Army list CHD by ForgeWorld - zbiór informacji
Moderator: esgaroth
Army list CHD by ForgeWorld - zbiór informacji
Przede wszystkim - tylko niusy, nie piszcie przemyśleń, jak ktos skądś wyrwie PDF-a linka się zarzuci?>:)
All CD characters come with the black armour for free!
LORD CHOICE:
Sorcerer Lrod - koszt 265 pts. Sorcerer lord are level 3 sorcerer. Bale Taurus can be mount for sorceror lord. Taurus cost the same as the France GD list
darkforged weapon (za darmo ma to prophet + black shard arm. też wliczony w koszt)
1. +1 to channel
2. str 3 breath attack
3. Eternal hatred
4. Causes D3 wounds
5. +1 to dispell
6. wounds on a 2+, roll of 1 wounds bearer.
Zasada specjalna: daemonsmith!!!!!!!! - jak inżynier
HERO CHOICE
1.Bull centaur
(podstawka 50x50 jak jednostka?) 155pkt 50magic items.
hero : M7WS5S5T5W3I3(pewnie 4)A4. Cause fear, may have black armour (but not BC units). Monstrous beast Scal skin 5+,
2. Dameonsmiths,
Ensorcelled Hand Weapons as basic equipment that grants them +1 strength, 105 points, 50 points of magic items, Fire, Metal, Death.
Daemonsmith rule : within 3 inches of warmachine, gain look out sir rule, and relance artillery or scattery dice for one warmachine.
CD need daemonsmith as some misfire are pretty strong...
You need daemonsmith in order to get some entry (kdiii, warmachines, etc...)
Fluffy rule : if miscast, another fact : 1Wound lost (without save) but gain +1T as they become to change to stone! One time for the +1 T (but not for the -1W)...
Can ride lamassu and great taurus.
Great taurus : same as before with new rule.
Lamassu : they say to refer to "storm of magic" book!
3. CD hero : 105 pts
T5 and LD 9 now
Come with the GREAT rule : Stubborn!
4. Hobgoblin khan : 40 pts WS4.
CORE CHOICE:
1. Infernal Guard zmiana w stosunkowo do PDFa - koszt 12 punktów startowe !!!!!!
Ekwipunek za 3/5/6 punktów!!!!!!!!!!!!!!!!
Blunder - proszę o opis?
Hailshotblunderki
Range 12" S3 Armour Piercing.
1D3 multiple shots (roll one time for the unit).
If 10 Hailshot Blunderbusses : no penalties for both long range and stand and shoot reaction.
If 20 or more : Reroll failed to wound rolls.
2. Hobgoblins : 4 pts Come with light armour and throwing knives, , możliwa tarcza za 0,5pkt. 0,5pkt za ADD.
Animosity : great change, very fluffy. No test if CD or BC within 6.
1 : panic test (coward!) If succeed, act as normal.
2-5 : act as normal
6 : bloody murderers! 1D3 wounds, then get reroll to hit.
Backstabber rule : very fluffy too! : if restrain to pursue, fleeing unit suffer 1D6 S3 hits for each 10 hobgoblins Hobgoblins remained the same as in FW-Pre-Release List
LUB (4 points, 1/2 for a shield, core) Zasada: "Backstabbers" prawdopodobnie (+2 for a flank and +4 for rear charge). – sprzeczne informacje
SPECIAL CHOICE:
1. Irondemon(patrz pdf)
2. Magma canon (patrz pdf),
3. Shriker rocket (jak w pdf)
4. Infernal Ironsworn, encorcelled handweapon(magiczna broń,+1s) ,blackshard armour, shield, 5ws 17pnktów
5. K'dai Fireborn 55 punktów.
M6 WS4 S5 T4 W2 I4 A2 LD7 55 pts. Unbreakable, unstable Fear, flamming attack
Ward save 4+, 2+ ward save against flamming attacks
One rule say that every model in base to base (but not other Kdiii) suffer 1S4 hit, flamming
Another rule is very fluffy : CD sorcerer summon these creatures. With time, they lost power on them.
At the beginning of the 2dn turn, and for each turn, toughness test. If failed, 1D3 wound without save.
6. Bullcentaur, 40punktów (lub jako special GT france) - ZAKTUALIZOWANE !!!!
M7WS4S4T5W3I3A2LD8
Have scaly skin rule (5+). Have heavy armour. Can have shield (5 pts), great weapon (10 pts), or spears (5 pts) Cause fear!
BC unit : monstruous beasts
RARE CHOICE
2. MortaR (patrz PDF)
3. Gigant(patrz PDF),
4. Hobb cavalery, zasada despoilers : +1 combat res if charge in flank or rear. -1 to hit if they are charged (lub jako special - GT France) koszt ok 12 punktów
5. hellcannon.
6. K'dai destroyer M9 WS5 S7 T6 W6 I5 A6 LD8 325 pts.
Unbreakable, unstable Frenzy +1D3 Flamming attack, terror, large target
Ward save 4+, 2+ ward save against flamming attacks
Same rules as Kdii
Magic items:
Waepons
1. dark mace 60pts killing blow, make make an attack on ALL models in base contact, no armour saves
2. Black hammer 35pts 2+ST flammable models are killed outright
3. Dagger of malice 20pts sufffers hatred
ZBROJE
Armour of bazherak the cruel 50pts 2+armour and magic resistance 2
Mask of the furnace 65pts 1 better armour, fear, 4+ ward and 2+ ward against flamming
stone mantel 40pts +1 T -1 I
TALIZMANY?
Blood of hashut
is a single use item that works on 2+ and does d6 auto hits on single model in b2b. The to wound roll is always equal to the unmodified armour save (1 always fails) with no armour save allowed.
SZTANDARY
banner of the slaves 35pts all hobo's in 12" are immune to psyco
ARCANE
Calace of blood 50pts 2D3 removed from each dice pool, if a double 1 , then take a wound if a double 6 then gain a wound
ENCHANTED?
deamon flask 100pts 1 use all enemy units in 18" take a panic check, all warmachines and chariot take D6 aunto wounds
Wyposażenie
Napatha bomb
are thrown weapons (6") and cause d3 st3 hits. Armour piercing.
Magia:
Lore of Hashut
KILLING FIRE (LORE ATTRIBUTE)
The flame of Hashut kindles best in living flesh, and
always hungers to destroy. If a magic missile or direct
damage spell from the Lore of Hashut is Targeted on one
or more models with the Flammable special rule, the
Wizard adds +d3 to their casting total.
Voice of Hatred (Signature Spell) Cast on a 6+
The sorcerer's malice infects his chosen allies like an
insidious malady, spurring them on to even greater
depths of cruelty and savagery.
Remains in play. Breath of Hatred is an augment spell
with a range of 12". The target becomes subject to
hatred while this spell is in effect. Alternately, the
sorcerer can extend this to affect all friendly units in
12", but if they do so the casting value is increased to
15+.
1) Burning Wrath Cast on a 6+
The Sorcerer calls on the fires of the deep earth and
conjures forth a torrent of burning lava to immolate
their enemies.
Burning Wrath is a magic missile with a range of 8". It
inflicts D6 strength 6 hits with count as flaming attacks.
The Sorcerer can increase this to 2D6 hits, but if they do
so the casting value is increased to 12+.
2) Dark Subjugation Cast on a 8+
Invoking the power of Hashut, lord of tyranny, the
sorcerer wields their master's darkly malignant force to
crush the wills of their foes.
Dark Subjugation is a hex spell with a range of 24". The
target unit must pass a leadership test at -3 or suffer a
permanent reduction of -1 to their leadership for the rest
of the game (to a minimum of 2) each time it is the
victim of this spell. Unbreakable units are immune to
this spell.
3) Curse of Hashut Cast on 10+
Channeling the malediction that inflicts his own twisted
body, the sorcerer turns the dark curse of Hashut on
others, causing their bones to petrify and their flesh to
grow brittle and crumble to dust.
The Curse of Hashut is a direct damage spell with a range
of 18". It targets a single enemy model of the caster's
choice (even a character in a unit). The target suffers a
number of hits equal to 2D6 minus their Toughness score.
Hits from this spell Wound on a 4+
4) Ash Storm Cast on 11+
The sorcerer calls down a hellish storm of choking hot
ash, scalding and blinding anything unfortunate enough
to be caught in its path.
Ash storm is a hex spell with a range of 24". The target
unit suffers -1 to hit in close combat and -2 to hit with
shooting attacks until the start of the caster's next Magic
Phase. In addition, the target unit may only use its basic
move and not charge, march or fly. The unit also treats all
terrain (except impassible terrain) as dangerous terrain
while the spell’s effect lasts. Wizards cannot cast magic
spells except on themselves while under the effect of this
hex. Traget of spell- flammable.
5) Hell Hammer Cast on a 13+
The Sorcerer manifests the power of Hashut as a
thunderous ram of roiling energy in the shape of an
immense burning black hammer or a monstrous bull's
head, which they can unleash across the battle field with
crushing force.
Hell Hammer is a direct damage spell. To determine what
is hit, extend a straight line 3d6" withing the caster's front
arc and directly away from their base. Each model in the
way (as determined as for a bouncing cannonball) must
take an Initiative test or suffer a Strength 6 hit causing
multiple wounds (D3 wounds). Any unit suffering
casualties from this spell must immediately take a panic
test. The sorcerer may choose to double the Hell
Hammer's range (making the line's distance twice the total
rolled). If they do so the casing value is increased to 18+.
6) Flames of Azgoth Cast on a 18+
Fire leaps from the sorcerer's eyes and mouth as they call upon
the most terrible incantations of fire and destruction, the
ground cracking open and boiling magma exploding forth in a
devastating eruption at their word.
Flames of Azgorth is a direct damage spell which may be cast
on any point on the table in the caster's line of sight. Place the
small (3") template with the central hole on the chosen target
point. The template then scatters D6" (remaining on the target if
a "hit" is rolled). All models touched by the template suffer a
strength 6 hit. Hits from this spell have the Flaming Attacks and
the Multiple Wounds (D6) special rules. In addition the model
directly under the hole must take a Toughness test at -2 or be
slain outright with no saves of any kind allowed. The Sorcerer
may chose to increase the power of Flames of Azgoth using the
larger (5") round template, but if this is the case the casing
value is increased to 25+.
ZE STORM OF MAGIC DANE JEDNOSTEK proszę traktować jak 99,9%pewne!
Great taurus: M6,WS5,S6,T5W4,I3,A4,LD6 175pkt flamiing atack,LT,Terror,Fly,
Można wziąć obie poniższe opcje:
za 30 punktów s4 podmuch ognisty,
za 30 punktów frenzy+hatred
Zasady dodatkowe: cannon by wounded by lore of fire, jeśli jednak ktoś do niego przywali z ognia (np znajdzie się na linii czerepu) leczy k3 ran.
Blazing body: jakikolwiek model -freindly or foe na początku rundy walki otrzymuje s4 flaming hita. I teraz mega bonusik -1 do woudowania z broni zwykłej
Ekstra bonus gdyż armata wali go na 3+, a z dwuraczka juz na 4+, nie wspomnę o s4 która na 6+. Niby taki +1T, ale łatwiej przeżyć turbopociski.
Uwaga w tamurkhanie jest Bale taurus, prawdopodobnie z wardem na ogień.
Lamasu:M6,WS3,S5,T5W4,I1,A2,LD8 170 punktów, mag poziomu 1, może być 2 za 35pkt (fire,death,shadow), fly, LT,Terror,MR 3, Zasada specjalna: model wroga lub przyjaciela z bronią magiczną w kontakcie traci zdolności magiczne.
Można wziąć obie poniższe opcje:
za 15 punktów +1 atak z s+1,
za 30 punktów magiczny podmuch s4.
I´ve been playtesting quite a couple of lists, shifting some unit-strenghts and items around but this one is the final Wink I used to new point costs I found around the web to create the list, so if there are point errors in the list, please excuse and correct me Takes Hat off
źródła:
Storm of Magic
http://www.golden-throne.com/forums/vie ... 4&p=318802
http://www.chaos-dwarfs.com/forum/showt ... 811&page=6
Szukajcie szukajcie google rulez ;D
All CD characters come with the black armour for free!
LORD CHOICE:
Sorcerer Lrod - koszt 265 pts. Sorcerer lord are level 3 sorcerer. Bale Taurus can be mount for sorceror lord. Taurus cost the same as the France GD list
darkforged weapon (za darmo ma to prophet + black shard arm. też wliczony w koszt)
1. +1 to channel
2. str 3 breath attack
3. Eternal hatred
4. Causes D3 wounds
5. +1 to dispell
6. wounds on a 2+, roll of 1 wounds bearer.
Zasada specjalna: daemonsmith!!!!!!!! - jak inżynier
HERO CHOICE
1.Bull centaur
(podstawka 50x50 jak jednostka?) 155pkt 50magic items.
hero : M7WS5S5T5W3I3(pewnie 4)A4. Cause fear, may have black armour (but not BC units). Monstrous beast Scal skin 5+,
2. Dameonsmiths,
Ensorcelled Hand Weapons as basic equipment that grants them +1 strength, 105 points, 50 points of magic items, Fire, Metal, Death.
Daemonsmith rule : within 3 inches of warmachine, gain look out sir rule, and relance artillery or scattery dice for one warmachine.
CD need daemonsmith as some misfire are pretty strong...
You need daemonsmith in order to get some entry (kdiii, warmachines, etc...)
Fluffy rule : if miscast, another fact : 1Wound lost (without save) but gain +1T as they become to change to stone! One time for the +1 T (but not for the -1W)...
Can ride lamassu and great taurus.
Great taurus : same as before with new rule.
Lamassu : they say to refer to "storm of magic" book!
3. CD hero : 105 pts
T5 and LD 9 now
Come with the GREAT rule : Stubborn!
4. Hobgoblin khan : 40 pts WS4.
CORE CHOICE:
1. Infernal Guard zmiana w stosunkowo do PDFa - koszt 12 punktów startowe !!!!!!
Ekwipunek za 3/5/6 punktów!!!!!!!!!!!!!!!!
Blunder - proszę o opis?
Hailshotblunderki
Range 12" S3 Armour Piercing.
1D3 multiple shots (roll one time for the unit).
If 10 Hailshot Blunderbusses : no penalties for both long range and stand and shoot reaction.
If 20 or more : Reroll failed to wound rolls.
2. Hobgoblins : 4 pts Come with light armour and throwing knives, , możliwa tarcza za 0,5pkt. 0,5pkt za ADD.
Animosity : great change, very fluffy. No test if CD or BC within 6.
1 : panic test (coward!) If succeed, act as normal.
2-5 : act as normal
6 : bloody murderers! 1D3 wounds, then get reroll to hit.
Backstabber rule : very fluffy too! : if restrain to pursue, fleeing unit suffer 1D6 S3 hits for each 10 hobgoblins Hobgoblins remained the same as in FW-Pre-Release List
LUB (4 points, 1/2 for a shield, core) Zasada: "Backstabbers" prawdopodobnie (+2 for a flank and +4 for rear charge). – sprzeczne informacje
SPECIAL CHOICE:
1. Irondemon(patrz pdf)
2. Magma canon (patrz pdf),
3. Shriker rocket (jak w pdf)
4. Infernal Ironsworn, encorcelled handweapon(magiczna broń,+1s) ,blackshard armour, shield, 5ws 17pnktów
5. K'dai Fireborn 55 punktów.
M6 WS4 S5 T4 W2 I4 A2 LD7 55 pts. Unbreakable, unstable Fear, flamming attack
Ward save 4+, 2+ ward save against flamming attacks
One rule say that every model in base to base (but not other Kdiii) suffer 1S4 hit, flamming
Another rule is very fluffy : CD sorcerer summon these creatures. With time, they lost power on them.
At the beginning of the 2dn turn, and for each turn, toughness test. If failed, 1D3 wound without save.
6. Bullcentaur, 40punktów (lub jako special GT france) - ZAKTUALIZOWANE !!!!
M7WS4S4T5W3I3A2LD8
Have scaly skin rule (5+). Have heavy armour. Can have shield (5 pts), great weapon (10 pts), or spears (5 pts) Cause fear!
BC unit : monstruous beasts
RARE CHOICE
2. MortaR (patrz PDF)
3. Gigant(patrz PDF),
4. Hobb cavalery, zasada despoilers : +1 combat res if charge in flank or rear. -1 to hit if they are charged (lub jako special - GT France) koszt ok 12 punktów
5. hellcannon.
6. K'dai destroyer M9 WS5 S7 T6 W6 I5 A6 LD8 325 pts.
Unbreakable, unstable Frenzy +1D3 Flamming attack, terror, large target
Ward save 4+, 2+ ward save against flamming attacks
Same rules as Kdii
Magic items:
Waepons
1. dark mace 60pts killing blow, make make an attack on ALL models in base contact, no armour saves
2. Black hammer 35pts 2+ST flammable models are killed outright
3. Dagger of malice 20pts sufffers hatred
ZBROJE
Armour of bazherak the cruel 50pts 2+armour and magic resistance 2
Mask of the furnace 65pts 1 better armour, fear, 4+ ward and 2+ ward against flamming
stone mantel 40pts +1 T -1 I
TALIZMANY?
Blood of hashut
is a single use item that works on 2+ and does d6 auto hits on single model in b2b. The to wound roll is always equal to the unmodified armour save (1 always fails) with no armour save allowed.
SZTANDARY
banner of the slaves 35pts all hobo's in 12" are immune to psyco
ARCANE
Calace of blood 50pts 2D3 removed from each dice pool, if a double 1 , then take a wound if a double 6 then gain a wound
ENCHANTED?
deamon flask 100pts 1 use all enemy units in 18" take a panic check, all warmachines and chariot take D6 aunto wounds
Wyposażenie
Napatha bomb
are thrown weapons (6") and cause d3 st3 hits. Armour piercing.
Magia:
Lore of Hashut
KILLING FIRE (LORE ATTRIBUTE)
The flame of Hashut kindles best in living flesh, and
always hungers to destroy. If a magic missile or direct
damage spell from the Lore of Hashut is Targeted on one
or more models with the Flammable special rule, the
Wizard adds +d3 to their casting total.
Voice of Hatred (Signature Spell) Cast on a 6+
The sorcerer's malice infects his chosen allies like an
insidious malady, spurring them on to even greater
depths of cruelty and savagery.
Remains in play. Breath of Hatred is an augment spell
with a range of 12". The target becomes subject to
hatred while this spell is in effect. Alternately, the
sorcerer can extend this to affect all friendly units in
12", but if they do so the casting value is increased to
15+.
1) Burning Wrath Cast on a 6+
The Sorcerer calls on the fires of the deep earth and
conjures forth a torrent of burning lava to immolate
their enemies.
Burning Wrath is a magic missile with a range of 8". It
inflicts D6 strength 6 hits with count as flaming attacks.
The Sorcerer can increase this to 2D6 hits, but if they do
so the casting value is increased to 12+.
2) Dark Subjugation Cast on a 8+
Invoking the power of Hashut, lord of tyranny, the
sorcerer wields their master's darkly malignant force to
crush the wills of their foes.
Dark Subjugation is a hex spell with a range of 24". The
target unit must pass a leadership test at -3 or suffer a
permanent reduction of -1 to their leadership for the rest
of the game (to a minimum of 2) each time it is the
victim of this spell. Unbreakable units are immune to
this spell.
3) Curse of Hashut Cast on 10+
Channeling the malediction that inflicts his own twisted
body, the sorcerer turns the dark curse of Hashut on
others, causing their bones to petrify and their flesh to
grow brittle and crumble to dust.
The Curse of Hashut is a direct damage spell with a range
of 18". It targets a single enemy model of the caster's
choice (even a character in a unit). The target suffers a
number of hits equal to 2D6 minus their Toughness score.
Hits from this spell Wound on a 4+
4) Ash Storm Cast on 11+
The sorcerer calls down a hellish storm of choking hot
ash, scalding and blinding anything unfortunate enough
to be caught in its path.
Ash storm is a hex spell with a range of 24". The target
unit suffers -1 to hit in close combat and -2 to hit with
shooting attacks until the start of the caster's next Magic
Phase. In addition, the target unit may only use its basic
move and not charge, march or fly. The unit also treats all
terrain (except impassible terrain) as dangerous terrain
while the spell’s effect lasts. Wizards cannot cast magic
spells except on themselves while under the effect of this
hex. Traget of spell- flammable.
5) Hell Hammer Cast on a 13+
The Sorcerer manifests the power of Hashut as a
thunderous ram of roiling energy in the shape of an
immense burning black hammer or a monstrous bull's
head, which they can unleash across the battle field with
crushing force.
Hell Hammer is a direct damage spell. To determine what
is hit, extend a straight line 3d6" withing the caster's front
arc and directly away from their base. Each model in the
way (as determined as for a bouncing cannonball) must
take an Initiative test or suffer a Strength 6 hit causing
multiple wounds (D3 wounds). Any unit suffering
casualties from this spell must immediately take a panic
test. The sorcerer may choose to double the Hell
Hammer's range (making the line's distance twice the total
rolled). If they do so the casing value is increased to 18+.
6) Flames of Azgoth Cast on a 18+
Fire leaps from the sorcerer's eyes and mouth as they call upon
the most terrible incantations of fire and destruction, the
ground cracking open and boiling magma exploding forth in a
devastating eruption at their word.
Flames of Azgorth is a direct damage spell which may be cast
on any point on the table in the caster's line of sight. Place the
small (3") template with the central hole on the chosen target
point. The template then scatters D6" (remaining on the target if
a "hit" is rolled). All models touched by the template suffer a
strength 6 hit. Hits from this spell have the Flaming Attacks and
the Multiple Wounds (D6) special rules. In addition the model
directly under the hole must take a Toughness test at -2 or be
slain outright with no saves of any kind allowed. The Sorcerer
may chose to increase the power of Flames of Azgoth using the
larger (5") round template, but if this is the case the casing
value is increased to 25+.
ZE STORM OF MAGIC DANE JEDNOSTEK proszę traktować jak 99,9%pewne!
Great taurus: M6,WS5,S6,T5W4,I3,A4,LD6 175pkt flamiing atack,LT,Terror,Fly,
Można wziąć obie poniższe opcje:
za 30 punktów s4 podmuch ognisty,
za 30 punktów frenzy+hatred
Zasady dodatkowe: cannon by wounded by lore of fire, jeśli jednak ktoś do niego przywali z ognia (np znajdzie się na linii czerepu) leczy k3 ran.
Blazing body: jakikolwiek model -freindly or foe na początku rundy walki otrzymuje s4 flaming hita. I teraz mega bonusik -1 do woudowania z broni zwykłej
Ekstra bonus gdyż armata wali go na 3+, a z dwuraczka juz na 4+, nie wspomnę o s4 która na 6+. Niby taki +1T, ale łatwiej przeżyć turbopociski.
Uwaga w tamurkhanie jest Bale taurus, prawdopodobnie z wardem na ogień.
Lamasu:M6,WS3,S5,T5W4,I1,A2,LD8 170 punktów, mag poziomu 1, może być 2 za 35pkt (fire,death,shadow), fly, LT,Terror,MR 3, Zasada specjalna: model wroga lub przyjaciela z bronią magiczną w kontakcie traci zdolności magiczne.
Można wziąć obie poniższe opcje:
za 15 punktów +1 atak z s+1,
za 30 punktów magiczny podmuch s4.
I´ve been playtesting quite a couple of lists, shifting some unit-strenghts and items around but this one is the final Wink I used to new point costs I found around the web to create the list, so if there are point errors in the list, please excuse and correct me Takes Hat off
źródła:
Storm of Magic
http://www.golden-throne.com/forums/vie ... 4&p=318802
http://www.chaos-dwarfs.com/forum/showt ... 811&page=6
Szukajcie szukajcie google rulez ;D
Ostatnio zmieniony 13 paź 2011, o 12:12 przez BOGINS, łącznie zmieniany 12 razy.
Po latach doświadczenia uważam, że zmiana armii to bardzo nieopłacalna sprawa, chyba że ktoś ma kompletną oryginalną armia pomalowaną profesjonalnie.
Wtedy... ebay albo allegro, tyle że u nas każdy tanio i zajebiście
A żeby nie było CHD koło 1998 roku... to była moja pierwsza armia... ostał się tylko kodeks.
Kumpel sprzedaje Mantica i myślę co by parę figurek piechoty nie kupić i na nowo zacząć zbierać, bo cena FW jest ... zaporowa.
Wtedy... ebay albo allegro, tyle że u nas każdy tanio i zajebiście
A żeby nie było CHD koło 1998 roku... to była moja pierwsza armia... ostał się tylko kodeks.
Kumpel sprzedaje Mantica i myślę co by parę figurek piechoty nie kupić i na nowo zacząć zbierać, bo cena FW jest ... zaporowa.
Uwaga aktualka pierwszego postu o dane great taurusa i lamasu ze storm of magic (na samym dole pogrubione), nie wiem tylko jak to się ma do Tamurkhana bo się o to kłócą
Ostatnio zmieniony 30 wrz 2011, o 09:40 przez BOGINS, łącznie zmieniany 1 raz.
Też jestem rozczarowany postawą społeczności CDO Wielka konspira, zdawkowe informacje na temat zasad i kosztów oraz fluffu i tylko dyskusja między osobami, które mają już booka.
I tak za jakiś czas będzie do zassania z neta tak jak wszystkie inne książki GW i FW.
Do tego WF poszedł po najmniejszej lini oporu jeśli chodzi o army list chadecji i tak naprawdę jest tylko niewielki progres w "naszej sprawie".
Miało być jak nigdy, a wyszło jak zawsze - jak mawia jeden mój qmpel.
I tak za jakiś czas będzie do zassania z neta tak jak wszystkie inne książki GW i FW.
Do tego WF poszedł po najmniejszej lini oporu jeśli chodzi o army list chadecji i tak naprawdę jest tylko niewielki progres w "naszej sprawie".
Miało być jak nigdy, a wyszło jak zawsze - jak mawia jeden mój qmpel.