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Old 06-19-2010, 01:05 AM   Top  -  End  -  #1
Cheesegear
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Default Warhammer 40K Tabletop VII: Common Sense is not RAW.

Last Thread hit 50 Pages.

Cheesegear presents Cheesegear's Newbie Guide on How to pick Warhammer 40K army, by Cheesegear (and contributors).

Spoiler


19.6.10 - Linked to Wraith's Handy-Dandy Guide to Painting And Assembling An Army
20.6.10 - Linked to How To Write An Army List
2.7.10 - Linked to Battleforce evaluations and cost-effectiveness.

Orks is next.

We now return you to your scheduled program
Last Time in The Grim Darkness...
- Force Weapons are the best.
- lord khaine had posted his army list.
- Really, the last two pages were spent trying come up with a snazzy name for the Thread. Which I still don't like. And Hats had already been done. Maybe change it to RAW, or mention Wraith and Fleet.
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Old 06-19-2010, 02:20 AM   Top  -  End  -  #2
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

Hey guys, I was thinking of trying out 40k, and it seems like the Combat Patrol mission seems to relatively cheap and risk free way to start out. I was thinking about Eldar, any suggestions?
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Old 06-19-2010, 03:51 AM   Top  -  End  -  #3
Cheesegear
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

Quote:
Originally Posted by Talkkno View Post
Hey guys, I was thinking of trying out 40k, and it seems like the Combat Patrol mission seems to relatively cheap and risk free way to start out. I was thinking about Eldar, any suggestions?
Combat Patrol, eh? That hasn't existed for years since it isn't exactly viable in 5th Edition anymore.

Still, assuming the rules for Combat Patrol are the same as 4th; Eldar get pretty stooged in Combat Patrol. There's not enough points to go 'round and they can't get all the units they'd like.

No Autarchs, Farseers or Avatars. No Wave Serpents, Falcons or Fire Prisms. No Wraithlords.
That's all the best stuff in the Eldar army, gone. The loss of Wave Serpents hurts.

Because of the low points cost and unit restrictions, Combat Patrols favour generalist armies over specialist armies. So, straight off, Edlar are at a disadvantage. They need units that can do everything at once.

Don't leave home without Dire Avengers. They can pump out a reasonable amount of decent shots. And, with an Exarch with Shimmershield and Defend, they'll tar pit your opponent's Assault units. Because you can't have Wave Serpents, that effectively rules out Wraithguard, Howling Banshees and Fire Dragons as 'good' units.

Spoiler


Scorpions for Infiltrating Attacks. Swooping Hawks for Haywire Grenades. Since you've got an extra six points, you could swap the Swooping Hawks for Warp Spiders for 399 Points since the Hawks will only really be useful if your opponent has Walkers or light vehicles. Or, use the points to get your Scorpion Exarch a Biting Blade as well.

Or, you could swap the Scorpions out for War Walkers with x2 Shuriken Cannons each.
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Old 06-19-2010, 06:57 AM   Top  -  End  -  #4
Issabella
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

A few Tau questions if you have the time. My collection has been slowed by trying to do two different armies at the same time.


HQ and Elites: what weapon combo's/battle suit systems do you see being used often. Or does the configuration vary for friendly matches vs tournament play?


Fast attack: On the pathfinders do you generally go all Marklighters?

Heavy: Why must the options be so good? I have been very much torn between hammerheads and Broadsides. On the broad's I am trying to figure out what suit upgrade, the one that allows multiple weapon firing? to move and shoot? or to get some shield drones to eat up the return fire?
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Old 06-19-2010, 07:30 AM   Top  -  End  -  #5
Cheesegear
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

Quote:
Originally Posted by Issabella View Post
HQ and Elites: what weapon combo's/battle suit systems do you see being used often. Or does the configuration vary for friendly matches vs tournament play?
Not especially. Crisis Suits are just good. Whether you take them in a tournament or not. You can't really optimise them per se, more that you can just not make bad choices.

Airbursting Fragmentation Projector and Cyclic Ion Blaster are both good. It's kind of a waste not to take one or the other on your HQ with his base BS of 5. Or take both. They actually synergise pretty well together.

I rarely see Flamers or Fusion Guns on anything. Crisis Suits don't want to be that close to your enemy. You can give your Shas'uis the AFPs, which are Large Blast, Barrage weapons that ignore cover and have range and are identical to Flamers otherwise.

Fusion Guns? Why aren't you using Hammerheads or Broadsides?

Burst Cannon = Heavy Bolter
Missile Pod = Autocannon
Plasma Rifle = Plasmagun

Typically I see Plasma Rifles used a lot, as they kill Marines easily.
But, more often I see Missile Pods+Burst Cannons in tournaments, as Plasma Rifles are essentially a waste on anything not-Marines - they're also a lot cheaper.

Never take any support system that you can Hard-Wire instead.

Missile Pod and Burst Cannon, Multi-Tracker

It's better to shoot two weapons than one twin-linked one. I don't normally see Target Locks. As it means that your unit is trying to do two things at once.

Twin-Linked Plasma Rifles and Shield Drones get used sometimes, but nowhere near as much as the above. Simply because the amount of high-strength shots that you churn out makes it effective against Marines.

Missile Pod + Plasma Rifles too. S5 weapons (like the Burst Cannon) are found everywhere in the list.

Honestly, any combo works of the three weapons work. Crisis Suits are just that good. Just don't combine them with Fusion Guns or Flamers.

CIBs on Plasma Squads.
AFPs on MP/BC squads.

Or the other way 'round if you prefer utility. Sometimes you don't get to choose what your opponent does (in fact, you never get to choose with the exception of Slaanesh), sometimes your unit might be faced with a unit that it's not 'optimised' to deal with. And a Large Blast or Assault 5 'Ace in the hole' does help. But, yeah...Optimisation vs. Utility. It's up to you. I've seen both.

There are specialised lists who use Deep Striking Flamers and Fusion Guns. But, yeah...You kind of have to plan your list around that sort of thing. As I said before, Crisis Suits are just good. As long as you don't Twin-Link weapons and actually make sure they fill a hole that your army lacks, you'll do fine.

Quote:
On the pathfinders do you generally go all Marklighters?
A lot of people go max Rail Rifles. Anything not shooting a Rail Rifle shoots Markerlights. Always. Pulse Carbines are found elsewhere in the army list in abundance.

Quote:
On the broad's I am trying to figure out what suit upgrade, the one that allows multiple weapon firing? to move and shoot? or to get some shield drones to eat up the return fire?
They don't need multiple weapon firing. Either they're sniping across the board, or shooting short-range missiles/plasma into units who are about to Assault them. Either way, the 'other' weapon is pretty much useless.

Moving-and-shooting is nice. But, you should typically have them in a good position during deployment and their short-range weapons don't benefit from it. The other reason to move is to get out of enemy fire. Which you don't need to do if you've got shield drones.
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Old 06-19-2010, 09:39 AM   Top  -  End  -  #6
Razaele
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

Quick question for those of you who have bought the Space Marine Battleforce. Are the models that are included the same as the models that are sold seperately or are they like the Assault on Black Reach models which feature static Space Marine models?
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Old 06-19-2010, 09:47 AM   Top  -  End  -  #7
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

My slightly improved tyranid list.

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Old 06-19-2010, 10:18 AM   Top  -  End  -  #8
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

Drop the tiny gaunt squad and make your Trygon a prime.
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Old 06-19-2010, 10:32 AM   Top  -  End  -  #9
Closet_Skeleton
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

Quote:
Originally Posted by DCGFTW View Post
Drop the tiny gaunt squad and make your Trygon a prime.
Don't think it's worth it (6 extra shots I'll only get to use once and six inches of range that don't matter since its deepstriking?) and its already built as a non-prime. The gaunts can at least hold an objective. I also don't honestly want my poor save leadership 10 troops to get fearless.

I kind of need 6 troops choices since they're so fragile and always in the thick of it that I always lose at least half of them by turn 2.
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Old 06-19-2010, 10:39 AM   Top  -  End  -  #10
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

If you are worried about your troops being fragile, drop some of the bigger stuff and flesh out your troops.
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Old 06-19-2010, 11:17 AM   Top  -  End  -  #11
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

I went over my 1000 points tournament list a few times and decided to make it full Ravenwing. Feedback is appreciated

HQ:
Sammael
- Master's Landspeeder
- 205

Troops:
Ravenwing Attack Squadron (6)
- 2 meltaguns
- Sergeant
- Powerfist
- 265

Attack bike
- Multi-Melta
- 50

Ravenwing Attack Squadron (6)
- 2 meltaguns
- Sergeant
- Powerweapon
- 255

Attack bike
- Multi-Melta
- 50

Landspeeder
- Assault Cannon
- 100

Fast Attack:
Ravenwing Support Squadron (1)
Typhoon Missile Launcher
75
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Old 06-19-2010, 12:51 PM   Top  -  End  -  #12
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

Quote:
Originally Posted by Razaele View Post
Quick question for those of you who have bought the Space Marine Battleforce. Are the models that are included the same as the models that are sold seperately or are they like the Assault on Black Reach models which feature static Space Marine models?
They're the real "do it yourself" models, not the "snap together" type. I got the Ork Battleforce, and everything has to be fully assembled.
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Old 06-19-2010, 01:00 PM   Top  -  End  -  #13
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

Quote:
Originally Posted by Closet_Skeleton View Post
Don't think it's worth it (6 extra shots I'll only get to use once and six inches of range that don't matter since its deepstriking?) and its already built as a non-prime. The gaunts can at least hold an objective. I also don't honestly want my poor save leadership 10 troops to get fearless.

I kind of need 6 troops choices since they're so fragile and always in the thick of it that I always lose at least half of them by turn 2.
Six extra pulse Rifles and Shadow of the Warp for 40 points. There is never a reason not to make a Trygon a Prime.

12 Gaunts aren't going to go very far.
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Old 06-19-2010, 01:05 PM   Top  -  End  -  #14
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

Though as i recall the Trygon has a balistic skill normaly only reserved for orcs and imperial stormtroopers.
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Old 06-19-2010, 01:13 PM   Top  -  End  -  #15
Arcanoi
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

Lots of things have BS3, last I checked. It's just MEQs, Eldar, and Tau that have BS4+ with any regularity.
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Old 06-19-2010, 01:20 PM   Top  -  End  -  #16
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

Answer to the title:
Absolutely EVERYTHING!
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Old 06-19-2010, 01:34 PM   Top  -  End  -  #17
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

Quote:
Originally Posted by DCGFTW View Post
12 Gaunts aren't going to go very far.
No, they're going to stay put in my deployment zone on an objective. Or possibly stretched between two objectives if possible.

Quote:
Originally Posted by DCGFTW View Post
Lots of things have BS3, last I checked. It's just MEQs, Eldar, and Tau that have BS4+ with any regularity.
Eldar only have as much BS4 as Imperial Guard (if you consider Dire Avenger spam as equal to Veteran Spam).
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Last edited by Closet_Skeleton : 06-19-2010 at 01:38 PM.
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Old 06-19-2010, 02:25 PM   Top  -  End  -  #18
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

Quote:
Originally Posted by DCGFTW View Post
Lots of things have BS3, last I checked. It's just MEQs, Eldar, and Tau that have BS4+ with any regularity.
Fire Warriors have BS3, and... Kroot probably have worse, I don't know about Pathfinders. Probably 3. So, only the HQ/Elite/Heavies have better. Excluding the Markerlight Effect, of course.
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Old 06-19-2010, 03:13 PM   Top  -  End  -  #19
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

Quote:
Originally Posted by Closet_Skeleton View Post
Eldar only have as much BS4 as Imperial Guard (if you consider Dire Avenger spam as equal to Veteran Spam).
Every single unit in the codex except Guardians and their light vehicles has BS4+.

Quote:
Originally Posted by EleventhHour View Post
Fire Warriors have BS3, and... Kroot probably have worse, I don't know about Pathfinders. Probably 3. So, only the HQ/Elite/Heavies have better. Excluding the Markerlight Effect, of course.
So they are. I'm just used to the only Tau player at my FLGS, who takes obscene amounts of markerlights, I suppose.
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Old 06-19-2010, 04:38 PM   Top  -  End  -  #20
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

Quote:
Originally Posted by DCGFTW View Post
Every single unit in the codex except Guardians and their light vehicles has BS4+.
Every guard unit except for infantry platoons (and their derivatives) and vehicles have BS4. Okay, there's also rough riders and penal legion, but you missed out Jet Bikes (and Ogryns but they aren't a ranged unit despite their okay unique guns).
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Old 06-19-2010, 05:20 PM   Top  -  End  -  #21
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

Quote:
Originally Posted by Closet_Skeleton View Post
Every guard unit except for infantry platoons (and their derivatives) and vehicles have BS4.
This could be better stated as "Every single unit in the codex except the HQs, Vets/Storms, and Ratlings has BS3". It's less deceptive.
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Old 06-19-2010, 05:44 PM   Top  -  End  -  #22
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

Quote:
Originally Posted by Lansier View Post
I went over my 1000 points tournament list a few times and decided to make it full Ravenwing. Feedback is appreciated
Tournament? With Dark Angels? You'll get rolled.

Spoiler



In other news, I just finally bit the bolter-shell and bought myself some Chaos Marines. Since I'm currently reading the Soul Drinkers Omnibus (by Ben Counter, a winner), I'm going to paint my Chaos Boys purple-and-gold just like my Hawk Lords.
Oh, and for shots and goggles if you didn't already know, Soul Drinkers are a second Founding of the Imperial Fists. And they're purple-and-gold. I hit the jackpot.
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Old 06-19-2010, 07:02 PM   Top  -  End  -  #23
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

Eldar BS3 units are Guardians, Storm Guardians, Falcon, War Walker, Vyper, as well as jetbikes and the wave serpent, but both of those are twin-linked.

Non-HQ BS4 is Dark Reapers, Dire Avengers, Fire Dragons, Harlequins, Banshees, Rangers, shining Spears, Scorptions, Swooping Hawks, Warp Spider, Wraithguard, Wraithlord, and Prism Tank.

So their primary infantry are all BS4, and their primary vehicles are BS3. Considering that their primary shooting is primarily BS4, that bends the perspective away from simple unit counts.
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Old 06-19-2010, 07:48 PM   Top  -  End  -  #24
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

If we're talking BS4, let's not forget about Sisters. You want shooty? We got shooty.

...Unless you're talking Repentia. Then they get nothing.


On that note, Repentia are SWEET when you deploy using table halves. I just got back from a game where they just TORE through a bunch of Eldar and seriously injured a Wraithlord before going out. I love when units go out with a bang.

And my Exorcist survived! So far it's exploded in turn two, every game it's been in. The Emperor protects, I suppose.

On the title: Yeah, I kinda agree with Cheese. RAW is snappier.
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Old 06-19-2010, 08:57 PM   Top  -  End  -  #25
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

Quote:
Originally Posted by Mattarias, King. View Post
On that note, Repentia are SWEET when you deploy using table halves.
Translation: Assault Units are awesome when they get to start halfway across the board? Yeah.

Quote:
And my Exorcist survived! So far it's exploded in turn two, every game it's been in. The Emperor protects, I suppose.
Sounds like you need a second one.

Quote:
On the title: Yeah, I kinda agree with Cheese. RAW is snappier.
In the Grim Darkness of the Future, there is only RAW? Yeah. I'll change it.

EDIT: New title. Possibly in reference to Mawlocs.
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Old 06-19-2010, 09:15 PM   Top  -  End  -  #26
Mattarias, King.
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

Quote:
Originally Posted by Cheesegear View Post
Translation: Assault Units are awesome when they get to start halfway across the board? Yeah.
...Yuuuup. Pretty much.

Quote:
Sounds like you need a second one.
Heheh, how right you are. Though I'm totally losing at least 1D6 friends for that. Likely worth it.

Slightly related: Free RPG day is today! Did anyone get any cool 40k related stuff? I found this cool-looking Deathwatch RPG mini-rulebook thing, which is apparently a 40k RPG that's.. Not Rogue Trader or Dark Heresy. Didn't know it existed. I had to choose this nifty 4e module over it though. Came with a map that's perfect for my upcoming game...
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Old 06-19-2010, 09:44 PM   Top  -  End  -  #27
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Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

Today was what now?
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Old 06-19-2010, 10:28 PM   Top  -  End  -  #28
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Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

Free RPG Day. Most of the major RPG companies put out mini-books for their systems that are 'pick-up-and-play' style pre-made adventures and hand them out for free.
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Old 06-19-2010, 10:51 PM   Top  -  End  -  #29
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Default Re: Warhammer 40K Tabletop VII: WAAAGH! What is it good for?

Quote:
Originally Posted by Mattarias, King. View Post
I found this cool-looking Deathwatch RPG mini-rulebook thing, which is apparently a 40k RPG that's.. Not Rogue Trader or Dark Heresy. Didn't know it existed. I had to choose this nifty 4e module over it though. Came with a map that's perfect for my upcoming game...
You passed up the first Deathwatch adventure (yes, that's what it is) for the Dark Sun module? The =][= disapproves. I am disappoint.

But, yeah, here in Oz (not the prison, or maybe it is...), I didn't really hear anything about it.
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Last edited by Cheesegear : 06-19-2010 at 10:52 PM.
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Old 06-19-2010, 11:02 PM   Top  -  End  -  #30
Talkkno
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Default Re: Warhammer 40K Tabletop VII: Common Sense is not RAW.

Do you need the Space Marine Codex +space wolfs to play space wolfs, or do you only need the space wolf codex?
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