Index Malleus: Champions of Chaos - Chaos Lords and Sorcerors

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Anton


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I've had the new Codex for over 2 weeks now, and in that time I have studied it well, and have even proxy'd some of the units, the first two being Chaos Lords and Chaos Sorcerer's. The following is a sort of in-depth look at these Champions of Chaos, how they've changed from the old Codex, what new advantages they have gained and what role they play in the 4th edition Chaos Space Marines Army.

Index Malleus: Champions of Chaos  - Chaos Lords.


In the old, 3rd edition Codex, Chaos Lords were a unit on their own. They had the ability to destroy entire squads of infantry, and slay rival independent characters with ease. Chaos Lords were notorious for the sheer amount of wargear, daemonic gifts and weapons they could take, and their potency. Chaos Lords were rightly feared, and unjustly criticised for being too 'powerful' or 'cheesy,' but with the new Codex, that has all changed.

The amount of options for a Chaos Lord are still vast, yet not obscenely vast like the 3rd edition Codex. They no longer have stat-line changing daemonic gifts, or, for that matter, any daemonic gifts at all! Daemon Weapons are very powerful, but are also a hefty risk to take. Chaos Lords can still be the 'lone wolf/tank' character, preying on squads of lesser units, yet in this role they are not 'overkill.' Chaos Lords are still weapons of mass destruction, and in no way have been weakened, only corrected so that those gamers among us can no longer 'abuse' or 'cheese out' the Chaos Lord.

Now that we've begun, shall we see what else this potent unit can do?

The Basics


Upon first inspection, you will notice that the basic Chaos Lord has changed. You will notice an increased weapon skill, a standard invulnerable save and that the Chaos Lord is now Fearless. This 'buff' in the Basic Chaos Lord is a way of compensating for the dramatic cut-down on useless wargear, weapons and daemonic gifts. You will also notice that with this new and improved basic Chaos Lord, he is now more geared towards the assault phase than previously in the 3rd edition codex. The basic Chaos Lord also comes with a bolt pistol; close combat weapon, frag grenades and krak grenades as standard.

The Options


The options in the 4th edition Codex for a Chaos Lord have been considerably reduced since the 3rd edition Chaos Codex. There are no Daemonic Gifts, which cuts down on the useless options, reduces the 'abuse' factor and removes much confusion with the Chaos Lord. Instead we have improved Daemon Weapons and simplified Marks.

The Marks of Chaos, which can be purchased for a Chaos Lord, have been simplified, and grant the same abilities that Chaos Icons do. There is no mark of Chaos Undivided for the Chaos Lord, which would be a waste as he is fearless anyway! The way in which a Chaos Lord upgrades his weapons is just like the Characters in the new Codex's Eldar and Dark Angels. Rather than flicking to an armoury page and picking what you want, instead you replace his standard close combat weapon with the weapons listed that he can take. The same applies for his Bolt Pistol. The weapons, which the Lord can replace his close combat weapon with, are basically the same as in the 3rd edition Chaos Codex, although there are no longer any Great Weapons.

The Daemon Weapons in the 3rd edition Codex no longer exist in the new Codex, instead we are given 5 to choose from, 4 of which require specific Marks. Daemon Weapons are now two-handed weapons, and have been balanced more so that the player has more options for modelling his daemon weapon, rather than following instructions in the Codex. All Daemon Weapons don't allow armour saves (like Power Weapons,) and give the bearer an extra D6 attacks! But, for such power there is a dire cost to the Chaos Lord.

The Codex states that before a Chaos Lord with a Daemon Weapon attacks, you roll the extra D6 attacks which is granted by the Daemon Weapon, and if the result of that roll is a 1, you then suffer a automatic wound which doesn't allow any armour saves, and prevents the Chaos Lord from attacking in that turn. This rule represents the rebellious and unstable nature of Daemon Weapons.

The first Daemon Weapon I'll focus on is the 'vanilla' Daemon Weapon, which can be wielded by Chaos Lords who have no mark of Chaos. The 'vanilla' Daemon Weapon grants the bearer all the usual bonuses and drawbacks that Daemon Weapons give when equipped, but also increases the bearer's strength by 1 in close combat, an ability that is unique to the 'vanilla' Daemon Weapon.

[Note:] Now, I know most people will be thinking, "Why is he giving the example Lords all Jump Packs/Wings?" Well, the reason why is that in my opinion a Jump Pack/Wings is better than say Terminator Armour, for the most obvious reasons. But also that not everyone wants a Steed or Bike, and that Lords equipped like this will complement a unit of Raptors very well. Remember, they are just examples.

Example:

Lone Wolf/Tank Chaos Lord = 150pts.
Bolt Pistol.
Daemon Weapon.
Jump Pack/Wings.
Frag & Krak Grenades.

This Chaos Lord not only has the advantage of speed, but also the advantage of a superior Strength, which can help greatly in attacking e.g. Space Marine Tactical Squads, Necron Warriors squads, or rival Chaos Space Marine Squads. On the Charge this Chaos Lord would get: 4 attacks as standard, at WS6, S5 with no armour saves allowed. With the extra D6 attacks that the Daemon Weapon Grants, those 4 attacks could increase to a minimum of 6, or up to a maximum of 10!

My personal thoughts on the 'vanilla' Daemon Weapon are that any Chaos Lord which wields this Daemon Weapon has the advantage of an increased strength, and can prove useful for a 'Lone Wolf/Tank' Chaos Lord, whose role is to attack weaker units. The combination of a high Weapon Skill and Strength will aid the Chaos Lord in destroying tough foes like Necrons, Space Marines and rival Chaos Space Marines.

The First Mark specific Daemon Weapon we'll focus on will be the Bloodfeeder, a Daemon Weapon that can be equipped by Chaos Lords with the Mark of Khorne. The Bloodfeeder is, without a doubt, the most devastating of all the Daemon Weapons, and should be rightly feared by Infantry alike. The Bloodfeeder grants the bearer all the usual bonuses and drawbacks that all Daemon Weapons give when equipped, but on-top of this the Bloodfeeder grants the bearer another D6 attacks along with the standard D6 attacks the bearer is granted, which totals up to a extra 2D6 worth of attacks! That's insane! Unfortunately the bearer still maintains at his base strength of 4, which means against Space Marines, Necrons and rival Chaos Space Marines the 'To Wound' roll is not all that great, but the sheer amount of attacks and a high weapon skill should compensate for a average Strength.

Example:

'Lone Wolf/Tank' Chaos Lord = 160pts
Bolt Pistol.
Bloodfeeder (Daemon Weapon.)
Mark of Khorne.
Jump Pack/Wings.
Frag & Krak Grenades.

Like the Chaos Lord with the 'vanilla' Daemon Weapon, this Chaos Lord has the advantage of speed, but also the devastating salvo of attacks he can unleash. So, on the charge this Chaos Lord would get: 5 attacks as standard, at WS6, S4 with no armour saves allowed. With the extra 2D6 attacks that the Bloodfeeder grants those 5 attacks could increase to a minimum of 9, or up to a maximum of 17! Good Gods that is an insane amount of attacks!?

My personal thoughts on the Bloodfeeder Daemon Weapon are that it is the most insanely fantastic weapon I've seen! A Chaos Lord with a Bloodfeeder is basically a ticking time bomb, a weapon of mass destruction, and I feel sorry for those on the opposing end of this behemoth of a weapon. Alas, with such a mighty weapon a Chaos Lord will attract an unholy amount of attention, and should focus only on getting into assault as soon as possible, which is why I thought that for most Daemon Weapon wielding Lords, a Jump Pack/Wings would be better suited than Terminator Armour. Although a Steed or Bike would be just as good.

The next mark specific Daemon Weapon we'll focus on will be the Plaguebringer, a Daemon Weapon that can be equipped by a Chaos Lord with the Mark of Nurgle. The Plaguebringer grants the bearer all the usual bonuses and drawbacks that all Daemon Weapons give when equipped, but the bearer's attacks count as being poisoned, which means the worst he can wound on is a 4+, not bad, yet not terrific. Personally this Daemon Weapon is pretty unimaginative.

Example:

Chaos Lord = 165pts
Twin-Linked Bolter.
Plaguebringer (Daemon Weapon.)
Mark of Nurgle.
Terminator Armour.
Frag & Krak Grenades.

This Chaos Lord should approach the enemy on foot, or via Deep Strike, making use of his 2+ save, 5+ Invulnerable and improved toughness. The Juggernaut should accompany a unit of Chaos Terminators to further increase the roll of line bolsterer or Juggernaut. The Plaguebringer does not present any options for a quick, fast moving Lord, so I felt that this Lord would be better suited in Terminator Armour and grinding his way to the lines with Terminators in-tow.

Personally I find this type of Lord boring, mainly because of the sterilised Daemon Weapon and the lack of muscle that the Weapon has. The potential to do damage does definitely show, but not as much as the Bloodfeeder. And so I say that the Plaguebringer should be avoided in competitive games, and taken only in friendly games.

The next mark specific Daemon Weapon we'll focus on will be the Blissgiver, a Daemon Weapon that can be equipped by a Chaos Lord with the Mark of Slaanesh. The Blissgiver grants the bearer all the usual bonuses and drawbacks that all Daemon Weapons give when equipped, but any wounds caused by the Blissgiver inflict Instant Death, regardless of said targets toughness! That's almost as better as a Force Weapon! The Blissgiver will be hyper efficient at killing enemy Independent Characters, but not so much enemy monstrous creatures, as you have to be able to wound first before the enemy model is instantly killed. A shame, but it will still work perfectly against e.g.: Necron Lords and Space Marine Commanders and Librarians.

Example:

'Character Killer/Commander Killer' Chaos Lord = 155pts.
Bolt Pistol.
Blissgiver (Daemon Weapon.)
Mark of Slaanesh.
Jump Pack/Wings.
Frag & Krak Grenades.

This configuration of Lord is like the Khornate one; he is a ticking time bomb. But, instead of attacking squads of lesser units/infantry, the Slaaneshi Lord should instead attack Command Squads, Retinues or Terminator Bodyguards. Of course this role will require a unit of Raptors for Fodder, but if executed correctly, instead of having to butcher a entire Command Squad to get to a enemy Character you should be able to single the Character out and kill him outright. Plus, as the Mark of Slaanesh grants an Initiative bonus, Space Marines Commanders will stand little chance of survival.

Personally I find this type of Lord quite well suited for the role of Character Killer, with the combination of a Instant Death causing weapon and a high Initiative, most armies Characters will struggle to survive, and will require the utmost protection! I sort of see this role as a 'Smash & Grab' role, killing an enemy Character and bagging the Victory Points will be well worth the risk, and then you can leave any Command Squads or Retinues for an accompanying unit of Raptors to finish off.

The next mark specific Daemon Weapon we'll focus on will be the Deathscreamer, a Daemon Weapon that can be equipped by a Chaos Lord with the Mark of Tzeentch. The Deathscreamer grants the bearer all the usual bonuses and drawbacks that all Daemon Weapons give when equipped, but as well as being a close combat weapon, it can also fire a ranged attack, which is basically a (Loyalist) Storm Bolter, which is AP3 and is a Assault D6 instead. Basically a glorified Storm Bolter. As the Deathscreamer is both powerful at ranged combat and close combat, I feel that this weapon would best suit a Terminator Lord, accompanying a Squad of Terminators on foot. Plus with the addition of the Mark of Tzeentch, this 'Juggernaut' Chaos Lord would stand an even better chance of surviving AP2 and AP1 weaponry, ergo, his resilience will increase dramatically.

Example:

'Juggernaut' Chaos Lord = 160pts.
Combi-Bolter.
Deathscreamer (Daemon Weapon.)
Mark of Tzeentch.
Terminator Armour.
Frag & Krak Grenades.

This type of Lord will be great on the offensive, combined with Terminator Armour; this Chaos Lord will be near to unstoppable! And will alone cause much damage against Power Armoured targets. Keep this guy on the move, and nestled between some Chaos Terminators, because once you're opponent learns of his destructive powers then he will end up dying too quickly. This type of Chaos Lord should always attack units weaker than it, preferably: Necrons, Space Marines, Sisters of Battle or rival Chaos Space Marines.

Personally, I think I may field one of these Chaos Lords! The amount of damage he can do in the shooting phase and assault phase is fantastic! Combined with Terminator Armour and the Mark of Tzeentch, this Chaos Lord will be sporting a 4+ invulnerabl e save! I don't know about you, but right now this type of Chaos Lord is looking very promising, hence the reason I nicknamed it a 'Juggernaut,' because that's what it is! I battle quite a lot of Power Armour heavy armies, and for 160pts this Lord is totting some serious Anti-Power Armour muscle.

That's all folks! I know I could go in far more depth, but besides the Daemon Weapons, everything else is pretty much standard weaponry, and doesn't require explaining.

Index Malleus: Champions of Chaos - Chaos Sorcerers.


In the previous Codex Chaos Space Marines the Chaos Sorcerer was rarely or never used, with the Chaos Lord and Greater Daemons being the more favourable choices. Due to a lack of efficient and worthwhile Psychic Powers the Chaos Sorcerer became a backbench character, however with the new Codex Chaos Space Marines the tables have turned and now the Chaos Sorcerer has made a spectacular come back! With new and improved psychic powers and a Force Weapon to boot, more people than ever are waving goodbye to their Chaos Lords and welcoming the Chaos Sorcerers with open arms.

And so I will discuss why the Chaos Sorcerer has become so popular, and what options are available for us to take.

The Basics


The Chaos Sorcerer's basic stat line is nigh different from that of a Loyalist Space Marine Commander, with a high leadership value and good wound count. In comparison to the Chaos Lord we can see that the Chaos Lord has a superior stat line to the Sorcerer and also has the Fearless special rule, however this is not a bad thing so don't despair yet! Unlike the aggressive nature of the Chaos Lord, the Chaos Sorcerer is more tactically flexible allowing you to make more out of your Sorcerer than just a simple killing machine. One advantage we will be able to notice immediately is that the Chaos Sorcerer now comes with a Force Weapon as standard! Of course this means that overall the Chaos Sorcerer is more expensive than the Chaos Lord, but in return we get a free Power Weapon and the capability to cause Instant Death! The Chaos Sorcerer also comes equipped with a Bolt Pistol, Frag and Krak Grenades.

The Options


Getting right to the psychic stuff, we can see that the Chaos Sorcerer now has a lot of psychic powers to choose from; however some of the powers require God specific Marks, (something I'll discuss later!) For Chaos Sorcerers without a Mark of Chaos you have the choice of taking any one of the following Psychic Powers:

(Note: Sorcerer's with the Mark of Slaanesh, Nurgle or Tzeentch can also take non God specific marked psychic powers.)

Doombolt: Is a psychic power which can be used in the shooting phase. It's cheap and can add some much needed killing power. Doombolt is a S4 Assault 3 weapon which is also AP3 (much like the Thousand Sons Inferno Bolts rule, but instead of affecting the Sorcerer's Bolt Weapons it just fires straight from the Sorcerer.) It also has a slightly greater range than that of a rapid firing Bolter. Doombolt is now cheaper and more effective than it was in the previous Codex.

Warp Time: Is a psychic power which can be used at the start of any players turn and remains active for the whole turn. Warp Time is one of the most popular psychic powers available, as it basically allows you to re-roll all failed to Hits and to Wounds for the entire turn! This power only affects the Chaos Sorcerer; he can't use Warp Time on any other unit. It gets better because a Chaos Sorcerer marked by Tzeentch can use both Warp Time and a Force Weapon in the same turn! This will increase the chances of instantly killing enemy Characters drastically .

Gift of Chaos: Is a psychic power which can be used at the start of the Chaos players turn. Basically you select an enemy model, your roll a psychic test, and if the test is successful you then have to roll a D6, if the result is greater than the targets toughness the model is removed and no saves can be taken against it! But it gets better! If you have a Chaos Spawn model available you can replace the target model with a Chaos Spawn which will now be under the Chaos player's control! Gift of Chaos is great for sniping/removing Powerfist/Powerklaw wielding Squad Leaders and enemy Characters nestled in with an enemy squad. Many will argue that Gift of Chaos isn't worth the points, which I can understand as Gift of Chaos is based more on the player's luck than anything else, and thus many hardcore gamers will ignore Gift of Chaos over other Psychic Powers, but look at what you get if you roll successfully! Annoying Squad Leaders and expensive Characters can be transformed into Spawn, which will not only give you many easily earned Victory Points, but a good laugh at the unfortunate who got transformed. Gift of Chaos is one of those powers that you either love or you hate.

Wind of Chaos: Is a psychic power that can be used in the Shooting Phase. Wind of Chaos is as some people say "an over glorified Flamer," which in a way is correct as it is a Template weapon. However unlike the Flamer, Wind of Chaos always wounds on a 4+ and denies armour saves and cover saves, but can also automatically glance vehicles on a 4+ as well. Wind of Chaos is quite expensive, and whilst some people swear by it, others don't. It all depends on what you want your Sorcerer to do, but Wind of Chaos is great at cutting a swathe through enemy Infantry and works perfectly in conjunction with a Jump Pack/Winged Sorcerer.

That covers the non-mark specific psychic powers, and so I shall move on to the Mark specific powers. If you give your Sorcerer the Mark of Tzeentch, Nurgle or Slaanesh you can take one of the following Psychic Powers:

(Note: Sorcerer's with the Mark of Tzeentch not only recieve a +1 to their invulnerable save, but they can also take two psychic powers, and use two psychic powers in the same turn, but not two powers that count as firing a weapon, as models can only fire one weapon per shooting phase.)

Lash of Submission: Is a Slaanesh only psychic power, which means that this psychic power can only be used by a Sorcerer with the mark of Slaanesh. The Lash of Submission is a psychic power that can be used in the Shooting phase instead of using another ranged weapon. You can use the Lash of Submission on any non-vehicle enemy unit that is visible to the Sorcerer and is with 24" inches. When you make a successful Psychic test the unit you chose to use the Lash of Submission on can be moved 2D6" inches by the Chaos player (you) in any direction, this move isn't effected by difficult terrain, however you cannot place enemy models into impassable terrain, within 1" inch of enemy models or off the board edge.  The unit you chose to move must also take a pinning test.

The Lash of Submission is one of the most debated about psychic powers in the game, many claiming that it is overpowered . The Lash of Submission is a very potent psychic power, but one which should not be relied upon too greatly and should be used with due care and attention. However, contrary to popular belief, the Lash of Submission is not overpowered, but is a very useful and devious psychic power which can tip the odds of winning in your favour greatly.

Nurgle's Rot: Is a Nurgle only psychic power, which means that this psychic power can only be used by a Sorcerer with the Mark of Nurgle. Nurgle's Rot is a psychic power that can be used in the shooting phase instead of firing another ranged weapon, and upon inspection we can see that Nurgle's Rot is an anti-infantry psychic power and can be cast whilst in close combat. When a psychic test has been successfully passed, any models within 6" inches of the Sorcerer suffer an automatic strength 3 AP - hit. Whilst this may seem weak, imagine a mob of 20 Ork Boyz all packed into a confined space, or in combat with your Sorcerer, then you will understand just how dangerous
Nurgle's Rot can be, even against Space Marines it is relatively good!

Bolt of Change: Is a Tzeentch only psychic power, which means that this psychic power can only be used by a Sorcerer with the mark of Tzeentch. The Bolt of Change is a psychic power that can be used in the shooting phase instead of firing another ranged weapon. When a psychic test is successfully passed, the Bolt of Change can be fired and operates in exactly the same way as a Multi-Melta, the ony difference being that the Bolt of Change is not a Melta weapon.

Example Chaos Sorcerer's:


The "Anti-Marine" Sorcerer:

Chaos Sorcerer = 200pts
Mark of Tzeentch
Wind of Chaos (Psychic Power)
Warp Time (Psychic Power)
Terminator Armour

The "Anti-Marine" Sorcerer is one of the most expensive, yet highly effective Sorcerer builds that I am currently using myself. With the Mark of Tzeentch I can cast Warp Time at the beginning of my turn, then cast Wind of Chaos, re-rolling my failed to wounds for it, almost guaranteeing me that the models I have placed the template over will die! I equipped the "Anti-Marine" Sorcerer with Terminator Armour for an improved armour save and the ability to Deep Strike, allowing me to either surprise attack my enemies rear lines, surprise attack an enemy flank, assassinate expensive units (e.g. Space Marine Terminators) or support one of my squads that has been assaulted and can no longer hold them off.

Indeed this is an expensive character, but look at what you get. If you don't need to use Wind of Chaos, or if you need to take down an enemy character, you can use the Force Weapon combined with Warp Time to assure that you will instantly kill the enemy character. This is my favourite build of Sorcerer, and I'll find it hard to locate a suitable replacement or equal to the amount of death this monster can unleash.

The "Lash" Sorcerer = 155pts
Mark of Slaanesh
Lash of Submission (Psychic Power)
Jump Pack/Wings

The "Lash" Sorcerer is quite a common build, and has left many non-Chaos players red in the face at how good this type of Sorcerer is. With a Jump Pack/Wings the "Lash" Sorcerer can quickly move around the battlefield to target enemy units, and because he is an Independent Character he will be extremely difficult to kill at range. The "Lash" Sorcerer makes a great support unit; by using the Lash of Submission you can force enemy units into or out of cover, into fire lanes or within assault range, or move powerful enemy units from your lines to deny them a charge against your own units.

The "Anti-Horde" Sorcerer = 150pts
Mark of Nurgle
Nurgle's Rot (Psychic Power)
Terminator Armour

The "Anti-Horde" Sorcerer is very effective at wiping out vast swathes of weak enemy infantry (e.g. Imperial Guardsmen, Ork Boyz, Eldar Guardians) and can be exceptionally effective at disrupting the all too common "horde charge" type army. With Terminator Armour and the Mark of Nurgle most weak enemy infantry won't be strong enough to kill the "Anti-Horde" Sorcerer, combined with the 2+ Armour Save and 5+ Invulnerabl e save Terminator Armour grants you shouldn't have any real difficultie s getting stuck into the enemy. Plus with Terminator Armour your Sorcerer can enter battle by deep striking normally or via a Chaos Icon, allowing you to get the "Anti-Horde" Sorcerer into the thick of battle.

 




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