granor
Junior Strategist
Posts: 353
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Post by granor on Aug 26, 2017 18:25:23 GMT
I am hoping to get some discussion on placement target priority and scenario play going here.
Please only post battle reports with pictures so we can discuss positioning of pieces.
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granor
Junior Strategist
Posts: 353
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Post by granor on Aug 26, 2017 18:26:06 GMT
Start drive.google.com/open?id=0BwDLR6YQge4TaUNldmxjYlBaZ0UI win the roll and choose to go second. I set up my SA opposite the cav unit. I could have put them on the side of the friendly flag to get hexy1 onto it but I usually pick good matchups instead of pushing for scenario. Top1 I forgot a picture but my opponent figures out that keeping out of the SA threat range keeps his cav too far back. So he gives the cav occultation and everything runs on that side. I notice there are three cav grouped in the middle and the two other cav on the outside are not within command of eachother. He does keep everyone outside of the walk mini-feat and shoot range on the side of the reivers. Bot1 drive.google.com/open?id=0BwDLR6YQge4TYWppNXozR05uRWMSo I am certain I will be able to kill 3 cav models forcing one to be out of command. I give both SA guidance for eyeless sight because the cav have stealth. I roll 2 shots on one SA and 4 on the other. So good to hit rolls later and four of the cav are dead. Reviers and slingers just run because of the cloud wall. The slingers get death march and the savage gets soulslave. The PGBH walk up and put range tokens on the SA. Top2 drive.google.com/open?id=0BwDLR6YQge4TcWx5dDN5ODl6aTQThe cav charges the right SA putting a bunch of damage on it. The stalker jumps into the PGBH killing 2 instead of putting grievous wounds on the damaged SA. The banes run forward and spread out. The other stalker jumps tieing up the shaman to keep them from shooting. The gun jacks walk forward and kill the reviers UA but it uses 3 shots to get it done because of one flubbed damage roll. The witches feat toss out a cloud around the arc node and the ball advances to just behind the stone pillar just outside of view in the pic. Bot2 drive.google.com/open?id=0BwDLR6YQge4Td2lKeTRReWdfWm8I need to kill the cav and stalker. The PGBH walk over but I can only get one B2B and still give the SA room to move over toward the stalker keeping the cav in melee. I end up healing the SA for 3. I then advance the SA and kill both cav and stalker and shoot the other 2 banes in the zone repoing back to the corner. The savage advances and kill as knight getting within 5” of the ball. Hexy charges the stalker moving it one inch and doing a chunk of damage then casts parasite onto the ball and feats. I could have cast it onto one of the heavy warjacks but decided not to as it would be hard to get many shots onto it. This may have been a mistake. The raider then moves over killing the stalker. The shamans aim and forgetting the ball has stealth shots the ball 2 times. The slingers toss a corrosion onto some banes and throw at the arc node jack not doing much damage. The reviers shift right and I forgot to move the drakaar out of the way first so I walk the leader through the scather to kill him and promote another one so the right 3 reivers will be able to kill the bane in the landing zone of the SA. Only 2 are within 5” but they shoot him dead anyway. The bottom drakaar shots at the archnode jack after backing out of the feat missing it and the other drakaar does the same hitting it for a bit of damage. The last SA then goes walks into melee with taraus and kills him getting him to hit the ball but rolling 6 on three dice. The SA kills another bane after it toughed so I get no movement or attack and the SA forces another bane to tough. I then put 3 shots into the ball reducing the caster to 5 boxes and pass turn. Top3 drive.google.com/open?id=0BwDLR6YQge4TdE15RTJlLUhHQ1EThe ball and several witches run to the back of the board. The two heavy warjacks kill some slingers and the savage. The arc node jack runs to engage some reviers and the knigts run. The banes charge the SA with 6 guys and need all attacks to kill it. With one going into the zone to contest. Bot3 drive.google.com/open?id=0BwDLR6YQge4TT0x5ZnNmaUZseXcOne soulward moves up and kills the contesting bane. The two slingers activate tossing a corrosion on 3 banes and hitting the heavy jack for no damage. The reviers shoot the heavy warjack putting only a little damage on it. Hexy decides to put parasite on the jack so the rest of the guns can kill and moves into the zone. The raider and 2 shaman aim and kill the heavy warjack. The SA charges and after 4 shots has killed 6 banes with the UA and standard bearer dead it repos back into the zone. My opponent rolls corrosion and one bane dies he can not get to hexy and concedes. Conclusions: The reviers fall victim to many defensive techs but removing them from the list just isn’t practical. I guess you could run two full units of slingers but I do not own a second unit. The SA did incredibly well removing 4 cav bot of 1 killing most of the banes and putting a bunch of damage onto the caster. I need to remember the soulwards as I forgot them entirely bot of 2. Getting 2 min units of PGBH in the list could really help deployment options with the SA but will cause the savage to become a reptile hound and I am not a big fan of that. I need to watch my SA positioning better.
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granor
Junior Strategist
Posts: 353
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Post by granor on Sept 2, 2017 13:27:33 GMT
Start drive.google.com/open?id=0BwDLR6YQge4TeDBGeWNmQ1BPeEkSo back to menoth put my turtles on the side of the artillery Kept the slingers out of the way of the turtles.. Top1 drive.google.com/open?id=0BwDLR6YQge4TdXpXQzluWVF3Mm8My opponent runs forward. Keeps everything out of range of the turtles and tries to jam the other side. Bot1 drive.google.com/open?id=0BwDLR6YQge4TdnpNdnZ4OFVHWlkThe turtles are super sad they don’t get to shoot anything and muster up just enough motivation to walk forward a bit. The archidon runs behind the building and within 8” of the def warded dug in unit. Hexy walks into the killbox and tosses a boosted blackspot and hits the needed 12. Let the carnage begin! So the shaman step up boost and kill 2 guys each. The slingers move up killing 2 more needing 12s. The rest of my guns run forward with the raider not having anyone in range to shoot at. The turtles get 1 rage token each and I pass the turn. Archidon gets cloak of ash should have gone onto the slingers. Top2 Forgot pic Well everyone runs up the turtles get shot a few times but really only end up putting rage tokens onto them as the artillery doesn’t have enough puch. The arc node jack runs forward into the right zone and tosses an ashes to ashes at my slingers killing a bunch of them with the idrians shooting them too. Three paingivers end up dead on the left hand side with guns that can’t hurt the turtles. The paladin on the horse also moves into the right zone. The zealot’s ua moves behind the wall but within 10” of the archidon. The jacks are under no shooting. Bot2 drive.google.com/open?id=0BwDLR6YQge4TV1FtUlFHdjRWczQSlingers go kill a bunch of idrians and flaring the arc node jack. The flayer cannons move up shot and idrians in range sending black spot attacks into the paladin dragoon dismounting and killing him. The other cannon gets guidence and puts some damage on the arc node. The shamman and raider all shoot idrians and put blackspots into the jack with the raider putting some damage onto the dragoon. One drakaar shoots the dragoon with the other one shooting and missing. Hexy channels a blackspot onto the zealots because my opponent forgot to sing for no spells. He then boosts a hellfire into the UA missing. So I feat do it again and hit killing the recursion. The turtles charge forward killing zealots. One turtle got guidance so his black spot attacks go into the jack while the other one shoots the artillery killing the pick up guys. The turtles couldn’t dig as deep as I wanted them to so one repos forward (probably a mistake with the other one repoing back. The archidon then goes in a finishes off the arc node jack. I did mess up not giving one of the soulwards into 6” of the flag last turn. Top3 drive.google.com/open?id=0BwDLR6YQge4TQVVFYUx1ZDF6SFkThe jack on the right hand side with the artillery is able to put one turtle into the dirt at like dice +2 or so. A paladin runs forward to jam the other turtle. More slingers are killed with the jack killing the archidon. But with the death of the UA the 3 most forward zealots are out of command so they can only move back and get out of the way. The pic had the proxy base where the jack ended up getting to. A couple of AOEs were tossed hitting the drakaar and the beasts killing the drakaar. Bot3 Where did everyone go? drive.google.com/open?id=0BwDLR6YQge4TUnc4dFBMTGJHLWcSlinger aims and flares the jack. The flayer cannons shoot up the jack and black spotted zealots. The soulward kills off the paladin in the zone with a fully boosed shot. The drakaar puts damage on the jack with the raider finally killing it. Shaman kill a few zealots. While the other one aims and shoots the paladin jamming the turtle putting 4 damage on it. Hexy then tosses a ashes to ashes at the turtle giving it a rage token and killing the paladin off. The turtle charges the jack kills a bunch of zealots kills the jack and one artillery with the other one low on unit members. A soulward FINALLY gets to eh flag netting me one point. PGBH run because I forgot to activate them to heal the turtle before it charged. My opponent concedes because he has nothing to kill the turtle. Conclusions: Menoth pretty much lost the game forgetting to sing no spells onto the zealots. I really like the flayer cannons better than the reviers in this list. Hexy2 is as dependent on blackspot as he was in mk2 but can get it out much easier now. Ashes to ashes into the back of the turtle is really good. Could be worth dropping a flayer cannon for marketh to do just that. Can this list fight ghost fleet with only hellfire as RFP?
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Post by moberg on Sept 4, 2017 10:47:09 GMT
This is a great idea. I'm having a couple of games this weekend, I'll see if I can take a few pics during the games. Haven't written many batreps before, but it should be ok.
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granor
Junior Strategist
Posts: 353
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Post by granor on Sept 4, 2017 15:26:31 GMT
I look forward to reading your reports. I don't always write Up each activation in the right order but just pics before each turn and what pices did interesting things tends to give me enough information to reverse engineer what happened
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zeffid
Junior Strategist
Posts: 163
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Post by zeffid on Sept 17, 2017 22:12:51 GMT
Can you embed pics in the post? It's not very user friendly to switch back and forth on handheld devices, thanks.
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granor
Junior Strategist
Posts: 353
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Post by granor on Sept 18, 2017 1:11:23 GMT
I can not get the embedding to work if someone can do it in a post with one of my pics I can copy the syntax
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granor
Junior Strategist
Posts: 353
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Post by granor on Sept 24, 2017 22:28:50 GMT
Hexy2 09_21_17 Start drive.google.com/open?id=0BwDLR6YQge4TQW9EVktKcXRfd1kLined up my SA against the artillery because they are AOE 4” and would kill most of my slingers. Top1 drive.google.com/open?id=0BwDLR6YQge4TbWhVZmFpbk9Cb3MOpponent runs most of his stuff up the idrians get defenders ward. Bot1 drive.google.com/open?id=0BwDLR6YQge4TcHlidmdUc0RITGsBecause the idrians are not dug in a run the archidon up and try to toss a boosted black spot onto them. Miss the boosted 8 try again unboosted and miss again. The slingers come up miss a bunch of shots with the shaman following up to hit one or two. SA get rage tokens shoot a couple of zealots and I pass the turn. Top2 drive.google.com/open?id=0BwDLR6YQge4TUDRGWmN5WjhjS2sThe jack comes in on the archidon and kills it easily. Irians shoot a bunch of slingers and also tag the flayer cannon taking out the unit member. Zealots shoot the SA putting in some damage onto the left one that is preyed and the artillery takes out 3 PGBH. Bot2 drive.google.com/open?id=0BwDLR6YQge4TVFUySVlHaVdncVEThe purple SA charges and shooting kills a few zealots more and tagging the artillery once. Marketh tosses an ashes ot ashes into it but does not kill the monk on the other side. The green SA tramples up and can only shoot small bases as my opponent was able to position well to keep it from completing much work this turn. Maybe I should have gone after the jack in the center. I was able to engage a idrian causing him to be undug in then move away for a blackspot. Shaman moves up shoots a idrian and gets used as an archnode for blackspot onto the rest of the unit. Using hexy’s hellfire and the rest of the shooting I was able to cripple one dervish and kill the other one. The PGbh run to the center the help with enrage next turn. I score 2. Top3 drive.google.com/open?id=0BwDLR6YQge4TbnpuSWhIQVlVMWcONe monk moves and stances into the rectangle zone between the SA and the other one stances contesting the left flag. The idrians clear the landing zones for the jacks in front of the wall and several other slingers. The jacks charge in killing both the raider and shaman. The crippled dervish is able to kill the flayer cannon but not the draakar. Bot3 drive.google.com/open?id=0BwDLR6YQge4TcnlVRjM2UUluSXMThe shaman shoots 2 idrians under blackspot in front of the caster. The green SA charges the caster needing 10 to hit on the charge and miss. I try shooting the idrians to get a black spot attack onto the caster but miss all the shots. I buy and boost a tail hitting the caster knocking him down. Hit him with the 3rd rage token but I don’t kill him. The purple SA charges the zealots killing a bunch of them and putting all of his shots into the caster leaving him on 4. Top4 drive.google.com/open?id=0BwDLR6YQge4TbURjbjgzbUFKeFUThe right monk kicks marketh but doesn’t kill him while the left one take the flag. The crippled dervish kills the draakar and slinger and sidesteps into range of the mechanic. He moves forward and repairs the jack. The left heavy moves around the rock and kills the shamann. While the other one moves forward to kill some PGBH. The zealots kill the preyed green SA and the artillery put a bunch of damage on the purple one. All the other models clog up landing zones for the purple SA to not be able to get to the caster. Bot4 drive.google.com/open?id=0BwDLR6YQge4TZFozalFocDFTTUkI move the soulward into the back arch of the monk and shoot him and miss. I then charge the monk with hexy missing him and he moves. I put a ashes to ashes into the SA killing the 2 zealots in front of him. I toss cloak of ash onto the monk. I then move the PGBH out of melee with the jack losing to a freetrike. I try to move marketh out of melee with marketh to hellfire the artillery in the landing zone of my SA but he dies to the free strike. The SA has no path to the caster some he moves over and kills the jack. Top5 drive.google.com/open?id=0BwDLR6YQge4TLUdaeGxOYUtaZGsA mechanic moves out of engagement with the SA and I take the free strike forgetting about righteous vengeance and the jack gets a soul. The zealots kill the SA and the jack charges hexy leaving him on 5 with the monk finishing him off. Totally forgot about swift hunter AGAIN so that sucks. The assassination run didn’t go well so I maybe should have done something else. The list struggles with armor so I was thinking of switching hexy2 out for rasheth. Not super happy with the flayer cannon so reviers could go back into the list also. After missing the first black spot I should not have tossed the second one and tossed ashen veil onto the slingers first.
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zeffid
Junior Strategist
Posts: 163
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Post by zeffid on Sept 29, 2017 13:57:14 GMT
I can not get the embedding to work if someone can do it in a post with one of my pics I can copy the syntax I opened you gdrive link. Right-clicked image for "Copy IMG URL" and then used the "Insert Image" button here. It worked for me.
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granor
Junior Strategist
Posts: 353
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Post by granor on Sept 29, 2017 15:45:15 GMT
I can not get the embedding to work if someone can do it in a post with one of my pics I can copy the syntax I opened you gdrive link. Right-clicked image for "Copy IMG URL" and then used the "Insert Image" button here. It worked for me. thanks edit: Looks like the images have been removed again for some reason.
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granor
Junior Strategist
Posts: 353
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Post by granor on Oct 7, 2017 12:50:58 GMT
Mac2 war 10/05/17 Start drive.google.com/open?id=0BwDLR6YQge4TQTN0aXY3cm0yZ28I pick to go first. I put the cetrati on the side with the hill. The archidons go in the second line to stay center while still being able to fly anyplace. Top1 drive.google.com/open?id=0BwDLR6YQge4TUDBXZ0NTMWd0NEkMac2 casts dash and storm rager onto rhadeim. Ferox run, cetrati get press forward and shield wall up. All beasts run, ferox get tough from the willbreaker. Bot1 Forgot a pic. Artillery shoots the cetrati. Nothing else really interesting happens. Top2 drive.google.com/open?id=0BwDLR6YQge4TaDk4X196VzB4eU0Ferox charge. I kill three idrians through def ward by using the ferox boosted charge attacks. I am also able to kill 2 zealots with impact attacks. One archidon gets stuck on an idrian by not rolling the boosted nine. The second archidon is able to kill off an idran in front of the wall and sprint back. Rhadeim runs to the wall. Cetrati get pressforward and walk into the zone. Krea casts animi and charges but can only get 3 cetrati into 3”. Wrongeye casts starcrossed and submerged, snapjaw rials casts submerge and fails a charge. Gobbers drop a cloud keeping mac2 safe when she moves up sitting on 5. Bot2 drive.google.com/open?id=0BwDLR6YQge4TUGpSMG1BSjZHb1UIdrians charge into the ferox. The two attacks deal 5 damage to rhadeim and the other guys force 2 toughs that the ferox pass. The zealots kill 3 ferox that mac2 stay deaths. The artillery shoot at the cetrati but can not force tough. An AOE drifts into the gobbers killing one from the colossal but it is unable to tough any ferox. A few of the ferox are able to dodge forward. The jacks run back to screen the caster from the ferox. Yes my opponent was able to kill a total of one gobber this entire turn. Top3 drive.google.com/open?id=0BwDLR6YQge4TLW1QZlFHbUlyTzgThe blue archidon frenzies as mac can only take back 4 fury and does not kill the idrian in front of him. Cetrati get pressforward shieldwall up and kill the objective. The krea casts the animus and moves forward. The brown archidon kills the idrian on the right hand side of rhadeim and sprints back. The gobber moves forward and drops a cloud. Mac casts dash and moves forward. Wrongeye casts starcrossed and submerged moving forward. The ferox kill idrians and move into mac’s control area. Rhadeim charges the caster impacting the artillery and puts 10 damage on the caster after spending focus on damage reduction. He impacts the artillery but we forgot that the RFP will stop takeup. As his caster is on 4 boxes my opponent concedes. edit: I had 3 CPs at the end of the turn
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granor
Junior Strategist
Posts: 353
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Post by granor on Oct 13, 2017 17:51:04 GMT
Start drive.google.com/open?id=0BwDLR6YQge4TdlNYVG82Ui1RcTgI put the cetrati on the left hand side to create a buffer to the flag and I will use the soulward to camp the flag as I do not need the magic weapons in this match Rhadeam is 6” from mac2 to get stormrager. The willbreaker is in the middle to be able to cast puppet master later in the game. Glad and Karn are across from the trench to get in there. Top1 drive.google.com/open?id=0BwDLR6YQge4TZjJnZTlPNXlLdlkMac2 casts dash and stormrager on Rhadeam moves up 7” Ferox run but keep out of the 17” threat of the outriders (dice show where mac2’s control area is for stay death.) Cetrati get +2 move from the tycom who runs while only four of the cetrati are in dash still they move forward more than the rest of the group. Glad and Karn run with the krea walking up to mac and putting up her animus. The PGBH run to be B2B with the bests in front of them. Bot1 drive.google.com/open?id=0BwDLR6YQge4TX1M3TjBUczR5dlkAll the horses run in front of mac2. With Arcane secrets, occult whispers and boosting zerkova casts a hoarfrost at mac2 through the free arc node(upkeep spell). With a 85.15% chance to crit (5d6 drop the lowest) the Hoarfrost crits hitting mac2 for 6. My opponent then feats and hits mac2 with another hoarfrost for 4. One horse hits her for 6 that I have to transfer the other horse hits her for 6 again killing her. Conclusion: First the assassination I fell for has a 26” threat range. This means if the horses are at the 10” deployment line you can not step into the killbox without being in range. If all 10 horses get in range their spells alone will put 30 damage onto an arm 16 caster. Because table positioning is so important to this Mac2 list I will be looking into using the cetrati as LOS blockers to stand in front of Mac2 for the first two turns to allow stay death to get where it needs to go and allow the list to attrition down the enemy to make mac2 safe before the cetrati go other places on the board. I need to look at how to unpack the list with this new idea in mind.
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granor
Junior Strategist
Posts: 353
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Post by granor on Oct 21, 2017 12:14:37 GMT
Start We have a new player visiting our town and he came out to get a game in. It is great to meet people from other parts of the country. drive.google.com/open?id=0BwDLR6YQge4TdFJEUDRwZUV0eVkI win the roll and decide to go second. I want one dino and my beasts across from the colossal to kill it on feat turn. I put the PGBH in the middle to give the SA rage tokens. Top1 drive.google.com/open?id=0BwDLR6YQge4TZ0ZXYkhvdmM2cWcIgnore the turtle movement I took my pic a little late. Everything runs. There isn’t anything other than some infantry and a few rockets in range of the turtles. The snipers on the hill are def 14 base so pretty safe from being shot. Bot1 drive.google.com/open?id=0BwDLR6YQge4TbWRfZC1tVGJZamcThe turtles trample up shoot 2 guys total and reform back. I run the archidons into the trench get counter charge up and give the purple turtle (right side) +2 arm. I then drop one cloud in front of me. The rhinodon advances and spiny growths. The shaman run into position. I notice I am quickly running out of fury so all my other beasts just advance. The pink dice is 11” from conquest. Top2 drive.google.com/open?id=0BwDLR6YQge4TOEh1a1I5VnVvUmsMy opponent pops S&P and proceeds to shot. He begins with a shot from conquest onto the purple shaman criting throwing him back and tossing my caster into the krea. He then removes the green turtle taking me by surprise. He tries to tie up my archidons so the first guy goes in and gets counter charged by the rhinodon because models in trenches do not block LOS. He then tosses another guy to engage the blue archidon and it gets charged by the brown one. And finally he is able to tie the blue one up. This saves his rockets from getting counter charged. and then using the hill and some clever maneuvering gets all the sniper shots and a few rockets into my caster who is camping 0. The krea dies from sac pawn and my caster is at ½ health. Bot2 drive.google.com/open?id=0BwDLR6YQge4TNzBVa1NTQllWU3cThings are in bad shape and I need to kill the conquet to get back into this game. I heal my caster with the objective. I use the rhinodon to kill the winter guard in front of my archidons. I then feat move my caster back and heal a lost aspect on my purple shaman. I charge the brown archidon into the snipers tossing one to get 2 dead and missing the second one. My green shaman then goes and kills the other sniper. Purple shaman and raider mis their shots into winterguard. PGBH remove fury from the shaman and give the purple turtle it’s last rage token. The turtle charges conquest along with the blue archidon and do not quite kill it. The aggys both cry -2 strength and run trying to get as much under the aura as possible to hopefully survive the counter attack. Top3 drive.google.com/open?id=0BwDLR6YQge4TOEVVNkRxMXpSc2sMy opponent is able to maneuver around and kill the agonizers even under counter charge. However, he confuses the trigger of my feat with retaliatory strike and rotates his conquest. The 2 attacks from the turtle and archidon kill the conquest before he is able to attack. Because this is after he did a bunch of activations to kill the agonizers he can not move his caster or get anything in the way. Bot3 drive.google.com/open?id=0BwDLR6YQge4TYmF2OWhLbC01UVEI take all the fury off the blue archidon. The brown one frenzies into the sniper killing it and my rhinodon frenzines into the winter guard killing one. Turtles are super good at killing non-steady casters. My turtle charges and kills the caster stealing the game from my opponent. Mistakes: Forgot about hyper-aggressive so that sucks Should have keep the archidons closer to the PGBH to give them enrage to help kill the colossal. Bottom of one I needed to use my shaman to spread paralytic aura around and not shoot at stuff. I also need to again practice unpacking my army as I quickly ran out of fury to run my beasts. Talked to our local khador player and there is a way to get conquest to go 15” in this list. We are guessing the purple turtle is still out of charge range but not because I meant to do it. Top of 2 obviously I needed better or more cloud placement and I need to get kreas animi out on the turtles to not get shot off the table. Bot of 2 I should have moved the turtle out of melee with the conquest with my reposition the free strike would have hurt but the turtle would most likely survive and then the conquest would have to move to get to him activating my feat and counter charge giving me more opportunities to kill him. I should have given the turtle puppet strings from the willbreaker. Top of 3 I forget to counter charge with the agonizers and doing this could have moved the right one into a safe position to survive the turn. I lost this game. The mistake from my opponent allowed me to win but the game should be analyzed as a loss. Conclusions: First time playing the caster and I made a bunch of mistakes see above. The list generates way too much fury. The shaman may need to come out. The willbreaker I want to be a mist speaker once the CID drops. The list needs some infantry and I want to try ambushers with it next time. The turtles really are great at killing casters. The counter charge and defensive strike on feat turn really make your opponents turn difficult. The list doesn’t really want to play the cloud wall plan and instead wants to deliver the turtles as quickly as possible.
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Post by sentinel on Oct 21, 2017 15:19:20 GMT
However, he confuses the trigger of my feat with retaliatory strike and rotates his conquest. The 2 attacks from the turtle and archidon kill the conquest before he is able to attack. I'm pretty sure defensive strike wont trigger if model was already in melee at the start of its activation. Cause its specifies that model must advance into your melee.
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granor
Junior Strategist
Posts: 353
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Post by granor on Oct 21, 2017 16:22:32 GMT
Yeap you are right I cheated that sucks
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