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Made in dk
Longtime Dakkanaut




Danmark

 Tomsug wrote:
I wish you luck. I trust in Killrigs as the new kings of the table.

Beardragon - it is ok we hve to give up one secondary. Almost any list today have to.

The points are:

- give it up on the paper. Not in the gameplan. 10VP in Koptas hidden by AOOTS are “given up” on the paper but not on the table. Or used to be….
- you can give up one if you score a lot on two other and can block the scoring the opponent.


yes but my point was where others tend to give up one point, prisoners, bring it down or assassinate, then its quite easy for us to give up both prisoners and bring it down. Like my current list gives up like 12-13 points of no prisoners, but also 10 points of bring it down by having 2 trukks and 2 kill rigs.

Bring 3x3 deffkoptas and thats 9 points already for a rather meager amount of points too. Bring it down and prisoners should be in the same category so that others cant just farm a kill game from us like that.

This message was edited 1 time. Last update was at 2022/07/03 18:19:12


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in pe
Regular Dakkanaut




I played an (yarrick and creed led) astra militarum infantry horde yesterday. I went second so he pushed onto the centre objectives (mission abadoned sanctuaries). I called waagh and made 100% of my charges and killed everything I touched. We played t2 but I'd wiped half his army in one turn. Guard are still not a concern and the ability to get up to s6 against t3 enemies is great with the new wAagh.

Couple of points on the secondaries.

If you want to score get the good bits end of T1 with grots on any objective 12" away from from your deployment zone you'll need for them to start in a vehicle AND have a runt herder nearby. The objective is just outside 8" so you'll need the 1" boost a grot lash gives you.

One benefit of green tide over engage is that you can "take a turn off" to allow units to kill/do actions and still score all 15vps

In terms of Kustom jobs don't forget about the extra kustom weapon on the mega armour big mek. Free Kustom jobs are great when free and I managed to get an additional 85 points worth of kit.

Spoiler:

++ Patrol Detachment -2CP (Orks) [26 PL, -4CP, 475pts] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost [-2CP]

+ No Force Org Slot +

Runtherd [2 PL, 35pts]: Grot Lash, Grot-Prod

Runtherd [2 PL, 35pts]: Grabba Stikk, Grot Lash

+ HQ +

Beastboss on Squigosaur [9 PL, -2CP, 160pts]: 4. Brutal but Kunnin, Beasthide Mantle, Stratagem: Big Boss, Stratagem: Extra Gubbinz

Big Mek in Mega Armour [7 PL, 125pts]: Extra-Kustom Weapon, Kustom Force Field, Kustom Mega-Blasta

+ Troops +

Gretchin [2 PL, 40pts]: 'Orrible Gitz
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

++ Battalion Detachment 0CP (Orks) [91 PL, 6CP, 1,610pts] ++

+ Configuration +

Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur: Goffs

Detachment Command Cost

Gametype: 4. Chapter Approved: War Zone Nephilim

+ No Force Org Slot +

Makari [3 PL, 50pts]

+ HQ +

Ghazghkull Thraka [15 PL, 300pts]

Weirdboy [4 PL, 70pts]: 2. Warpath, 3. Da Jump

Weirdboy [4 PL, 70pts]: 3. Da Jump, 4. Fists of Gork

+ Troops +

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Boyz [5 PL, 80pts]
. Boss Nob: Choppa, Slugga
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

Boyz [5 PL, 90pts]: Trukk Boyz
. Boss Nob: Choppa, Power Klaw
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Elites +

Kommandos [4 PL, 55pts]
. Boss Nob: Choppa
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Fast Attack +

Rukkatrukk Squigbuggies [8 PL, 120pts]: Nitro Squigs
. Rukkatrukk Squigbuggy

+ Heavy Support +

Battlewagon [9 PL, 155pts]: 'ard Case, Deff Rolla, Fortress on Wheels

Battlewagon [9 PL, 135pts]: 'ard Case, Shokka Hull

+ Dedicated Transport +

Trukk [5 PL, 85pts]: Squig-hide Tyres

++ Total: [117 PL, 2CP, 2,085pts] ++

Created with BattleScribe



Automatically Appended Next Post:
The list only gives up 10 to prisoners 11 to bring it down although it gives up full assassinate

This message was edited 1 time. Last update was at 2022/07/03 18:32:35


 
   
Made in us
Longtime Dakkanaut




I play guard as well but I agree guard is not competitive however thier strength is vehicle durability now you fortunately they still can’t score. Infantry horde is just bad.


Automatically Appended Next Post:
 koooaei wrote:
gungo wrote:


If they are free im still not sure this makes speedwaagh viable again but it makes things better. It does open up more options and might slightly upgrade goff pressure orks into at least top of B tier.



If it's true, the biggest winners in my book are minimeks. I love running deff skull minimeks in small games. And getting free 10 pts extra shot for a 25 pt unit is great.

Unfortunately, I believe it's an accident and the points are gonna be present soon.

I mean it’s just a kmb character that dies to a stiff breeze.. that’s basically worse then a 40pt mekgun and bleeds assassinate points. I’m Cool with giving it to a begmek in mega armor with kff to make him offer something else when the kff is blown first turn.. but it’s not a big deal.

This message was edited 1 time. Last update was at 2022/07/03 21:39:51


 
   
Made in us
Longtime Dakkanaut




So ironically my opponent today was Guard as well. He turned up with spamming High RoF weapons to capitalize on the 6s auto-wound rule. He won the roll off and deployed relatively aggressively (24' no mans land). Turn 1 he wiped out ALL my 30 kommandos along with a squig rider or two. My turn all the remaining squigs, trukkboyz, Killrig and characters (except 1 nob on smasha squig) got into CC and at that point it was GG.

even with the successful 1st turn charge the game was still relatively close, had he gotten 1 more turn of shooting or even had a few more units to shoot with it would have gone in his favor.


Key Points: my opponent ignored my Killrig the entire game, it ended up mauling a pile of conscripts and a bunch of thud guns.

Squig riders are still terrible at shooting, but in CC have a wondrous impact.

Zagstruck is an auto-take now. Being limited to 1 detachment AND the change to WAAAGH makes him just that much better. Zag with a 5++ and a 5+++ is relatively annoying to shift for his points value and more importantly, as a goff he hits like a trukk in CC on a WAAAGH turn.

Kommandos have officially drawn the ire of the entire game. That is now 3 games in a row where my Kommandos deployed in cover have died turn 1 to a dedicated opponent doing there best to kill all of them.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Longtime Dakkanaut




It sucks losing 360pts of kommandos especially when you never got a chance to use those bombs squigs, but if they ate almost an entire gunlines first turn that isn’t to bad.

I really would like to know if 2x killrigs and a weirdboy/wurrboy is reliable enough to score psychic interrogation for at least 12vp. If not I’ll likely drop the weirdboy for a megaMek kff w kustom kmb or zaggstruk. But I think that first turn kff is too important..

https://www.dakkadakka.com/dakkaforum/posts/list/805707.page#11387324
It’s that second hq that gets me. Weirdboy for psychic interrogation, kff Mek for for its turn 5++ or zag for durable melee.

This message was edited 4 times. Last update was at 2022/07/04 00:21:45


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






SemperMortis wrote:
Kommandos have officially drawn the ire of the entire game. That is now 3 games in a row where my Kommandos deployed in cover have died turn 1 to a dedicated opponent doing there best to kill all of them.


Yeah, same for me - people just pour so much firepower into kommadoz to get rid of them, it's not real anymore. It seems to work in my favor though, as they are essentially shooting the most durable unit in my army instead of other stuff.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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. 
   
Made in us
Longtime Dakkanaut




I was originally debating whether I should run a Big Mek w/KFF to pop 1st turn so I could get my 2nd turn WAAAAGH...but in hindsight I'm glad I didn't because besides a Trukk catching some random dmg (3) and a pair of squigriders eating tank shells to the face it would have been useless since almost his entire gunline just mowed down my Kommandos in cover who were getting either 3+ or 4+ saves. BTW, fun fact. 18 Kommandos cost the exact same as 11 Tac Marines. To kill 11 Tac Marines with S4 BS3+ takes 198 shots. To kill 18 Kommandos it takes 243 shots. So technically, Kommandos are more durable then Space Marines

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

New FAQ and Errata

https://www.warhammer-community.com/faqs/#warhammer-40000

So far as I see nothing interesting, but please doublecheck.

9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in us
Regular Dakkanaut




 Tomsug wrote:
New FAQ and Errata

https://www.warhammer-community.com/faqs/#warhammer-40000

So far as I see nothing interesting, but please doublecheck.


They snuck in a nerf to Freebooter kultur without giving it the right font color. It's now RR1s to hit instead of +1 to hit.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Madjob wrote:
 Tomsug wrote:
New FAQ and Errata

https://www.warhammer-community.com/faqs/#warhammer-40000

So far as I see nothing interesting, but please doublecheck.


They snuck in a nerf to Freebooter kultur without giving it the right font color. It's now RR1s to hit instead of +1 to hit.
Good god, that's a MASSIVE nerf.

Normal shooting went from getting a 50% boost to a 16.67% boost.
If you're eating a hit penalty? 100% boost down to... 16.67% boost.
It's only better if you already had a hit bonus, where you still get that 7/6 boost.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Longtime Dakkanaut




Freebooters are now garbage. Amazing.
   
Made in ca
Gargantuan Gargant






????? What the heck, this change wasn't even in magenta. I would have missed this otherwise. How was this warranted? Is this a mistake? Why the heck would they even bother putting this in? Badrukk is even worse now since his aura basically just replicates the Freebooter ability. What a frickin joke.
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

Welp, Freebootaz is never being run competitively again.

Poor old Badrukk is basically on life support at this point.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Ork players after Armour of Contempt: Hmm...freeboota is kinda dangerous now as its kinda hard to actually get that kill early enough to benefit enough out of it..
GW: Ok i'll make the decision for you. Stop using freeboota.

WTF GW? That is a massive nerf (upside things with +1 to hit now benefit...i guess)

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ru
!!Goffik Rocker!!






gungo wrote:
I play guard as well but I agree guard is not competitive however thier strength is vehicle durability now you fortunately they still can’t score. Infantry horde is just bad.


Automatically Appended Next Post:
 koooaei wrote:
gungo wrote:


If they are free im still not sure this makes speedwaagh viable again but it makes things better. It does open up more options and might slightly upgrade goff pressure orks into at least top of B tier.



If it's true, the biggest winners in my book are minimeks. I love running deff skull minimeks in small games. And getting free 10 pts extra shot for a 25 pt unit is great.

Unfortunately, I believe it's an accident and the points are gonna be present soon.

I mean it’s just a kmb character that dies to a stiff breeze.. that’s basically worse then a 40pt mekgun and bleeds assassinate points. I’m Cool with giving it to a begmek in mega armor with kff to make him offer something else when the kff is blown first turn.. but it’s not a big deal.


He's just 25 pts, occupies a different force org, whi h is crucial now. He can score much easier and... just has all the benefits of being a cheap character. I just love how they perform in real games. One of the most underrated units IMIMO

Also, mek guns can't get deffscull re rolls don't have obsec, can't run through walls, are much slower and stuff.

I've had a number of games won by my 2 minimeks that happen to hit something important with their kms. Or just scored points/raised banners.

This message was edited 2 times. Last update was at 2022/07/04 17:07:30


 
   
Made in us
Krazed Killa Kan






Reroll 1s is worse than 16.67% for orks.

You get a reroll on 16.67%, but you only hit on 5's or 6's.

That means that you only get 1/3 or 1/6 of 16.66%. In other words about a 2.7% or 5.5% improved hit rate, after you destroy a unit.

This most certainly was not play tested or subjected to any critical thought.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in ca
Longtime Dakkanaut




In hilarious news, 8" charges are back on the menu.

This won't stick, but hey, Da Jump -> Charge is back BABY

"Page 263 – Obscuring
Change the first sentence of the second paragraph to read: ‘Models that are on or within this terrain feature can see, and can be seen and targeted normally.’
Add the following to the end of this terrain trait:
‘While a model is within 1" of an Area Terrain feature with this trait (e.g. Ruins) and the shortest line between it and an enemy model crosses over or through this terrain feature, then while those models are within 2" horizontally and 5" vertically of each other, they are within Engagement Range of each other."
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 TedNugent wrote:
Reroll 1s is worse than 16.67% for orks.

You get a reroll on 16.67%, but you only hit on 5's or 6's.

That means that you only get 1/3 or 1/6 of 16.66%. In other words about a 2.7% or 5.5% improved hit rate, after you destroy a unit.

This most certainly was not play tested or subjected to any critical thought.
No, RR1s is always a 16.67% improvement, relative to the base hit rate.

If you hit on a 5+ normally (33.33%) you hit 12/36 times.
If you RR1s with that, you hit 14/36 times (38.89%).
That's a 1.17 multiplier.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Regular Dakkanaut




 Vineheart01 wrote:
Ork players after Armour of Contempt: Hmm...freeboota is kinda dangerous now as its kinda hard to actually get that kill early enough to benefit enough out of it..
GW: Ok i'll make the decision for you. Stop using freeboota.

WTF GW? That is a massive nerf (upside things with +1 to hit now benefit...i guess)


Yea the only upside I'm seeing here is it's a hard buff to melee Freebooterz, with the abundance of +1 to hit in melee we have, but unfortunately exploding 6s and +1S is still the better option for a melee army and it doesn't have an activation requirement, so uh, yea I don't see any good reasons for running Freebooterz. What's really funny is this is just a conditional version of the Bad Moons 8e trait that happens to work in melee, and the reason Bad Moons were even taken in 8e was purely on the merit of Showin' Off and not their kultur, so I really don't know why they thought this was even a passable kultur now.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Bloody hell!

So yes. This is the killing of speedmob. Gak!


Automatically Appended Next Post:
What is the point of this? I miss it little bit..
[Thumb - 95BBEE2D-E9E9-4718-8816-09433A6786D9.jpeg]

This message was edited 2 times. Last update was at 2022/07/04 17:20:20


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in dk
Longtime Dakkanaut




Danmark

Reroll a hit roll of 1? Does that mean when freebootas units destroy a single unit, each remaining unit untill the end of the phase, can reroll all hit rolls of 1 or just a single hit roll of 1?

Because why wouldnt i just play death skulls then. If you can only reroll a single hit roll of 1 for each unit, this is useless. If its all hit rolls of 1, its still crap, but less crap.


Automatically Appended Next Post:
 Tomsug wrote:
Bloody hell!

So yes. This is the killing of speedmob. Gak!


Automatically Appended Next Post:
What is the point of this? I miss it little bit..


hardly imo.

I used Blood axes for speed mobs for the CP regen anyway, i didnt use freebootas speed mobs.

They still work for blood axes, though, albeit less so with the new book and secondaries.

I absolutely fail to see why they decided to hard nerf freebootas which was already... never used. I thought about making a freebootas army just now with 2 support hunta or kill rigs but thats definitely not happening now.

This message was edited 4 times. Last update was at 2022/07/04 17:30:18


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in ca
Gargantuan Gargant






Beardedragon wrote:
Reroll a hit roll of 1? Does that mean when freebootas units destroy a single unit, each remaining unit untill the end of the phase, can reroll all hit rolls of 1 or just a single hit roll of 1?

Because why wouldnt i just play death skulls then


Automatically Appended Next Post:
 Tomsug wrote:
Bloody hell!

So yes. This is the killing of speedmob. Gak!


Automatically Appended Next Post:
What is the point of this? I miss it little bit..


hardly imo.

I used Blood axes for speed mobs for the CP regen anyway, i didnt use freebootas speed mobs.

They still work for blood axes, though, albeit less so with the new book and secondaries.


All hit rolls of 1. Not that it matters though because we aren't marines so reroll 1's is a pretty garbage trait to have when you have to proc it through killing things.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

It is this:
[Thumb - 010DBC67-6673-4D7D-A8AD-A36931B88CBF.jpeg]

This message was edited 1 time. Last update was at 2022/07/04 17:38:01


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in dk
Longtime Dakkanaut




Danmark

 Grimskul wrote:
Beardedragon wrote:
Reroll a hit roll of 1? Does that mean when freebootas units destroy a single unit, each remaining unit untill the end of the phase, can reroll all hit rolls of 1 or just a single hit roll of 1?

Because why wouldnt i just play death skulls then


Automatically Appended Next Post:
 Tomsug wrote:
Bloody hell!

So yes. This is the killing of speedmob. Gak!


Automatically Appended Next Post:
What is the point of this? I miss it little bit..


hardly imo.

I used Blood axes for speed mobs for the CP regen anyway, i didnt use freebootas speed mobs.

They still work for blood axes, though, albeit less so with the new book and secondaries.


All hit rolls of 1. Not that it matters though because we aren't marines so reroll 1's is a pretty garbage trait to have when you have to proc it through killing things.


oh totally, i just read "reroll a hit roll of 1" as reroll a single hit roll of 1.

I was just curious but you are definitely right. This is garbage beyond mortal understanding. What is even going on here? No one even used freebootas, except sometimes as a speed mob before the new warzone came out.

I sure had INTENTIONS of trying some freebootas stuff but it wouldnt be for competive play just for the giggles. Now i definitely wont.

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in ca
Gargantuan Gargant






Beardedragon wrote:
 Grimskul wrote:
Beardedragon wrote:
Reroll a hit roll of 1? Does that mean when freebootas units destroy a single unit, each remaining unit untill the end of the phase, can reroll all hit rolls of 1 or just a single hit roll of 1?

Because why wouldnt i just play death skulls then


Automatically Appended Next Post:
 Tomsug wrote:
Bloody hell!

So yes. This is the killing of speedmob. Gak!


Automatically Appended Next Post:
What is the point of this? I miss it little bit..


hardly imo.

I used Blood axes for speed mobs for the CP regen anyway, i didnt use freebootas speed mobs.

They still work for blood axes, though, albeit less so with the new book and secondaries.


All hit rolls of 1. Not that it matters though because we aren't marines so reroll 1's is a pretty garbage trait to have when you have to proc it through killing things.


oh totally, i just read "reroll a hit roll of 1" as reroll a single hit roll of 1.

I was just curious but you are definitely right. This is garbage beyond mortal understanding. What is even going on here? No one even used freebootas, except sometimes as a speed mob before the new warzone came out.

I sure had INTENTIONS of trying some freebootas stuff but it wouldnt be for competive play just for the giggles. Now i definitely wont.


Yeah, I was pretty bummed out too, because I was planning to run a silly Freebooterz list run by Badrukk that was semi-competitive but now that's dropped to a borderline klanless-army list. I guess we got it too easy with the balance dataslate and GW wanted to give us a surprise gut-punch.
   
Made in dk
Longtime Dakkanaut




Danmark

Totally i intended to run Ghaz as supreme to get my 5++ but still the speed waaah part. And maybe 2 distraction carnifex hunta rigs or something along side a horde of vehicles.

oh well. Its slowed but it wont change much for me. If i ever ran speed mobs it would be as blood axes anyway for the CP regen and reduced my attack out of da sun by 1 CP by extra kunning.

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in us
Longtime Dakkanaut




I mean speedmob was better as freebooter only for the wazboms and maybe banner… but evilsuns is still okay for drive by Dakka and maybe the warlord trait if you want a first turn charge warbiker unit.

Speedmob isn’t our most competitive list anymore regardless just take goff pressure.. the new engagement terrain rules only help.

This message was edited 1 time. Last update was at 2022/07/04 18:37:35


 
   
Made in nl
Dakka Veteran





Netherlands

As a longtime Freebootaz player I don't even know how to react. Have never played anything other the them. Man, I loved my Freebootaz.

Any tips for another clan for shooty orks?

   
Made in dk
Fresh-Faced New User





 Singleton Mosby wrote:
As a longtime Freebootaz player I don't even know how to react. Have never played anything other the them. Man, I loved my Freebootaz.

Any tips for another clan for shooty orks?


Bad Moons for quantity, Deathskulls for quality
   
Made in pt
Feral Wildboy with Simple Club




tulun wrote:
In hilarious news, 8" charges are back on the menu.

This won't stick, but hey, Da Jump -> Charge is back BABY

"Page 263 – Obscuring
Change the first sentence of the second paragraph to read: ‘Models that are on or within this terrain feature can see, and can be seen and targeted normally.’
Add the following to the end of this terrain trait:
‘While a model is within 1" of an Area Terrain feature with this trait (e.g. Ruins) and the shortest line between it and an enemy model crosses over or through this terrain feature, then while those models are within 2" horizontally and 5" vertically of each other, they are within Engagement Range of each other."


Is this true? Awesome.

Well i am Goff for life now. I am painting black and white my minis.
   
 
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