missing something?

This message was edited 1 time. Last update was at 2012/12/18 09:49:26


If brute force doesn't do it, you're not using enough.  
   
Made in dk
Growlin' Guntrukk Driver with Killacannon




Denmark

I'm really enjoying this discussion. Right now, I'm building a KoS force first as allies for my mechanized Imperial Guard regiment, then later on as a stand alone army.
The point of the force is to go as fast as possible, but I can't (or want to) spam that many trukks because of my club's army selection rules, which mean that the other players can't spam units either.
This means the force is roughly going to be a combination of 2-3 trukk mobs, a BW or two, a squadron of rokkit buggies, a flyer, a looted wagon, deffcoptas and perhaps some bikers later on.

2500pts Da Blitza Boyz! (Orks) 70% painted.

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http://www.dakkadakka.com/dakkaforum/posts/list/564900.page
 
   
 
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