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Pierzak posted:Word Eaters did it.
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# ? Sep 8, 2013 14:12 |
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# ? Jun 8, 2024 06:39 |
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Corrode posted:Vulkan always survived the drop site massacre iirc. He was one of the ones like Khan who got lost in the Eye or the webway or something. The other two changes suck though, Khan was one of the few mentions of DE in old fluff and the BT being hilariously over-sized is part of what makes them unique. That's what the He'stan's purpose is, afterall. The Salamanders believe that once they recover all of Vulkan's lost/hidden artifacts that Vulkan himself will return to his people. He's not dead, just away indefinitely presumably punching daemon princes.
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# ? Sep 8, 2013 14:52 |
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PierreTheMime posted:That's what the He'stan's purpose is, afterall. The Salamanders believe that once they recover all of Vulkan's lost/hidden artifacts that Vulkan himself will return to his people. He's not dead, just away indefinitely presumably punching daemon princes. It doesn't explain his disappearance though, just mentions in a much later paragraph how the Salamanders changed "after his disappearance". In fact, the fluff about the primarchs mentioned in the book doesn't have a lot of detail, only the death of Rogal Dorn is actually explained in any detail - even Ferrus Manus "died at the hands of his brother", and the way it was written heavily implies that it was Horus who killed him. Corax and Vulkan just disappeared, Khan disappeared chasing a might enemy, and King Smurf is in stasis with a slash across his neck without specifying how or why. On the other hand, it's hard to imagine how the Imperium has any enemies left in the galaxy to face, after reading about Marneus Calgar and his Ultramarines. NTRabbit fucked around with this message at 15:07 on Sep 8, 2013 |
# ? Sep 8, 2013 15:04 |
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So how long do we reckon until the new plastic chaplain gets released on it's own?
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# ? Sep 8, 2013 15:23 |
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VogeGandire posted:So how long do we reckon until the new plastic chaplain gets released on it's own? Never, now buy the pack we gotta move those kits.
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# ? Sep 8, 2013 15:30 |
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humannature posted:Never, now buy the pack we gotta move those kits. I honestly don't even get why it's a kit. It's not even an official unit in the book. It's just a chaplain...and a command squad. You don't have to take the squad with the chaplain.
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# ? Sep 8, 2013 15:41 |
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PierreTheMime posted:That's what the He'stan's purpose is, afterall. The Salamanders believe that once they recover all of Vulkan's lost/hidden artifacts that Vulkan himself will return to his people. He's not dead, just away indefinitely presumably punching daemon princes. Yeah but this is positioned as just some bullshit that they believe, like the thing with Guilliman and his neck wounds. Everyone thinks their primarch is coming back one day. And it's only true for the Chaos legions where their primarchs are still running around.
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# ? Sep 8, 2013 15:42 |
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TheChirurgeon posted:Yeah but this is positioned as just some bullshit that they believe, like the thing with Guilliman and his neck wounds. Everyone thinks their primarch is coming back one day. And it's only true for the Chaos legions where their primarchs are still running around. Right, what I meant was more like "they didn't see him die at the drop site and have no historical record of his death, surely he must be alive." You see, he is returning, you just have to believe hard enough.
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# ? Sep 8, 2013 16:02 |
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So it's looking more and more like the command squad without special weapons wasn't a mistake? I was hoping for a quick patch.
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# ? Sep 8, 2013 16:08 |
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WhiteWolf123 posted:So it's looking more and more like the command squad without special weapons wasn't a mistake? I was hoping for a quick patch. I wouldn't doubt it was intentional. It was already mentioned how all the pics of the models show a special weapon still, but even funnier to me is how the illustration of the UM 2nd Company still features a command squad member with a melta.
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# ? Sep 8, 2013 16:34 |
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WhiteWolf123 posted:So it's looking more and more like the command squad without special weapons wasn't a mistake? I was hoping for a quick patch. Never expect a quick FAQ. Did the Iron Hands fluff change at all? Last time all they got was a quote from their chapter master (who previously didn't exist) and the purging of Contqual. Edit: Also, would it kill GW to give us an Iron Father or other Iron Hands characters?
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# ? Sep 8, 2013 16:37 |
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WhiteWolf123 posted:It doesn't re-roll Special Issue Ammo, but even so, it's still a good setup. Yeah, a shame, but Sternguard are expensive anyway and their special ammo is pretty awesome so I don't mind. In 1500 pt games I'll probably only take 1-2 squads of Sternguard tops anyways. It working on all bolters and not just the standard stock bolter is pretty great at least, so even storm bolters will get some use out of it. If Sternguard are equipped with Storm Bolters, can they still choose to use special issue ammo? Obviously it will switch to Rapid Fire instead of being Assault 2, but it would be better than not having the option at all. It says the veteran can replace his boltgun with a Storm Bolter for 5 points, and special issue ammunition says "In addition to the normal profile of their boltgun (including boltguns that are part of a combi-weapon), models with special issue ammunition can choose, in each of their shooting phases, to instead use one of the profiles below until the beginning of their next Shooting phase."
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# ? Sep 8, 2013 16:43 |
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No, a Storm Bolter is not a Boltgun.
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# ? Sep 8, 2013 16:50 |
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No, their Storm Bolters/Heavy Bolters/Bolt Pistols don't shoot special issue ammunition.
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# ? Sep 8, 2013 17:45 |
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Improbable Lobster posted:Never expect a quick FAQ. I was thinking the same thing, could have been a easy way to add a special character so each chapter has one. instead we got fat suits and AA rhinos.
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# ? Sep 8, 2013 17:47 |
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NTRabbit posted:This is the first time I've read a lot of the 40k era SM fluff myself, rather than hearing about it second hand, but it seems like they've made a few changes, such as: Black Templars also don't have all psykers anymore (it's a common misconception!) and would be open to the idea of librarians if the emperor sees fit to bless the chapter with them again.
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# ? Sep 8, 2013 17:48 |
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Bionic Psyker posted:Black Templars also don't have all psykers anymore (it's a common misconception!) and would be open to the idea of librarians if the emperor sees fit to bless the chapter with them again. Yeah, they actually revere things like astropaths, because they see them as personally communing with the Emperor's spirit. All of their librarians were killed in a single incident, and so far, no more BTs have turned out to be psykers. They're still barred from taking Librarians though, but it at least explains why they can ally with GKs etc.
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# ? Sep 8, 2013 18:13 |
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WhiteWolf123 posted:So it's looking more and more like the command squad without special weapons wasn't a mistake? I was hoping for a quick patch. It's like an intern with a bad weed addiction does the fact checking. Plain lazy. This could have been one of the tightest most poured over book in GM existence but instead we got something one step about a steaming pile of poo poo. Broken links, hosed up fluff, options missing because, ten thousand special characters with ultramarine tactics locked to them and one of the chapters tactics just missing a hero.
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# ? Sep 8, 2013 18:15 |
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Broken links? e: Oh, ipad version.
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# ? Sep 8, 2013 18:17 |
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Fix posted:Broken links? I'm a dummy for paying 60 bucks for the ability to click on a broke link to an important rule and click on a working link for a voice clip saying poo poo like "hope is the beginning of garble garble blah blah".
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# ? Sep 8, 2013 18:22 |
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Khan on a bike looks to be cheaper than Sammael. Access to better flyers, too? Yep, I'm switching over
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# ? Sep 8, 2013 18:25 |
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Since I started playing 40k about 10 years ago I've only ever had a Guard army but now I'm really thinking about Drop Pod Marines. Am I wrong in thinking that a pod list with Ultramarine tactics dropping a bunch of tac squads twin-linking their weapons on turn 1 and Tigurius and for reserve re-rolling and Divination might not be utterly terrible? It's really strange thinking about things from the other side of the power armour.
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# ? Sep 8, 2013 19:15 |
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Aren't drop pod armies a bit gimped in 6th, since you can't drop pod everything?
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# ? Sep 8, 2013 19:27 |
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VogeGandire posted:Aren't drop pod armies a bit gimped in 6th, since you can't drop pod everything? You can still go all drop pod: Q: Do units that are transported in a vehicle that MUST start in reserve count towards the number of units that can be placed in Reserves? For example, must I count the units in a Drop Pod or Valkyrie towards the 50% of units I can place in Reserves? (p124) A: No. In addition you only auto-lose if you have no models on the table at the end of any GAME TURN not player turn (p.122). So no drop pod army (that can drop pods on Game Turn 1) can ever auto-lose turn one for having no models on the table unless every unit gets completely wiped out; you can still lose that way. So this tactic could work in your favor if you go second, essentially denying your opponent one turn of shooting. Then you can try to get your opponents units to break from shooting (or casting morale check psyker powers) and make them run off the table. Or go melta/plasma heavy and take out the vehicles/heavy armor right off the bat. Pacheeco fucked around with this message at 19:43 on Sep 8, 2013 |
# ? Sep 8, 2013 19:33 |
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VogeGandire posted:Aren't drop pod armies a bit gimped in 6th, since you can't drop pod everything? Quite the opposite. Since drop pods must enter from reserves, they and the unit inside don't count against the 1/2 limit. In fact, the common tactic opponents would use of reserving everything then taking out pod contents piecemeal is now disallowed. Between this and the 6" disembarkation move, 6th has been a big buff for pod armies. e: One thing that's annoying me now is the 10 person capacity, meaning I can't attach an IC to a full tac squad. Grr... Kaysette fucked around with this message at 21:08 on Sep 8, 2013 |
# ? Sep 8, 2013 19:35 |
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My local GW had a special battle yesterday for the release of the new Space marine codex. The scenario was two battles on different tables. One had the Marines defending a huge cannon, and the other was Marines attacking to retake a city district. The defense table was a regular 4 x 6 table. Armies were deployed on the short table edge. The attacking table was two tables pushed together and deployed along the long table edge. At the end of the attacking Space Marines shooting phase they got to put down one of the large apocalypse blast templates to represent fire support from the cannon on the other table. Flyers could go from one table to the other but took a turn to arrive. I took some pictures, but they're from my phone so some are of dubious quality. There were six people playing. 3 Space Marines VS Sisters of Battle, Orks and Necrons. I was playing my Sisters and was teamed with the Necrons. I went with the following list. I didn't know at the time that the Simulacrum Imperialis takes up one of my special weapon choices. It didn't matter in the end because they didn't use the reroll all game. Sisters of Battle (White Dwarf) (Primary Detachment) Selections: + HQ + (496pts) * Canoness (381pts) Melta Bombs (5pts), Plasma Pistol (15pts), Plasma Pistol (15pts), Rosarius (25pts) * Sororitas Command Squad (256pts) 3x Multi-melta (30pts), Simulacrum Imperialis (20pts) * Immolator (91pts) Searchlight (1pts), Storm Bolter (10pts), Twin-linked Multi-melta (15pts) * Saint Celestine (115pts) + Troops + (544pts) * Battle Sister Squad (179pts) 9x Battle Sister (108pts), Flamer (5pts), Storm Bolter (3pts) * Rhino (46pts) Searchlight (1pts), Storm Bolter (10pts) * Sister Superior (17pts) Bolt Pistol, Boltgun * Battle Sister Squad (179pts) 9x Battle Sister (108pts), Flamer (5pts), Storm Bolter (3pts) * Rhino (46pts) Searchlight (1pts), Storm Bolter (10pts) * Sister Superior (17pts) Bolt Pistol, Boltgun * Battle Sister Squad (186pts) 9x Battle Sister (108pts), Flamer (5pts), Meltagun (10pts) * Rhino (46pts) Searchlight (1pts), Storm Bolter (10pts) * Sister Superior (17pts) Bolt Pistol, Boltgun + Fast Attack + (170pts) * Seraphim Squad (170pts) 7x Seraphim (105pts), 2x Two Hand Flamers (40pts) * Seraphim Superior (25pts) Bolt Pistol, Bolt Pistol, Melta Bombs (5pts) + Heavy Support + (290pts) * Exorcist (145pts) Storm Bolter (10pts) * Exorcist (145pts) Storm Bolter (10pts) My teammate had A lord in a block of warriors Two other blocks of warriors with cryptecs attached A ghost arch with warriors inside 3 heavy destroyers A nightscythe a monolith The marines we faced on the attacking table had Guy 1 2 squads of tac marines in rhinos with multi melta\melta 2 squads of assault marines A group of special jump pack guys with Shrike attached I think they were vanguard vets. A stormtalon sternguard Guy 2 had Assault terminators an ironclad dread qith two hunter killer missiles and two close combat weapons sniper scouts devastators 2 squads of tac marines one with melts one with missiles sternguard I might have mixed up units in their lists they had a bunch of stuff deployed across a 12ft table edge and would sometimes move\shoot each others units to help speed things up. On the Marine defense table the Orc player was playing green tide his deployment area was basically nothing but boys. He had some lootas, burna boys, a guy using psychic powers, a deff dread, a battle wagon and a dakkajet as well. I'm not 100% sure what the Marines had since I was paying more attention to my table. It looked like 2 dreads, a razorback with a lascanon, 2 squads of terminators, a special character in a group of marines, sniper scouts and a few other things I don't remember. This is the Marine defense table with the big cannon. The guy in the blue was playing Space Hulk and doing pretty well with the Marines. This was the city table the Marines were attacking on. We deployed first and could deploy anywhere on our half of the table. There were six objectives placed by the store manager after both sides deployed. I wasn't sure what to expect to I tried to deploy a little aggressively. I put an exorcist on the skyshield to take advantage of the 4++ save and so I could see a wide area. The other I hid behind some ruins. There wasn't much space for me to move my rhinos around so I was stuck having them fairly close together. I put the immolater with my command squad in it close to the bridge in case I needed to go over and help the Necrons. The Necron player put his monolith down with my guys so he could teleport guys over if needed. Both tables started with night fighting. This is just a different angle of the deployment. I kept my seraphim in reserve to deep strike in later. This is how to marine player across from me deployed at the time I didn't realize just how many things he had in reserve. His partner also had a unit of sterngusrd on this side behind some ruins. The other marine player on my table hid a bunch of his guys in the ruins. They stayed there most of the game using missiles and sniper rifles to harass the Necrons. The Orc player could only deploy 12" from the table edge. He almost filled his side with boys. The Marine player could deploy anywhere behind the bunker wall. A closer look of whats on the cannon. Marines got first turn on our table. Guy 1 deployed his vanguard with Shrike on our side with with a scout move. Top of turn one a squad of tac marines roll up in their rhino and explode the monolith. This became a theme on our table every vehicle destroyed exploded we eventually ran out of craters. In the assault phase his jump pack guys moved closer to the skyshield. The one player rolled really low for his sternguard movement. He did that all game and it wasn't until late in the game that they eventually cam out from behind the ruins they were deployed in. Not much else for shooting because of night fighting. The cannon was placed over a squad of Necrons and then scattered 10" and only killed one guy who made his WBB roll. Not a very good shot but the Necrons moved closer to the Marines. The necron player used his solar pulse and got rid of the night fighting for our side. I moved my rhinos and disembarked my sisters. One squad went into the monoloth crater and shot at the tac marines killing the two marines with the melta and multimelta. The other squad flamed and shot at the vets, but only killed two of them. My exorcists took one hull point off a rhino and killed a few sternguard. Neither Marine player had seen Sister of Battle before so I had to keep explaining what the units do. One guy was pretty upset over the 6++ save and constantly brought it up. The Necron player used his heavy destroyers to kill a few marines in the ruins, and then ran his warriors up a bit more. We didn't do anything for assault. Top of turn 2 the stormtalon comes on and enters on the Necron side of the board. The Marines moved up and started to focus fire on the heavy destroyers. The cannon was fired on my rhinos but scattered away and hit nothing. While the Marine were moving on my table I took a pic of the other table. The Orc player smashed through the bunker with his battle wagon and managed to kill a small squad with the deffrolla. The weird boy rolled a teleport power and teleported the burnas onto the cannon building and killed all but one scout who rolled snake eyes on his morale. The player across from me was able to deep strike in a squad of assault marines beside the skyshield and then jump onto it. The vanguard moved in on my sisters and killed two with their pistols. The other marine player on our table moved his dread closer to my exposed rhino and fired both hunter killer missiles into the side armour. Only one hit and I made my 6+ inv save. I didn't hear the end of that for the rest of the afternoon. It was still night fighting so their shooting was hampered still. They killed a couple heavy destroyers, but they came back. The vanguards assaulted my sister squad and actually took three wounds from overwatch. He put a wound a Shrike and took two vets away. Then he wiped out the rest of my squad before they had a chance to hit back. On the other table the Orcs had assaulted one of the dreads. I finally remembered to roll for my faith points, but only got two. My Seraphim came in and landed close to the vets. I moved by exorcist away from the assault marines and moved my immolater up as well. I disembarked a squad of sisters to help shoot down the vets, and my command squad as well. The command squad used their faith power and were relentless this turn they moved closer to the ironclad dread. The picture if from the results of my shooting. I flamed the poo poo out of the vets and hit them with my rhino storm bolters and sister squad. I killed the squad but Shrike survived.I ignored him thinking he would assault the rhino that didn't move and next turn I'd hit him with Celestine in assault. I rolled 5 missiles with my exorcist on the skyshield and wiped out the assault marines on there. The other exorcist rolled 4 missiles and killed two marines. The command squad lead by my cannoness exploded the ironclad dread. At this point the orcs assaulted the other dread as well He also rammed the fortification with his battle wagon and completely trashed the lower part of the bastion. His shock attack gun was able to disable the gun so we were safe on our table. The dakka jet came in on our table this turn as well, but missed with it's shots. Top of turn three the marines across from me get out of a rhino and try to kill my command squad. They only killed one multimelta thanks to feel no pain. The stormtalon moved right up to the dakkajet, and killed one of my exorcists. The remains of the tac marines that killed the monolith move in on my sisters in the crater. Shrike moves closer to them as well. He assaults my sisters with the tac marines and they somehow manage to not get wiped out. He forgot to add Shrike in on that assault and instead moved him to the far side of the crater. It was getting late so I wasn't taking as many pictures. I only had one faith point this turn and I wanted to use it on my command squad. I split Celestine from my seraphim so she could save my sister squad. The seraphim moved in on a squad of sternguard but only managed one would from 4 hand flamers and and 10 bolt pistol shots. The wound was saved. I repositioned my command squad to put my cannoness in front and made my faith roll for relentless. I fired into the side armour of the rhino with my rhino and sister squad with a melta gun. It exploded and and killed two marines. My command squad fired into the remains of the tac squad and hit with two multi meltas and two plasma pistols all wounded and I wiped out that squad. I was able to use my exorcists to kill Shrike and put some wounds on the sternguard. Celestine charged the tac marines, but I forgot about challenges. I killed all but two marines. We weren't paying attention to the objectives but it turned out that those oil drums were an objective. My seraphim meltabomb the rhino and survive the explosion. The Necron player took an objective on his side and killed off some terminators and assault marines that I missed coming onto the board. The battle was going really well for us at this point. On the other table the orcs had overran the marines and there was only two left. Top of turn four. I didn't get any pictures of the marines turn. The sternguard killed most of my seraphim squad. The terminators and assault marines charged a blob of warriors and were stuck in a tar pit the rest of the game. Every warrior they killed made the WBB roll and was placed back into combat. The stormtalon killed my other exorcist and Celestine flubbed in assault getting killed by the powerfist guy. I rolled another 1 for faith points. Celestine gets back up. I kill the powerfist guy in shooting. I lose my seraphim to the orc player who was board after wiping out the marines and fired the cannon at them. The tar pit assault continued and the Necrons killed most of the scouts and marines left in the ruins. We called it at the end of turn four since the event was over. We won 6 points to 5 on our table. Since it was two armies facing two armies it was ruled that you could get slay the warlord twice. We had slay the warlordx2, line breaker and one objectives. They had first blood an objective and line breaker. All in all it was pretty fun I don't have anything for killing fliers. I'm thinking of getting an aegis line and manning the quad gun with squad of retubitors with four heavy bolters. Their faith power gives them rending and they can pass that to the quad gun so they should be ok for flier defense.
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# ? Sep 8, 2013 20:11 |
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Bavius posted:gently caress me, I really want to do a Minotaur army with a small Space Shark force for BADAB AWESOME space marines. Yeah, that's my plan too.
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# ? Sep 8, 2013 20:33 |
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Here's what I'm thinking right now for drop pod Salamanders at 1500.code:
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# ? Sep 8, 2013 21:33 |
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God, I've been spoiled by battlescribe, because making an army list the old way, with a calculator and a notepad, is annoying.
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# ? Sep 8, 2013 21:39 |
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jeroti posted:My local GW had a special battle yesterday for the release of the new Space marine codex. Awesome work dude, your Sisters look great. VogeGandire posted:God, I've been spoiled by battlescribe, because making an army list the old way, with a calculator and a notepad, is annoying. Turns out the calculator I used to use for writing up lists since I played 2nd Edition still works, so it's a bit like coming home for me.
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# ? Sep 8, 2013 22:17 |
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WhiteWolf123 posted:So it's looking more and more like the command squad without special weapons wasn't a mistake? I was hoping for a quick patch. Holy lol I didn't even notice this, what the utter gently caress. Well played GW, I spent £35 on your lovely book and you didn't even bother to do basic editing on it again. It's me, I'm the abused wife. VogeGandire posted:God, I've been spoiled by battlescribe, because making an army list the old way, with a calculator and a notepad, is annoying. Total opposite, I can't do it any other way but calculator and notepad/Word. Army builder tools just don't work for me.
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# ? Sep 8, 2013 22:23 |
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Corrode posted:Total opposite, I can't do it any other way but calculator and notepad/Word. Army builder tools just don't work for me. I don't really see why. Battlescribe works as well as you can expect it to. Not to mention you can print out stat sheets and equipment lists. Honestly, after tooling around with Infinity's army builder, I can't really see a reason to go back to pen and paper. Albeit, unless pen/paper is literally my only option.
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# ? Sep 8, 2013 22:31 |
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Nothing quite like assembling 30 boyz and discovering you somehow lost a single head along the way.
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# ? Sep 8, 2013 22:48 |
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Corrode posted:Total opposite, I can't do it any other way but calculator and notepad/Word. Army builder tools just don't work for me. tac 170 pwr 15 plas 15 plas 15 rhino 35 dzr 5 storm 5 with little symbols crudely drawn next to each to delineate Troops, Heavy Support, etc.
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# ? Sep 8, 2013 23:35 |
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SRM posted:Math in my head, little water-damaged notepad, horrible little abbreviations that only I understand. Most of my lists look like this: SRM's list-writing notepad:
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# ? Sep 8, 2013 23:49 |
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Bavius posted:gently caress me, I really want to do a Minotaur army with a small Space Shark force for BADAB AWESOME space marines. Finish your orks and leave the SHARKS to me.
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# ? Sep 8, 2013 23:57 |
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Kaysette posted:SRM's list-writing notepad: Needs a few more stains, but yeah, basically. Ghosthand, I just watched your video battle report from about 2 weeks ago, with your Ultras vs. IG/Blood Angels. I liked it a lot - it was long enough that it wasn't just glossing over stuff, short enough that it wasn't like watching the game in real time, and the commentary at the end was seriously the best part. One of my favorite parts of any game is the post-game pow wow where you just talk what went right, what went wrong, and so on. It was cool to have that captured on camera.
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# ? Sep 9, 2013 00:19 |
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Phyresis posted:Bike Command Squads seem pretty good still for 135 points baseline, especially with Khan. His Furious Charge transfers to attached units so if you buy a couple of them power axes they'll each have 4 S6 AP2 attacks on the charge, albeit at I1. Baruch Obamawitz posted:Yeah, that's my plan too. Kaysette posted:Here's what I'm thinking right now for drop pod Salamanders at 1500. But the basic skeleton of the list looks pretty good. Dreads and other walkers kinda need to come in large quantities or not at all- one or two tends to just be asking to eat all of the enemy's anti-tank shots. You might also consider slipping in a Captain or Chaplain to give your forces some combat punch; I feel like a guy carrying the Teeth of Terra and Combi-Melta or Artificer Armor is a real competitor. (If you're super-sassy, the a Shield, Storm or Eternal, is good times as well.) Oh, and don't forget that the Sallie trait Master Crafts an item on every character, not just independent characters- all your sarges get a bit of bonus kit in that regard. Dirty Job posted:I don't really see why. Battlescribe works as well as you can expect it to. Not to mention you can print out stat sheets and equipment lists.
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# ? Sep 9, 2013 01:07 |
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This command squad without a special weapon reminds me of when the space wolf codex came out, Wolf Lords could not take frostblades. Those with the book, about how much would a 10 man sternguard run points wise? With just bolters. I pretty much use excel only for army lists. I ran out of printer ink for a month and had to make lists by hand, painful. I have a warhammer and 40k base thing already made up with formulas so I just have to punch stuff in and it will add everything up for me. twistedmentat fucked around with this message at 01:18 on Sep 9, 2013 |
# ? Sep 9, 2013 01:15 |
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# ? Jun 8, 2024 06:39 |
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twistedmentat posted:Those with the book, about how much would a 10 man sternguard run points wise? With just bolters. 230 points.
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# ? Sep 9, 2013 01:29 |