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Made in gr
Tough-as-Nails Ork Boy




Athens

I can't realy understand the mob rule (fluff wise). How can a unit of like 30 boyz with nob and bosspole get scared from a stupid pink horror as easily as one solo boy? And fluff-wise you have all those fearless CSM.

Stomp soflty and carry a big choppa.

-Winstork churchill- 
   
Made in it
Waaagh! Ork Warboss




Italy

Because CSM are daemons, possessed or loyalists to daemons, they're a sort of demonic creatures themselves. Orks are just ignorant and stupid savages afterall.

Quick question: I'm attempting to scratch build a gork/morkanaut, which base does it have the big guy? the huge oval base (12x9.2 cm) or the large one (9x5.2 cm)? I'm pretty sure it's the huge oval base but I'd like some confrims.Thanks

This message was edited 1 time. Last update was at 2017/03/20 13:12:15


 
   
Made in us
Stabbin' Skarboy




Pittsburgh

Its the same as the imperial knight base. I think that's the big one.

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in us
Nasty Nob






 Blackie wrote:

Quick question: I'm attempting to scratch build a gork/morkanaut, which base does it have the big guy? the huge oval base (12x9.2 cm) or the large one (9x5.2 cm)? I'm pretty sure it's the huge oval base but I'd like some confrims.Thanks


The giant oval base, same as the Imperial Knights (170x110mm I think).


My P&M blog: Cleatus, the Scratch-building Mekboy
Successful Swap Trades: 6 
   
Made in us
Nasty Nob






anyone know off hand what the minimum points are for the formations 'The Great Waaagh!-band' and 'Waaagh!-band' ?

Im having a hell of a time making any formations fit into a list using the models I have an how I've kitted them out without running out of points super quickly. How are you all doing it?

ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

The Great Waaagh! Band Detachment is 509 pts naked.

60 Boyz, 10 Gretchin, 3 Nobs, Warboss, Mek.

I almost always run it naked. Depending on the list I add MA on the Warboss and sometimes bikes on the Nobs and/or Warboss. The Auxiliary slots are the reason I prefer the Great Waaagh! over the CADs. I lost obsec, but I gain MSU Aux. slots.
   
Made in ca
Regular Dakkanaut




gungo wrote:
Hastings is stating new ork buggies are coming out in the near future in a thraka themed release.


He did?

Huh,...


Automatically Appended Next Post:
 Vitali Advenil wrote:

Thing is, this mob rule gives small, elite squads a chance. Meganobz have a chance to autopass morale fails if they have a character in the unit. Otherwise, they'd be stuck at their terribly Ld 7. I think mob rule is actually a good thing, as it allows us to run smaller squads; it just got rid of a better morale rule.


Early on someone argued this point but I still don't see it. And,.. I'm happy to say it's me with two wee ones keeping me up late at night.

This message was edited 1 time. Last update was at 2017/03/20 22:16:08


 
   
Made in us
Mutilatin' Mad Dok





Georgia

 Vitali Advenil wrote:

Thing is, this mob rule gives small, elite squads a chance. Meganobz have a chance to autopass morale fails if they have a character in the unit. Otherwise, they'd be stuck at their terribly Ld 7. I think mob rule is actually a good thing, as it allows us to run smaller squads; it just got rid of a better morale rule.


Early on someone argued this point but I still don't see it. And,.. I'm happy to say it's me with two wee ones keeping me up late at night.


Meganobz, for example. They do best in squads of 3 in the MANz Missile style. Two MANz, one boss nob. Normally, they'd only have a Ld7 test. With Mob Rule, if they fail, they have a 66% chance of staying (if you brought your bosspole), and with their 2+ armor they won't take any wounds most likely. Same goes for squads like tankbustas, who usually have a character and will be taking Ld tests at Ld7 or so.

"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in us
Bonkers Buggy Driver with Rockets





Houston, TX

All this talk of mob rule has me remembering waaay back to the 3rd edition Codex: Orks. Anyone remember that mob rule? It had two parts, both good:

1. You made your leadership test as normal. If you fail, you roll a size check against your mob on 2d6 and if you roll under the size, you pass.

2. When orks fall back, they can move toward any ork mob behind their own position and if they get within 6" and pass a LD test, they join the mob and become rallied!

I loved those old ork rules. Very fluffy. Andy Chambers was the man. You can tell when a codex is written by an author who actually loves the army. The current ork codex does not have that feel.

Spoiler:

Other examples of fun, fluffy options we had back then were:
Kommandos could have shootas, and tankbusta bombz as options, making them feel like actual elites -and- the rules actually matched the models, which are covered in huge explosives!
Red paint job increased all moves by 1", not just flat out moves (not to mention the turbo boosta!). Really? That 1 extra inch was so game breaking they had to tone it down to only flat out moves?
Trukk boyz could bail out and reduce the chance of getting wounded in an explosion to a 6 instead of 4+.
Grotz could be used as a living shield when that was not part of the standard rules.
Your looted weapons and vehicles were actual Imperial weapons and vehicles with a chance of malfunction.
Choppas reduced armor saves to 4+ at best.
When Warbikers charged, they got to shoot their guns as the first attack of the first round of combat, meaning basically back to backing shooting attacks from them! And they granted a cover save to themselves and all units behind them from their dust cloud. Oh, and did I mention they were fearless and immune to morale checks? And we think warbikers in the current edition are good! These guys were amazing.
We had a Speed Freak list in Codex: Armageddon.
Obviously there were many things that were better/worse/different than the current edition. My point here is just that there were a lot of fun, fluffy rules, which made the orks very unique in the way they played and there were several viable options for an army.
Not only that, but they showed many examples of heavily converted and scratch-built models in the codex and explicitly encouraged the reader to scratch build their own ork vehicles! Can you imagine that with today's GW?


The original mob rule was simple to remember, elegant (no consulting a table during the action), had perfect fluff, and made the games fun. That's what army special rules should be, especially for orks.

Hm... I might try to convince my regular opponent to play a game of 3rd edition out of nostalgia!

Xhorik 87th Drop Troops P&M blog https://www.dakkadakka.com/dakkaforum/posts/list/775655.page

Project log and campaign featuring Orks, Imperial Guard, Marines, Tyranids: http://www.xhorikwar.blogspot.com/
Currently focused on our Horus Heresy campaign with White Scars, Death Guard and Imperial Militia.  
   
Made in us
Battlewagon Driver with Charged Engine





Meganobz can tolerate mob rule so well because they are 2+ and 2W. Very, very few die to it, even when rolling 6 hits. Something like burna boyz....not so much. It's not the size of the squad that helps, it's the armor and wounds.
   
Made in ru
!!Goffik Rocker!!






popisdead wrote:
gungo wrote:
Hastings is stating new ork buggies are coming out in the near future in a thraka themed release.



Means we're getting some buggie formations? Like take a million buggies and get +1 to ram or something.
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

Fun idea:

You have to build an elite few models orky army that isn't a push over in the game 1850ish what do you go for?

This message was edited 1 time. Last update was at 2017/03/21 11:52:47


 
   
Made in ru
!!Goffik Rocker!!






bully boyz
   
Made in us
Loyal Necron Lychguard






South Dakota

 koooaei wrote:
bully boyz

bully boyz with Blitz Brigade and tankbustas

DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in it
Waaagh! Ork Warboss




Italy

With only few models? Bully boyz, blitz brigade, 2x10 tankbustas, 2x10 gretchin, 5 lobbas, 3 single koptas and a painboy.

 
   
Made in ca
Waaagh! Warbiker





Where can I find the decurion for orks? Cant seem to find it in the Ghaz supp
   
Made in ca
Feral Wildboy with Simple Club




Montreal

Ghazz sup 2nd edition

   
Made in it
Waaagh! Ork Warboss




Italy

Yeah, it wasn't included in the first edition of ghaz supplement, that book was re-released in order to include some updates, basically the decurion.

 
   
Made in us
Nasty Nob






Gardner, MA

Riddle of Steel has it right - 3rd edition orks were awesome, they also had really cool choppas.

A man's character is his fate.
 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

I played the latest iteration of my "QuadCAD" list for the final game of the current league cycle. I'll be bringing this list to an ITC event in June. ITC limits formations and/or detachments to three and only one duplicate. So I'll be taking all three from Codex Orks just to show we don't need no stinking (insulting) Formations!!

Two Ork Horde detachments each containing three MAWB's and three Boyz mobs, two of which will have a Nob. Can't spare the points for two of the units. Also six lone DeffKoptas.

Last detachment (which will be my Primary) is two MAWB's, one will be Warlord with DLS, with two mobs of Boyz both with Nobs, two lone Deffkoptas, and three units of single Lobbas to hold objectives.

All Boyz in Trukks of course.

Played against a IG player who had Pask in Punisher with five-shot plasma LRBT, a bunch of other LR's, a Wyvern, four units of Vets with varying special weapons all in Chimeras, and a formation of a Command Squad in a Chimera that can give orders to artillery. Also a lone Techpriest with Cyborg. Oh, and two units of Stormtroopers.

I get first turn, he doesn't seize. I move up with everything after scouting Deffkoptas Before first turn.

I cause some glances and pens and prevent three vehicles from firing at full BS which is all the matters. Trukks all flat out. I'm about 3" away from all this vehicles.

Bottom of first and he wrecks and explodes four Trukks. Flames some guys. That's about it. No Bosses lost. Top of second I shot and charge his entire army and destroy every vehicle except to and kill all his troops except the Tech priest, a squad of Vets in their Chimera with one HP remaining, his formation CS, and a Basilisk. Highlight of the game is when two bosses with 4 Boyz charge Pask and Plasma LR's and explode the Plasma one I take 4 wounds. I confidently saw I'll NOT look out sir any of the wounds since an unbounded MAWB should be able to handle it. Roll three 1's and a 2 and lose the WB!!!

Fighting crime in a future time! 
   
Made in ca
Mutilatin' Mad Dok





 The Riddle of Steel wrote:
All this talk of mob rule has me remembering waaay back to the 3rd edition Codex: Orks. Anyone remember that mob rule? It had two parts, both good:

1. You made your leadership test as normal. If you fail, you roll a size check against your mob on 2d6 and if you roll under the size, you pass.

2. When orks fall back, they can move toward any ork mob behind their own position and if they get within 6" and pass a LD test, they join the mob and become rallied!

I loved those old ork rules. Very fluffy. Andy Chambers was the man. You can tell when a codex is written by an author who actually loves the army. The current ork codex does not have that feel.

Spoiler:

Other examples of fun, fluffy options we had back then were:
Kommandos could have shootas, and tankbusta bombz as options, making them feel like actual elites -and- the rules actually matched the models, which are covered in huge explosives!
Red paint job increased all moves by 1", not just flat out moves (not to mention the turbo boosta!). Really? That 1 extra inch was so game breaking they had to tone it down to only flat out moves?
Trukk boyz could bail out and reduce the chance of getting wounded in an explosion to a 6 instead of 4+.
Grotz could be used as a living shield when that was not part of the standard rules.
Your looted weapons and vehicles were actual Imperial weapons and vehicles with a chance of malfunction.
Choppas reduced armor saves to 4+ at best.
When Warbikers charged, they got to shoot their guns as the first attack of the first round of combat, meaning basically back to backing shooting attacks from them! And they granted a cover save to themselves and all units behind them from their dust cloud. Oh, and did I mention they were fearless and immune to morale checks? And we think warbikers in the current edition are good! These guys were amazing.
We had a Speed Freak list in Codex: Armageddon.
Obviously there were many things that were better/worse/different than the current edition. My point here is just that there were a lot of fun, fluffy rules, which made the orks very unique in the way they played and there were several viable options for an army.
Not only that, but they showed many examples of heavily converted and scratch-built models in the codex and explicitly encouraged the reader to scratch build their own ork vehicles! Can you imagine that with today's GW?


The original mob rule was simple to remember, elegant (no consulting a table during the action), had perfect fluff, and made the games fun. That's what army special rules should be, especially for orks.

Hm... I might try to convince my regular opponent to play a game of 3rd edition out of nostalgia!


3rd Edition Orks Codex is what got me into 40k as a kid. Like you said, it was an amazing book, the art and the fluff and the conversions...

It's hard to capture that 'feel' nowadays, but I know exactly how you feel when you say it was made by somebody with a love for the faction. 3rd Ed. Orks were the golden years!
   
Made in ru
!!Goffik Rocker!!






 PipeAlley wrote:
I played the latest iteration of my "QuadCAD" list for the final game of the current league cycle. I'll be bringing this list to an ITC event in June. ITC limits formations and/or detachments to three and only one duplicate. So I'll be taking all three from Codex Orks just to show we don't need no stinking (insulting) Formations!!

Two Ork Horde detachments each containing three MAWB's and three Boyz mobs, two of which will have a Nob. Can't spare the points for two of the units. Also six lone DeffKoptas.

Last detachment (which will be my Primary) is two MAWB's, one will be Warlord with DLS, with two mobs of Boyz both with Nobs, two lone Deffkoptas, and three units of single Lobbas to hold objectives.

All Boyz in Trukks of course.

Played against a IG player who had Pask in Punisher with five-shot plasma LRBT, a bunch of other LR's, a Wyvern, four units of Vets with varying special weapons all in Chimeras, and a formation of a Command Squad in a Chimera that can give orders to artillery. Also a lone Techpriest with Cyborg. Oh, and two units of Stormtroopers.

I get first turn, he doesn't seize. I move up with everything after scouting Deffkoptas Before first turn.

I cause some glances and pens and prevent three vehicles from firing at full BS which is all the matters. Trukks all flat out. I'm about 3" away from all this vehicles.

Bottom of first and he wrecks and explodes four Trukks. Flames some guys. That's about it. No Bosses lost. Top of second I shot and charge his entire army and destroy every vehicle except to and kill all his troops except the Tech priest, a squad of Vets in their Chimera with one HP remaining, his formation CS, and a Basilisk. Highlight of the game is when two bosses with 4 Boyz charge Pask and Plasma LR's and explode the Plasma one I take 4 wounds. I confidently saw I'll NOT look out sir any of the wounds since an unbounded MAWB should be able to handle it. Roll three 1's and a 2 and lose the WB!!!


Neat! Would like to hear more of it. You obviously got lucky there. Ork trukk lists w/o vsg tend to be very 1-st turn dependent. Especially vs shooters.

Also you can get more stuff by taking a horde instead of cad - allows for 3 hq. You loose obsec though.
   
Made in us
Nasty Nob






anyone else excited for the supposed changes comming in 8th!?

ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
Made in us
Battlewagon Driver with Charged Engine





Yep. Killing I2, even 50% of the time, is a Gorksend.
   
Made in ca
Feral Wildboy with Simple Club




Montreal

 PipeAlley wrote:
I played the latest iteration of my "QuadCAD" list for the final game of the current league cycle. I'll be bringing this list to an ITC event in June. ITC limits formations and/or detachments to three and only one duplicate. So I'll be taking all three from Codex Orks just to show we don't need no stinking (insulting) Formations!!

Two Ork Horde detachments each containing three MAWB's and three Boyz mobs, two of which will have a Nob. Can't spare the points for two of the units. Also six lone DeffKoptas.

Last detachment (which will be my Primary) is two MAWB's, one will be Warlord with DLS, with two mobs of Boyz both with Nobs, two lone Deffkoptas, and three units of single Lobbas to hold objectives.

All Boyz in Trukks of course.

Played against a IG player who had Pask in Punisher with five-shot plasma LRBT, a bunch of other LR's, a Wyvern, four units of Vets with varying special weapons all in Chimeras, and a formation of a Command Squad in a Chimera that can give orders to artillery. Also a lone Techpriest with Cyborg. Oh, and two units of Stormtroopers.

I get first turn, he doesn't seize. I move up with everything after scouting Deffkoptas Before first turn.

I cause some glances and pens and prevent three vehicles from firing at full BS which is all the matters. Trukks all flat out. I'm about 3" away from all this vehicles.

Bottom of first and he wrecks and explodes four Trukks. Flames some guys. That's about it. No Bosses lost. Top of second I shot and charge his entire army and destroy every vehicle except to and kill all his troops except the Tech priest, a squad of Vets in their Chimera with one HP remaining, his formation CS, and a Basilisk. Highlight of the game is when two bosses with 4 Boyz charge Pask and Plasma LR's and explode the Plasma one I take 4 wounds. I confidently saw I'll NOT look out sir any of the wounds since an unbounded MAWB should be able to handle it. Roll three 1's and a 2 and lose the WB!!!

That's what I'm talking about!

Not having a nob in each MAWB trukk is not that bad, you can deploy your nobless trukks farther away from their "dangerous" characters so your MAWB doesn't fear to get challenged. Something like a nob in ~66% of the MAWB trukks could be ok.

Do you bring bosspoles on your MAWB? Normally it's an auto-include but I know you were still thinking about it.

Keep us informed!


   
Made in it
Waaagh! Ork Warboss




Italy

 Jambles wrote:
 The Riddle of Steel wrote:
All this talk of mob rule has me remembering waaay back to the 3rd edition Codex: Orks. Anyone remember that mob rule? It had two parts, both good:

1. You made your leadership test as normal. If you fail, you roll a size check against your mob on 2d6 and if you roll under the size, you pass.

2. When orks fall back, they can move toward any ork mob behind their own position and if they get within 6" and pass a LD test, they join the mob and become rallied!

I loved those old ork rules. Very fluffy. Andy Chambers was the man. You can tell when a codex is written by an author who actually loves the army. The current ork codex does not have that feel.

Spoiler:

Other examples of fun, fluffy options we had back then were:
Kommandos could have shootas, and tankbusta bombz as options, making them feel like actual elites -and- the rules actually matched the models, which are covered in huge explosives!
Red paint job increased all moves by 1", not just flat out moves (not to mention the turbo boosta!). Really? That 1 extra inch was so game breaking they had to tone it down to only flat out moves?
Trukk boyz could bail out and reduce the chance of getting wounded in an explosion to a 6 instead of 4+.
Grotz could be used as a living shield when that was not part of the standard rules.
Your looted weapons and vehicles were actual Imperial weapons and vehicles with a chance of malfunction.
Choppas reduced armor saves to 4+ at best.
When Warbikers charged, they got to shoot their guns as the first attack of the first round of combat, meaning basically back to backing shooting attacks from them! And they granted a cover save to themselves and all units behind them from their dust cloud. Oh, and did I mention they were fearless and immune to morale checks? And we think warbikers in the current edition are good! These guys were amazing.
We had a Speed Freak list in Codex: Armageddon.
Obviously there were many things that were better/worse/different than the current edition. My point here is just that there were a lot of fun, fluffy rules, which made the orks very unique in the way they played and there were several viable options for an army.
Not only that, but they showed many examples of heavily converted and scratch-built models in the codex and explicitly encouraged the reader to scratch build their own ork vehicles! Can you imagine that with today's GW?


The original mob rule was simple to remember, elegant (no consulting a table during the action), had perfect fluff, and made the games fun. That's what army special rules should be, especially for orks.

Hm... I might try to convince my regular opponent to play a game of 3rd edition out of nostalgia!


3rd Edition Orks Codex is what got me into 40k as a kid. Like you said, it was an amazing book, the art and the fluff and the conversions...

It's hard to capture that 'feel' nowadays, but I know exactly how you feel when you say it was made by somebody with a love for the faction. 3rd Ed. Orks were the golden years!


I started my 40k journey with the 3rd edition ork codex too Only with the 7th I started collecting and playing two other armies.

 
   
Made in us
Speedy Swiftclaw Biker





Norfolk, VA

My Orks always surprise me in my battles, They either seem to fall flat on their faces or pull the most ridiculous comebacks I have ever seen. It seems that sometimes Gork and Mork smile on the Boyz (like my Grukk and a mob of 20 Boyz surviving 3 rounds of 5 Hornets shooting at them to have Grukk and the Nob destroy them all plus more) just when it seems like the odds are against them. On a more tactical note it seems that I also do better with a hard-hitting in your face list even if it's not optimal. One that I use has Grukk's Rippin' Krew and a CAD with a MA Big Mek with KFF and DLS, a Painboy, 3xMeganobz in a Trukk, 11xBoyz with PK Nob in a Trukk, a unit of Grotz, 9xKommandos with PK Nob and Snikrot, a Deffkopta, 5xWarbikers with PK Nob, 5xLootas, and 2 KMK Mek Gunz for 1500 pts. It's not competitive looking at it but I was able to win some good matches and tie a windrider spam list with him only having his 2 Farseer Windrider mini-deathstar left.

2700 - The Fierce Eye's Hammer
2000 - Grukk's Wrekkin Krew
1850-Hellcrusha's Fist 
   
Made in us
Ultramarine Master with Gauntlets of Macragge




What's left of Cadia

I just picked up Battle for Vedros to kickstart an Ork army, which comes with a Warboss, 12 Slugga Boyz (2 big shootas), 5 Nobz, and a Deffkopta. What's a logical expansion now? I know Nob squads aren't all that great so those Nobs will probably just lead some Boyz squads

TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
 
   
Made in us
Flashy Flashgitz




Armageddon

 War Kitten wrote:
I just picked up Battle for Vedros to kickstart an Ork army, which comes with a Warboss, 12 Slugga Boyz (2 big shootas), 5 Nobz, and a Deffkopta. What's a logical expansion now? I know Nob squads aren't all that great so those Nobs will probably just lead some Boyz squads


More boyz and transports. A funny thing to do with the deffkopta is make it join up with a biker warboss or biker big mek to give it outflank. Otherwise just get more deffkoptas.

"People say on their first meeting a Man and an Ork exchanged a long, hard look, didn't care much for what they saw, and shot each other dead." 
   
Made in us
Ultramarine Master with Gauntlets of Macragge




What's left of Cadia

Alright, so Boyz and Trukks plus a few more Deffkoptas. Are there any more "must have" units? I know from my few games against Orks that Lootas seem to still be a decent choice

Oh. And exactly how many Boyz should I shoot to pick up ideally?

This message was edited 1 time. Last update was at 2017/03/27 18:48:03


TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
 
   
 
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