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Post your SW Losses.


Marek Grimfang

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I have - brutal but expensive - particularly if you put them at the head of a pack of Blood Claws or pw/sb tda wolf guards. Not for the faint hearted though - you have to be decisive with them or you get isolated and ripped apart by weight of attacks.
I would think that a tooled WL with a cheap but focused WGBL would work well in the same unit. forcing attacks to be split in three units and adding another I5 character.

 

Have you tried that Nostromo? Anyone?

I run a WL and WGBL with my TWC. The WGBL fills a vital roll, being the only I5 in the unit, so his five S6 FB attacks usually thin things out a little before the TWC goes. Then, of course, the TWC get their 15-ish attacks, followed by the WL and his six TH attacks, plus the five from the TWC with a TH as well.

 

So, if you're running a WL with an I1 weapon, a WGBL with an I5 weapon makes for a good pairing. Especially with a necklace ensuring he always hits on 3+.

I played 5 games, all won... so :

 

+ :

WL with thunher wolver, wolf claws, 2+/4+,saga reroll vs S5 2 wolves (+5 wolves )=> very good, he's killing every troops and HQ like tyranids

GH with EL, wulfen, melta,WG with melta/PF in rhino => not for attacking but to take and hold

vindic => always to take an area

wywy => idem

scouts, melta, WG with melta/PF => very good too, your opponent is forced to quit the end of the table....

 

+/-

RP => claws and D6F7 => claws is a lucky power, D6F7 is good

 

- :

dread

 

So drop dread and take razorback with twin-linked LC

Now Ive been thinking of adding more bite to my GH packs by soending the extra 15 pts on a power weapon for one of the GH's, in addition too the PF already given to the WGPL.

 

For me its redundancy, having that extra HtH bite. I would also hazard to go back on my previous opinion and give the GH a PF as well as the WGPL.

 

I really feel there needs to be another piece of kit since we lack the heavy weapon option for that kind of support.

 

But.....Im also on the fence of even adding that WGPL altogether for the 2x melta set up.

Well after having 2 losses with my old list I began tweaking it a little and now it is absolutely steam-rolling the competition. Literally of the 7 games it has won only 1 opponent made it past turn 4. By sticking the WG (who are in TDA), the wolf lord, wolf priest and rune priest in thee LRR, nothing survives that onslaught. The lone wolf is amazing in terms of surprise, it is accting as my anti-leader unit... tey swagger forward expecting something weak only to get face smashed. So here is the 2000 point list.

 

HQ:

(255 Points) Wolf Lord Branek Deathwolf

-2x Thunder Hammers

-Terminator Armour

- Wolf Tooth Necklace

- Belt of Russ

- Meltabombs

- Saga of the Bear

 

(145 Points) Wolf Priest Girom

- Saga of the Beastslayer

- Terminator Armour

- Meltabombs

- Wolf Tooth Necklace

 

(185 Points) Rune Priest Durdin

- Master of Runes

- Terminator Armour

- Meltabombs

- Wolf Tooth Necklace

 

ELITES:

(215 Points) Wolf Guard Pack

- Wolf Brother Agnar – Frost Axe

- Wolf Brother Svengar – Frost Axe

- Wolf Brother Odin – Frost Axe

- Wolf Brother Thorgrim – Frost Axe

- Wolf Brother Bjorn – Frost Axe

 

 

(90 Points) Wolf Scout Pack

- 5 Wolf Scouts

- 4 Boltguns

- Plasma Gun

 

45 (Points) Lone Wolf

-Frost Blade

 

TROOPS:

(195 Points) Grey Hunters Pack

- 10 Grey Hunters

- 2 Plasma Guns

- Rhino

 

(195 Points) Grey Hunters Pack

- 10 Grey Hunters

- 2 Plasma Guns

- Rhino

 

(195 Points) Grey Hunters Pack

- 10 Grey Hunters

- 2 Plasma Guns

- Rhino

 

HEAVY SUPPORT:

(115 Points) Vindicators

 

(115 Points) Vindicators

 

(250 Points) Land Raider Redeemer

- Multi-Melta

 

TOTALS:

Points – 2000

Infantry – 44 Models

Vehicles – 6

Kill Points – 12

Here is one unit that has worked very well for me, my assault-orients Wolf Scout pack:

 

6x Wolf Scouts with two Power Weapons

Wolf Guard Leader with Plasma Pistol and Power Fist.

 

Last night when playing against Blood Angels, they came in Behind Enemy Lines right behind a depleted combat squad of BA Tactical Marines (just 3 left in the squad) and killed all 3 with shooting/assault on the turn they entered, clearing the enemy Objective. My opponent responded by diverting 2 small Assault Squads that had been moving toward my Objective back to secure his. Together, the two Assault Squads consisted of 9 Marines, including two Sergeants, each with a Power Weapon. After about three turns of close combat, all 9 Blood Angels Assault Marines were dead, at the cost of 4 of my Wolf Scouts! The 2 remaining Wolf Scouts and their Wolf Guard Leader were then free to move forward and intercept more Blood Angels, allowing Ragnar and his Grey Hunter escorts to move toward the enemy Objective. I'm looking forward to trying them after I add a Melta Gun and MotW model to the Scout Pack.

 

Other heroes of the game were the Long Fangs, consisting of 1 with a Lascannon, 2 with Plasma Cannon, and 2 with Heavy Bolters. Because of the Dawn of War deployment, they didn't even get to shoot for the first 2 turns of the game, as they ran onto the table and into their firing position. However, despite the slow start, in the 3 turns that they did get to participate, they wiped out Dante and his Assault Squad bodyguard, as well as several Multimelta Attack Bikes, and some random BA Marines.

 

V

Long Fangs!!!

 

I know people are used to not taking them because they were way too exensive before, but spam them! You should max out the rest of your heavy support slots with long packs filled with 5 missile launchers. 140 points gets you 5 missile launchers on the table. One of the best units in the game. Hands down. Especially against valkyrie/vendetta spam or ork trukk lists.

 

Also, having a close combat IC with a wolf priest in a LRC with a close combat squad is extremely important. I usually run ragnar in a LRC with grey hunters and wolf priest with a banner to basically annihilate anything they charge. Also, maxed grey hunters with double plas or melta and MOTW and a standard are among the most flexible units in the game, since the special replaces the bolter, they are just as effective on the charge. Hope this helps.

So, did a tournament today and took 1 Long Fang Unit that consisted of 3 ML & 2 LC a WG w/ CML joined by RP with LL and Logan. Holy Cow, it was a turkey shoot, 2 of my opponents tried to shoot at them but between my cover saves and Logan taking the first save every round of shooting they gave up trying to hurt them. I would take a save on a ML before the Sergent as well as Split fire was essential. Logan giving them either Relentless or Tank Hunter was a fantastic combo.

 

I admit I had to hold back pretty much everything until turn 3 to let the fangs weed out some transports Vindicators and the like, but it was pretty much an assured 2 vehicles neutralized each turn. In addition after I blew up anything I could pump 5 Missiles and 2 Las Cannon shots into troops trying to foot slog with nothing to close by to hide them or assault.

 

On about Turn 3 my RP would leave the squad and join up with a rhino WG squad and start using JoWW which by the way took 5 plague marines and 1 Sorc of slanish out in one shot.

 

Logan also left 2 times to intercept an oncoming TDA squad by joining up with a GH squad with him and the banner being popped they killed 6 SS/TH TDA units before they even got their attacks. the 2 left put 3 attacks on Logan and 3 attacks on the squad I lost 2 GH and Logan passed 2 4+ saves.

 

Worked out very well.

 

Vrox.

Was handed my first SW loss yesterday in a doubles game, 2000 pts of my Wolves + 1500 of Guard vs. 2000 pts of Tyranids + 1500 of Chaos Daemons.

 

My list was:

 

Njal in TDA

5x TDA Wolfguard (2 double claws, 1 claw/assault cannon, 1 TH/SS, 1 Chainfist/SS)

Land Raider Redeemer

 

9 Grey Hunters, Flamer, Wolf Guard Pack Leader (PF/Combi Flamer), Rhino + Rune Priest (Living Lightning, Murderous Hurricane)

9 Grey Hunters, Flamer, Wolf Guard Pack Leader (PF/Combi Flamer), Rhino + Rune Priest (Living Lightning, Tempest's Wrath)

9 Grey Hunters, Flamer, Wolf Guard Pack Leader (PF/Combi Flamer), Rhino

 

6 Long Fangs, 2 Lascannon, 3 Missile Launchers

6 Long Fangs, 2 Lascannon, 3 Missile Launchers

 

My partner had three Valkyries, Straken with a priest, Marbo and 2 Leman Russes with plasma sponsons.

 

Our opponents had:

 

2 Hive Tyrants with guard

2 Carnifexes

3 Zoanthropes

Lots of Gaunts (without number)

Four Tyranid warriors

 

Soul Grinder

Bloodthirster

Lord of Change

6 Tzeentch Flamers

Some Daemonettes

Some Bloodletters

10 Pink Horrors

 

The game was for 2 objectives, pitched battle. We lost the first turn, and one of my GH squads got shot up rather badly by the Pink Horrors. The Rhino that was supposed to aid our charge for an objective got immobilized coming out of difficult terrain. Our opponents basically piled the daemons onto our objective, followed by a massive wave of gaunts - the daemon player lost everything, but weakened us enough for the Tyranids just to walk in and take what they wanted.

 

Bad dice rolls combined with some bad tactical decisions on our part = loss in turn 3.

Plague marines

 

Couldn't shoot them enough and my 3 power weapons per squad in 6 grey hunter squads couldnt do it LOL

 

Basicly my Favorite wolf list so far is 2000pts

GH with power weapon plasma pistol melta gun in rhinos

GH

GH

GH

GH

GH

Wolf Guards in every squad with Power fist and combi melta

Then I added a HQ to 4 of the units

HQ were Wolf Lord

Wolf Guard Battle Leader

Rune Priest

Run Priest

 

Need more Plasma didn't have it gonna drop GH squad and throw in Long Fangs

I haven't lost yet. I have played 4 games, 2 verse guard and 2 verses necrons. i am reguarly losing rhinos and 6-10 GH per game, but we still prevail even against the might of the ctan gods! and the filthly heretical guardsmen!

 

Oops sorry, i missed that part.

 

Currently undeated in 4 games with this list.

 

The RP have served as a treat, with a cherry on top or jug of beer :P, every game while moving up with it's objective sitting squad behind rubble and rhinos. sniping two c'tan gods + plus necron lords with the opponent having to deal with my rhino assualts and praise the emperor for extra armour as my rhinos are continously shaken, rattled and lolled. ^_^

 

The long fangs fire control are also working very well. at first i had 5x missile launchers for each long fang squad and struggled with AV14 tanks, until i placed in the multi-melta land speeders and gave the Long Fangs lascannons.

 

Also the Motw and Thunder hammer combination with a wolf standard has worked far better than any other grey hunter variant that i have tried and tested. Against MCs, and MEQ armies.

 

The thinks that ticked and chimed the most were:

Long Fangs fire control and extra armour on the rhinos. Plus the Rune priest :P.

 

(Joins Grey Hunter Pack 4)

1x Rune Priest

1x Chooser of the slain

- spells -

1x Jaws of the world wolf

1x Living Lightning

 

Wolf Guard Pack

(Joins Long Fang Pack 1)

1x Wolf Guard

 

(Joins Long Fang Pack 2)

1x Wolf Guard

 

(Joins Grey Hunter Pack 1)

1x Wolf Guard

1x Thunder hammer

1x Combi-melta

 

(Joins Grey Hunter Pack 2)

1x Wolf Guard

1x Thunder hammer

1x Combi-melta

 

(Joins Grey Hunter Pack 3)

1x Wolf Guard

1x Thunder hammer

1x Combi-melta

 

(Joins Grey Hunter Pack 4)

1x Wolf Guard

1x Terminator Armour

1x Cyclone Missile Launcher

 

Grey Hunter Pack 1

7x Grey Hunters

1x Melta gun

1x Mark of the Wulfen

1x Wolf standard

- Transport -

1x Rhino

1x extra armour

 

Grey Hunter Pack 2

7x Grey Hunters

1x Melta gun

1x Mark of the Wulfen

1x Wolf standard

- Transport -

1x Rhino

1x extra armour

 

Grey Hunter Pack 3

8x Grey Hunters

1x Melta gun

1x Mark of the Wulfen

1x Wolf standard

- Transport -

1x Rhino

1x extra armour

 

Grey Hunter Pack 4

5x Grey Hunters

 

( Seperated LS )

2x Land speeder

2x Multi-melta

2x Heavy Flamer

 

6x Long Fang

3x Missile launcher

2x Lascannon

 

6x Long Fang

3x Missile launcher

2x Lascannon

 

thanks

antique_nova

I've been doing pretty well, my 1000 point list is as of yet undefeated (played about 10 games with it), and is thus:

 

Rune Priest

Living Lightning, Murderous Hurricane

3 Wolf Guard

3 Power Fists, Bolters

9 Grey Hunters

Meltagun, Rhino

9 Grey Hunters

Meltagun, Rhino

8 Grey Hunters

Meltagun, Rhino

Land Speeder Typhoon

Land Speeder Typhoon

 

My 1500 point list has gone through several variations/tweaks, and I'll outline them and go through what I changed and why:

 

Ragnar Blackmane

4 Wolf Guard

Arjac Rockfist, 3 Power Fists, Bolters

Lone Wolf

Mark of the Wulfen, Meltabombs

9 Grey Hunters

Meltagun, Mark of the Wulfen, Rhino

9 Grey Hunters

Meltagun, Mark of the Wulfen, Rhino

9 Grey Hunters

Meltagun, Mark of the Wulfen, Rhino

7 Grey Hunters

Meltagun, Mark of the Wulfen, Drop Pod

Land Speeder Typhoon

Land Speeder Typhoon

 

The list worked well enough, was undefeated when I used it (granted not against the best of opponents), and I found that Mark of the Wulfen simply didn't perform like I thought it would, and neither did the Lone Wolf (who was often too slow to keep up with the army and thus unable to contribute much if anything. So I dropped all Marks of the Wulfen, and the Lone Wolf, and changed to this:

 

Ragnar Blackmane

Rune Priest

Living Lightning, Murderous Hurricane

4 Wolf Guard

Arjac Rockfist, 3 Power Fists, 1 Combi-Flamer, 1 Storm Bolter

9 Grey Hunters

Meltagun, Rhino

9 Grey Hunters

Meltagun, Rhino

8 Grey Hunters

Meltagun, Rhino

7 Grey Hunters

Meltagun, Wolf Totem, Drop Pod

Land Speeder Typhoon

Land Speeder Typhoon

 

Now again, the list performed admirably (I know, hero-hammer, but each of the characters fulfilled a role, Ragnar as unit grinder, Arjac as monster-killer, Rune Priest as support), but I found I lacked any real heavy-tank killing. This was evidenced by the most recent game I played, against a 1500 point Daemonhunter army that had 3 Land Raiders (2 Phobos, 1 Crusader). I was shocked, and while I pulled out a draw (1 objective each, took out 2 Raiders, immobilized a third, he only had 5 other Grey Knights left), I suffered terribly (I only had my 2 Typhoons, and 1 Grey Hunter pack full strength in a Rhino).

 

I decided that the Rune Priest just wasn't doing much and I needed to boost my ranged anti-tank. So my current list for 1500 points is thus:

 

Ragnar Blackmane

4 Wolf Guard

Arjac Rockfist, 3 Power Fists

9 Grey Hunters

Meltagun, Rhino

8 Grey Hunters

Meltagun, Rhino

8 Grey Hunters

Meltagun, Rhino

7 Grey Hunters

Meltagun, Drop Pod

Land Speeder Tornado

Multi-Melta, Heavy Flamer

Land Speeder Tornado

Multi-Melta, Heavy Flamer

2 Land Speeder Typhoons

 

 

DV8

Thanks for updating antique. What did you mean by TH and MoTW combination? And how have your LF's dealt with Dawn of War scenarios?

 

 

 

I haven't lost yet. I have played 4 games, 2 verse guard and 2 verses necrons. i am reguarly losing rhinos and 6-10 GH per game, but we still prevail even against the might of the ctan gods! and the filthly heretical guardsmen!

 

Oops sorry, i missed that part.

 

Currently undeated in 4 games with this list.

 

The RP have served as a treat, with a cherry on top or jug of beer ;), every game while moving up with it's objective sitting squad behind rubble and rhinos. sniping two c'tan gods + plus necron lords with the opponent having to deal with my rhino assualts and praise the emperor for extra armour as my rhinos are continously shaken, rattled and lolled. :D

 

The long fangs fire control are also working very well. at first i had 5x missile launchers for each long fang squad and struggled with AV14 tanks, until i placed in the multi-melta land speeders and gave the Long Fangs lascannons.

 

Also the Motw and Thunder hammer combination with a wolf standard has worked far better than any other grey hunter variant that i have tried and tested. Against MCs, and MEQ armies.

 

The thinks that ticked and chimed the most were:

Long Fangs fire control and extra armour on the rhinos. Plus the Rune priest :(.

 

(Joins Grey Hunter Pack 4)

1x Rune Priest

1x Chooser of the slain

- spells -

1x Jaws of the world wolf

1x Living Lightning

 

Wolf Guard Pack

(Joins Long Fang Pack 1)

1x Wolf Guard

 

(Joins Long Fang Pack 2)

1x Wolf Guard

 

(Joins Grey Hunter Pack 1)

1x Wolf Guard

1x Thunder hammer

1x Combi-melta

 

(Joins Grey Hunter Pack 2)

1x Wolf Guard

1x Thunder hammer

1x Combi-melta

 

(Joins Grey Hunter Pack 3)

1x Wolf Guard

1x Thunder hammer

1x Combi-melta

 

(Joins Grey Hunter Pack 4)

1x Wolf Guard

1x Terminator Armour

1x Cyclone Missile Launcher

 

Grey Hunter Pack 1

7x Grey Hunters

1x Melta gun

1x Mark of the Wulfen

1x Wolf standard

- Transport -

1x Rhino

1x extra armour

 

Grey Hunter Pack 2

7x Grey Hunters

1x Melta gun

1x Mark of the Wulfen

1x Wolf standard

- Transport -

1x Rhino

1x extra armour

 

Grey Hunter Pack 3

8x Grey Hunters

1x Melta gun

1x Mark of the Wulfen

1x Wolf standard

- Transport -

1x Rhino

1x extra armour

 

Grey Hunter Pack 4

5x Grey Hunters

 

( Seperated LS )

2x Land speeder

2x Multi-melta

2x Heavy Flamer

 

6x Long Fang

3x Missile launcher

2x Lascannon

 

6x Long Fang

3x Missile launcher

2x Lascannon

 

thanks

antique_nova

aaa i haven't rolled for Dawn of war scenario yet. but i have some tactics. going to try them out soon.

The TH and MotW cmbination is very useful, because it allows me to be a threaten to terminators and MC better than if i had chosen a power sword and Motw. It's becuse motw has more attacks and more attacks means more chances to hit and more chances of 1s to be re-rolled by the wolf standard :cry:.

thanks

antique_nova

aaa i haven't rolled for Dawn of war scenario yet. but i have some tactics. going to try them out soon.

The TH and MotW cmbination is very useful, because it allows me to be a threaten to terminators and MC better than if i had chosen a power sword and Motw. It's becuse motw has more attacks and more attacks means more chances to hit and more chances of 1s to be re-rolled by the wolf standard :).

thanks

antique_nova

 

 

Hrm, interesting...thought...you could always go Frost Axe/Sword.

Today, I had the misfortune of playing my 'nemesis'. I can never beat him, but I work well with him. I also hold him in respect and, to be honest, a kind of loathing. Then again, he is a Dark Angel player. Go figure.

 

He handed me my rear-end, and to put it simply, I didn't have a bad list, I just tended to do bad tactics. I sent a crusader forward unassisted, and it ended up getting surrounded by his command squad and a combat squad, with company master thrown into the mix to add to the pain. In the end, my Grey Hunters got bogged down and my land raider got isolated. Oh well :P

I played in a 1750 tournament yesterday and took home first. It was great fun and no one expected the cavalry to perform the way they did (and man did they crush). I'll sum up my opponents list say what worked.

 

My list

HQ

Lord - TWM, SS, TH, Talisman (I prefer the blade but I needed more tank busting)

Runepriest - LL, JotWW (GH 1)

Runepriest - CotS, LL, Tempest Wrath (GH 2)

 

Troop

9x Grey Hunter - Melta, Rhino

9x Grey Hunter - Melta, Rhino

10x Grey Hunter - 2x Melta, Rhino

 

Heavy

6x Long Fang - 5x Missles

6x Long Fang - 5x Missles

 

Fast

4x Thunderwolf Cavalry - 4x SS, MotW, Meltabomb, TH

 

Elite

5x Wolf Guard - 5x combimelta, Drop pod

 

Game 1 - Table Quarters, Annihilation vs Tyranids

Game 2 - Spearhead, Annihilation Marines (Pedro & Lysander)

Game 3 - Table Sides, Annihilation Black Templar (Emperors Champion, A lord of some sort with a lightning claw, and a Grey Knight Grandmaster)

 

My 5x combimelta squad worked amazingly well. At the end of the day they had a Hive Tyrant, and 2 Land Raiders under their belt. I know their a cheap throw away for 2 kill points but taking out a land raider is pretty darn important most of the time (charging Pedro and squad and crushing them turn 1 was a particular favorite of mine). My 5 man missle squads also did amazingly well simply from mass of fire. I dont think I would take cavalry without shields now that I've played them. The mass of high S low AP fire that goes into them really makes CONSTANT cover or an invuln (on all not just one) necessary. A single vindicator, Lysander, an orbital, a carnifex - so much that chops them down to size quickly without invulns. Runic Weapons - Fun to watch they grey knight psychic powers fail all the time too <_<.

Over the weekend I played a 3,000 vs. 1,500 + 1,500 point game: Chaos vs. Eldar and Space Wolves (me). We lost, but it was my first chance to try out the new 'Dex.

 

 

 

Things that worked:

 

1. Venerable Dread, with Multi-melta, Extra Armor, Drop Pod. Drop pod means you have a much better chance of being in the 12" melta distance to pop what needs popping. I dropped one near a defiler. didn't kill it because I have the worst luck imaginable, but the next turn I was able to change a Destroyed hit a Shaken. Ran into a group of 1K sons and tied em up the rest of the game. (Destroyed the Defiler later when it charged me!)

 

2. Grey Hunters x10 w/ PGx2 (or MGx2), PF, Rhino. With the rhino having two Fire Points, the ability to get the double special weapons is just amazing. I used two sets to waste a Raptor squad that was closing in on our lines. Sure, Rhinos aren't the toughest transports out there, but they do the job.

 

3. Wolf Priest w/ Jump Pack, 10x Skyclaw Pack w/ PF. Mobile, Fearless and with the ability to reroll attacks in CC.

 

 

Things that didn't work:

 

1. Charging Death Guard. Don't do it. Don't waste your time. No bonus attacks from charging, T5, Feel no Pain for your regular attacks... just sit back and shoot them with plasma. 2s to wound, no armor saves, no FnP.

 

 

Things that maybe sorta kinda could have worked, but need more testing:

 

1. Land Speeder with 2x MM. I figured for 80 points I'd get a pretty effective tank killer. Unfortunately, even after three rounds of shooting, the defiler I'd targeted every turn was still alive. This was more my horrible, horrible luck. In turn 1 I missed the shot, in turn 2 I hit with both shots, penned with both shots, then rolled 1 and 2, both of which the stupid defiler ignores.

 

2. Rune Priest (Master of Runes) w/ TDA, CotS, JotWW, Twin Wolves (the psychic shooting 2 gun power whose name escapes me). The first time he used JotWW he was able to pick off a skull champion from a zerker unit. The second time not even a Chaos Spawn died. I kinda screwed up on the second shot, I should have targeted the unit that had JUST gotten out of a transport and was basically begging to fall into a chasm. >_<

 

3. Grey Hunters x6 w/ PG (or MG), PF, Razorback w/ LC&TLPG. Seemed like a nice fire support unit with the Razorback being able to doubletap at 12" or fire to 24" if necessary while on the move. Still, seems fragile since it's only 6 hunters.

3. Grey Hunters x6 w/ PGx2 (or MGx2), PF, Razorback w/ LC&TLPG. Seemed like a nice fire support unit with the Razorback being able to doubletap at 12" or fire to 24" if necessary while on the move. Still, seems fragile since it's only 6 hunters.

 

Steamdragon, 6 Grey Hunters can't take two special weapons; you have to have a full 10 men in the Pack to be able to take the second special weapon.

 

V

3. Grey Hunters x6 w/ PGx2 (or MGx2), PF, Razorback w/ LC&TLPG. Seemed like a nice fire support unit with the Razorback being able to doubletap at 12" or fire to 24" if necessary while on the move. Still, seems fragile since it's only 6 hunters.

 

Steamdragon, 6 Grey Hunters can't take two special weapons; you have to have a full 10 men in the Pack to be able to take the second special weapon.

 

V

 

Woops, was a copy/pasta error. Should only be 1 weapon.

 

edit: Post edited. Sorry for the confusion XD

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