Switch Theme:

What are your aggressive lists and their tactics?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Unhealthy Competition With Other Legions





Just wanted to ask people what their aggressive competitve lists look like? I also would like to know if people can comment on some army ideas i might have:

1. An assualt/ grav centurion army with drop pods, is it good to at least win a small or do well in a big tournament

2. ironwolves with wulfen death pack rush list

3. carcharadons 60 tac marine rush list

4. raptors 7x10 tac marines all with meltas and lascannons combat squaded and footslogging raptor chapter tactics give rending if stand still, stealth and scout

5. blood angels assualt marine msu spam?

6. grey knights dreadknights and imperial knights

   
Made in us
Regular Dakkanaut




With my Dark Angels, Black Knight spam
With my Harlequins, shadowseers in every unit, and a solitaire and deathjester
   
Made in ca
Unhealthy Competition With Other Legions





How do you play your black knights? If i were to do dark angles then i would always put them in the front and charge if i have to, since they have str5 rending is it a good idea?
   
Made in us
Regular Dakkanaut




I think so.
Make sure to have some of those awesome darkshrouds so you get the 2+ rerollable jink.
If you don't get shot at, then you can also fire your plasma talons, which always do damage for me.
Make sure to have a kitted out command squad with a libby and either Sam or an int chaplain in it for an extra hard hitting squad.
   
Made in ca
Unhealthy Competition With Other Legions





good advice, but i wont be playing dark angels any time soon lol.
   
Made in gb
Regular Dakkanaut





I like ye olde teleporting grav star, simply cos I get a grim sense of satisfaction when it powers up in the psychic phase.

I currently (at 2000 points) run Dark Angels (for Belial's no scatter deepstrike), Grey Knights (for Brother Captain Stern to provide Sanctuary and Draigo for Gate of Infinity) and Space Marines for 4x grav centurians, which are joined in deployment by the above characters and a Librarius Conclave. Pretty self explanatory. Rest of the army is support units to fit. I'm gonna try out the Ravenwing Landspeeder Support Squadron next game as it seems pretty durable (assuming little Ignores Cover) and with 3x Typhoon launchers + 4x heavy bolters can bring the pain.
   
Made in us
Longtime Dakkanaut






 -v10mega wrote:
How do you play your black knights? If i were to do dark angles then i would always put them in the front and charge if i have to, since they have str5 rending is it a good idea?
The Ravenwing Strike Force Detachment's benefit says if a Ravenwing Turbo-boosts on its first turn, it "counts as Jinking" but can act normally in the second turn. Darkshrouds or, even better, Night Fighting can increase this to 2+ rerollable. So you often give up your first turn but when combined with Scout, every unit ends up anywhere you need on the board at the top of your second turn, so you can crash into them with all the twin-linked Rapid Fire plasma and charges. This works well against null deployment armies too (except for Ravenguard that charge on the first turn).

Battlescribe Catalog Editor - Please report bugs here http://battlescribedata.appspot.com/#/repo/wh40k 
   
Made in ca
Possessed Khorne Marine Covered in Spikes





TWC are an obvious aggressive, effective, and fun unit.

As for lists, while it is not exactly competitive, I played this the other day:

Ulrik the Slayer

14 x blood claws, 1 x termie WGPL a couple of power weapons

3 x TWC, 3 SS, 1 hammer

Land raider

4 WG terminators, assorted loadout

wolf lord with runic armour and fellclaws teeth and krakenbone sword

running company of the great wolf.

3 giant bullet magnets charging down the field into the enemies ranks!

(the above list probably would have been better if the lord and termies were replaced by arjacs shieldbrothers formation)

Keeping with the SW theme, brethren of the fell haned with blizzard shields and axes all in pods is a nightmare for your opponent.

As for units, maulerfiends are also very good aggressors.

This message was edited 2 times. Last update was at 2016/06/21 21:54:57


Once again, we march to war, for Victory or Death!

Never wake yourself at night, unless you are spying on your enemy or looking for a place to relieve yourself. - The Poetic Edda

2k
3k
100 Vostroyan Firstborn
1k
1.25 k  
   
Made in us
Regular Dakkanaut




I wanna see some one play Tau melee aggressive.

   
Made in au
Ancient Space Wolves Venerable Dreadnought






 -v10mega wrote:
Just wanted to ask people what their aggressive competitve lists look like? I also would like to know if people can comment on some army ideas i might have:

1. An assualt/ grav centurion army with drop pods, is it good to at least win a small or do well in a big tournament

2. ironwolves with wulfen death pack rush list

3. carcharadons 60 tac marine rush list

4. raptors 7x10 tac marines all with meltas and lascannons combat squaded and footslogging raptor chapter tactics give rending if stand still, stealth and scout

5. blood angels assualt marine msu spam?

6. grey knights dreadknights and imperial knights



I'm currently running something similar to number 2.
Wolf Claw Strike Force - Ironwolves, Wulfen Murderpack and Heralds allied with Company of the Great Wolf and a Deathpack formation.
It does't really take full advantage of the Ironwolves' or the Company's bonuses due to being an 1850 points list but it does pack a bit of fire-power, high mobility tank busters and great mobility in general. The bigger question I find is how will it stack up to a list with a Kustom Stompa, an Imperial Knight or some kind of Gargantuan Creature.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in ca
Possessed Khorne Marine Covered in Spikes





Grief wrote:
I wanna see some one play Tau and die horribly


Fixed that for ya

Once again, we march to war, for Victory or Death!

Never wake yourself at night, unless you are spying on your enemy or looking for a place to relieve yourself. - The Poetic Edda

2k
3k
100 Vostroyan Firstborn
1k
1.25 k  
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

Orks two ways mass abouts of dakka or mass ammounts of attacks in CC. Since most tournament list have less armor in them now adays, I've been playing a dakka heavy list and just shooting the zog out of my opponents.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Grief wrote:
I wanna see some one play Tau melee aggressive.

Funny thing is, Tau have a couple of decent melee guys, although the entire rest of the codex's contents are usually SO BAD at melee. Farsight is pretty solid in melee, as is a commander with the Fusion Blades or Onager Gauntlet. Tau also have Aun'shi, although he's terrible for his points.

You can play Tau very aggressively without resorting to CC, though. One such tactic would be taking Breacher teams in Devilfish. They will shoot the crap out of Marines at close range, denying them their armor saves. If they can get markerlight support, they can even get ignores cover to take care of things like Ravenwing Black Knights. Another good aggressive unit is the Stormsurge. Take it with the Blastcannon instead of the Driver cannon, and get up close to units that need to die. 2 Strength D shots can sometimes drop a Knight, plus it does have those D missiles (although those can be used at far safer ranges. Trouble is, if you don't kill the Knight your Stormsurge is probably very dead. Stormsurge is also not terrible in CC; never underestimate the power of the Stomps.

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 25 | Current main painting project: Tomb Kings
 Mad Doc Grotsnik wrote:
You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






 ZergSmasher wrote:
Grief wrote:
I wanna see some one play Tau melee aggressive.

Funny thing is, Tau have a couple of decent melee guys, although the entire rest of the codex's contents are usually SO BAD at melee. Farsight is pretty solid in melee, as is a commander with the Fusion Blades or Onager Gauntlet. Tau also have Aun'shi, although he's terrible for his points.

You can play Tau very aggressively without resorting to CC, though. One such tactic would be taking Breacher teams in Devilfish. They will shoot the crap out of Marines at close range, denying them their armor saves. If they can get markerlight support, they can even get ignores cover to take care of things like Ravenwing Black Knights. Another good aggressive unit is the Stormsurge. Take it with the Blastcannon instead of the Driver cannon, and get up close to units that need to die. 2 Strength D shots can sometimes drop a Knight, plus it does have those D missiles (although those can be used at far safer ranges. Trouble is, if you don't kill the Knight your Stormsurge is probably very dead. Stormsurge is also not terrible in CC; never underestimate the power of the Stomps.


We gave MVP to a Tau Shield Drone in one match, all by its lonesome held back a unit of Thunderwolf Cavalry for three turns. It stayed in on Snake eyes when the rest of its unit died on the first turn and just kept making ++ saves, can't remember if it was 4s or 5s but damn that irritated the hell out of me.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Regular Dakkanaut





Imperial fists drop poddding in on enemy objectives/gunlines with Bolt weaponry on everything on . Basically "Fury of the Legion" from 30k.
   
Made in us
Longtime Dakkanaut





Just started building/playing Skitarii and I have had a lot of success playing very aggressively. Love to take only Vanguard with 3 Plasma Calivers or Arc Rifles and have them push up the table with Dragoons on the flanks and Dunecrawlers right behind them, so far I've played against and beaten a White Scars bike army, Bugs, Orks, IG and even Tau with this list.

19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
 
   
Made in gb
Regular Dakkanaut




Granted it was a big game, but I had a full squad of veterans in a crusader with Ezekiel, Azrael , an interrogator chaplain, a rad inquisitor with the relic that can confer counter attack and a company master in one game. The unit took out about 2500 pts of Wolves over 4 combat phases. Ezekiel rolling on librarius is absolutely baller
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 -v10mega wrote:
Just wanted to ask people what their aggressive competitve lists look like? I also would like to know if people can comment on some army ideas i might have:

1. An assualt/ grav centurion army with drop pods, is it good to at least win a small or do well in a big tournament

2. ironwolves with wulfen death pack rush list

3. carcharadons 60 tac marine rush list

4. raptors 7x10 tac marines all with meltas and lascannons combat squaded and footslogging raptor chapter tactics give rending if stand still, stealth and scout

5. blood angels assualt marine msu spam?

6. grey knights dreadknights and imperial knights



By far Space Wolves are the most aggressive army i have seen, even more so than Skyhammer Annihilation. It's truly impressive what they can pull off.

My most aggressive force is probably the Night Lords i play. they like to be all up in your grill from the word go and they kind of stay there, round after remorseless round.

A close second would likely be my Militarum Tempestus force. It also projects force forward quite a bit, allied with an IG blob full of Psykrs and Priests.

My third would be Adepta Sororitas, an entire army that more or less makes its living between 6"-12" from enemies. It is kind of odd to say but that army actually gets to enemies faster than my orks do.

Orks would be next on the list because: duh, orks. I like to build the orks with a lot of deplyment and speed shenanigans but they usually play better slogging behind their wall of trukks they use to kind of shield them from alpha strikes and also then to project a wall forward they can run to.

But as for your list of possibilities, i have been playing against a guy and seeing him play his Space Wolves and man... oh man... Do Wulfen crush face alongside their Thunder buddies.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






 Jancoran wrote:
 -v10mega wrote:
Just wanted to ask people what their aggressive competitve lists look like? I also would like to know if people can comment on some army ideas i might have:

1. An assualt/ grav centurion army with drop pods, is it good to at least win a small or do well in a big tournament

2. ironwolves with wulfen death pack rush list

3. carcharadons 60 tac marine rush list

4. raptors 7x10 tac marines all with meltas and lascannons combat squaded and footslogging raptor chapter tactics give rending if stand still, stealth and scout

5. blood angels assualt marine msu spam?

6. grey knights dreadknights and imperial knights



By far Space Wolves are the most aggressive army i have seen, even more so than Skyhammer Annihilation. It's truly impressive what they can pull off.

My most aggressive force is probably the Night Lords i play. they like to be all up in your grill from the word go and they kind of stay there, round after remorseless round.

A close second would likely be my Militarum Tempestus force. It also projects force forward quite a bit, allied with an IG blob full of Psykrs and Priests.

My third would be Adepta Sororitas, an entire army that more or less makes its living between 6"-12" from enemies. It is kind of odd to say but that army actually gets to enemies faster than my orks do.

Orks would be next on the list because: duh, orks. I like to build the orks with a lot of deplyment and speed shenanigans but they usually play better slogging behind their wall of trukks they use to kind of shield them from alpha strikes and also then to project a wall forward they can run to.

But as for your list of possibilities, i have been playing against a guy and seeing him play his Space Wolves and man... oh man... Do Wulfen crush face alongside their Thunder buddies.


Not sure I'd rate Wolves over Orcs at the moment. Orcs can still stop the Wolves dead in their tracks, just by sheer crush of numbers that they can jam into your face. Maybe I just had bad luck but my opponent put a warboss, painboys and a heap of characters in his tide. I couldn't get at that boss over five turns of challenges, every other Orc in the tide seemed to have the ability to get in the way on some level, Interventions in challenges, putting bodies between my wolves and the boss, and every other kind of shenanigan available, and the blasted boss had a fearless bubble so I couldn't just sweep the units because they would't run. By turn five I had my two speeders lobbing frag missiles at an immobilised Orc Truck at the back of the tide hoping they would scatter into the combat and speed up the killing.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in se
Chaos Space Marine dedicated to Slaanesh





I like multiple simultaneous mini-deathstars, something like Cabal with 3 sorcs, Gorepack with 20 hounds, 2 units of Cultists, 2-3 units of spawn, add Lords/Sorcs to taste. Everything on Bike/Jugger/Steed
This gives you at least 5 really fast units, 3-4 which are a pain in the butt in melee.
Managing to roll hammerhand + Endurance on a unit of 20 Khorne-dogs is amazing. The other plus side of having several units of Spawn is that you can move your HQs around depending on where they are needed.

Above is about 1500 points, I usually add Maulerfiends to taste for bigger games. Powerfists and such are of course spread out among the HQs

This silence offends Slaanesh! Things will get loud now!

 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 Dakka Wolf wrote:
 Jancoran wrote:
 -v10mega wrote:
Just wanted to ask people what their aggressive competitve lists look like? I also would like to know if people can comment on some army ideas i might have:

1. An assualt/ grav centurion army with drop pods, is it good to at least win a small or do well in a big tournament

2. ironwolves with wulfen death pack rush list

3. carcharadons 60 tac marine rush list

4. raptors 7x10 tac marines all with meltas and lascannons combat squaded and footslogging raptor chapter tactics give rending if stand still, stealth and scout

5. blood angels assualt marine msu spam?

6. grey knights dreadknights and imperial knights



By far Space Wolves are the most aggressive army i have seen, even more so than Skyhammer Annihilation. It's truly impressive what they can pull off.

My most aggressive force is probably the Night Lords i play. they like to be all up in your grill from the word go and they kind of stay there, round after remorseless round.

A close second would likely be my Militarum Tempestus force. It also projects force forward quite a bit, allied with an IG blob full of Psykrs and Priests.

My third would be Adepta Sororitas, an entire army that more or less makes its living between 6"-12" from enemies. It is kind of odd to say but that army actually gets to enemies faster than my orks do.

Orks would be next on the list because: duh, orks. I like to build the orks with a lot of deplyment and speed shenanigans but they usually play better slogging behind their wall of trukks they use to kind of shield them from alpha strikes and also then to project a wall forward they can run to.

But as for your list of possibilities, i have been playing against a guy and seeing him play his Space Wolves and man... oh man... Do Wulfen crush face alongside their Thunder buddies.


Not sure I'd rate Wolves over Orcs at the moment. Orcs can still stop the Wolves dead in their tracks, just by sheer crush of numbers that they can jam into your face. Maybe I just had bad luck but my opponent put a warboss, painboys and a heap of characters in his tide. I couldn't get at that boss over five turns of challenges, every other Orc in the tide seemed to have the ability to get in the way on some level, Interventions in challenges, putting bodies between my wolves and the boss, and every other kind of shenanigan available, and the blasted boss had a fearless bubble so I couldn't just sweep the units because they would't run. By turn five I had my two speeders lobbing frag missiles at an immobilised Orc Truck at the back of the tide hoping they would scatter into the combat and speed up the killing.


Well... Orks dont beat the Space Wolves in aggression in the sense that they just cant execute it as well. A well written Space Wolf list, and there are several around here to see, will b on you turn one in many cases, and NEVEr will you avoid them by turn 2. It's just crazy how fast they can get around the board and chase you down. 3+ invul saves and multiple wounds makes killing them a lot harder than it sounds and the Wulfen cant really be dealt with well in melee obviously. Fear that list. it's legit.

This message was edited 1 time. Last update was at 2016/06/26 21:05:59


Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






 Jancoran wrote:
Well... Orks dont beat the Orks in aggression in the sense that they just cant execute it as well. A well written Space Wolf list, and there are several around here to see, will b on you turn one in many cases, and NEVER will you avoid them by turn 2. It's just crazy how fast they can get around the board and chase you down. 3+ invul saves and multiple wounds makes killing them a lot harder than it sounds and the Wulfen cant really be dealt with well in melee obviously. Fear that list. it's legit.


Deathpack is the only Space Wolf formation that can guarantee a turn1 Linebreak, and that's no guarantee of charging. Wulfen boost is a 30% Single Unit or 50% Murderpack possibility. Counter Charge from Wolf Claw Strike Force gives the baiting option of dropping something scary and flamey in front of your opponent's ranks and hoping they charge it so you can charge them.
You'd be surprised. There isn't much can deal with even a cheap Stompa build at 1000 points, especially in a tournament.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Dakka Veteran






Backwoods bunker USA

I once played 100 Manufactorum Genestealers (no range limitation on Infiltrate when in Ruins) + 1 Lichtor on a City RoB board. Lots of Stealers died initially but then everything was in CC Turn 2.
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 Dakka Wolf wrote:
 Jancoran wrote:
Well... Orks dont beat the Space Wolves in aggression in the sense that they just cant execute it as well. A well written Space Wolf list, and there are several around here to see, will b on you turn one in many cases, and NEVER will you avoid them by turn 2. It's just crazy how fast they can get around the board and chase you down. 3+ invul saves and multiple wounds makes killing them a lot harder than it sounds and the Wulfen cant really be dealt with well in melee obviously. Fear that list. it's legit.


Deathpack is the only Space Wolf formation that can guarantee a turn1 Linebreak, and that's no guarantee of charging. Wulfen boost is a 30% Single Unit or 50% Murderpack possibility. Counter Charge from Wolf Claw Strike Force gives the baiting option of dropping something scary and flamey in front of your opponent's ranks and hoping they charge it so you can charge them.
You'd be surprised. There isn't much can deal with even a cheap Stompa build at 1000 points, especially in a tournament.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Don't get me wrong, I love playing against Orcs and especially the guys who run them. We usually end up going into character and roaring death threats and insults at each other, them challenges get real.

"Fungus is my favorite cheese flavour"

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Regular Dakkanaut




I'm fond of rolling with super awesome Space Wolf Independent Characters, joining and leaving units throughout the game. Charging first turn comes in variety of ways.

In my experience, you'll get solid turn 2 assaults, with proper deployment you'll get first turn now. They really don't have much in the way of shooting like other armies do, more of a 50/50 between CC and Dakka; tho I prefer more like 75% CC in my own lists.

Here's a tournament list:
http://bloodofkittens.com/wp-content/uploads/2015/09/1st-Aaron-Aleong-NovaOpen-2015.pdf

People combine space wolves mounted/bike IC's with other formations from different space marines factions for additional benefits.




Automatically Appended Next Post:
http://space-wolves-grey.blogspot.com/2015/09/space-wolves-dark-angels-allies-army.html

This message was edited 2 times. Last update was at 2016/06/27 03:18:12


 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






MekLeN wrote:
I'm fond of rolling with super awesome Space Wolf Independent Characters, joining and leaving units throughout the game. Charging first turn comes in variety of ways.

In my experience, you'll get solid turn 2 assaults, with proper deployment you'll get first turn now. They really don't have much in the way of shooting like other armies do, more of a 50/50 between CC and Dakka; tho I prefer more like 75% CC in my own lists.

Here's a tournament list:
http://bloodofkittens.com/wp-content/uploads/2015/09/1st-Aaron-Aleong-NovaOpen-2015.pdf

People combine space wolves mounted/bike IC's with other formations from different space marines factions for additional benefits.




Automatically Appended Next Post:
http://space-wolves-grey.blogspot.com/2015/09/space-wolves-dark-angels-allies-army.html


Love the forge world sports bikes.
   
Made in us
Regular Dakkanaut




xD
   
Made in ru
!!Goffik Rocker!!






My last list was Bully boyz, a blob of 30 boyz with biker boss and painboss and some other stuff here and there.

My last game was against heavy wizard army like most other games here. And my offense was pushing forward, scoring points, than retreating backwards controling the point advantage. My opponent's army was unkillable due to constant inviz and other buffs and untarpittable due to hit and run. But eventually he failed 1 out of 3 invizes and it enabled me to finally kill something with ranged and score even more points and than rush everything into melee with a deathstar to not allow him score. The fight occured only on 4-th turn and the rest of the game was movement and shooting. It proved boring but successful.

If there are a lot of wizards, all the offense breaks down to whoever has more wizards or better dice to become invulnerable. If you can't play that game - you have to be very defensive. If you really want to be balls out offensive in every game, you should play an army with it's own wizards.

This message was edited 1 time. Last update was at 2016/06/27 07:01:44


 
   
Made in gb
Death-Dealing Ultramarine Devastator





MANCHESTER

I'm currently putting together an Ultramarines list I'm looking to play very aggressive with.
Gladius strike force with minimum tac squads with max assault marine squad with jumppack chaplain in the demi-co and a 1st Co. Task Force with one Sternguard drop pod to drop on the enemy doorstep and 2 squads of assault termies in land raiders to get in amongst them.
Excited to see how it goes...

1st, 2nd & 10th Co. 13000 pts
Order of the Ashen Rose - 650 pts
The Undying - 1800 pts 
   
 
Forum Index » 40K General Discussion
Go to: