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Want to start a terminator only army


whiteridder

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well thanks for the replays. I'm thinking of ginving my terminators helbards, 1 deamonhammer and swords. But I'm still not sure what to take, paladins or terminators, or maybe both.

 

By the way, grand master can become fast expansive, what to take for him?

 

My advice is to pretty much ignore most of the options. The fancy stuff is just a points sink.

 

He has an iron halo so the NFS is a good choice for a 3++ in close quarters, give him a psycannon to make use of his BS and 3 servo skulls to create drop zones. That's all he really needs.

well thanks for the replays. I'm thinking of ginving my terminators helbards, 1 deamonhammer and swords. But I'm still not sure what to take, paladins or terminators, or maybe both.

 

By the way, grand master can become fast expansive, what to take for him?

 

My advice is to pretty much ignore most of the options. The fancy stuff is just a points sink.

 

He has an iron halo so the NFS is a good choice for a 3++ in close quarters, give him a psycannon to make use of his BS and 3 servo skulls to create drop zones. That's all he really needs.

 

I do not fully agree, my GM is worth 260 points, he has a Halberd, Psycannon, 3 skulls, rad and blind grenades.

A mixture of Palis and Termies may suffice. Just remember that paladins die fast to str 8+. It has been said many times because it is incredibly important.

 

On the GM I recently tested him with just an Incinerator for 180pts total. Like the old GM everything he does is pretty awsome already to need extra flashy upgrades.

 

It worked amazingly he footslogged over with a 4 Pali retinue. He then flamed near 40 odd necrons and charged multiple times over the next 5 turns.

 

-Gib-

I would recommend avoiding Paladins. By the time you buy even a single decently kitted out Paladin unit you will find that you could have fielded close to 2 reasonble GKT Troop units. Hey, there's your "two wound terminators" right there! Only with a lot more attacks and dakka to hand as well.

 

No not really. Regular Terminators are pretty fail with their WS4 and no re-rolls on anything, they stomp infantry but other heavy assault units just maul them. Paladins are delicious win, and you can make them as blingy or as cheap as you like. My two favourite builds are;

 

Economy:

2 x Paladins w/nemesis halberd+psycannon, Paladin w/nemesis hammer, Paladin w/nemesis halberd

(260 points)

As pointed out, this is an illegal unit. Tack on a minimum of 55 more points for 5 models and, therefore, 315 pts. Meanwhile, 305 pts gets me 7 basic GKTs with a psycannon. For 10 pts less, I get 7 wounds that don't care about Instant death vs double wounds on 5 models that really really do. I also get more attacks and dakka, which is what I said earlier. :cuss

Oh hai Nob Bikers:

 

Apothecary w/nemesis halberd+narthecium, 2 x Paladins w/nemesis halberd+psycannon, Paladin w/nemesis hammer, Paladin w/nemesis halberd

(390 points)

 

Unquestionably a Deathstar at this point, but I'd wager they're pretty effective in combat still. Don't go above 6 models with these guys, otherwise they can't fit in a Stormraven with the character they're protecting.

Sure, deathstar. But one that a single drive by plasma/melta strike will cripple. Do it twice and the unit is probably killed.

 

Good thing nobody plays with multiple, cheap, fast/mounted melta units, right? Other than Imperial Guard, every Space Marine army, Sisters of Battle, Eldar with their fire dragons, ....

Good use of terrain and 'Shrouding', just like regular infantry. In a more balanced army, I'd have Purifier Rhinos and Dreadknights blocking LOS. In this context, they either need a Stormraven, or they just need to make good use of cover.

 

AP2 is a pain, no doubt about it, but them's the breaks. If they were storm shielded, they're be completely broken (just like actual Stormhammers, or Black Templar Assault Terminators).

It's bad enough to put tempting targets like normal Terminators from any SM codex on the table. Those units regularly get shot up by opponents. But you footslog Paladins -- or are forced to footslog Paladins because of a busted ride -- and it's difficult for me to come up with a more tempting target to focus on. When an entire army wants a single unit dead, where there are no other targets worthy of the attention -- and has multiple tools available to make that death happen -- I would not count on lucky dice in your favor to keep the unit alive. That isn't tactics. That's faith in random probability. :cuss

well thanks for the replays. I'm thinking of ginving my terminators helbards, 1 deamonhammer and swords. But I'm still not sure what to take, paladins or terminators, or maybe both.

 

By the way, grand master can become fast expansive, what to take for him?

 

My advice is to pretty much ignore most of the options. The fancy stuff is just a points sink.

 

He has an iron halo so the NFS is a good choice for a 3++ in close quarters, give him a psycannon to make use of his BS and 3 servo skulls to create drop zones. That's all he really needs.

 

I do not fully agree, my GM is worth 260 points, he has a Halberd, Psycannon, 3 skulls, rad and blind grenades.

 

GM already has init of 5, I don't see the Halberd as a good choice the sword stacks better with the iron Halo.

I do not fully agree, my GM is worth 260 points, he has a Halberd, Psycannon, 3 skulls, rad and blind grenades.

 

GM already has init of 5, I don't see the Halberd as a good choice the sword stacks better with the iron Halo.

 

It does when you fight Eldar, and we have some around.

As pointed out, this is an illegal unit. Tack on a minimum of 55 more points for 5 models and, therefore, 315 pts. Meanwhile, 305 pts gets me 7 basic GKTs with a psycannon. For 10 pts less, I get 7 wounds that don't care about Instant death vs double wounds on 5 models that really really do. I also get more attacks and dakka, which is what I said earlier. :)

Uhh... when I looked I coulda swore minimum size of a Paladin unit is 1 model.. then you may add up to 9 additional.

 

How therefore is a unit of 4 illegal?

 

EDIT: Oh wait.. sorry... duh... the psycannon :P Ahem.. sorry.. I'll go back to conspiring with my Inquisitorial models now...

oke, but an incenator on a grand master is good? I thought that everbody do swear by psycannons? But paladins can go instant death because their 2 wounds. I had not thought about that before. In that case it seems to me that normal grey knight terminators are better, and also less expensive than the paladins.
oke, but an incenator on a grand master is good? I thought that everbody do swear by psycannons? But paladins can go instant death because their 2 wounds. I had not thought about that before. In that case it seems to me that normal grey knight terminators are better, and also less expensive than the paladins.

 

GKGM has BS of 6, BC has 5. Incinerator is just wasted on him. Psycannons make the best use of his 2+ to hit.

Hello Whiteridder,

 

Going around on other forums for your GK fix eh?

 

How about a list like this one; (Feel free to change and swap offcourse ;) )

The idea here is to keep it basic and tough, shooty but high I attacks if in CC, your enemy will need anti tank guns for all your units.

 

HQ

Malleus Inquisitor, TDA, Psycannon, 3 skulls (89 points)

Malleus Inquisitor, TDA, Psycannon, 2 skulls (86 points)

 

Troops

10 GKT's, 8 halbards, 1 hammer, 1 MC Hammer, 2 Psycannons, Psybolts, 1 nemesis falchions (Wound allocation sink guy and I had 5 pts left) (480 points)

5 GKT's, 4 halbards, 1 MC Hammer, 1 Psycannon. (230 points)

5 GKT's, 4 halbards, 1 MC Hammer, 1 Psycannon. (230 points)

5 GKT's, 4 halbards, 1 MC Hammer, 1 Psycannon. (230 points)

 

Heavy support

Dreadnought, twin linked autocannons x2, psybolts (135 points)

Dreadnought, twin linked autocannons x2, psybolts (135 points)

Dreadnought, twin linked autocannons x2, psybolts (135 points)

 

Total of 1750

 

All need Ap2 or high S weapons to kill, no one but the inquisitors cares about instant death, 27 TDA models are hard for most armies to remove unless they tweak for it, and the 4 scoring (or 5 if you combat squad) units ensure you can claim quite a bit of objectives (they'd need to remove almost your entire army to stop you from claiming, and if that happens something went wrong anyway.)

The inquisitors add cheapish psycannons and a psygrenade, swapping some points around could get you psychic communion on one to adjust reserves if needed (drop falchions, some MC and psybolts, which would then make it a good idea to split the 10 men squad to 2 troops for another justicars Ld9). And if you DS 5 skulls will make sure you have plenty of options to scatter pretty safe. (also skulls block infiltrating units which can also be a mayor boon in some situations.)

HQ

Malleus Inquisitor, TDA, Psycannon, 3 skulls (89 points)

Malleus Inquisitor, TDA, Psycannon, 2 skulls (86 points)

 

Troops

10 GKT's, 8 halbards, 1 hammer, 1 MC Hammer, 2 Psycannons, Psybolts, 1 nemesis falchions (Wound allocation sink guy and I had 5 pts left) (480 points)

5 GKT's, 4 halbards, 1 MC Hammer, 1 Psycannon. (230 points)

5 GKT's, 4 halbards, 1 MC Hammer, 1 Psycannon. (230 points)

5 GKT's, 4 halbards, 1 MC Hammer, 1 Psycannon. (230 points)

 

Heavy support

Dreadnought, twin linked autocannons x2, psybolts (135 points)

Dreadnought, twin linked autocannons x2, psybolts (135 points)

Dreadnought, twin linked autocannons x2, psybolts (135 points)

 

Total of 1750

 

At least on paper, this list seems really good. My only thought is that those TDA INQs could be swapped for a bare-naked GKGM (to make the Dreads scoring) or a Libby with 3 skulls & 2 powers (or 3 powers if you ditch the one GKT's falchions).

I just dunno why people are so keen to write off Paladins. You get what you pay for, and TBH you're not getting that much more Terminators for similiar points (ignoring Apoth, as I only consider him worthwhile in larger games). WS5 is a pretty huge advantage, given that we have no 'Preferred Enemy' or even Chaplains (because Bro Champs are terrible and compete in the already crowded HQ slot). Sure you die to melta and plasma, but as I tried to point out, they're not Stormhammers, they require finesse. Other armies have point n click unkillable Deathstars, Pallies require some forethought (and badly require transportation).

 

Playtesting with regular GKT's has left me pretty underwhelmed. Even with a Libby boosting them, if you don't get the charge, they fail pretty hard as an assault unit (just not enough attacks on target when fighting infantry). Firepower-wise they're also pretty meh, as they only get one psycannon.

 

Strike squads are ultimately just expensive Tactical Marines, and are equally worthless in actual combat. On paper, those force weapons look sexy, but 1A base means again, unless you get the charge (which is unlikely), you get torrented to death by cheaper MeQ's. Chaos Marines, Grey Hunters, Blood Angel Assault squads and Templar Crusader squads all run them over. It's not monsters or even walkers GK's have to worry about, it's the cheaper MeQ squads out there who have double, if not triple our attacks in close-combat (depending on circumstances). They cut your hits in half (due to WS4) and their T4 means even with 'Hammerhand' active, you still fail to wound a fair few times (and with so few hits, it's really crippling to only kill 2-3 of the enemy). Although they don't ignore your armour, sheer wounds mean you actually lose combat.

 

By comparison, Purifiers can actually deal with the above examples. Crusader squads still clean your clock (especially with an attached character with them, holy god why is Emperor's Champion so OP :) ), but I won decisively vs Chaos Marines and Grey Hunters. It was bloody, but the 2A base really helps in the protracted combats or when getting charged (as does the I6). The quad psycannon in the unit also helps mitigate the relative meh of storm bolters (nice vs hordes, only passable vs MeQ's and tanks laugh at you). Purifiers are also impossible to tarpit with cheap hordes, as 'Cleansing Flame' scares even MeQ squads.

I just dunno why people are so keen to write off Paladins. You get what you pay for, and TBH you're not getting that much more Terminators for similiar points (ignoring Apoth, as I only consider him worthwhile in larger games). WS5 is a pretty huge advantage, given that we have no 'Preferred Enemy' or even Chaplains (because Bro Champs are terrible and compete in the already crowded HQ slot). Sure you die to melta and plasma, but as I tried to point out, they're not Stormhammers, they require finesse. Other armies have point n click unkillable Deathstars, Pallies require some forethought (and badly require transportation).

 

Playtesting with regular GKT's has left me pretty underwhelmed. Even with a Libby boosting them, if you don't get the charge, they fail pretty hard as an assault unit (just not enough attacks on target when fighting infantry). Firepower-wise they're also pretty meh, as they only get one psycannon.

 

Strike squads are ultimately just expensive Tactical Marines, and are equally worthless in actual combat. On paper, those force weapons look sexy, but 1A base means again, unless you get the charge (which is unlikely), you get torrented to death by cheaper MeQ's. Chaos Marines, Grey Hunters, Blood Angel Assault squads and Templar Crusader squads all run them over. It's not monsters or even walkers GK's have to worry about, it's the cheaper MeQ squads out there who have double, if not triple our attacks in close-combat (depending on circumstances). They cut your hits in half (due to WS4) and their T4 means even with 'Hammerhand' active, you still fail to wound a fair few times (and with so few hits, it's really crippling to only kill 2-3 of the enemy). Although they don't ignore your armour, sheer wounds mean you actually lose combat.

 

By comparison, Purifiers can actually deal with the above examples. Crusader squads still clean your clock (especially with an attached character with them, holy god why is Emperor's Champion so OP ;) ), but I won decisively vs Chaos Marines and Grey Hunters. It was bloody, but the 2A base really helps in the protracted combats or when getting charged (as does the I6). The quad psycannon in the unit also helps mitigate the relative meh of storm bolters (nice vs hordes, only passable vs MeQ's and tanks laugh at you). Purifiers are also impossible to tarpit with cheap hordes, as 'Cleansing Flame' scares even MeQ squads.

 

The same thing could be said of you mate as you're so quick to write off Terminators and Strike Squads.

 

When it comes down to it, you can take more Terminators for the same price allowing for pretty strong lists to be build for lower point levels. It seems that once the draft PDF started making the rounds 2000 point games became the standard. I'm actually really impressed with Krewl's list as it fits in quite a bit of infantry at only 1750 which is way more common in my neck of the woods.

 

Paladins are cool, I have been using a unit off an on for a while now, but they die just like terminators do when it comes to High Strength/Low AP shooting. In one of my recent games I lost my entire Paladin Squad to a Vendetta Squadron, only being able to make one save out of the 6 successful wounds. The point is, killing off Paladins isn't hard to do with shooting. Now in close combat this is harder to do, but the challenge is getting into close combat and that can be a really long walk.

When it comes down to it, you can take more Terminators for the same price

 

It's cheaper to actually take 5 Paladin and 5 Purifers than it is to take 10 Terminators.

 

And you get the exact same number of attacks, with more wounds. With the bonus of cheaper and *more* Special Ranged Weapons, and better Psychic Powers.

 

Once I figured that out, it was really the final nail in the coffin for Terminators.

 

They are (in our codex) out of place, overcosted, and just simply not as good as the other options available to us.

When it comes down to it, you can take more Terminators for the same price

 

It's cheaper to actually take 5 Paladin and 5 Purifers than it is to take 10 Terminators.

 

And you get the exact same number of attacks, with more wounds. With the bonus of cheaper and *more* Special Ranged Weapons, and better Psychic Powers.

 

Once I figured that out, it was really the final nail in the coffin for Terminators.

 

They are (in our codex) out of place, overcosted, and just simply not as good as the other options available to us.

That's ridiculous. While there are several things I could say here, the most glaringly obvious flaw in this "analysis" is that neither Purifiers nor Paladins are scoring units. Unless you specifically build your army around a particular HQ model, both of which have serious drawbacks that must be accommodated.

 

Crowe requires an entire army list built around his limitations in order to get good use of him. (And I do think it's possible. But I don't see anybody doing that with him. Sad.) I mean, I can't believe how many people on this forum appear happy to advocate literally throwing Crowe away! Seriously?! Since when is it viable for ANY 40K army -- especially GKs -- to give away 150 pts like it was candy?

 

And Draigo is a massive 275 pts! That's more points than an entire other unit -- worth more than two psyfleman dreadnoughts, even! -- and can even net you hefty number of Paladins for those points if it comes down to it! Is that tax and restriction on your unit/model count really worth it to get scoring Paladins? I remain unconvinced.

 

What I'm seeing here is more of the same: people getting all excited about the bling while blinding themselves to the core basics of 40K gaming. ;) People who fail to see the value in our core Troops choices aren't paying attention to what's possible.

That number 6.

 

I'm not being blinded by the bling. Scoring is the only thing GKT have going for them, and for that we've got Strike Squads and TGS. It's boon, but not a necessity.

 

Terminators *aren't* the cheaper option, when you get better, all round, by replacing them with Paladin and Purifers (or even Strikers).

 

Now that's a core issue. ;)

Well, I should hope that our Elite choices would have superior combat abilities to our core Troops choices! And be reasonably points-costed as well!

 

So asserting that Purifiers are always "better" than Strike Squads, or that Paladins are always "better" than Terminators misses the point entirely.

 

The point is that Purifiers aren't Strikers, and Paladins aren't Terminators. They aren't comparable units in any real, game-meaningful sense. Can you score objectives with Purifiers? No? Well, that means your ability to take them is going to be entirely dependent on how well you've covered your scoring Troops quota first.

 

And because you are correct that the combat abilities of Purifiers are different from Strikers (and Paladins different from those of Terminators), this means they must be treated as entirely distinct units with different purposes.

 

Which they are.

 

Comparing Purifiers to Strikers is useless, devoid of any meaning.

Same with comparing Paladins to Terminators.

 

You can't do that and draw any conclusions. The force organization chart and the game rules themselves dictate to us that these units serve different purposes in our army lists and games. That's the only meaningful "metagaming" that you can do with this line of analysis.

When it comes down to it, you can take more Terminators for the same price

 

It's cheaper to actually take 5 Paladin and 5 Purifers than it is to take 10 Terminators.

 

And you get the exact same number of attacks, with more wounds. With the bonus of cheaper and *more* Special Ranged Weapons, and better Psychic Powers.

 

Once I figured that out, it was really the final nail in the coffin for Terminators.

 

They are (in our codex) out of place, overcosted, and just simply not as good as the other options available to us.

 

Basically you are comparing apples to oranges. While you state that 5 Pallys and 5 purifiers are cheaper, you have just filled up 2 Elite FOC slots. That leaves you with 1 Elite slot left. 40k is still about how many bodies can you put down on the table. While taking a 5-man Pally unit is ok, who is going to field just 5 Purifiers? If you field 10 Purifiers to maximize the pyscannons, you have to cut back on another part of the army. I don't know about you but the thought of fielding 10 Purifiers or even 5 as you reference without some sort of transport is a waste. They would get picked apart too easily foot slogging across a battlefield.

Let's not get to side tracked, I always try to make solid lists (Well, when I try for serious tournament lists instead of gimmicks :o ).

 

Lists at 1750 (Which is what we in the Netherlands play at) with Draigo might be able to work at a tournament, but he's a huge wad of points and will be the core of your list and guide the way you spend the rest of your points, ending up with a severely different type of list (If anything, even more elite then an all terminator army and a smaller model count.)

 

So even less units, even if they are harder fall (I fear) below some theoretical edge where you have to little units who can hurt the other guy a turn to impact his shooting enough. That is why I choose terminators, based on personal experience 27 termies in a list (If well played) is hard to remove, the dreads also have the bonus power to ignore shaken and stunned, that means your enemy will have to kill one before ignoring it instead of moving to the next target when it's stunned/shaken, as it has a huge chance to restart shooting the next turn. So all your units 5 termies and 3 dreads so 8) need anti tank guns to take out.

 

I think that works for over saturating the anti tanks guns of your opponnt, while you still have enough units to provide mutual support and to threaten several spots on the board (Again something lesser units counts can not really do, no feigning moves switching your center of gravity of your push, or you are split out and have no backup units to support you etc etc.

 

As I said this as a setup, you could also take a librarian for the same points, or a Grand master + Incinertor (Drop the falcion) and use the grand strategy for scoring dreadnoughts or scout moves to midfield, or to give a couple of units counter attack or reroll ones.

 

B.t.w. as the topic is an all terminator army I think purifiers are not an option? But thats for the TS to decide.

HQ

Malleus Inquisitor, TDA, Psycannon, 3 skulls (89 points)

Malleus Inquisitor, TDA, Psycannon, 2 skulls (86 points)

 

Troops

10 GKT's, 8 halbards, 1 hammer, 1 MC Hammer, 2 Psycannons, Psybolts, 1 nemesis falchions (Wound allocation sink guy and I had 5 pts left) (480 points)

5 GKT's, 4 halbards, 1 MC Hammer, 1 Psycannon. (230 points)

5 GKT's, 4 halbards, 1 MC Hammer, 1 Psycannon. (230 points)

5 GKT's, 4 halbards, 1 MC Hammer, 1 Psycannon. (230 points)

 

Heavy support

Dreadnought, twin linked autocannons x2, psybolts (135 points)

Dreadnought, twin linked autocannons x2, psybolts (135 points)

Dreadnought, twin linked autocannons x2, psybolts (135 points)

 

Total of 1750

 

 

Dreads are walkers and can never score, even with the GS ability :(

Your vetter off gooing with big squads that you give counter-charge to and the combat squad as you DS or scout move some of the termies to spearhead an assault...

 

At least on paper, this list seems really good. My only thought is that those TDA INQs could be swapped for a bare-naked GKGM (to make the Dreads scoring) or a Libby with 3 skulls & 2 powers (or 3 powers if you ditch the one GKT's falchions).

ok, I don;t want to side track the topic, but;

 

So asserting that Purifiers are always "better" than Strike Squads, or that Paladins are always "better" than Terminators misses the point entirely.

 

No, that's not what I said.

 

I was countering that Terminators are the cheapest option.

 

They aren't.

 

Point for Point, Paladin + Something else (be it urifers or Strike) for the points get you more.

 

The point is that Purifiers aren't Strikers, and Paladins aren't Terminators. They aren't comparable units in any real, game-meaningful sense. Can you score objectives with Purifiers? No? Well, that means your ability to take them is going to be entirely dependent on how well you've covered your scoring Troops quota first.

 

Not the point, not sure where you got tht from. :P

 

And because you are correct that the combat abilities of Purifiers are different from Strikers (and Paladins different from those of Terminators), this means they must be treated as entirely distinct units with different purposes.

 

No, Paladin + whatever (Strike or purifier) out shoot Teminator, out CC them, and have more and cheaper Ranged weapons, That's not up for debate, that outright *is*.

 

Comparing Purifiers to Strikers is useless, devoid of any meaning.

Same with comparing Paladins to Terminators.

 

No, not really.

 

You can't do that and draw any conclusions. The force organization chart and the game rules themselves dictate to us that these units serve different purposes in our army lists and games. That's the only meaningful "metagaming" that you can do with this line of analysis.

 

Our army is the one that least worries aobut the FoC out of any army. Bar none. Sure, if you're taking TDA squads in isloation, then the scoring property is a bonus for them. But not GK list won;t include either Coteaz Henchmen, or Strikes. And that's not even inlcudein TGA or the special characters.

 

Troops just don't mean that much to us.

 

My point still stands.

 

Replacing Terminators with a mix of Paladin and othe runit (be it strike or puri) will *always* net you more. It will always be better, with no exception.

 

That's not being blinded by bling.

Dreads are walkers and can never score, even with the GS ability :lol:

 

Bummer. Well, how about this:

 

HQ

Librarian, Quicksilver, Might of Titan, Sanctuary, 3 skulls (180 pts)

Inquisitor, Psyker w/Psychic Communion, 3 skulls (64 pts) [rides with the Purgation squad]

 

Elites

Vindicare (145 pts)

 

Troops

10 GKT's, 8 halberds, 1 hammer, 1 MC Hammer, 2 Psycannons, psybolts (475 points)

5 GKT's, 4 halberds, 1 MC Hammer, 1 Psycannon. (230 points)

5 GKT's, 4 halberds, 1 MC Hammer, 1 Psycannon. (230 points)

 

Heavy support

5-man Purgation squad, Incinerators, 1 MC Hammer, Teleport Homer, Rhino, Searchlight (156 points) [i had 1 point left]

Dreadnought, twin linked autocannons x2, psybolts (135 points)

Dreadnought, twin linked autocannons x2, psybolts (135 points)

 

Total of 1750

 

While this deviates a little from the all-Terminator theme, it puts quite a bit of teleport-assistance on the field. Possible changes could include dropping the psybolts and buffing the HQs a little. Fun choices would be an Incinerator on the Inquisitor, or an Inferno pistol, or rad grenades, or taking a MC sword & extra powers on the Librarian...

The Grand Strategy can include walkers, as stated on page 22.

So you are free to make the dreads scoring. (If this is one of those "no cause the rulebook says vehicles never score" discussions just say so, then we obviously disagree on our rules interpretation, and lets not get that into this already sidetracked topic.)

I see the codex grants me the right to apply a rule that makes walkers claim objectives as if they where troops. I choose not to interpret that as a rule that does nothing at all, because of some RAW rules explanation that all walkers are vehicles and vehicles in the troops FOC slot never score etc. (I know the argument.)

 

My ravenwing Landspeeder tornado's also score b.t.w. if taken in a RAS squad, same discussion :D.

 

On to terminator armies again please?

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