WH 40k Your best general build

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With Eldar, any build has to include fully upgraded Pathfinders and Swooping Hawks.

Always hit on 2, rend on 5+, 4+ to wound? Yes please.

And Swooping Hawks are ultimate troll. Skyleap, deep strike, skyleap, deep strike, skyleap, deep strike.

Rinse and repeat.

EDIT: My numbers may be off for the current gen rulebook. I haven't played properly since the last gen.

Excuse anything skewed, though I assume my units work roughly the same as they did.

Dark Prophet:
Is it true what they say about Ork tech? And it went something like that "Ork wills it and therefore it is."

That's the base concept, due to all orks being slightly psychic to make stuff happen. And to quote 1d4chan...
"For example: a Wartrukk with a mob of Orks in it sputters and dies. Da boyz hop out and have a look. One of da boyz examines the readouts and says to the Nob driver, "Da bloody fing is outta gas!" Said Nob hits the offending Ork in the face so hard that he falls unconscious. "Look 'ere, I'z da boss, and I sez I filled this fing up righ' before we left!" The rest of da boyz look at each other, halfway convinced. He is the biggest Ork among them, and he did just prove it. Maybe he did fill it up right before they left. That's the sort of thing one does when one's in charge. Da boyz begin to file back into the Wartrukk, and with a satisfied nod, the Nob gets in and cranks her up. Because da boyz believe that there is plenty of fuel in the truck, one drop does for ten, and the Wartrukk and da boyz arrive just in time for the next fight."

As for 40k... I have Assault on Black Reach, and a squad of scouts with snipers (not yet put together). I might want to play Marines, possibly Space Wolves, or Guard--but I lack the necessary Requisition to gain them.

For my necrons, as a rule i run a full immortal squad with necron pheron (with a orb naturally) and a cryptek (usually with solar pulse), ghost ark with 9 warriors and 1 lord 9(with a orb), and a ten to fifteen warrior squad with zahndrekh and another cryptek (anything from another solar pulse to a harbinger of eternity)

After that it really depends what i what i am going to be facing down.

verdant monkai:

HarryScull:
I had a marine chapter that specialised in deep striking and melee, take some basic squads (basic marines are beast as a melee rush, with good stats and heavy armour) with infiltrate and melee weapons, add some jetpacks, terminators, bikes a badass leader and a fire support team of heavys a vindicator and some snipers and it will own everything from tau to orcs (if used correctly) Unfortunately a combination of the new marine codex and rulebook made this army redundant and I took that as my que to quit 40k and eventually quit warhammer altogether as it's so expensive and I get the same thing but better from total war games

That's an interesting army. Care to elaborate on what your general was?

I totally get your reason for giving it up they are astronomically expensive. But Total war games are nothing like warhammer. You dont get to convert things (love converting) there is some customisation like in Shogun 2. But it is nothing like warhammer.

I can't remember my exact leader but I remember him having a jet pack, shield and hammer combo and took on the role of a tank destroyer or a mobile reserve who could aid any squad in trouble or pin down any enemy threats which he always did brilliantly (and his war cry was STOP... HAMMER TIME, which made me smile)

As for Total war being like war hammer, I was never into modelling or painting the figures so for me it is, but if art (or RPing) is your thing then war hammer is good for that :)

I usually run two HQ units, a daemon prince and a Bolt Of Change sorcerer, maybe with Wind of Chaos also, if I feel like it. I stick him in a unit with some Chaos Space Marines and have him throw lightning bolts out the top of a rhino.

The Demon Prince comes behind the rhino line, ready to fly out and open up a dreadnought or monstrous creature when it appears.

After that, It's down to regular old Chaos Space Marines (in rhinos) and the heavy support choices. A havoc squad with four missile launchers (in a rhino), maybe a suicide squad of Chosen (in a rhino!)

Basically, I put a million bolters and meltas in metal boxes and make 'brrrrrm' noises as I push them up the field, firing the can openers out of the top hatch.

I would run bikes in full squads of ten, if they didn't utterly suck. I'm a hardcore fast attack fan, but I picked the wrong codex for that! Here's hoping for a release this year, with cheaper fucking bikes!

I also model my chosen to be doing the 'standard, slow badass' walk, guns slung over shoulders and grenades hefted in hands.

Two words.

Commissar. Yarrick.

On a more in-depth answer, I run two HQs in my IG regiment. Lord Castellan Creed mans my company command squad from the centre, throwing out Get Back in the Fights and First Rank Fire!'s. Commissar Yarrick rides around in a chimera full of Ogryns and serves as a very scary assault beat-down. Nothing's stood up to a five-Ogryn + Yarrick charge so far.

Tom Artingstall:

On a more in-depth answer, I run two HQs in my IG regiment. Lord Castellan Creed mans my company command squad from the centre, throwing out Get Back in the Fights and First Rank Fire!'s. Commissar Yarrick rides around in a chimera full of Ogryns and serves as a very scary assault beat-down. Nothing's stood up to a five-Ogryn + Yarrick charge so far.

Ever charged Howling Banshees?

Paddy the Second:
Anti Tank Frank. He earned that name. He quite literally punches super heavy tanks into fireballs of doom, he withstood every shot from several thousand points of Imperial Guard and several Space Marine units, including three super heavies and three Basilisks, including that super heavy with the volcano cannon that fires 30 anti personnel shots at a time. He is a Chaos Space Marine sergeant with a power fist. I have literally never a lost a game involving him.

That's just awesome no other way to describe it.
Anti Tank Frank :)

Orks. Lotsa shootas, a few basic squads with choppa and slugga to tie up sentinels and other such vehicles, squad of bikers to fuck with tanks. WAAAAAAAAAAAAGH!

ThePenguinKnight:
2 hands throwing all the figures off the table in a fit of rage, I win.

Wow aren't you hilarious, please contribute sensibly or not at all.

Hazzard:

It comes down to winning vs fun, Ultramarine's players tend to have that huge look of smugness on their faces as they shut down your army before you can do anything thanks to their bombardments. In my opinoin, when you go to a games workshop game, you enter an unspoken agreement not to use things like bombardments to ruin games and make them into curbstomps.

Captcha: Bitter End
That is how beginner games end for me

Space Marine Orbital Bombardments? Aside from the one a Captain gets (which is 1 per turn at most - might be 1 per game), I don't think they get any.

Dark Eldar player here.

My usual load-out is an Archon with a Huskblade, Soul Trap, Combat Drugs, and a Shadow Field.

A boat-load of attacks that ignore armour and Instant Death, a randomb buff, a 2+ Invul (for a while) and everytime I kill a monstrous creature or Independent Character (which I instant-kill if I wound), I double my strength 11/12 times.

Have him leading 3 or 4 Grotesques, and have Urien in the army as well, means that I give them an extra point of Strength and a second pain token from Urien's ability, meaning that the Grotesques are Strength 7 on the charge with a boat-load of attacks and a lot of wounds and high toughess.

The entire combo is about 600-ish points (including a Raider), and Urien can also soak wounds, deal out instant-killing attacks and give another unit a Pain Token as well as allow Wracks as Troops (and slapping pain tokens on them as well, potentially, for free).

So yeah. My preferred combo of HQs. Don't take one without the other.

OhJohnNo:
I generally just use an unupgraded Reclusiarch. Those guys are so underrated, and they turn Death Company into unstoppable killing machines.

Pretty much this. Reclusiarch + Death Company + Jump Packs + Power Weapons = close combat rape squad. I played yesterday, and that 12-man unit alone wiped out a squad of Khorne Berzerkers with Kharn the Betrayer, a 5-man squad of Chaos Terminators, and punched a Chaos Predator tank into the ground. And I only lost 3 men. That + a Death Company Dreadnought usually makes up my entire army. Later, when/if I can acquire/make a Sanguinary Priest and Chaplain in Terminator armour, I might include an Assault Terminator squad for bigger battles.

Edit: Oh, un-upgraded... I gave the chaplain a jump pack, so I can charge straight into combat with the berzerkers on my turn. Which I didn't, because of Space Wolf Rhinos in the way...

i tend to use one of the two

2 librarians with jump packs, blood lance and sword of sanguinious

or Super space vampire jesus aka Mephiston

spartandude:
i tend to use one of the two

2 librarians with jump packs, blood lance and sword of sanguinious

or Super space vampire jesus aka Mephiston

Super Space Vampire Jesus x3

Have you considered taking a Furioso Dreadnought, upgrading it to a Librarian, and giving it Wings of Sanguinius? Flying. Librarian. Dreadnought.

MartianWarMachine:

spartandude:
i tend to use one of the two

2 librarians with jump packs, blood lance and sword of sanguinious

or Super space vampire jesus aka Mephiston

Super Space Vampire Jesus x3

Have you considered taking a Furioso Dreadnought, upgrading it to a Librarian, and giving it Wings of Sanguinius? Flying. Librarian. Dreadnought.

i tend not to give em wings, usually just blood lance and shield of sanguinious, who needs wings when youve got him in a drop pod :D

spartandude:

MartianWarMachine:

spartandude:
i tend to use one of the two

2 librarians with jump packs, blood lance and sword of sanguinious

or Super space vampire jesus aka Mephiston

Super Space Vampire Jesus x3

Have you considered taking a Furioso Dreadnought, upgrading it to a Librarian, and giving it Wings of Sanguinius? Flying. Librarian. Dreadnought.

i tend not to give em wings, usually just blood lance and shield of sanguinious, who needs wings when youve got him in a drop pod :D

Well, you can't assault from deep striking, basically giving the other team a turn to shoot at you, which is why I always start on the board. Because everyone has a jump pack x3

OhJohnNo:
Space Marine Orbital Bombardments? Aside from the one a Captain gets (which is 1 per turn at most - might be 1 per game), I don't think they get any.

Chapter master (inc cahracters), 1 per game. Yeah, not that impressive, and they can't move when they fire it (and they will be in an expensive squad they are also slowing down), and they can't subtract their BS from scatters.

...

SM captain with thunderhammer on bike (bike squads with 5+ models are troops choices...oddly this doesn't happen if you have a chapter master on bike), and Vulkan He'stan, all thunder hammer, flame and melta weapons are master crafted.

He'stan is quite good in of himself. Spent 4-5 turns locked in combat with a dreadnought he couldn't hurt (he needs meltabombs), but it couldn't hit him either.

MartianWarMachine:

OhJohnNo:
I generally just use an unupgraded Reclusiarch. Those guys are so underrated, and they turn Death Company into unstoppable killing machines.

Pretty much this. Reclusiarch + Death Company + Jump Packs + Power Weapons = close combat rape squad. I played yesterday, and that 12-man unit alone wiped out a squad of Khorne Berzerkers with Kharn the Betrayer, a 5-man squad of Chaos Terminators, and punched a Chaos Predator tank into the ground. And I only lost 3 men. That + a Death Company Dreadnought usually makes up my entire army. Later, when/if I can acquire/make a Sanguinary Priest and Chaplain in Terminator armour, I might include an Assault Terminator squad for bigger battles.

Edit: Oh, un-upgraded... I gave the chaplain a jump pack, so I can charge straight into combat with the berzerkers on my turn. Which I didn't, because of Space Wolf Rhinos in the way...

I've got 5 DCs, and I make sure to always keep them in a Land Raider until the optimum moment. I once charged them into a squad of 3 carnifexes, and they took down 2 in one turn (before sadly dying). Not bad for 6 men (including the Reclusiarch).

Big Mek with a Kustom Force Field. I don't think there are many HQs that make your army so much better for 85pts.

Daemon prince, wings, lash of submission. Hilarious, especially when backed up by vindicators.

Grey Knight Grand Master, force sword, rad grenades, psychostroke grenades. Backed up by terminators with 2 daemonhammers. 2+/3++, force weapon, crazy stuff happens to enemy, allows for non-psychic ID of MCs with your S10 hammers.

OhJohnNo:

MartianWarMachine:

OhJohnNo:
I generally just use an unupgraded Reclusiarch. Those guys are so underrated, and they turn Death Company into unstoppable killing machines.

Pretty much this. Reclusiarch + Death Company + Jump Packs + Power Weapons = close combat rape squad. I played yesterday, and that 12-man unit alone wiped out a squad of Khorne Berzerkers with Kharn the Betrayer, a 5-man squad of Chaos Terminators, and punched a Chaos Predator tank into the ground. And I only lost 3 men. That + a Death Company Dreadnought usually makes up my entire army. Later, when/if I can acquire/make a Sanguinary Priest and Chaplain in Terminator armour, I might include an Assault Terminator squad for bigger battles.

Edit: Oh, un-upgraded... I gave the chaplain a jump pack, so I can charge straight into combat with the berzerkers on my turn. Which I didn't, because of Space Wolf Rhinos in the way...

I've got 5 DCs, and I make sure to always keep them in a Land Raider until the optimum moment. I once charged them into a squad of 3 carnifexes, and they took down 2 in one turn (before sadly dying). Not bad for 6 men (including the Reclusiarch).

...You keep them cooped up in a metal box with no fighting to do? That's evil! T^T

And yeah, Death Company > 'Nids. I lost three men and a Dreadnought's arm in a 1000-point bttle against a bunch of really big 'Nids, a Hive Tyrant, Carnifex, Venomthrope, Lictor, and that one that spawns hordes of gaunts. And there were a horde of Genestealers and Hormagaunts too. There were no survivors o.o

Ahh, wow... You guys are making me wish I'd stuck with playing tabletop Warhammer 40K. I basically lost interest when my local games store shut down which was mid-way through 4th edition. So basically any interesting tips or stories I might have are pretty out of date, unless you want to hear how my Librarian once blew up a full strength Baneblade with a single Melta-bomb.

Da Orky Man:
Being a complete lazy-arse, I just go for Maugan Ra. I've seen him go toe-to-toe with Abaddon in the past.

His lack of an Inv Sv is probably his only flaw, because the Maugetar is probably one of the best unique weapons going... it's an AssaultCannon with extra shot/ignores cover save option, and results in S6 I7 PW in CC. Plus his model is badass...

GamesB2:
With Eldar, any build has to include fully upgraded Pathfinders and Swooping Hawks.

My only problem with Pathfinders is that they're a points sink for what they do. 120pts min for five shots? Not really with it with most units having Ld9+.

HarryScull:
As for Total war being like war hammer, I was never into modelling or painting the figures so for me it is, but if art (or RPing) is your thing then war hammer is good for that :)

I really reckon they should do Warhammer: Total War (for both Fantasy and 40K, 'cos let's face it, CA can only do so many rehashes of previous eras, some eras can't be done, others can't be balanced). Seriously, you can so see it happening, what with the Fantasy World map being as it is. The game's basically designed already...(!)

MartianWarMachine:
Pretty much this. Reclusiarch + Death Company + Jump Packs + Power Weapons = close combat rape squad.

Good god, that must've been expensive... and screw the Reclusiarch, just go for Lemartes. Thing is, power weapons makes them way to expensive and Black Company don't make good hammer units (much as you'd want them to) since they're a little on the unpredictable side (rage and all, though it's probably rather a minor point). On that load out, you're looking at 50pts/model, which is too much in my book (maybe not yours, but hear me out). They have massive staying power as it is with FNP, and once a unit of 5 (accompanied by a Chaplain, never mind Lemartes) charges, it packs 20 S5 I5 attacks with re-rolls to hit. And what you want are two round combats so that they can charge, kill, move next available turn. Otherwise, in single round combats, they're vulnerable to enemy fire and counter-charging. Sure, the power weapons make them absolute bitches, but it comes at a cost of points (obviously) and tactical foresight. True, my Black Company (jump packs only) take a mauling each battle, but I'm yet to fight a battle where they've been shot at in turn 2 onwards. I let my Terminators take the fire.

spartandude:
or Super space vampire jesus aka Mephiston

You've just made a Christian piss his pants! XD

MartianWarMachine:
You keep them cooped up in a metal box with no fighting to do? That's evil! T^T

SckizoBoy:
since they're a little on the unpredictable side (rage and all, though it's probably rather a minor point).

Infantry don't suffer from rage when they are in transport vehicles.

IMHO, that's something you really need. Rage sucks :(

SckizoBoy:

GamesB2:
With Eldar, any build has to include fully upgraded Pathfinders and Swooping Hawks.

My only problem with Pathfinders is that they're a points sink for what they do. 120pts min for five shots? Not really with it with most units having Ld9+.

As long as you keep them in a defensible position where they can back up and be backed up by other units they claim their points back easily.

I once had a Terminator squad deepstrike right behind my lines with only Dire Avengers and Pathfinders with any line of sight, they didn't make it to the next turn.

The only army my Pathfinders have ever had trouble with was Imperial Guard, but then Harlequins deployed in a Wave Serpent make short work of every squad on the board.

Macharius Vanquisher/Vulcan depending on what I'm facing backed up by mostly Death korps of Krieg (yeah I love those forgeworld models)

GamesB2:
With Eldar, any build has to include fully upgraded Pathfinders and Swooping Hawks.

Always hit on 2, rend on 5+, 4+ to wound? Yes please.

And Swooping Hawks are ultimate troll. Skyleap, deep strike, skyleap, deep strike, skyleap, deep strike.

Rinse and repeat.

EDIT: My numbers may be off for the current gen rulebook. I haven't played properly since the last gen.

Excuse anything skewed, though I assume my units work roughly the same as they did.

This. And the dire avengers with exarch plus warlock. The warlock uses guide and doom which allows rerolls for both wounds and to hit. The dire avengers use bladestorm which gives them 3 shots a piece. 4 for the exarch with two catapaults. In a squad of 10 like i have you have 40 shots with rerolls to hit and wound. This can be mounted in a wave serpent to pretty much destroy any squad you want. Ive wiped terminators with this tactic. Its unstoppable.

thaluikhain:
Infantry don't suffer from rage when they are in transport vehicles.

IMHO, that's something you really need. Rage sucks :(

True, but unless they're in a fast vehicle, there's little point in taking a transport for them. In two turns' movement, in a Land Raider, they can cover up to 36", but at the cost of the Land Raider being unable to fire (correct me if I'm wrong, but Machine Spirit doesn't work with Flat Out and you can't disembark moving faster than Combat Speed). Now, sure a Land Raider with Black Company passengers will scare anyone shitless, but you've chucked 500+ pts into one combat zone. Unless you commit to this move from the off (i.e. from Turn 1 movement), you'll never be able to pull it off effectively. In the meantime, your opponent can readjust his/her line and mass up against your other flank. If you've charged down the middle of the board, then a few weenies left behind will occupy a turn and they'll be spent pottering about for the enemy turn while your other units are being charged.

Black Company with jump packs can jump from combat to combat and can cover 42" in those first two turns. This lets them get to combat faster (if only slightly), but provides a better distraction since a hell of a lot more weapons can hurt them, whereas if they're in a Land Raider, your opponent won't bother and just turn all his/her guns on the rest of your army.

... unless I'm missing something fundamental here...

GamesB2:
As long as you keep them in a defensible position where they can back up and be backed up by other units they claim their points back easily.

Well, the same could be said of any support-fire unit.

I once had a Terminator squad deepstrike right behind my lines with only Dire Avengers and Pathfinders with any line of sight, they didn't make it to the next turn.

I'm inclined to say lucky dice there... what were the rolls like? Because mathematically:

DA's fire (assumed squad of 5 no Exarch): 10 shots, 6 2/3 hits, 3 1/3 wounds caused, 5/9 wounds unsaved
PF's fire (assumed squad of 5): 5 shots, 3 1/3 hits, 1 2/3 wounds caused of which 10/9 wounds rend, 5/54 unsaved wounds caused by non-rending, 20/27 unsaved wounds caused by rending

TS damage (assumed squad of 5): 25/18 unsaved wounds caused = average 1 fatality & 5/6 chance of passing the Pinning Test.

May have happened once but if it happens again, I'd be doubtful that your dice would save you again. So, how did it pan out?

How I used to play them was as Rangers and have them out on a far flank backed up by a Storm Guardian squad in a Wave Serpent, leaving my opponent with a decision: spend a few turns slogging it towards them and get counter charged by the SG's knowing they're not worth the effort to engage in CC; or try to ignore them and get confronted by the same SG's in the main engagement while the Rangers take pot shots at the loose units. For the most part, it worked since I had enough fast units who could provide support (jetbikes & noted Wave Serpent + squad). But then, I eventually thought: sod it, even as a 95pt unit, they're not pulling their weight and replaced them with a Guardian Defender squad with a ScatLas. Same cost, greater versatility (IMO at least).

SckizoBoy:
(correct me if I'm wrong, but Machine Spirit doesn't work with Flat Out and you can't disembark moving faster than Combat Speed.

I don't think that's right, but yeah, an awful lot of points...mind you, Land Raiders are made for deploying expensive units into combat.

But I was thinking of a rhino or something. They can't assault directly from it, but it only costs 50 points and is useful to stop them running into a shooting gallery before you are ready to use them.

BiscuitTrouser:
This. And the dire avengers with exarch plus warlock. The warlock uses guide and doom which allows rerolls for both wounds and to hit. The dire avengers use bladestorm which gives them 3 shots a piece. 4 for the exarch with two catapaults. In a squad of 10 like i have you have 40 shots with rerolls to hit and wound. This can be mounted in a wave serpent to pretty much destroy any squad you want. Ive wiped terminators with this tactic. Its unstoppable.

40?? Fairly sure Bladestorm only adds a single shot to the profile. So, 32? Since the Exarch's dual catapults are counted as a single Assault 4 catapult. Much as I like that idea, I find it restrictive unless the rest of the army are jetbikes. That entire load out (Farseer + Spirit Stones/Doom/Guide (otherwise you can't use both Doom & Guide in the same turn), 9 Dire Avengers + Exarch, Exarch Catapult & Bladestorm) costs 282 pts and can only really be used in a small number of contexts.

Isolated combat - you can overwhelm a Terminator squad of up to about 7 no problem with that trick, three or four killed in shooting alone while the charge finishes them off. But this has to be an isolated combat, since the entire unit cannot shoot until the turn after next, during which they'll have to move on to the next combat. Any played will be sure not to leave so valuable a unit as 7 Terminators in such a position.

Extended combat - against a horde, but be sure you can win it (though Doom will put paid to most hordes) otherwise in the following (enemy) turn, they're open to being countercharged without the benefit of Doom, and Dire Avengers don't hold up all that well in combat.

So, that build is a great hammer combination, but that means you can't have an army that does anything else except cater to that tactic otherwise you'll fritter away units trying to hold up combat while they reload. Jetbikes, skimmers and Wraithlords, I guess... So, what is the rest of the army?

...

EDIT - now that I look back on it... that's not that expensive is it... *requires further thought*

thaluikhain:
I don't think that's right, but yeah, an awful lot of points...mind you, Land Raiders are made for deploying expensive units into combat.

S'probably why I don't use them as transports... I use them as just a tank support for infantry advances, or at least I used to, don't think I used them at all from last year onwards. Haven't the faintest idea why, seeing as how vehicles became a whole lot harder in 5th Ed.

But I was thinking of a rhino or something. They can't assault directly from it, but it only costs 50 points and is useful to stop them running into a shooting gallery before you are ready to use them.

35, fairly sure... unless we're still talking Blood Angels, in which case... Fast! Take them with Assault Marines, you get the Rhino for free and get a load more attacks out of the deal. Heh...(!)

SckizoBoy:

thaluikhain:
I don't think that's right, but yeah, an awful lot of points...mind you, Land Raiders are made for deploying expensive units into combat.

S'probably why I don't use them as transports... I use them as just a tank support for infantry advances, or at least I used to, don't think I used them at all from last year onwards. Haven't the faintest idea why, seeing as how vehicles became a whole lot harder in 5th Ed.

Yeah, I don't use even razorbacks as transports, they make great light tanks.

SckizoBoy:
35, fairly sure... unless we're still talking Blood Angels, in which case... Fast! Take them with Assault Marines, you get the Rhino for free and get a load more attacks out of the deal. Heh...(!)

Oh, right, yeah, haven't been 50 points in years.

But, if you have assault marines, may as well take jump packs. I just don't like rage things running around on their own, but death company is sorta cool.

SckizoBoy:
So, what is the rest of the army?

...

EDIT - now that I look back on it... that's not that expensive is it... *requires further thought*

I usually send in striking scorpians with a wraithlord to assault and back up the wave serpent to ensure the combat stays isolated. I run swooping hawks to harass tanks. And i have a pair of guardian support squads with shurikin mounted cannon. That firepower usually hits everything else while the hammerblow is dealt to the most dangerous unit on the table. Dark reapers are also present for long range fire support.

Xpwn3ntial:
I play Tau. You figure it out.

*Pew pew*

*Pew pew pew*

*Metallic screech*

Fire Warriors, Broadsides, Shas'O.

Hold on while I grab my GK set up

He may not be the most powerful character, but I'm rather fond of my Shas'o with Twin-Linked Burst Cannons and a Plasma Rifle (with Multitracker, of course), joined by a full Drone squadron. I like to imagine he's equipped with an experimental advanced drone controller, directing the drones both as his bodyguard, as well as long range control when he needs to send them off into the battlefield.

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