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Author Topic: Wraithguard of Fa'alnor Crush Ork and Necron Threats  (Read 1825 times)

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Offline Gwaihir

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Wraithguard of Fa'alnor Crush Ork and Necron Threats
« on: February 6, 2008, 02:05:25 PM »
I played two games yesterday with my wraith host from craftworld Fa’alnor.  The list I used was quite different than ones I’ve used before, but I still was quite successful.  The first game was against Orks, the second against necrons.  Here is the list that I used:

HQ:

Farseer, Fortune, RoWarding
3x Warlock, Bikes, 2x Destructor, 1x Enhance
Autarch, Bike, Fusion Gun, Power Weapon, Mandiblasters

Troops:

10x Wraithguard, Spiritseer, Conceal
3x Guardian Jetbikes, Shuriken Cannon

Elites:

5x Wraithguard, Warlock, Enhance, Serpent with TL Shuriken Cannons
4x Harliquins, 4x Kisses, SS with Kiss, TM with PW, DJ

Fast Attack:


Vyper, 2x Shuriken Cannons
Vyper, 2x Shuriken Cannons
Vyper, 2x Shuriken Cannons

Heavy:

Warwalker, 2x EML
Warwalker, 2x EML
Wraithlord, BL, Star Cannon, 2x Flamers

The Ork Player’s list was more or less

*Boss of some sort with 8-10 orks in 2+ Sv armor, Boss Pole.  I think it was a special character, but am not sure all mounted in a battlewagon.

*Warphead special character leading a squad of 20-30 cc boyz with a nob with powerclaw.

*8-10 Boyz with FNP and 2 wounds in a trukk.

*8-10 orks who could deepstrike but had to roll a D3 to see how many died when they landed.  They had jumppacks.

*About 20 boyz who could enter from any table edge, 2 flamers, a leader with a power claw (I think).

The Opponent:

He was a long time ork player who has about a bazillion points of orks.  He has done a lot of really nice conversion work.  Tau, Eldar, Marine and other race's equipment, armor and weapons have been added to his boyz giving a really nice fell of orks scrounging around the battlefield and using whatever they find and can adapt to their purposes.  He is a great opponent who is a lot of fun to play against win or lose.

The Mission:

It was a rogue trader mission.  You could deepstrike a unit at the start of your turn.  Other than that it was basically victory points.

The Board:

Basically six pieces of 12”x12” ruins, three more or less evenly spaced along my edge, three along his edge.  There was about 6-10” separating the terrain on his side from the terrain on my side.

Deployment:


He deployed three units.  The squad in the trukk deployed out of line of sight on the left corner from my perspective behind the ruins and out of line of sight.  The large squad on foot led by the warphead deployed in ruins in the middle of the field deep enough to be out of line of sight.  The Boss and his squad were in the battlewagon which was largely hidden and in ruins to the right and was hull down.

I had everything on the board.  The jetbikes, a vyper and the autarch were all on the left.  The foot wraithguard were between the left and center ruins, with the farseer nearby.  The warlocks were behind the guard and next to the center ruins.  The harlies were in the center ruins far enough back to be out of sight.  The warwalkers were both behind those ruins and the wraithlord was in the center of those ruins.  A vyper was between those ruins and my board edge.  On the right side the guard were in ruins with the waveserpent behind those ruins.  They were there to push back infiltrators, an unnecessary precaution since all the infiltrators did use normal infiltration rules.  A vyper was near the serpent.

The board looked something like this after deployment:



Orks on the bottom, the units left to right are battlewagon, boyz with warphead, trukk.  Eldar on top.  To the left are wraithguard, vyper and wave serpent.  Behind the ruins in the middle are the walkers.  The wraithlord and harlies are in the ruins.  The farseer is the small green dot in the open next to the wraithguard squad, and the warlocks.  To the right are the other vypers, autarch, and jetbikes.

My Game Plan:

I wanted to try to get away from the board edges so that the squad coming in from the board edge wouldn’t be able to assault the first turn.  I didn’t realize one squad would be able to deepstrike and assault in the same turn.  I had my less mobile elements in the center and the more mobile elements on the edges so that only a small portion of the force could be threatened at a time and so that I could bring support over to any area that was in duress.

Turn 1:


He won deployment and used the mission’s deepstrike special rule to deepstrike the warphead and friends right in front of my wraithguard.  The trukk sped forward into the ruins on my left side just inches away from the bikes, autarch and guard.  The battlewagon slowly moved out of the ruins on the right.

Three guard dropped to the combined shooting of the battlewagon and deepstriking squad.  The warphead tried to turn my farseer into a squig but failed the psychic test thanks to runes of warding, but the perils roll failed to wound.

I fortuned the wraithguard.  The bikes moved to the far side of the trukk.  The autarch moved toward the middle hugging the ruins on the left.  The wraithguard moved forward toward the squad which had deepstruck, but also was in position to fire on the trukk.  The warlocks moved in front of the guard and to the right of the deepstruck squad preparing to hit it with the destructors.  Two vipers moved to block potential assaults from the rear on the wraithguard.  The harlies moved to the front of the center terrain piece, the wraithlord moved forward to shoot at the battlewagon.  The walkers rolled poorly for difficult terrain.  Both entered the center terrain piece, one near the left edge with shots on the truck or deepstrike squad, one on the right hoping for a shot on the battlewagon.  The guard on the right hopped into their serpent which moved forward along that board edge getting into position to attack the battlewagon if it moved toward the center.  The vyper likewise moved forward to protect the rear armor of the serpent.  Neither had any shots lined up for that turn.

The autarch destroyed the trukk with his fusion gun and the boyz all got out in place.  Combined fire killed three, but one got up again thanks to FNP, they failed their leadership test and started running.  Combined fire (flamers, plasma missiles, shuriken cannons/catapults/pistols, shrieker cannon) dropped the deepstriking squad to just two members.  They passed two pinning tests and the leadership test for taking all the casualties.  I had waited to fire the pinning weapons until they were no longer fearless, but they passed all the tests anyway.  One walker wanted to fire on the battlewagon, but had too much terrain to see through, the wraithlord fired his lance at it but didn’t do anything.

I decided to assault the warphead and remaining nob with the warlocks hoping just to tie them up for a round.  I lost one bike, but won the assault and swept the remaining wounded warphead.  I wasn’t expecting this.  The bikes moved toward his DZ ending up on the far side of the terrain piece on my left with their assault move.  They were in position to escort the running squad off the board.  The autarch used his move in a similar manner ending up on the right of the running squad which was now bracketed by my units.

Turn 2:


The deepstriking squad comes in from reserve, the squad that could enter from the board edge did not.  The deepstrikers tried to land near the guard and warlocks but scattered badly, and losing three members on the landing.  The broken unit fell back.  The battlewagon moved full speed toward the center and the squad inside hopped out in easy range of the harlies and wraithlord.

The falling back squad shot at the jetbikes but killed none.  The squad in the heavy armor which had just disembarked from the battlewagon killed two harlies with shooting.

The heavily armored squad charged the harlies and wraithlord killing both, but losing half their number in the process.  They were strung out in the center ruins following the assault.

I fortuned the wraithguard again.  The jetbikes moved to cut off the retreat of the falling back squad.  The autarch moved to fire his fusion gun on the battlewagon.  The guard move slightly forward and toward the center to fire on either the deepstrikers or the heavily armored unit.  The Vypers moved forward as well trying to avoid potential charges from the infiltrating squad and shielding the guard from such a charge.  They were positioned to shoot at the heavily armored squad.  (They probably should have positioned to shoot at the deepstrikers, but I wanted to be sideways to most effectively block an assault from the infiltrator).  The warlocks weren’t quite sure what to do and sort of split the difference between the deepstrikers and heavily armored squad.  The walkers both moved to the left looking to get shots on the deepstrikers.  The serpent moved to the middle dropping the guard to shoot at either the battlewagon or the heavily armored orks.  The vyper tagged along and had shots on both as well.

I killed most of the deepstrikers with shooting, but couldn’t kill them all.  The autarch blew up the battlewagon.  Combined fire killed all the heavy armored orks save one and the boss.

The autarch moved away from everything in the middle.  The warlocks positioned themselves to shield the wraithguard from the heavily armored orks.  Between the vypers and warlock the boss had no way to charge the guard.

Turn 3:
The last ork squad enters from my board edge preparing to assault my warwalkers.  The heavily armored orks try to get around the warlocks moving toward the center of the board.  The jump pack orks moved for an assault on the guard.  Only two or three remained.

The walkers are assaulted.  The walkers don’t kill anything with their attacks, but one explodes killing 6-8 orks.  The other walker survives and the orks pile in.  The jump pack orks assault the guard and the Boss and his last boy assault the warlocks killing both and piling into the wraithguard.  The wraithguard killed all but the leader of the jump pack squad.

The farseer fortunes himself.  No sense fortuning guard who won’t get any saves in cc.  (Then I make a big mistake.  I forgot that the mission rules allow me to take my guard out of cc and deep strike them.  Had I done this, the last jumpacker would be stranded in the open as would the Boss and his last escort.  Instead I had nothing to shoot at with my 3 vypers, wave serpent 2 squads of guard, jetbikes, autarch and farseer.)  The farseer moves around the cc planning to assault the Boss.  The autarch moves to assault the last boy in the Boss’s squad.  The vypers move away from everything so they can shoot whatever is left when the assaults are over.  The small guard squad hops in its serpent.  The jetbikes move away from the mess so they can get in some shots later.

The atuarch and farseer charge doing nothing.  The wraithguard don’t do anything either.  I lose the autarch and a few guard.  I lost combat, but passed the leadership tests.  The other ork squad kills the walker and stands around in the ruins.

End Game:

We called it here.  My opponent was trying to squeeze in our game before another scheduled game.  His opponent has showed up so he wanted to start it.  I was pretty much in mop up mode by this point though.  I had plenty of mobility and firepower to drop what little he had left with few casualties of my own.  He only had about 10 models left.  The vypers  and serpent could have concentrated fire on the last large squad during my turn probably killing most of them.  The guard in the serpent could have finished off the boss and his boy once the combat in the middle was done.  The bikes could just pick stuff off at range.  I had his force surrounded with speed on all sides so there was really nowhere to go.
« Last Edit: February 7, 2008, 09:51:40 AM by Gwaihir »


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Offline Gwaihir

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Re: Wraithguard of Fa'alnor Crush Ork and Necron Threats
« Reply #1 on: February 6, 2008, 02:05:56 PM »
I used the same list in the next game which was against necrons.  His list was as follows:

HQ:

Lord, res orb, veil of darkness
Lord, destroyer body, res orb, war sythe

Troops:

12x Warriors
20x Warriors

Fast Attack
5x Destroyers
5x Destroyers
8x Scarabs

Heavy

2x Heavy Destroyers
1x Heavy Destroyer
1x Heavy Destroyer

The Board:

Nice varried terrain unlike the previous board.  I won’t describe it in too much detail here, but we both were largely able to hide our most important stuff and had good cover for things that couldn’t be hidden.

The Mission:

Just kill each other.

The Opponent:

Very experienced with Necrons, but hadn’t used them in a while.  He has won the local rogue trader with his necrons though, and came in second in the most recent tournament with his sisters of battle army.

Deployment:

He deployed most of his force on the right sight of the board from my perspective.  The large warrior squad was about 12” from that board edge and the foot lord was joined to them.  A squad of destroyers and single heavy destroyer were closer to that edge hiding behind woods.  Part of the warrior squad was in those woods, as was the scarab swarm.  Moving left he had the rest of his destroyers (heavy and regular) deployed behind a long thing bit of impassible level 3 area terrain.  The destroyer lord was with this group.  They are out of LOS.   All of the above was on the right half of the board.  The smaller warrior squad was roughly spread out 8”-16” to the left of center.

I had a long narrow bit of level 3 area terrain about 12” from the right board edge.  The harlies deployed in that terrain.  The wraithlord, serpent, and two vypers deployed out of LOS behind it.  The Wraithguard were to the left of that terrain with the farseer nearby right next to the terrain.  The autarch was behind the guard on the left edge of the squad.  All this was on the left half of the board.  Both walkers, a vyper, the warlocks, and the jebikes all clustered near the right board edge behind some woods.

The board after deployment looked something like this:



The small green irregular objects gave 5+ cover, but didn't block line of sight.  The brown hexagons were bunkers giving 3+ saves.  The one in the upper part of the board had hedges around it which gave 5+ cover, but didn't block line of sight.  The long brown terrain in the upper center was impassible and blocked line of sight.  The various grey terrain features were level 3 area ruins.  There were forrests in the upper right and lower left corners.

The Game Plan:

This looked to be a very tough game.  He had his force clustered so it could put out heavy, concentrated firepower.  I didn’t have long-ranged firepower to match his.  He had plenty of speed so I wouldn’t be able to stay away.  He had five units capable of long-ranged shooting.  I guess I could just try to hide, but this would just allow him to destroy some elements of my force while losing little if anything, then advance in the latter stages to finish whatever was left.  I did have a fairly solid force on the right side which I could use to try to flank him.  If that was successful, he would have no retreat except with veil which could only save one squad.  If the force on the left side could absorb power long enough I might have a successful pincer attack.

Turn 1:

I won initiative.  The wraithlord moved into the ruins to take a shot.  The serpent and vypers stayed where there were.  The harlies also advanced into the ruins.  The guard advanced as well.  There was a bit of terrain about 10” in front of them, but it didn’t block line of sight much.  The autarch moved toward the left to support the rest of the flanking force which used its speed to move forward as well.  A piece of level 3 area terrain kept the bikes, warlocks and vyper out of LOS of the warrior squad on that side, but allowed them to set up within assault range for the next turn.  The walkers moved a bit toward the middle, but tried to keep as far as possible from the main necron force while still being in range to make some pot shots.  Hopefully they could make a few kills throughout the game as the bulk of the action would be far from them.  They were shielded from the warrior on the left by intervening terrain and were relatively safe.

I had little shooting to do.  I decided I wanted to reduce the number of the scarabs so that they couldn’t lock anything in cc to long, the lord shot at them and instakilled one base.  I might have had a shot on a destroyer but didn’t really feel liking making LOS arguments.  Between the cover save and WWB it probably would live anyway.  One walker was in range and knocked over one or two warriors in the large squad with krack missiles.  The other was out of range.  The death jester dropped another of the warriors, but they passed the pin check.

No Assaults.

The necrons started with 3 Failed wwb rolls.  The necron players moved the right destroyers and heavy destroyer forward and against a bit of LOS blocking terrain which was against that board edge.  This shielded them a bit from the wraithlord, though part of the unit was still in range.  The large warrior squad remained stationary.  The central destroyers (heavy and regular) moved out from behind the terrain so they could have shots on the lord, harlies, or large wraithguard squad.  The move was forward and to the right.  The scarabs moved into the now vacated spot behind that bit of terrain.  The warriors holding the left flank withdrew moving to the right.  It looks like he is going to have his entire force in one tight ball in the right corner.

The heavy destroyers and regular warriors open up on the wraithlord causing 2 wounds.  The regular destroyers both opened up on the large fortuned wraithguard with a total of 30 S6 shots.  One guard dropped :D.  My opponent’s view reaction to this was quite different than mine.  I tried not to smirk too much.  *Music* He fought the mathhammer and mathhammer won.*End Music*  30 shots hitting 2/3 of the time means 20 hits wounding half the time means 10 wounds, 1/3 of which result in failed saves meaning 3 failed saves, 1/3 of which fail the reroll meaning 1 dead guard.

No Assaults.

Turn 2:

I again fortune the guard and move them forward and a bit to the left.  I don’t want to over commit right and have him get past me on the left.  The lord will probably be killed in this round of fire, then he can concentrate on the one guard squad with everything.  That will hurt fortune rerolls or no fortune rerolls.  He will also be able to move enough destroyers close enough to the harlies to kill them off if I just stand around.  I decide I have to be bold, or I will just get picked apart.  The vypers both jump forward.  If they are shot down they should provide cover for the harlies who will advance the next turn.  The serpent also jumps forward, turns its rear to the necrons and the guard inside hop out.  The wraithlord advance but stays in cover.  The enemy now has 6 potential targets 6 units to hit them with.  Each of his units drops a target, I should have enough left to get to him in strength.  On the right, the bikes, autarch, warlocks and vyper all advance toward the fleeing warriors.  The walkers move cautiously toward the middle looking for a few more pot shots.

On the left I manage to kill the heavy destroyer which didn’t have any other heavies nearby so no wwb.  Now he is down to five units that can shoot.  I also drop one of the regular destroyers on the right flank and 3 or 4 warriors from the large squad with long ranged plasma missiles from the walkers.  The guard that hopped out of the serpent also managed to drop a warrior or two.  On the right side the fusion gun instakills a warrior denying the wwb.  Shuricannons drop one or two more.  I tried to hit the scarabs with the vyper’s shuricannons, but they were just out of range.

I use bike assault moves to ensure that the autarch won’t take fire and to advance on the warriors.  I am in range for assault the next turn, but if he retreats I may not get it again.

Some warriors in the large squad get back up, the destroyer in the right squad doesn’t so that squad is down to 4.  He advances the large warriors toward me looking to rapid fire the serpent or vypers.    The right destroyers move away from my forces to float above the woods where they started.  The destroyers on the other side also pull back a bit.  This concerns be a bit because they now have shots on my flanking force as well as the stuff on the right.  He suprises me with the scarabs by moving them toward the guard that just hopped out of the serpent.  A charge is imminent.  The warriors on the right continue to pull back to the right and have no shots because of it.

The heavy destroyers don’t manage to kill the wraithlord thanks to cover saves.  One vyper is destroyed and one loses a cannon and is stunned.  At the time this seemed unfortunate because if it had fallen it would have provided nice cover for the harlies which was part of why I risked all that stuff.  The serpant falls to heavy fire on its rear.  Not that this is a surprise since I gave it no protection.  The wraithguard didn’t take any fire.

The scarabs charge the small guard squad, can’t kill any, lose 1 2/3 bases, but are fearless and seriously outnumber me so don’t have to make any saves.

Turn 3:

I again fortune the large wraithguard squad.  The wraithlord stays put hoping to kill something before his immenent death.  This may have been a mistake as he probably could have come out and charged the scarabs although had he done this he may have hindered harlie movent.  Speaking of which, the harlies can certainly charge the scarabs and since the large warrior squad moved forward, they may have range to charge that squad with a good fleet roll.  They move forward and around the stunned vyper which is right at the edge of the combat.  The large wraithguard squad moves toward the combat.  I think that they can charge, get locked with the scarabs and not worry about return fire.  The combat should last two phases allowing me to get out in his turn.  The consolidation move and the assault should would have effectively catapulted my squad forward faster.  On the right side the autarch move to set up a charge on the warriors, the vyper provides supporting fire and the warlocks turboboost to the center.  I made a mistake with the farseer by not joining it to the wraithguard squad.

The harlies got a good fleet roll and were in range to charge the large warrior squad, or the scarabs.  The lord tried to kill a heavy destroyer but couldn’t wound with its two hits.  I think a walker managed to kill one.  One died in this turn or the next, but I don’t exactly remember when.  A few warriors fall to shooting on the right.

The harlies charge the large warrior squad, and clear their kill zone by killing more than half the remaining squad.  The warriors fail leadership and run.  The harlies consolidate away hoping against hope that veil will save them from the ensuing fire.  I do make sure one is close enough to make the warriors keep running.  The large wraithguard squad charges into the scarab cc leaving my farseer all alone in the open.  Should have joined them.  I don’t kill as many scarabs as I was expecting, but didn’t expect to kill enough to end the combat this round.  I also didn’t want that many kills because I didn’t want to be shot at.  Three bases remain.  No guard die.  The autarch and bikes can’t get off a successful charge but move toward the warriors with their free assault move.  They will have the squad the next turn.  Hopefully that side is saturated with enough targets so I can survive the shooting.

The running warriors get some of their number back but run because harlies are close.  Difficult terrain slows their retreat leaving the harlies in shooting range and stopping them from leaving the board.  All the destroyers move very close to the harlies to ensure that the harlies will be killed.  The destroyer lord moves to support the scarabs in assault.  The warriors on the right don’t have much place to go.  The move to be able to shoot either the bikes or the warlocks which are bracketing them.

The harlies are wiped out with shooting.  The wraithlord dies, the warlocks are wiped out, and one jetbike dies.

The destroyer lord charges into cc, but fails to cause a wound.  He takes two.  Another scarab base is killed and another wounded.  Everything stays put.

Turn 4:

My vyper is no longer stunned and uses its full move to get close enough to usher the fleeing warriors from the board.  The farseer fortunes himself and moves toward the cc so that next turn he can fortune and maybe join the guard.  The autarch and jetbikes prepare to charge the warriors on the left side finally.  The walkers move a bit more toward the action looking to kill some destroyers.

Shooting drops a few things here and there, but doesn’t have much impact.

The autarch and bikes charge, warriors in BTB are removed because of the autarchs attacks so the bikes and warriors get no attacks.  The warriors stand.  I put more wounds on the scarabs and don’t lose any guard.  I still don’t have the numbers to destroy the scarabs or scare away the lord.  That’s a good thing though.

The broken warriors leave the board carrying the foot lord with them.  The destroyers see that the guard are about to win and decide they need to try to get away.  The left destroyer squad moves behind the terrain piece ending up where they started the game.  Two heavy destroyers in separate squads move toward the isolated farseer.  The right destroyers turboboost  toward the center.

Both heavy destroyers are needed to exact revenge on the vyper which had chased the warriors off the board.  The second kills the vyper.  This may well have saved the farseer who could have been shot thanks to being out in the open.  The destroyers behind the terrain destroy the other vyper which had been supporting the bikes.

In assault the autarch kills off necrons in base contact stealing attacks from necrons and jebikes.  The necrons stand.  The wraithguard finish off the destroyer lord and the last of the scarabs and move toward the destroyers.

Turn 5:

The farseer fortunes the large wraithguard squad, then moves to a postion that will allow him to charge either heavy destroyer or the destroyer squad that had just turboboosted.  The small wraithguard squad moves to have shots on any of the same three targets as do the walkers.

The large wraithguard squad has LOS and range to the squad of destroyers that had tried to hide behind terrain.  They kill them all, but the squad is in range of the other destroyers and could attempt wwb rolls.  Both heavy destroyers fall to fire from the warwalkers.  The small wraithguard squad kills three of the four remaining destroyers.  The farseer fires his pistol and kills the last.

Phase Out!  Only five or six warriors remain.  The destroyers can’t come back.  Game over.

I have both squads of wraithguard intact, the jetbikes still at full value, the autarch at full value, both walkers and the seer or around 1000-1100 points.
« Last Edit: February 8, 2008, 09:46:58 AM by Gwaihir »


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Offline Starrakatt

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Re: Wraithguard of Fa'alnor Crush Ork and Necron Threats
« Reply #2 on: February 6, 2008, 08:15:39 PM »
   Nice battles here and congrats on victories.

   That's what is though when facing the new Orks: Many Powerklaws wielders all over the place and if you don't wipe put entire units (and they don't run) two or three survivors can make a HUGE dent in squads like WG, which hurt.

   Good work too with the Necrons. It sure is a though fight when your main assets to kill them (Harlies/Wraithguard) are so slow compared to them (Veil/Destroyers) but Wraithguard resilience prevailed in the end. (It is VERY difficult not to smirk when Fortuned WG are hit by volleys after volleys of non AP firepower).
   I ususally don't have too much problems with Necron either as they do not have that much stuff to deal with things like Wraithguard but Wraithlords DO need to be used with caution.

   Anyway, congrats again. :)

   Starky

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Re: Wraithguard of Fa'alnor Crush Ork and Necron Threats
« Reply #3 on: March 12, 2008, 08:36:31 PM »
Congrats on the wins and Nice Bat Reps... I really like the diagrams and would have loved to see even more of them (although I do know how mcuh work they are to draw up). Thanks.

PS... I now have 5 Wraithguard going into the Paint both (and 8 more to build), so Iyanden style will soon be another option for me (part of my 10K mission - about 4.5 K done, and the rest is almost all gathered)

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