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Sadly mate, I tried the shrieker thing with my gaming group. I tried one game to help my weak army out, and it did well, so we'll in fact that they decided to read the words correctly from the book regarding them.

Any MODEL or UNIT equipped gains the bonus.

So a model is equipped, but the unit he is attached to is not.

Or, a unit of palatine blades has it, and accompanying character doesn't, they will get the bonus, he will not.

 

At least this is what 5 people said to me seperately, and hesh on here. And it makes sense tbh. I was a staunch supporter of helping ec, but alas 'twas not to be.

 

However Andy hoare did say that shriekers will be an option for squads in the next book, I await equipping my assault squad with it with vigour!!

In terms of rules changes the red book should see kakophoni moving to 2 shots each rather than one and ws5 on the Phoenix terms. Points reductio remains to be seen but those two changes will happen.

 

I am an EC player and that won't ever change. I do honestly see them as weaker than iron hands, fists and others but it doesn't mean I won't play them. The models are beautiful and I love the fluff.

 

I'll be trying kakophoni with 2 shots, troops and relentless in a game first weekend in December so it'll be interesting to see if that makes them more usable or if they die at twice the speed due to "gets hot" :)

 

With regards fulgrim he'll mash anything other than primarchs. I've never yet had him kill ferrus or vulkan yet after several attempts. That's my main issue with him.

Edited by 01RTB01

2500pts. Emperor's Children VS Raven Guard: A Case Study (Part Two)

based on this Raven Guard list: http://www.bolterandchainsword.com/topic/316419-rg-2500-decap-strike/

For this next part I've decided to use the dice included in the program I used to make these maps (called VASSAL 40K).

gallery_81627_10266_104352.jpg

My Raven Guard opponent opens up with all his firepower and causes a significant number of casualties. To try and mimic a real game, I counted both my Tactical Squads as having 5+ cover saves since if I knew an alpha strike was coming I'd want to keep them protected. This doesn't make a difference versus the Typhon but it does against the Plasma and Meltaguns the Vets/Mor Deythans are about to unleash. I also applied the same logic to his Rapiers, since they are stationary and very likely to end up in terrain at the start of the game. I also counted the Typhon as scoring more or less a direct hit on the left squad.

Both Raven Guard Tacticals Rapid Fire with Bolters = 27 hits = 13 wounds = 4.5 failed armour saves = 3 wounds that make it through FNP

Typhon hits 6 models = 5 wounds ignoring Cover, Armour and FNP

Both Mor Deythan Plasma Squads fire their Combi-Plasmas = 19 hits = 16 wounds = 11 wounds after cover saves = 7 wounds after FNP

The Raven Guard Veterans take Bolter fire at close range due to Augary Scanner. 30 shots = 20 hits = 10 wounds = 3 wounds suffered after armour saves. They shoot 3 Meltaguns at the Executioner and hit twice, scoring a glance and a penetrating hit versus AV11. The penetrating hit inflicts Shaken. Executioner loses 2 HP

Graviton Cannons fire at the Contemptor, scoring two direct hits (and one complete miss) which glance via Haywire and remove 2 HP

All units are assumed to pass their morale checks, with the Tacticals having Vexillas

As predicted he does a lot of damage, however I got lucky that I didn't lose the Predator to the Veterans. Now that he has expended his tidal wave of first turn benefits for being Raven Guard, it's time for me to start inflicting the pain back at him. In this position he has three large units of marines that have very little combat ability standing right in front of me, and two large blast support units who will struggle to find good targets now that the fight as become so up close and personal. It's time to hit back.

gallery_81627_10266_191077.jpg

I know that I have the advantage in combat, and given that the enemy is so close the benefits of engaging far exceed any advantage that could be gained by pure shooting. However, I don't want to bite off more then I can chew by Assaulting both Tactical squads - so I'll go for the west one and leave the east to get shot at/figure out what to do. The Mor Deythans have blown their load already, so they are now just effectively bolter marines with BS5. I can afford to ignore them in favour of more pressing targets. One of those is the Veterans squad - with two Meltaguns, Meltabombs and Tank Hunters I can't afford to let these guys run loose. I'll charge them and see if the Mor Deythans decide to come in later. I move the Contemptor slightly forward to ensure the 24" no go zone for his aircraft is as intrusive and annoying as possible. Next, I'll drop my Terminators into has backline. With everything he has there being large blast, it's going to be difficult for him to deal with them without causing friendly fire or losing valuable units. Maybe they'll stick around long enough to start Chainfisting his Typhon. The Executioner smokes up to stay alive for another day, while the Sicarian shoots at his Artillery to soften them up along with the Termie Combi-Meltas.

gallery_81627_10266_87787.jpg

The west Emperor's Children Tactical Squad shoots the west RG Tactical squad, and then follows it up with a charge. The Champion easily wins his challenge, and the ECs win 5 wounds to 1 wound. The RG Tacticals break and run, and then get swept.

The Contemptor opens fire on the other RG Tactical Squad and performs well, scoring 3 Rends and 2 wounds via failed armour saves.

The east Emperor's Children Tactical Squad kills one Veteran via Bolt Pistols, then assaults the unit causing 2 casualties to his none. The Veterans pass their morale check.

The Terminators and Sicarian shoot at the Graviton Rapiers, killing two crew and wounding one gun. A decent showing.

So it's the end of Turn 1 in our hypothetical game. Already the Raven Guard player has a number of problems to deal with, but fortunately for him he has reserves and Maun to ensure they show up. Now the question remains about where to deploy them.
I'll put together a part three focusing on "out-outflanking" my opponent, and how to make good decisions with your Maru Skara Hidden Blade!

In terms of rules changes the red book should see kakophoni moving to 2 shots each rather than one and ws5 on the Phoenix terms. Points reductio remains to be seen but those two changes will happen.

I am an EC player and that won't ever change. I do honestly see them as weaker than iron hands, fists and others but it doesn't mean I won't play them. The models are beautiful and I love the fluff.

I'll be trying kakophoni with 2 shots, troops and relentless in a game first weekend in December so it'll be interesting to see if that makes them more usable or if they die at twice the speed due to "gets hot" :)

With regards fulgrim he'll mash anything other than primarchs. I've never yet had him kill ferrus or vulkan yet after several attempts. That's my main issue with him.

If kakophoni keep 'gets hot' it'll be terrible. Unless they can have an apothecary join them, or gain stock fnp to make up for it, for them loving pain.

But yes, I agree, never easy, but sch a sense of accomplishment when you defeat someone with superior generalship!

There seems to be two kind of units in 30k : Those you can play at all game sizes and those that are reserved to smaller games. I think you can really identify the latter along two criterias :

1) They do not scale up well compared to other units, either because you can't have more than 1 in a unit, either because at higher points they mss out on damage against more damaging choices.

2) They are cheap.

 

For example, I'm not sure the Sicarans are that great of a choice past 2000 points because you can't have more than 1 in a squadron. In effect, to have the same staying power as a Predator Squadron, you have to burn up all your Heavy Support slots. Regular Dreadnoughts also come to mind.

Would you think the Kakophoni fit that role as a budget HSS for 500-100 points games ? They are quite cheap compared to the Heavy Support squad, and will have a relatively more important impact due to usually going against minimal squads.

 

Cheers !

Squadrons not having any form of splitfire makes them a bit bad in terms of overkill, it's something that makes dread talons excellent

 

It's a good point, although I'd rather make sure a unit is completely destroyed to ensure a VP and not have to worry about a straggler being annoying and dedicate another unit to finish him off.

Well this is a concept.

Eidelon + Jumpack
Champion w/Phoenix Spear.Boarding Shield.Sonic Shrieker
Tactical Squad (x20) w/CCWs.Vexilla 
Tactical Squad (x20) w/CCWs.Vexilla 
Apothecary Detachment (x2) w/Augury Scanners
Contemptor Talon (x2) w/2 DCCW.2 Graviton-guns
Palatine Blade Squad (x7) w/Phoenix Spears.Jumppacks
Primaris Lightning Strike Fighter w/x2 Kraken Penetrator Missile pairs.Ground-tracking Augeries
Primaris Lightning Strike Fighter w/x2 Kraken Penetrator Missile pairs.Ground-tracking Augeries
Malcador Assault Tank w/Armored Ceramite.Flare Shield.Demolisher Cannon
Rite of War: Mara Sakura
2500

This is pretty fast by most legion standards. The tactical squads are exposed, but there's not much else to do about it. The Lightnings come in turn 2/3 to destroy an enemy assault tank or lord of war. The contemptors come in turn 2/3 depending on how much skyfire/interceptor is on the field. The palatine blades will arrive when things are assumed to have cleared out. So potentially turn 2, but likely 3. The whole goal is to eliminate the enemy deathstar/heavy unit by turn two or three, and to approach the game in a similar manner to the dark eldar: precise, overwhelming force. 

If my opponent is not beaten by the end of turn three I have lost.

Edited by Sheesh Mode
How are you going to kill their death stars? You indicate your blades will be in Reserve and they're pretty much the best chance of doing it, but in Reserve they can assault turn three earliest. You say if you haven't won by the end of three you've lost, but that means you're giving your opponent all the momentum as the majority of your stuff is in Reserve and only the lightnings can actually kill stuff when they come in

Lightning kills the spartan holding the deathstar inside of it, while Malcador hits the contents with the demolisher. Contemptors and Palatines come on to the field to head for the deathstar/finish it off while malcador continues to open fire. Palatines charge and contemptors charge to finish off contents. 

If the opponent has no solid means of killing my units at range I can afford to deploy them on the field instead. 

Yea...I don't know about that plan. The main problem with it is turn one your main threat is the malcador, which is also the linchpin of your plan for dealing death stars. This gives a turn for any fire power to take it out; a sicaran in particular can really do a number on it. Also your army packs most of its punch in melee, yet at best you'll probably get turn three charges with them so again, not much initial threat that gains you momentum. You are right though, if you haven't won by the bottom of three then you've lost, I just see the losing far more than the winning

I had a crazy fun game yesterday with my EC :biggrin.: . (vs salamanders)

 

We played 2500pts, hammer and anvil, shatter strike mission.

Before we started I asked my opponent: "do you want to face Fulgrim or Eidolon"... and then I added 'or both'? I have a list with Fulgrim and one with Eidolon, but the 'both' was a spur in the moment addition :tongue.:.

 

Then he said 'both is crazy no'? So I said, lets try and I made a list in 5 mins, including both. (build with my other list as a reference).

 

I ended up with:

 

Fulgrim (fireblade)

5 Phoenix Guard

Chaplain (fist and other stuff)

Storm Eagle (lascannons)

 

Eidolon

5 command squad (5x power weapon, melta bombs)

Apothecary (artificer, power weapon)

Anvillus Drop pod

 

10 tacticals 

Rhino

 

10 tacticals

Rhino

 

Contemptor mortis (autocannons)

 

Sicaran Battle tank (lascannons)

 

Lightning (3x kraken, ground tracking auguries, servitor)

 

 

I had first deployment and first turn. The campaign special rule let us both redeploy one unit before the game. I chose to put my contemptor at a safe spot in the middle of my deployment zone, to intercept his fliers turn 2.

 

My anvillus dropped all the way on his side of the table, and in the flank. The sicaran and rhinos were going to make a shuffle, to get my tacticals into his deployment zone (for the victory points), and the sicaran was going to target side armour.

I immobilized both his rhinos turn one, which was nice, cause those troops would hae a hard time scoring points since they now had to walk all the way to my deployment zone. I foolishly underestimated the range of his firedrakes though (spartan moving 6", get out 6" and then assault 2D6 -1), so he was able to assault my sicaran turn 1 :sad.:. luckily, before this, he popped one of the rhinos with lascannons, my 10 tacticals got out, and he opted to assault both the sicaran AND the 10 taticals. Which was just a bit too much for his 5 drakes + praetor. I ended up still having 1 tactical left,  and 2 HP on the sicaran.

 

My turn 2 saw the Eagle and Lightning arrive (Fulgrim had the reroll reserves trait with, and this is when I realized I didn't even had take a ROW, but hey, too late now).

I hovered the eagle on the board on the opposite side of the anvillus. I knew his 2 lightnings would be coming on his turn, and that those + all TL lascannons would be targeting the Eagle. This is why I kept my Mortis stationary, to hopefully kill one before it could shoot. My lightning shot 4 missiles at his Salmander dread's side armour. Destroying 1 weapon and taking of 3 HP. My Eagle killed a rhino, and the sicaran killed 1 Firedrake.

Because I still left the sicaran close to the drakes (on purpose), and knowing that my mortis was also in charge range, I hoped I would make him choose between assaulting one of those. Either way would suit my plan, because both choices would get his drakes out of support range of the rest of his army, giving me at least one turn to slaughter freely with eidolon and fulgrim. So he was think I made him choose between sicaran or mortis, while both were a diversion, hoping he wouldn't make the 2th choice: walking his drakes back to the rest of his army.

In the assault phase, Eidolon (and mostly the command squad's meltabombs) destroyed his spartan.

 

His turn 2 saw his 2 lightnings arrive, and I manage to intercept and kill one of them. He moved his Proteus towards eidolon, and unpacked the 10 pyroclasts that were inside. I knew he would do this, and I made sure Eidolons group wasn't in full range of his flamers. His other flier shot and killed the Sicaran. Him now thinking the choice was easy, he assaulted my mortis with his drakes (yeah). His used furry of the legion with both tactical squad that got out of the immobilized rhinos turn 1, and he was able to get about 16 flamer hits on Eidolons group too. I lost 2 models to all of this (thanks to 2+ armour and fnp,  palatines would have died horribly). He couldn't fire the flamer with his dread cause it could only do snap shots.

Unsurprisingly, his drakes destroyed the mortis in the assault phase)

 

My turn 3: I move the eagle more to the middle of the board, cause I wanted Fulgrim and the Chaiplain (with void shield harness), to assault the flamers. Too bad, it needed a 10" assault, which I wasn't going to risk, so I moved cruising speed and left Fulgrim inside. My lightning finished off his dread, and my eagle took down his other lightning. Eidolon was able to assault both tacticals groups (but of risk here cause of the range and extra overwatch). I lost 1 model to the overwatch, but made the assault and killed 1 group and swept the other. I consolidated to be outside of his pyroclast flamer range.

 

His turn 3: he now realised I would be taking apart his whole army before the drakes would be back to help out, so all he could do now was play for the victory points. But, because I killed both tactical groups, I now 1 one scoring unit more than him, so he could not just leave me be, he had to either: kill eidolons group, kill the fresh tactical group (now way ouside of his range) or kill my warlord. So his drakes had to come back either way.

He put the pyroclast back into the landraider and moved them to be very close to Eidolons group, going for the kill. In the mean time he killed the 1 tactical I had left (which would otherwise had won me the game game for sure).

 

My turn 4: I now had some choices to make too. Eidolon could destroy the landraider, but then his pyroclast would murder him after. Leaving them be, would result in the same. So I opted to get back into the anvillus (which I had chosen to keep close), and fly away a bit. This rendered his pyroclast useless for the rest of the game, unless he rushed the raider to my deployment zone and made the pyroclast score 2vp.

I could now have chosen to just fly Fulgrim to his deplomentzone and win the game by having 1 more scoring unit in his deployment zone, but Fulgrim is Fulgrim and he made me assault his drakes. Thanks to the rerolls of the chaplain, I killed the whole group, but since the last kill was with the powerfist of the Chaplain, he still was able to get some thunderhammer hits off, wounding Fulgrim 2x.

 

With only the landraider and pyroclast left for him, we called it victory for EC at the end of my T4.

 

 

This game played out very nice for me, I made some mistakes T1, but I managed to turn the tables T2 by controlling the battlefield. I really liked the 2 small CC groups. Eidolon with 5 command squad and apothecary proved to be much more durable than 10 palatines AND they can easily kill any vehicle when still rocking 5 meltabombs. The chaplain with fulgrim and the phoenix guard feels like a must. This units HAS to neutralize its target before they strike. The phoenix guard don't have the durability to go for round 2, which would leave Fulgrim fighting alone after round 1.

It might be a better option to have fulgrim walk with the command squad, and Eidolon with the Phoenix guard, to give them both good AT options. But Eidolon wants the apothecary, and the phoenix guard need the chaplain (and Fulgrim likes him too), so it may have been best like this. 

The meltabomb command squad + lightning with 3x 2 kraken, gives quite a lot of AT options already.

 

I think I'll be using command squad over palatines much more in the future (till palatines get better/cheaper/at options). 

EC are one of the weaker armies (weakest), and looking at my list, all that was EC were Eidolon + Fulgrim + Phoenix Guard. But they played like EC, they felt like EC and on the table they looked like EC. All in all, good day for me and my EC. I loved the list, loved the game and my opponent had a great game too.

Edited by MorgothNL

2500pts. Emperor's Children VS Raven Guard: A Case Study (Part Three)

based on this Raven Guard list: http://www.bolterandchainsword.com/topic/316419-rg-2500-decap-strike/

Now we get into my Raven Guard opponent's second turn. Given that he two units in reserve that are Flyers (plus the Javelins), and Maun on foot, he reroll their reserve rolls if they fail. This gives a really high chance of success, so in my scenario everything he has arrives. His Javelins end up Outflanking to the right side of the board, producing a scenario that looks like this:

gallery_81627_10266_227094.jpg

The key stratagem to note on my part here is the positioning of the Mortis Contemptor. Note that in order to be in range to target the left Emperor's Children Tactical Squad, the Fire Raptor must stray into the 24" Interceptor Skyfire bubble. This is intentional, and results in a very difficult choice for my opponent. Ultimately, I figured he'd play aggressively and push right through it hoping to get lucky - and according to the automatic dice on my program the Contemptor got 11 hits but NOT ONE SIX. This goes to show that a lot of what happens on the board is subject to luck, as you never know which of your units are going to be alive from turn to turn. Either way, the Fire Raptor was likely to end up Shaken and escaped that fate. The Lightning zeroes in on the Sicarian - the most vulnerable and threatening vehicle on my side. The Typhon rotates to target the Terminators, reasoning that now his cavalry has arrived he no longer needs to care about the well being of his Graviton Cannons in the event of friendly fire. Maun's squad get back in their Rhino and Smoke up to protect his Warlord, while the other Mor Deythan squad moves up to get involved in the combat. His Javelins narrow in on my wounded Executioner.

gallery_81627_10266_229743.jpg

Using the automatic dice, which help from some real ones, I resolved a possible outcome for this scenario.

Typhon + Reaper Autocannon Battery kills 3 Terminators

Avenger Bolt Cannon + Missiles kill 1 Marine and bounce off the Champions artificer armour.

Primaris Lightning wrecks the Sicarian Battle Tank

Javelins fail to damage the Predator Executioner (thanks to low armour pen rolls and one lucky cover save)

gallery_81627_10266_72389.jpg

Following the charge of the Mor Deythan, the Emperor's Children Sergeant engages their character in a challenge and unsurprisingly wins while the rest inflict a casualty each. The result is the Raven Guard holding the line. Now for the second EC Turn.

gallery_81627_10266_139001.jpg

And now we get to the end of this hypthetical game. Depending on the objectives and the results of the dice this game could very well continue to the very last turn. Note above though that the Raven Guard are in a very difficult position. His Alpha Strikes are spent, and though the Fire Raptor and Typhon remain significant threats they can't grab objectives, nor can they carry the entire battle by themselves which it is looking like they may have to try to do. Maun is very likely to be isolated and killed by Eidolon and his friends. There are a lot of highly mobile elements from the Emperor's Children still left on the board, which allows for some interesting tactics.

I hope you found this report a good read, and good luck in your own games!

Here is another list from the forum, and this time its designed around the Iron Warriors: http://www.bolterandchainsword.com/topic/316580-2500pts-iron-warriors/

 

It's not complete however, so I'll round out the model count with 200 points worth of models and equipment that I think would be beneficial. The final list with some filling looks like this:

 

+ HQ (165pts) +
Legion Centurion - Siege Breaker Consul (165pts) [Cataphractii Armour, Power Axe, Combi-Bolter, Void Shield Harness]
 
+ Troops (320pts) +
Legion Tactical Squad  (235pts) [14x Legion Tactical Space Marines, Nuncio Vox, Vexilla, 1x Legion Tactical Sergeant with Artificer Armour & Meltabombs]
Legion Tactical Squad  (235pts) [14x Legion Tactical Space Marines, Nuncio Vox, Vexilla, 1x Legion Tactical Sergeant with Artificer Armour & Meltabombs]
 
+ Elites (1385pts) +
Contemptor Dreadnought Talon (410pts)
2x Contemptor Dreadnoughts [Two Close Combat Weapons, Two Graviton Guns]
 
Legion Rapier Weapons Battery (225pts)
3x Legion Rapier Weapons Battery [Graviton Cannon]
 
Tyrant Siege Terminator Squad (545pts) [9x Tyrant Terminators, 1x Tyrant Siege Master]
 
+ Heavy Support (685pts) +
Legion Artillery Tank Squadron (465pts)
3x Legion Medusa with Phosphex Shells
 
Deredeo Pattern Dreadnought (220pts) [Aiolos Missile Launcher]

 

 

I've also taken a look at my Emperor's Children list since the last sample game, and I've decided to make a few cuts so that I can afford to give both Tactical Squads additional close combat weapons. Their combat role is important to the list, and I want to know that unless they end up against my opponent's rock unit they can win and potentially sweep their opponents. 
 
+  HQ: Rite of War: Maru Skara
Lord Commander Eidolon
[rides in Dreadclaw]
 
Legion Centurion
> Consul: Champion
> Phoenix Power Spear (MC), MBs
> Artificer Armour
> Boarding Shield, Sonic Shrieker
 
+ TROOPS: +
Legion Tactical Squad (x15)
> Sergeant w Phoenix Power Spear, Meltabombs
> Additional Close Combat Weapons
> Legion Vexilla
 
Legion Tactical Squad (x15)
> Sergeant w Phoenix Power Spear, Meltabombs
> Additional Close Combat Weapons
> Legion Vexilla
 
+ ELITES: +
Palatine Blades (x7)
> Prefector w Phoenix Power Spear, MBs
> Phoenix Power Spear (x2)
[Rides in Dreadclaw]
 
Contemptor Mortis Dreadnaught
> Kheres Assault Cannons
 
Apothecary Detachment (x2)
> Artificer Armour (x2)
> Augury Scanner (x2)
 
Legion Terminator Squad (x5)
> Chainfist, Power Swords
> Combi-Melta (x5)
Dreadclaw Assault Pod
 
+ FAST ATTACK: + 
Javelin Land Speeder (x2)
> Cyclone Missile Launcher (x2)
> HK Missile (x4)
 
Dreadclaw Assault Pod
 
Legion Outriders (x5)
> TL Plasmagun (x5)
 
+ HEAVY SUPPORT: +
Sicarian Battle Tank
> Lascannon Sponsons
 
Legion Predator
> Executioner Plasma Destroyer
 
ARMY TOTAL                         2500pts

 

 

Something I've learned from experience is that the more your opponent depends on shooting, the more he is hindered by dense terrain. The inverse is true for close combat centered armies - try fighting the Tyranids/Orks in the Jungle and you'll see what a challenge it can be. The rules and bonuses Emperor's Children get are geared towards a single close combat tactic - cutting off your opponents head before he gets to fight back and then destroying his unit via Sweeping Advance. This tactic works best when you have fast units with lots of terrain to hide behind, so always insist on at least a fair amount of terrain before the game begins (usually between 25 and 50% of the board).

 

As you saw with my previous opponent, Raven Guard legion tactics and unique units/characters lend themselves to a strong burst of damage and a deployment/first turn advantage at or near the beginning of the game, but once that has expired they become normal marines with Fleet and/or Furious Charge. Neither of these abilities help them if they get charged, which opens the door to decisive charges that sway the outcome of the game.

 

Iron Warriors are a bit of a different animal. Atypically for a Third Book Legion, they have underwhelming rules BUT have great unique units and characters that should end up in almost every effective list (almost makes me wonder why its fair that EC have underwhelming rules AND units but I digress...). The particular selection of note is Tyrant Siege Terminators, which in my opinion are one of the best legion unique units in 30K atm. In this battle, I expect one thing from my Iron Warriors opponent - firepower and more firepower! It's going to take some effort to lock these guys in combat, but since theres no Perturabo (hence no army-wide Stubborn) it should be a good way to mitigate them.

 

In the next hypothetical battle report, I'll put some terrain on the board and choose a random scenario from the first book. 

Sorry for the delay with posting my hypothetical battle report, but my LGS has recently announced that to go with the release of Betrayal at Calth they are starting up a 30K Escalation League and Narrative Campaign. Given this turn of events, and the fact that I want to win the Legion Crown this year(the last time I lost by 4 points), I'm going to be very busy these next few weeks ironing out my tactics and painting/converting models. I'll see if I can take some pictures and post some battle reports of my matches.

 

Of course, that and my latest shipment of EC models arrived today just on time :) 

I'm glad you've asked.

 

Recently I got from Forgeworld:

 

Betrayal at Calth Board Game set

4x Emperor's Children Upgrade Kits

2x Javelin Speeders

2x3 Outriders

Dreadclaw Drop Pod

Phoenix Terminators

Tartaros Terminator Weapons

 

I'm hoping to put together a tighter and more competitive Emperor's Children army then I've had in the past.

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