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Made in gb
Battlefortress Driver with Krusha Wheel






tneva82 wrote:
+1A and da jump has been attempted since index came out. It sounds good but a) it requires 2 weirdboys that have habit of perilling so it's basically 1 time trick reliably. Then it's 50-50 whether unit charges or will get vaporised. Any chaff will make that useless. And frankly in most cases if you get that charge you don't NEED that warpath. You don't even need choppa. Shoota mob will do just fine. Issue isn't generally with # of attacks. It's been getting there safely. Foot slogging in a game where sub-standard gunline deletes 60+ model a turn isn't working and da jump is 50-50 of charge or simply get deleted(and make model deletion rate FASTER so you lose more than 60 model per turn you da jump boyz ahead). That or you are up against something like knight where you struggle anyway. Even warpathed choppa unit will do just 6 wounds with choppas.

The klan to use is, as with basically everything that involves h2h in new codex, evil sun. Then it's actually better than 50-50 do you get to charge(most likely chaff) or will you simply get deleted.

Unless that fight twice strategem is snakebite only there's no reason to take snakebite for that. Evil sun is the alaitoc of ork codex. And frankly...Fight twice 50-50 odds or fight once reliably?


The snakebites is for the protection (and because it's cheaper to bring a weirdboy than a painboy).... but you are right that evil sunz would basically guarantee a charge. However, I was morning thinking about a back up while my evil sunz detachment does charge in. It's more "send in the first wave" kinda thing I'm thinking and cheap CP. 2 weirboyz (that can buff anything if they want) with having 2 powers, 2 squads of 30 boyz and 1 squad of grots. 30 boyz zap up while evil sunz get ready. Second boyz come in turn 2 while the evil sunz fill in gabs and hit elite units. It might work...

This message was edited 1 time. Last update was at 2018/10/28 15:36:45


 
   
Made in us
Nasty Nob






 Midget Gems wrote:
Hi All

Hopefully this will help with the discussion on reviewing the index points v codex points for base model cost (I haven't had the time to do the wargear yet)



I've done this from the photo leaks but its hard to read some of the numbers, any mistakes let me know.


This is awesome, can you add average cost decrease for the codex as a whole (including units that didnt move on points)

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
Wicked Warp Spider





Gitdakka wrote:
omg YEEEEES! ork boys get free tankbusta bombs in each squad!!! I take the 1pt increase anyday for this!

This can be really interesting, to be honest. Same with the Kommandos.

Generic characters disappearing? Elite units of your army losing options and customizations? No longer finding that motivation to convert?
Your army could suffer Post-Chapterhouse Stress Disorder (PCSD)! If you think that your army is suffering one or more of the aforementioned symptoms, call us at 789-666-1982 for a quick diagnosis! 
   
Made in us
Shadowy Grot Kommittee Memba






 davou wrote:
 Midget Gems wrote:
Hi All

Hopefully this will help with the discussion on reviewing the index points v codex points for base model cost (I haven't had the time to do the wargear yet)



I've done this from the photo leaks but its hard to read some of the numbers, any mistakes let me know.


This is awesome, can you add average cost decrease for the codex as a whole (including units that didnt move on points)


I mean you could but that's gonna be pretty pointless/misleading since, as with any codex, the most common change is gonna be from 0pts to 0pts (weapons baked into the cost of units)


Automatically Appended Next Post:
Also, how do you figure you can deep strike and throw 3 Busta bombs when they're both 6" range and grenades?

This message was edited 1 time. Last update was at 2018/10/28 15:47:07


"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in gb
Mekboy on Kustom Deth Kopta






Why all the excitement around tank busta bombs in Boys squad?

That's 6 inch range 1d3 shots hitting on 5s without the stratagem so likely 0 hits. I get if you hit and wound it's exciting but you're only throwing this once per squad.

For me this is a buff to MSU boys and kommando squads, which helps me and my list greatly, but for those of you running hundreds of boys in blocks of 30, I'm not seeing the amazing benefit here?

We need the true points differential with war gear ideally.
   
Made in us
Regular Dakkanaut




 lord_blackfang wrote:
 lolman1c wrote:
apparently tank bustas have been nerfed. They now only re roll ones against vehicles not reroll everything? Can someone confirm that please? If so this is a gigantic nerf for Tank bustas!


Pretty sure that guy just made a random reading error. I squinted at the codex in the video for a minute and I'm sure there is no "of 1" printed in that sentence.


From the multiple bat reps I have seen that have included Tankbustas they were still rerolling all hits, so I think that must have been a reading mistake as suggested. I did not see any squig bombs being used though, which would be a real shame if they were removed.
   
Made in gb
Battlefortress Driver with Krusha Wheel






been testing out my Morky... the only problem I can find is because I'm putting out more shot I'm always taking a mortal wound every turn... kinda feel at this point I don't know why they make us take a mortal wound as I'm getting no bonus from firing it while a knight can happily fire his weapons with no problem.
   
Made in jp
Dakka Veteran




 Binabik15 wrote:
 Rinkydink wrote:
It looks some good stuff in the 'Dex, along with some strange point gains. (painboy, runtherds?)

However, what I am most frustrated about are the removal of options. Both in terms of models; non MANz Big mek with KFF, (MANz Warboss, all warbiker HQ's etc.) and the kits with no alternate options. (All the buggies.)

One of the strengths of Geedubs in the past was that it allowed you construct your models with what you thought was best (competitive,) or what looks coolest, (casual.) I guess those days are gone. I really don't want a world of one kit, no options going forward for any factions....


Hey, now, the trike boss has an alternative head for the driver! What other options could Orks possibly need?!


Well it should have been nice to have the same treatment for the srcapjet: you can take a three vehicule squadron, but the kit does not have
even a spare head on the sprue. Sure we can use some leftovers from a dakkajet or the like but still.
They could have crammed at least one spare head there also.
   
Made in gb
Ridin' on a Snotling Pump Wagon






 An Actual Englishman wrote:
Why all the excitement around tank busta bombs in Boys squad?

That's 6 inch range 1d3 shots hitting on 5s without the stratagem so likely 0 hits. I get if you hit and wound it's exciting but you're only throwing this once per squad.

For me this is a buff to MSU boys and kommando squads, which helps me and my list greatly, but for those of you running hundreds of boys in blocks of 30, I'm not seeing the amazing benefit here?

We need the true points differential with war gear ideally.


If there’s something like a Dread in range, spend the CPs for the Stikkbommz Stratagem, which lets you chuck more Grenade Weapons. I think it’s up to 10 (do not quote me on that). It’s a nasty extra threat, that can help deal with otherwise one sided and deeply unpleasant situations. If as others say it’s 1 in 10 that can pack them, a full Mob is bunging out 3D3 Tankbusta Bommz.

It’s also fairly handy in case you manage to catch an enemy character out of position, with at least some chance of seriously hurting them.

Sure, it’s not something one revolves an entire plan around. But it’s still an extra option for precisely no extra points. Only takes a modicum of good fortune to do some real damage.

Fed up of Scalpers? But still want your Exclusives? Why not join us?

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Made in us
Roarin' Runtherd



New England

 davou wrote:
 Daedalus81 wrote:
 davou wrote:


Gaaaah! Ork army nerfed into oblivion when it needed buffs!!!! /Sarcasm


The lack of sarcasm tag would have made that post indistinguishable from "real" ork posters.



They're absolutely exhausting. Math when it suits then, anecdotes when it doesen't and dismissal without consideration of any dissent from the dissent.


Sort of like you guys? This is typical dakka, honestly.
   
Made in fr
Lead-Footed Trukkboy Driver





 lolman1c wrote:
been testing out my Morky... the only problem I can find is because I'm putting out more shot I'm always taking a mortal wound every turn... kinda feel at this point I don't know why they make us take a mortal wound as I'm getting no bonus from firing it while a knight can happily fire his weapons with no problem.

The Kustom mega zappa is also a lot cheaper than any knight weapon.

Deffskullz desert scavengers
Thousand Sons 
   
Made in us
Decrepit Dakkanaut





Zachectomy wrote:
 davou wrote:
 Daedalus81 wrote:
 davou wrote:


Gaaaah! Ork army nerfed into oblivion when it needed buffs!!!! /Sarcasm


The lack of sarcasm tag would have made that post indistinguishable from "real" ork posters.



They're absolutely exhausting. Math when it suits then, anecdotes when it doesen't and dismissal without consideration of any dissent from the dissent.


Sort of like you guys? This is typical dakka, honestly.


Well, I have little patience for emotional appeals devoid of analysis especially when people haven't even put models on the table.

That's my character flaw, I suppose.
   
Made in gb
Mekboy on Kustom Deth Kopta






Mad Doc Grotsnik wrote:
If there’s something like a Dread in range, spend the CPs for the Stikkbommz Stratagem, which lets you chuck more Grenade Weapons. I think it’s up to 10 (do not quote me on that). It’s a nasty extra threat, that can help deal with otherwise one sided and deeply unpleasant situations. If as others say it’s 1 in 10 that can pack them, a full Mob is bunging out 3D3 Tankbusta Bommz.

It’s also fairly handy in case you manage to catch an enemy character out of position, with at least some chance of seriously hurting them.

Sure, it’s not something one revolves an entire plan around. But it’s still an extra option for precisely no extra points. Only takes a modicum of good fortune to do some real damage.

Thanks for the reply.

I get what you're saying, I'm not sure its worth the CP spend or the extra point but no doubt it helps Boys be a bit more flexible.

Knowing my rolling I'd have 3 shots and miss all of them, feeling rather foolish for spending the CP. The character thing could be cheeky, if it worked.
   
Made in gb
Ridin' on a Snotling Pump Wagon






All horses for courses.

Pretty sure the exciting thing is just being able to have them. No number crunching required. And you just know it’ll work really well when nobody expects it to, least of all your opponent :p.

And with DDD, you could get six hits on the enemy. Chances are of course astronomical. But since when did the Doce Gods care for averages

Fed up of Scalpers? But still want your Exclusives? Why not join us?

Hey look! It’s my 2025 Hobby Log/Blog/Project/Whatevs 
   
Made in us
Wicked Warp Spider





 Mad Doc Grotsnik wrote:


If there’s something like a Dread in range, spend the CPs for the Stikkbommz Stratagem, which lets you chuck more Grenade Weapons. I think it’s up to 10 (do not quote me on that). It’s a nasty extra threat, that can help deal with otherwise one sided and deeply unpleasant situations. If as others say it’s 1 in 10 that can pack them, a full Mob is bunging out 3D3 Tankbusta Bommz.

It’s also fairly handy in case you manage to catch an enemy character out of position, with at least some chance of seriously hurting them.

Sure, it’s not something one revolves an entire plan around. But it’s still an extra option for precisely no extra points. Only takes a modicum of good fortune to do some real damage.


This. Also it's throwing a bone to units that were completely harmless vs other types of units. It's not a game changer but it's something.
Also, you can have additional rolls on 6, and possibly on 1s.

This message was edited 1 time. Last update was at 2018/10/28 16:39:08


Generic characters disappearing? Elite units of your army losing options and customizations? No longer finding that motivation to convert?
Your army could suffer Post-Chapterhouse Stress Disorder (PCSD)! If you think that your army is suffering one or more of the aforementioned symptoms, call us at 789-666-1982 for a quick diagnosis! 
   
Made in gb
Ridin' on a Snotling Pump Wagon






For a Knight player, there’s also the ridiculously small chance you might overwatch and do some appreciable damage.

Sure it’ll still kick your face off in HTH, but there’s at least some chance it won’t be so incredibly one sided.

I reckon it’ll be most useful for Da Jump, and hopefully (no more than hopefully) blowing away a key synergy character, before running around like headless chickens making as much of a mess as one can.

All about the sheer potential, not the outright reliability

Fed up of Scalpers? But still want your Exclusives? Why not join us?

Hey look! It’s my 2025 Hobby Log/Blog/Project/Whatevs 
   
Made in gb
Battlefortress Driver with Krusha Wheel






 Daedalus81 wrote:
Zachectomy wrote:
 davou wrote:
 Daedalus81 wrote:
 davou wrote:


Gaaaah! Ork army nerfed into oblivion when it needed buffs!!!! /Sarcasm


The lack of sarcasm tag would have made that post indistinguishable from "real" ork posters.



They're absolutely exhausting. Math when it suits then, anecdotes when it doesen't and dismissal without consideration of any dissent from the dissent.


Sort of like you guys? This is typical dakka, honestly.


Well, I have little patience for emotional appeals devoid of analysis especially when people haven't even put models on the table.

That's my character flaw, I suppose.


Okay, this isn't an attack against you. (you have to read this text like a friend teasing another friend) but dude... stop pretending to be a robot! You complete nerd! Cheer up and come have a drink and get laid or something.


Automatically Appended Next Post:
Well did some small 600pts games with my marines and I'm very happy with the Morkanaut (but this could have been from my amazing rolling).

Basically the list was:
1 morkanaut,
1 BM in evy armour with kff
3 Kans

vs
10 marines with multi meltas
1 contemptor dreadnought with multi metla
1 razorback with twin las
two hq's to supprot with rerolls, ect...


First game:
Orks went first and the morkanaut used the more dakka start to get boosts on 5s. with is zap cannon he got like 8 shots and then got 3 hits and 1 more with dakka. did like 15 damage to the razor back... it did explode though causing even more damage... Kans did nothing. Contemptor ran up, multi meltered 1 kan to death (with marines) and punched the other two to death.
Turn 2 - Morkanaut got heals 2 wounds form big mek (he suffered 2 mortal wounds from KMB, etc... Fired into contemptor and killed it with 12 wounds. Fired heavies into marines and killed 2 of them. Marines gave up...

Game two:
marines went first.... laz cannon both hti and wonded but kff stoped 1. did 5 damamge to morky. multi meltas all failed to do crap. Now orks went... again, the mork just 1 shot killed the razor back with like like 6 shots from zap... 2 hit with 1 more from dakka... also rockets I think finished it off with a lucky hit. He then punched the contemptor in the face and the kanz again did nothing...

Did a few more games with similar results...

Kans did surprisingly nothing (there was onyl 3 and didn't get much a chance to shine as meltas just did them in) but morky did great! Could save some points by just bringing a big mek from index.

This message was edited 1 time. Last update was at 2018/10/28 17:03:45


 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

LMAOOO at the ork stratagem “Long, Uncontrolled Bursts”
   
Made in us
Fixture of Dakka





Steelcity

lolman1c wrote:

Okay, this isn't an attack against you. (you have to read this text like a friend teasing another friend) but dude... stop pretending to be a robot! You complete nerd! Cheer up and come have a drink and get laid or something.



You must be a really cool jock. Way to go telling those nerds to have a beer and get laid! Not predictable at all of a response.

lolman1c wrote:
Automatically Appended Next Post:
Well did some small 600pts games with my marines and I'm very happy with the Morkanaut (but this could have been from my amazing rolling).

Basically the list was:
1 morkanaut,
1 BM in evy armour with kff
3 Kans

vs
10 marines with multi meltas
1 contemptor dreadnought with multi metla
1 razorback with twin las
two hq's to supprot with rerolls, ect...


First game:
Orks went first and the morkanaut used the more dakka start to get boosts on 5s. with is zap cannon he got like 8 shots and then got 3 hits and 1 more with dakka. did like 15 damage to the razor back... it did explode though causing even more damage... Kans did nothing. Contemptor ran up, multi meltered 1 kan to death (with marines) and punched the other two to death.
Turn 2 - Morkanaut got heals 2 wounds form big mek (he suffered 2 mortal wounds from KMB, etc... Fired into contemptor and killed it with 12 wounds. Fired heavies into marines and killed 2 of them. Marines gave up...

Game two:
marines went first.... laz cannon both hti and wonded but kff stoped 1. did 5 damamge to morky. multi meltas all failed to do crap. Now orks went... again, the mork just 1 shot killed the razor back with like like 6 shots from zap... 2 hit with 1 more from dakka... also rockets I think finished it off with a lucky hit. He then punched the contemptor in the face and the kanz again did nothing...

Did a few more games with similar results...

Kans did surprisingly nothing (there was onyl 3 and didn't get much a chance to shine as meltas just did them in) but morky did great! Could save some points by just bringing a big mek from index.


marines are one of the worst armies in the game right now, especially one with random tactical and multi meltas. Unfortunately I feel like Killer Kans will be all but thrown away because for some reason GW decided Gretchin aren't part of a clan and thus get no benefits.

Keeper of the DomBox
Warhammer Armies - Click to see galleries of fully painted armies
32,000, 19,000, Renegades - 10,000 , 7,500,  
   
Made in gb
Towering Hierophant Bio-Titan






https://www.warhammer-community.com/2018/10/28/28th-oct-clan-fokus-freebooterzgw-homepage-post-2/

Confirms Flash Gitz received armour save & weapon buffs, plus a few details on battlewagons.
   
Made in gb
Battlefortress Driver with Krusha Wheel






Spoiler:
 Kirasu wrote:
lolman1c wrote:

Okay, this isn't an attack against you. (you have to read this text like a friend teasing another friend) but dude... stop pretending to be a robot! You complete nerd! Cheer up and come have a drink and get laid or something.



You must be a really cool jock. Way to go telling those nerds to have a beer and get laid! Not predictable at all of a response.

lolman1c wrote:
Automatically Appended Next Post:
Well did some small 600pts games with my marines and I'm very happy with the Morkanaut (but this could have been from my amazing rolling).

Basically the list was:
1 morkanaut,
1 BM in evy armour with kff
3 Kans

vs
10 marines with multi meltas
1 contemptor dreadnought with multi metla
1 razorback with twin las
two hq's to supprot with rerolls, ect...


First game:
Orks went first and the morkanaut used the more dakka start to get boosts on 5s. with is zap cannon he got like 8 shots and then got 3 hits and 1 more with dakka. did like 15 damage to the razor back... it did explode though causing even more damage... Kans did nothing. Contemptor ran up, multi meltered 1 kan to death (with marines) and punched the other two to death.
Turn 2 - Morkanaut got heals 2 wounds form big mek (he suffered 2 mortal wounds from KMB, etc... Fired into contemptor and killed it with 12 wounds. Fired heavies into marines and killed 2 of them. Marines gave up...

Game two:
marines went first.... laz cannon both hti and wonded but kff stoped 1. did 5 damamge to morky. multi meltas all failed to do crap. Now orks went... again, the mork just 1 shot killed the razor back with like like 6 shots from zap... 2 hit with 1 more from dakka... also rockets I think finished it off with a lucky hit. He then punched the contemptor in the face and the kanz again did nothing...

Did a few more games with similar results...

Kans did surprisingly nothing (there was onyl 3 and didn't get much a chance to shine as meltas just did them in) but morky did great! Could save some points by just bringing a big mek from index.


marines are one of the worst armies in the game right now, especially one with random tactical and multi meltas. Unfortunately I feel like Killer Kans will be all but thrown away because for some reason GW decided Gretchin aren't part of a clan and thus get no benefits.


OH COME ON!!! I even said read my text as a joke and not to be serious!!!!
   
Made in si
Foxy Wildborne









I feel compelled to point out that the ability to fire a 15 point gun a second time costs 20 points.



And that the Gunwagon and Bonebreaka don't have the BATTLEWAGON keyword.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in gb
Mekboy on Kustom Deth Kopta






Does anyone know if the grabbin klaw restricts enemy vehicles from moving? Desperately trying to figure out a point to the evil sunz mortal wound transport armour thing.
   
Made in us
Battlewagon Driver with Charged Engine




 lord_blackfang wrote:


And that the Gunwagon and Bonebreaka don't have the BATTLEWAGON keyword.

Are you sure they don't have that keyword? I've been out of the loop the last 24 hours but has this been confirmed?
   
Made in us
Wicked Warp Spider





 lord_blackfang wrote:


And that the Gunwagon and Bonebreaka don't have the BATTLEWAGON keyword.

If true, this will be FAQed, I am confident about it. Still, the usual sloppy editing.
I find these people amazing. I would not be surprised lootas did not get a point reduction by mistake or because they were too lazy to try them out with the new rules (see the stratagem that works "better" on lootas, no way that was tried on the field).

This message was edited 2 times. Last update was at 2018/10/28 17:55:37


Generic characters disappearing? Elite units of your army losing options and customizations? No longer finding that motivation to convert?
Your army could suffer Post-Chapterhouse Stress Disorder (PCSD)! If you think that your army is suffering one or more of the aforementioned symptoms, call us at 789-666-1982 for a quick diagnosis! 
   
Made in us
Battlewagon Driver with Charged Engine




 An Actual Englishman wrote:
Does anyone know if the grabbin klaw restricts enemy vehicles from moving? Desperately trying to figure out a point to the evil sunz mortal wound transport armour thing.

I'm thinking a mek with the armour in a bonebreaka, as those get extra attacks on the charge I believe. So if the opponent backs out they'll be stronger in CC next turn, toherwise mortal wounds. Maybe that damned if they do, damned if they don't taktik will work. I'll test it out
   
Made in us
Fixture of Dakka





Steelcity

 Kaiyanwang wrote:
 lord_blackfang wrote:


And that the Gunwagon and Bonebreaka don't have the BATTLEWAGON keyword.

If true, this will be FAQed, I am confident about it. Still, the usual sloppy editing.
I find these people amazing. I would not be surprised lootas did not get a point reduction by mistake or because they were too lazy to try them out with the new rules (see the stratagem that works "better" on lootas, no way that was tried on the field).


Same design team that thinks Mutilators work okay and don't need a FAQ. Hope is the first step on the road to disappointment.

Keeper of the DomBox
Warhammer Armies - Click to see galleries of fully painted armies
32,000, 19,000, Renegades - 10,000 , 7,500,  
   
Made in gb
Nasty Nob






 lord_blackfang wrote:


I feel compelled to point out that the ability to fire a 15 point gun a second time costs 20 points.

Doesn't it also boost you to BS 4+?
 lord_blackfang wrote:


And that the Gunwagon and Bonebreaka don't have the BATTLEWAGON keyword.

As I understand it, both of those are closed-top, which means they might not be considered ideal assault platforms.

   
Made in gb
Mekboy on Kustom Deth Kopta






PiñaColada wrote:
 An Actual Englishman wrote:
Does anyone know if the grabbin klaw restricts enemy vehicles from moving? Desperately trying to figure out a point to the evil sunz mortal wound transport armour thing.

I'm thinking a mek with the armour in a bonebreaka, as those get extra attacks on the charge I believe. So if the opponent backs out they'll be stronger in CC next turn, toherwise mortal wounds. Maybe that damned if they do, damned if they don't taktik will work. I'll test it out

Yea thinking the same thing but I'd like to make the decision for my opponent sometimes
   
Made in us
Fixture of Dakka





Steelcity

Open topped doesn't affect it's assault capabilities. That was 7th edition

Keeper of the DomBox
Warhammer Armies - Click to see galleries of fully painted armies
32,000, 19,000, Renegades - 10,000 , 7,500,  
   
 
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