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![[Post New]](/s/i/i.gif) 2014/07/01 04:22:19
Subject: My Opinions on the Ork Relics
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Ragin' Ork Dreadnought
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(Tactical suggestions on Ork Relics, as seen in the Ork Codex. Ghazkull Supplement relics to come if and when I get the supplement.)
Da Finkin' Cap:
We'll start off with one of the simpler relics. For ten points, you get a free additional Warlord Trait from the Strategic chart. There's not a lot wasted if you roll poorly, but there are quite a few results on the chart that are unhelpful, or at least particularly situational. It's certainly not a bad choice, but when you're limited to one relic per person and this one only works on your Warlord, (Who you will usually want to have a more powerful relic,) you're not going to be taking it often.
Warboss Gazbag's Blitzbike:
Here's where things to start to get good. For ten points more than a normal Warbike, you get a Dakkagun with +6" Range, +1 Strength, and AP3. You can also Turbo-Boost 18", but since you can't assault on the same turn you Turbo-Boost and everyone else can't go that fast, you're never going to be taking advantage of this rule without leaving your Blitzbiker exposed and all on his own. The damage increase to your Dakkagun is great, and if you're already taking a biker boss it's certainly something worth buying, but since you're going to be spending most of your time Jinking for that sweet 3+ cover, you won't be using its full potential. Even so, not a bad choice.
Da Lucky Stikk:
I'm just going to say it: This weapon is going to be the bread and butter of Ork Warbosses. Unlimited Re-rolls that will only kill you if you take pointless risks, (Just use your re-rolls one at a time,) and +1 WS to your entire squad. At 25 points, it'd be worth it if it were just a WAAAGH! banner since you can attach it to anyone, including (Say) a unit of 30 Ork Boys. You should always have one of these on your Warboss, seriously. There's almost no situation where this shouldn't be taken, other than heavily mechanized Mek armies.
Headwoppa's Killchoppa:
Aaand here's one of the duds. Actually, the only one that feels like it's entirely a dud. It can potentially cause Instant Death, but against most enemies a Power Klaw will cause instant death, too. Against the enemies that won't be ID'ed by S10, they'll likely have a 2+ or 3+ save. You're basically praying for great dice, and without them you won't be causing any damage. There are practically no circumstances where this will be worth it.
EDIT: When originally writing this, I missed that the Killchoppa had Rending. This makes it situationally useful, mainly for killing Monstrous Creatures and the like. You're essentially praying for a 6, though, because otherwise you won't be causing much damage. With 6's causing AP2 Instant Death wounds you'll be far more effective against Monstrous Creatures and the like, but I still find that a Power Klaw will do you a lot more good in the long run. After all, most Monstrous Creatures that can't be ID'ed by S10 are either much better than you in Close Combat regardless of special abilities, or else are typically fast enough to avoid Close Combat in general. Against Tyranids or possibly Tau/Eldar it might be useful to use this guy on a bike as a MC-popping missile, but it's too unreliable for my taste.
Da Fixer Upperz:
We're back to situational usefulness here. If you're running a Mek-heavy list, the 3+ to repair is a great boost compared to the 5+. It's not necessarily worth 15 points, but it's not entirely useless. If you want to have a boosted Mek, and you're only taking him for repair purposes, (Perhaps inside a Stompa?) it's not a bad choice. With a couple Oiler Grots, you've got a near-guarantee of passing your repair tests.
Da Dead Shiny Shoota:
And we end with a gem. This little shiny gun isn't the flashiest weapon (despite the name), and next to the Lucky Stikk or the Blitzbike it's certainly not so powerful, but it's also five points. Five. Freaking. Points. That's two points more than a twin-linked Shoota, and you get three times the shots. There is the drawback of being able to hit your guys is certainly present, but only if there is an allied unit besides the firing unit, within 6" of your target. That's almost, almost never going to happen. (And even if it does, a S4 hit or 2 isn't too much damage.) The only problem is that it keeps you from taking any of the other relics. However, if you're ever in a situation where you're not already weilding a gun or a relic of some kind, (A bike, a Shokk Attack Gun, etc.), there's no reason not to take it.
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This message was edited 1 time. Last update was at 2014/07/01 20:19:17
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![[Post New]](/s/i/i.gif) 2014/07/01 18:27:41
Subject: My Opinions on the Ork Relics
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Prophetic Blood Angel Librarian
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I don't have the dex, but I was told headwoppas kill choppa was rending? Is this true? If so, then the 6 to wound whoch causes ID also Ignores armour. Thus preventing a riptide or wraithknight getting its save. I don't have the dex so probably have the wrong information.
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![[Post New]](/s/i/i.gif) 2014/07/01 18:50:13
Subject: My Opinions on the Ork Relics
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Cog in the Machine
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Headwhompa's Choppa is probably most efficient for MC hunting, as that Rending-Instant Death hit will kill something, and it allows you to use the Warboss' I4. Its a situational piece of gear that probably has a good chance of causing havoc one way or the other.
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![[Post New]](/s/i/i.gif) 2014/07/01 20:13:42
Subject: My Opinions on the Ork Relics
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Ragin' Ork Dreadnought
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Okay, I completely missed that and will edit my original post. With Rending, it seems to be reasonably maybe useable.
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![[Post New]](/s/i/i.gif) 2014/07/01 20:28:48
Subject: Re:My Opinions on the Ork Relics
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Dakka Veteran
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Sorry, I'd just like to clarify something - where in the Ork Codex does it say that a certain IC can only take ONE item from the "Gifts of Gork and Mork" list?
From what I can tell the only restriction is that you can only have one of each item in your list. There doesn't seem to be anything from stopping you from loading up your Warboss with Da Finkin Kap, Da Dead Shiny Shoota, and Da Lucky Stix.
Am I wrong? I don't see that in the rules anywhere but you seem to be assuming each character can only take one.
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![[Post New]](/s/i/i.gif) 2014/07/01 20:33:01
Subject: Re:My Opinions on the Ork Relics
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Mighty Vampire Count
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p53 Gifts of........
A model can take one of the following:
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I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
www.dakkadakka.com/dakkaforum/posts/list/528517.page
A Bloody Road - my Warhammer Fantasy Fiction |
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![[Post New]](/s/i/i.gif) 2014/07/01 23:06:59
Subject: Re:My Opinions on the Ork Relics
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Warrior with Repeater Crossbow
Toronto Canada
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That needs to get FAQ'd asap...havn't da boyz been hobbled enough!
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![[Post New]](/s/i/i.gif) 2014/07/02 03:08:28
Subject: My Opinions on the Ork Relics
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Big Mek in Kustom Dragster with Soopa-Gun
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i sincerely doubt they will FAQ it. Even though ours are utility and space marines are all weapons (outside Shield Eternal) they are limited to 1 per character as well. Cant give a non-space marine a perk the space marines dont have now can we?
Da FInkin' Kap needs a FAQ more than anything else. It does not directly say it has to be on your warlord, but it implies it. If its ONLY on your warlord it will never ever be used but if it can be used on any character and that character generates a tactical trait, then it could be used alot
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/07/02 05:16:52
Subject: My Opinions on the Ork Relics
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Regular Dakkanaut
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That's too bad. ;(
I was thinking about using the Kap to roll twice on the Strategic table with my warlord and increase the chances to get the Ambush trait.
Being able to outflank all 3 mobs of 15 bikers can be game changing.
(well, that's still possible, make a Big mek warlord with Finkin Kap, while the warboss gets the Bike or the Stikk)
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This message was edited 1 time. Last update was at 2014/07/02 05:17:32
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![[Post New]](/s/i/i.gif) 2014/07/02 05:23:33
Subject: My Opinions on the Ork Relics
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Lieutenant Colonel
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AegisFate wrote:Headwhompa's Choppa is probably most efficient for MC hunting, as that Rending-Instant Death hit will kill something, and it allows you to use the Warboss' I4. Its a situational piece of gear that probably has a good chance of causing havoc one way or the other.
yes, i agree with the above,
the OP wrote a generally decent piece, but the total lack of regard for the headwhompa is just wrong, I 4 beats most MC's at initiative, and its instant death on a model that conceivably could be getting 3 wounds off a turn, so thats a pretty decent chance to terminate anything thats not going to die from a power claw.
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![[Post New]](/s/i/i.gif) 2014/07/02 05:52:58
Subject: My Opinions on the Ork Relics
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Grovelin' Grot Rigger
Germany
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Waaaghpower wrote:(Tactical suggestions on Ork Relics, as seen in the Ork Codex. Ghazkull Supplement relics to come if and when I get the supplement.)
Da Finkin' Cap:
We'll start off with one of the simpler relics. For ten points, you get a free additional Warlord Trait from the Strategic chart.
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Wait. Maybe it's just a translation thing, but in the german ork codex you get the additional roll on the tactics table aka the one for the maelstrom missions.
And the strategic table is the one with night fighting, move through cover and so on.
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![[Post New]](/s/i/i.gif) 2014/07/02 06:03:24
Subject: My Opinions on the Ork Relics
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Ragin' Ork Dreadnought
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easysauce wrote: AegisFate wrote:Headwhompa's Choppa is probably most efficient for MC hunting, as that Rending-Instant Death hit will kill something, and it allows you to use the Warboss' I4. Its a situational piece of gear that probably has a good chance of causing havoc one way or the other.
yes, i agree with the above,
the OP wrote a generally decent piece, but the total lack of regard for the headwhompa is just wrong, I 4 beats most MC's at initiative, and its instant death on a model that conceivably could be getting 3 wounds off a turn, so thats a pretty decent chance to terminate anything thats not going to die from a power claw.
That's probably a meta issue. At my LGS, we don't have a lot of Eldar players, so most MCs I face are either T5 (Daemons), terrible in CC but great at avoiding it (Tau,) or else simply capable of bubble-wrapping MCs or flying with them so I can't assault the juicy targets. (Tyranids.) I'm just rarely in a position where I'd get to usea weapon like that, and a Power Klaw gives so much more versatility.
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![[Post New]](/s/i/i.gif) 2014/07/02 06:15:52
Subject: My Opinions on the Ork Relics
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Big Mek in Kustom Dragster with Soopa-Gun
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Eldar and GK are the only ones that have an MC that the boss wouldnt get his ass kicked before he could Headwomp them thats really a threat, the rest are pretty easy to take down with just numbers. The 15man bike squad that is clearly taking over the 5-7man nobbiker squad can cause some serious hurt to a big bug, especially if you have Da Lucky Stikk in there so theyre WS5. However i want to use the Headwompa purely because i think weilding this massive overexaggerated axe is more cool and epic looking than any powerklaw. Plus i would love to actually STRIKE FIRST FOR ONCE lol. Problem is the Lucky Stikk is just too powerful to give up for Headwompa, and i dont think i can squeeze in a second warboss and his posse since one of them would be missing FNP unless i went double-FoC (and probably would mean i have 0 support for said bikers unless it was a big game, as 4-6 troops add up in cost QUICK) My warboss in his 15man killteam with painboy today had the stikk. I used the gak out of it lol. He hits everything on 3s so i just kept rerolling my failed To Hits and always landed 3+ attacks, usually more. EDIT: For those questioning why i mentioned GK, the Dreadknight cannot challenge "self protect" now since the new challenge rules lets things spill over. Sacrifice the nob, everything attacks him anyway since there isnt non-challenge models to attack. Wraithknights S10 means nothing on a 1wound model really, he'll take out a couple of boyz then get headwomp'd And i regularly have an Eldar bastard that runs 3 wraithknights no matter the points. I want this Headwompa in my list lol
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This message was edited 3 times. Last update was at 2014/07/02 06:19:19
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/07/02 13:24:22
Subject: My Opinions on the Ork Relics
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Sneaky Kommando
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i am gonna be running the ghaz forc org tonight with da choppa of da ragnarork +2 ap5 inflict 1 or more casualties in a turn and gain +1st and -1ap to max of st+6 and ap1 with the big boss pole to grant his unit fearless
the foc allows for 5 elite so it is 1-1-2 compulsory and an extra 1-4-6-3-3
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![[Post New]](/s/i/i.gif) 2014/07/02 16:26:47
Subject: My Opinions on the Ork Relics
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Smokin' Skorcha Driver
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So here's an idea.
2 warbosses in one unit. One has Lucky Stikk, the other has a PK, and Choppa of Da Ragnarork.
The Ragnarork boss would use his PK until he racked up 4 kills, (using lucky stikk to reroll all to hits, and to wounds). Then Ragnarork would switch weapons (Choppa of the Ragnarork would be S10 AP1, and the boss would strike at his initiative).
Is it worth having what is essentially a PK Warboss striking at initiative 4?
Automatically Appended Next Post:
nevermind... just reread lucky stikk and see that rerolls only affect the bearer, not the unit.
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This message was edited 2 times. Last update was at 2014/07/02 16:40:52
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![[Post New]](/s/i/i.gif) 2014/07/04 10:43:42
Subject: My Opinions on the Ork Relics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Vineheart01 wrote:i sincerely doubt they will FAQ it. Even though ours are utility and space marines are all weapons (outside Shield Eternal) they are limited to 1 per character as well. Cant give a non-space marine a perk the space marines dont have now can we?
Da FInkin' Kap needs a FAQ more than anything else. It does not directly say it has to be on your warlord, but it implies it. If its ONLY on your warlord it will never ever be used but if it can be used on any character and that character generates a tactical trait, then it could be used alot
My codex says it can only be taken by your warlord, marked by footnote #4.
BigmekRatsmek wrote:[Wait. Maybe it's just a translation thing, but in the german ork codex you get the additional roll on the tactics table aka the one for the maelstrom missions.
And the strategic table is the one with night fighting, move through cover and so on.
Haha, awesome, they kept the tradition of massive mistranslations alive. I'm just glad I bought all the new books in English rather than German. The original text says strategic, not the maelstrom stuff.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2014/07/04 14:59:10
Subject: My Opinions on the Ork Relics
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Daemonic Dreadnought
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The lucky stiks, waaaagh banner, and the bully boys formation all seem to give +1 WS. Do any of them stack?
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2014/07/04 15:10:07
Subject: My Opinions on the Ork Relics
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Longtime Dakkanaut
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Waaagh Banner and Lucky Stikk do not stack (stated explicitly in its rule). Not sure on the Bully Boyz formation, would have to read the rules on it, but that could be pretty sweet.
Going to disagree with the statement about the Headwompa, as mentioned above, it's THE go to MC killer.
I am also a bit disappointed that you can only take one relic per character, but think of it this way; Orks now have the cheapest most killy HQ choices pound for pound.
In an Ork Horde detachement you can run:
WB
PK
Bike
BP
Lukky Stikk
WB
Headwompa
Attack Squig (yes nerfed, but he needs that re-roll)
Bike
BP
Painboy
Bike
For 330 points you have a devastating unit that can take on basically anything. For 500 ish points total you can add in a mob of normal bikers to give them a bunch of ablative wounds.
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This message was edited 1 time. Last update was at 2014/07/04 15:10:39
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![[Post New]](/s/i/i.gif) 2014/07/05 09:59:53
Subject: My Opinions on the Ork Relics
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Warplord Titan Princeps of Tzeentch
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For everyone saying they should FAQ the relics to allow infinite relics on the same dude
They really, really should not.
Tau empire and its supplement the farsight enclaves shows us exactly what happens when you allow it.
You either have good relics, and it spins out of control when you stockpile them.
Or you have poor relics and nobody ever takes any of them (enclaves)
There is simply no middle ground. at least when limiting relics you got the opportunity costs limit.
You know what would happen without the limits? a warboss would have taken the bike, the stikk the cap and the choppa. every time.all four of them are just a "must take" once opportunity costs are removed.
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can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2014/07/05 10:50:13
Subject: My Opinions on the Ork Relics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Uh, they are not?
The only must-take relic is the Stikk. All others are nice gimmiks for a apropriate amount of points, the kind you get for your warboss an big mek when you have 20 points left to spend when creating an army. Sadly, most of them will never be taken due to the Stikk being so much better than everything else.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2014/07/05 13:51:44
Subject: My Opinions on the Ork Relics
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Boom! Leman Russ Commander
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Does the lucky sticxx count as just a close combat weapon? Is it 1 handed or 2? I dont have the codex yet
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![[Post New]](/s/i/i.gif) 2014/07/05 13:54:53
Subject: My Opinions on the Ork Relics
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Warrior with Repeater Crossbow
Toronto Canada
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I believe it is ghaz old banner pole that got lost in a battle. So not a weapon.
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![[Post New]](/s/i/i.gif) 2014/07/05 14:10:56
Subject: My Opinions on the Ork Relics
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Dakka Veteran
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I start to wonder about the idea of taking a couple different Warbosses. One, your actual Warlord, gets Da Finkin' Kap, because he's such a kunnin' brute, while the second gets something else and goes to get stuck in. Thus, you don't gamble your warlord (and his victory point!) easily. He stays back with the gunline, keeping morale up and plottin', while the killtastic, and idsposable, Boss goes out a-thumpin'.
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![[Post New]](/s/i/i.gif) 2014/07/05 14:17:03
Subject: Re:My Opinions on the Ork Relics
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Warrior with Repeater Crossbow
Toronto Canada
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Hmm I had thought the same in regard to 2 warbosses but even with 3 HQ, I have a hard time not feeling I need 2 painboyz...one on a bike and another in a big unit of boyz or grotznik + ard boyz in a trukk
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![[Post New]](/s/i/i.gif) 2014/07/05 15:11:00
Subject: My Opinions on the Ork Relics
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Boom! Leman Russ Commander
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satanofonic wrote:
I believe it is ghaz old banner pole that got lost in a battle. So not a weapon.
Ah gotcha, OP says it's a weapon which was the first I'd heard of it beinh so I thought I'd ask
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![[Post New]](/s/i/i.gif) 2014/07/05 15:35:29
Subject: My Opinions on the Ork Relics
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Growlin' Guntrukk Driver with Killacannon
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At this point they could call it Codex: Lucky Stikk. It is really an auto-take. Although it should have been called Lukky Stik.
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2014/07/05 16:12:18
Subject: My Opinions on the Ork Relics
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Member of a Lodge? I Can't Say
OK
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The headwompa choppa is so unreliable I can't see how it is every worth it.
Beats most MCs at initiative? Um yeah maybe riptides, tervigons, and exocrines but that's about it. Every other nasty MC will smash your face in.
Plus, you are fishing for 6s. It is much more reliable to just always be wounding on 2s at AP2 and laying down the hurt, plus S10 is enough to instant death many things already. If you have to wait two (or more) turns to get a 6 you probably could have already killed it with the PK.
Plus what happens when you're up against a Knight (which are everywhere nowadays)?
The PK is just better in almost every situation. Automatically Appended Next Post: The axe of da ragnarok is even worse. It's like the blade of the relentless where people think for some reason that their character will be mowing down unit after unit over 30 game turns. It's just not going to happen, ever... A warboss is simply not tough enough to be going through unit after unit to ever ever make it worth it.
A PK is the most efficient weapon in the game, why would you want anything else? I could understand maybe going for these things if a warboss was still I5 on the charge but at I4 you're really not going to be swinging before anything anyway.
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This message was edited 1 time. Last update was at 2014/07/05 16:15:15
Argel Tal and Cyrene: Still a better love story than Twilight |
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![[Post New]](/s/i/i.gif) 2014/07/05 16:31:00
Subject: My Opinions on the Ork Relics
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Flashy Flashgitz
Clarksville, TN
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I agree with your reviews.
Except I would place the Dead Shiny Shoota as the second best.
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FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
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![[Post New]](/s/i/i.gif) 2014/07/05 17:34:03
Subject: My Opinions on the Ork Relics
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Ragin' Ork Dreadnought
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Sick Bag wrote:I agree with your reviews.
Except I would place the Dead Shiny Shoota as the second best.
The only reason I didn't is because, while it's awesomely powerful for its point cost, it's not going to be as valuable as a Lukky Stikk or Blitzbike, and it's unnescessary on a Mek with a Shokk Attack Gun or Tellyporta Gun, as well as anyone on a bike. I'm only seeing it heavily used on a Footslogging mek with a KFF, or your third or fourth Warboss in a really big game. Automatically Appended Next Post: Herpguy:
Da Axe might actually good on a biker boss, if used right. Launch him into weak troops as soon as possible, if you go first then the start of turn 2, otherwise the end of turn 1. If you play your cards right, you'll have AP2 S10 on a Warboss by turn 3. Then, you have two or three, maybe even four turns of full power. Admittedly, it requires a lot of work and precision to use right, and on a footslogging boss it's completely worthless.
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This message was edited 1 time. Last update was at 2014/07/05 17:38:36
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![[Post New]](/s/i/i.gif) 2014/07/05 19:30:30
Subject: My Opinions on the Ork Relics
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Annoyed Blood Angel Devastator
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More HQs need access to these, silly lame that only Warboss and Big Mek get anything and then can only take one. Waste.
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Armies I field - Tau, Dark Angels, Necrons, Blood Angels |
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