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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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33 minutes ago, Dekison said:

i feel the same with the price on it - of the gunhauler - im not sure - can it claim objectives?

I'm pretty sure they can but a lot of objectives, if contested, favor the unit with more models nearby. I do see the merit in it being sort of a fast objective grabber that happens to have a cannon. 

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12 hours ago, Luzgurbel said:

Allegiance: Kharadron Overlords

Skyport: Barak-Zilfin
- Additional Footnote: There's No Trading With Some People

Leaders
Aether-Khemist (140)
- General
- Trait: Fleetmaster 
- Artefact: Aethersight Loupe 
Aether-Khemist (140)
- Artefact: Aethershock Earbuster 

Battleline
30 x Arkanaut Company (360)
- 9x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Aethermatic Volley Guns
10 x Arkanaut Company (120)
- 3x Aethermatic Volley Guns

Units
10 x Grundstok Thunderers (180)
- 10x Aethershot Rifles
6 x Skywardens (200)

War Machines
Arkanaut Frigate (200)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Aetherspheric Endrinds (Barak-Zilfin Skyvessel)
Grundstok Gunhauler (130)
- Main Gun: Sky Cannon
- Great Endrinworks: Malefic Skymines
Grundstok Gunhauler (130)
- Main Gun: Sky Cannon
Grundstok Gunhauler (130)
- Main Gun: Sky Cannon

Battalions
Grundstok Escort Wing (130)

Total: 1980 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 126
 

 

This is the list that I will play this time post GHB19. I have some doubts regarding the weapons of the Skywardens (full melee? Full shooting?) and the Drill cannons on the Gunhaulers.

 

But, in fact, I feel rather comfortable with this list, heavy shooting, nice buffs regarding the Skyport and the Escort...

 

Just one question. Can I deploy the Frigate on table and then use the Endrinwork to take it out of the table?

List looks interesting. You do have a lot of option. Be sure to report on your  battles. 

Regarding ziflin endrinwork no you can’t set up in the table and tomake it off mid game. 

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Guys i think about list on meeting engagement,  somebody try this  mode ? 

coningents go in game far from each other,  i think Barak-Thryng better, because no need to have a distance like (opportunistic privateers)  or khemist range  buff 2x

any advice ? )

Spoiler
Spoiler

Allegiance: Kharadron Overlords

Spearhead

Skyport: Barak-Thryng
- Additional Footnote: There's No Trading With Some People
3 x Skywardens (100)
- 1x Aethermatic Volley Guns
- 1x Drill Cannons
3 x Skywardens (100)
- 1x Aethermatic Volley Guns
- 1x Drill Cannons

Main Body

Skyport: Barak-Thryng
- Additional Footnote: There's No Trading With Some People
Aether-Khemist (140)
- General
- Artefact: Aethershock Earbuster 
20 x Arkanaut Company (240)

Rearguard

Skyport: Barak-Thryng
- Additional Footnote: There's No Trading With Some People
20 x Arkanaut Company (240)
10 x Grundstok Thunderers (180)
- 7x Aethershot Rifles
- 1x Decksweepers
- 2x Aethercannons

Total: 1000 / 1000
Extra Command Points: 0
Wounds: 67
 

 

Edited by azmarus
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42 minutes ago, azmarus said:

Guys i think about list on meeting engagement,  somebody try this  mode ? 

coningents go in game far from each other,  i think Barak-Thryng better, because no need to have a distance like (opportunistic privateers)  or khemist range  buff 2x

any advice ? )

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Allegiance: Kharadron Overlords

Spearhead

Skyport: Barak-Thryng
- Additional Footnote: There's No Trading With Some People
3 x Skywardens (100)
- 1x Aethermatic Volley Guns
- 1x Drill Cannons
3 x Skywardens (100)
- 1x Aethermatic Volley Guns
- 1x Drill Cannons

Main Body

Skyport: Barak-Thryng
- Additional Footnote: There's No Trading With Some People
Aether-Khemist (140)
- General
- Artefact: Aethershock Earbuster 
20 x Arkanaut Company (240)

Rearguard

Skyport: Barak-Thryng
- Additional Footnote: There's No Trading With Some People
20 x Arkanaut Company (240)
10 x Grundstok Thunderers (180)
- 8x Aethershot Rifles
- 1x Decksweepers
- 2x Aethercannons

Total: 1000 / 1000
Extra Command Points: 0
Wounds: 67
 

 

Looks good to me. One thing you might want to consider, but it's personal preference, is to switch one unit of skywardens with either the arkanauts or the thunderers form the rearguard. Although you would have to halve the unit size. 

Because no matter what scenario you roll, whichever of those contigents arrives first you can both grab an objective with the skyardens and do some ranged damage. Now you either can grab two objectives but the skywardens will, I expect, not be enough to get rid of a 10 or more wound unit if it has a save. On the other end you can really hurt a unit on distance but you won't have the speed to grab an objective. If you mix and match you can at least do both a bit. 

Again the list looks absolutely fine, and my suggestion is all theory no experience with meeting engagements so I would just go play a few game and see if my suggestion makes sense

EDIT: also you have 11 guns for ten thunderers. Which is a very neat trick ;) 

Edited by Kramer
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Anyone tried full Thryng Escort Wing? I've still got a bit too paint up before then but with the points drops on all the units in there it should be more workable. Although its probably be better wth more Thunderers, I'd like to give it a run with maxed cannons

Navigator - fleetmaster, ignaxs scales

3*10 Arkanauts, volley guns

Escort Wing

2 frigates, Skymines and omniscope

3 Gunhaulers

2*5 Thunderers

3 skywardens, drill cannon, volley gun

Gunmaster + 2 Cannons allies

2000

I've also been interested in the nimyards rough rider mercenary company. Although I don't feel it'd be quite as good as taking straight Endrinriggers I do quite like the pistolier models. In non-Zilfin lists though i think it could be of use.

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54 minutes ago, Rahxephon said:

Anyone tried full Thryng Escort Wing? I've still got a bit too paint up before then but with the points drops on all the units in there it should be more workable. Although its probably be better wth more Thunderers, I'd like to give it a run with maxed cannons

Navigator - fleetmaster, ignaxs scales

3*10 Arkanauts, volley guns

Escort Wing

2 frigates, Skymines and omniscope

3 Gunhaulers

2*5 Thunderers

3 skywardens, drill cannon, volley gun

Gunmaster + 2 Cannons allies

2000

I've also been interested in the nimyards rough rider mercenary company. Although I don't feel it'd be quite as good as taking straight Endrinriggers I do quite like the pistolier models. In non-Zilfin lists though i think it could be of use.

I’m all for new ideas that bring more ships. I do feel you might struggle in objectives but man! How I would love to play this in a scenario with the new city fighting rules. Blasting through buildings and then dropping in a squad while the skywardens zip around through the streets. 

Good call on the extra frigate in Escort Wing. It's a bit all eggs in one basket but can be very low drops, +1 to hit, re-rolling hit and wound rolls of 1 against D3 targets for 5 cannons + the allied cannon shots can be devastating. Question is if you can get enough shots off before your opponent hits your line. IF a mercenary company is one drop (don't have the GHB with me) it could be worth the CP to get the artillery one for your Gunmaster and Cannons so you are less drops to have a better chance at first turn.

Edited by Kramer
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I think the merc companies are separate drops, unless they have some ability that lets them do otherwise. Ill have to have a look through those city fighting rules.

You could net yourself a big balloons squad without the cannon allies. Ive always wanted to convert some cannons into a floating platform type thing that the frigates can tow and drop on the field. Just felt pretty cool to me. Plus with the cannons damage rerolls on big units it gives them different targets to the ships. With grudges I'd focus the ships on monsters or heroes, and then the cannons can work on hordes.

If you wanted to run it super ship heavy and totally lean elsewhere,  you can fit a thryng escort wing and ironclad in 2k. Has an appealing ship hierarchy to me of 1-2-3 but problems elsewhere.

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1 hour ago, Rahxephon said:

I think the merc companies are separate drops, unless they have some ability that lets them do otherwise. Ill have to have a look through those city fighting rules.

You could net yourself a big balloons squad without the cannon allies. Ive always wanted to convert some cannons into a floating platform type thing that the frigates can tow and drop on the field. Just felt pretty cool to me. Plus with the cannons damage rerolls on big units it gives them different targets to the ships. With grudges I'd focus the ships on monsters or heroes, and then the cannons can work on hordes.

If you wanted to run it super ship heavy and totally lean elsewhere,  you can fit a thryng escort wing and ironclad in 2k. Has an appealing ship hierarchy to me of 1-2-3 but problems elsewhere.

 

Something like this?

 

Allegiance: Kharadron Overlords

Skyport: Barak-Thryng
- Additional Footnote: There's No Trading With Some People

Leaders
Aether-Khemist (140)
- General
- Trait: Fleetmaster 
- Artefact: Aethershock Earbuster 

Battleline
10 x Arkanaut Company (120)
- 3x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Light Skyhooks

Units
5 x Grundstok Thunderers (90)
- 5x Aethershot Rifles
3 x Skywardens (100)

War Machines
Arkanaut Ironclad (380)
- Main Gun: Aethermatic Volley Cannon
- Great Endrinworks: The Last Word
Arkanaut Frigate (200)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Malefic Skymines
Arkanaut Frigate (200)
- Main Gun: Heavy Sky Cannon
Grundstok Gunhauler (130)
- Main Gun: Sky Cannon
Grundstok Gunhauler (130)
- Main Gun: Sky Cannon
Grundstok Gunhauler (130)
- Main Gun: Sky Cannon

Battalions
Grundstok Escort Wing (130)

Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 122
 

On the paper it has over 9000 sex appeal. On the table, who knows.

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4 hours ago, Luzgurbel said:

On the paper it has over 9000 sex appeal. On the table, who knows.

Definitely does, khemist or navigators a hard call. A small boost to the hooks or a command point. The speed boost I havent needed to use that much in the past but may help to keep distance here. The new command abilities can give you another pseudo-grudges target with the ironclad. Unless its a flying army then its like grudges all the way.

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I was curious why folks don't run thunderers with the mixed weapons?? Is it simply just a ranged thing?? or is it also just the lack of khemist buff. 

When i do the math on it (or attempt to :P) I feel the thunderers are more cost effective with the mixed weapons than the atherkhemist+ thunderer rifles combo. Just wondering if there is more there i am missing?? Mind you this is not using the  fumigators as getting in range for that is too tough.

As for getting into range, an ally wizard or two can bring the screamer bridge and send lots of thunderers up. 

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8 hours ago, mmimzie said:

I was curious why folks don't run thunderers with the mixed weapons?? Is it simply just a ranged thing?? or is it also just the lack of khemist buff. 

When i do the math on it (or attempt to :P) I feel the thunderers are more cost effective with the mixed weapons than the atherkhemist+ thunderer rifles combo. Just wondering if there is more there i am missing?? Mind you this is not using the  fumigators as getting in range for that is too tough.

As for getting into range, an ally wizard or two can bring the screamer bridge and send lots of thunderers up. 

just my thought and again useing wh40k

the MIXED part would mean the ranges are differnt and while that is versatile it would suck to have only 1-2 units be able to shoot from far away while some are more close to medium.

as a space marine unit that makes more sense since they are able to take the hits and even in close combat stand their ground.

 

the KO thunderes are almost more like the eldar ( the old ones) where you could sepcailize in a specefic ranged unit.

or in real life - why give a group or archers a few guys with slings and some with rocks to throw and expect them to "adaptive"

they gna get charged and rofl stomped.

so for a "dawrf" army that used to be pretty tough they get rolled especially the ranged units.

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9 minutes ago, Dekison said:

just my thought and again useing wh40k

the MIXED part would mean the ranges are differnt and while that is versatile it would suck to have only 1-2 units be able to shoot from far away while some are more close to medium.

as a space marine unit that makes more sense since they are able to take the hits and even in close combat stand their ground.

 

the KO thunderes are almost more like the eldar ( the old ones) where you could sepcailize in a specefic ranged unit.

or in real life - why give a group or archers a few guys with slings and some with rocks to throw and expect them to "adaptive"

they gna get charged and rofl stomped.

so for a "dawrf" army that used to be pretty tough they get rolled especially the ranged units.

Well and this us why i said don't take the fumigator and did all my calculations with out it. As the other 3 have the dame range. 

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12 hours ago, mmimzie said:

I was curious why folks don't run thunderers with the mixed weapons?? Is it simply just a ranged thing?? or is it also just the lack of khemist buff. 

When i do the math on it (or attempt to :P) I feel the thunderers are more cost effective with the mixed weapons than the atherkhemist+ thunderer rifles combo. Just wondering if there is more there i am missing?? Mind you this is not using the  fumigators as getting in range for that is too tough.

As for getting into range, an ally wizard or two can bring the screamer bridge and send lots of thunderers up. 

1 have 5 with, 5 without. Unbuffed I spike higher mixed but without keeping track I feel the 5 perform more consistently. Then there is of course the plan. If I drop them in with a frigate with a hero for scenarios it’s most likely the khemist (especially now it’s only 20pts more than a admiral) all rifles can get a better buff. Plus the better range

Buuuuut... the true, deepest part of my heart reason... unless it’s really better... I’m still taking more rifles because the mixed unit feels like admin 🤭 

Too many extra tricky choices. Super annoying when one or two die, who do you take? When rolling you have to roll one after another instead of all at once. And when you do set them up/move them how close are you getting. Or do you just accept the fumigator not shooting. 

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1 hour ago, Kramer said:

1 have 5 with, 5 without. Unbuffed I spike higher mixed but without keeping track I feel the 5 perform more consistently. Then there is of course the plan. If I drop them in with a frigate with a hero for scenarios it’s most likely the khemist (especially now it’s only 20pts more than a admiral) all rifles can get a better buff. Plus the better range

Buuuuut... the true, deepest part of my heart reason... unless it’s really better... I’m still taking more rifles because the mixed unit feels like admin 🤭 

Too many extra tricky choices. Super annoying when one or two die, who do you take? When rolling you have to roll one after another instead of all at once. And when you do set them up/move them how close are you getting. Or do you just accept the fumigator not shooting. 

You don't take the fumigator just take 2 sets of rifles and then the 3 concerted weapons. The fumigators don't even buff your other weapons, so why make it more complicated for a weapon that likely will never land shoot. 
 

The list i'm using them in isn't exactly KO so it's just 20 thunderers for me, and the more thunderers the higher the odds of getting the concerted buffs of course. 

that said average damage for 20 thunders with a Khemist buffing them is something like 14 damage.  against 4+ saves

Where as 20 thunders with special weapons (no fumigators). Does 13 damage. against 4+ saves. Mind you the thunderers get better and worse depending on the targets save  gets better or worse as your odds of successful doing damage goes up and down. 

So for 140pts your getting basicly +1 damage at the end of the day. Also other buffs like +1 to hit or reroll 1s are pretty dramatic on the thunderers as again you start getting that buff chain more reliably.  So reroll 1s is usualy +1/6th damage its more like +1.5/6th damage for these guys when all is said and done. 

I was gonna fiddle with numbers of bringing the khemist with the mixed weapon folks buffing that cannons, but i got lazy. 

 

Edited by mmimzie
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And what about this? Is it sexy or not?

 

Allegiance: Kharadron Overlords

Skyport: Barak-Zilfin
- Additional Footnote: There's No Trading With Some People

Leaders
Aether-Khemist (140)
- Artefact: Aethershock Earbuster 
Aetheric Navigator (80)
- General
- Trait: Fleetmaster 
- Artefact: Aethersight Loupe 

Battleline
20 x Arkanaut Company (240)
- 6x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Light Skyhooks

Units
3 x Skywardens (100)
5 x Grundstok Thunderers (90)
- 5x Aethershot Rifles

War Machines
Arkanaut Ironclad (380)
- Main Gun: Aethermatic Volley Cannon
- Great Endrinworks: Aetherspheric Endrinds (Barak-Zilfin Skyvessel)
Arkanaut Frigate (200)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Malefic Skymines
Grundstok Gunhauler (130)
- Main Gun: Sky Cannon
Grundstok Gunhauler (130)
- Main Gun: Sky Cannon
Grundstok Gunhauler (130)
- Main Gun: Sky Cannon

Battalions
Grundstok Escort Wing (130)

Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 123
 

I've tried to fit 20 Thunderers in, but it's impossible. It has to drop out the Escort Wing for that and a Gunhauler or the Skywardens.

 

Anyways, I'm happy with the GHB19 because now we can build lots of different lists, with the death star or the msu style, or even, the clowncar again. Unleash the ships!

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1 hour ago, mmimzie said:

You don't take the fumigator just take 2 sets of rifles and then the 3 concerted weapons. The fumigators don't even buff your other weapons, so why make it more complicated for a weapon that likely will never land shoot. 
 

The list i'm using them in isn't exactly KO so it's just 20 thunderers for me, and the more thunderers the higher the odds of getting the concerted buffs of course. 

that said average damage for 20 thunders with a Khemist buffing them is something like 14 damage.  against 4+ saves

Where as 20 thunders with special weapons (no fumigators). Does 13 damage. against 4+ saves. Mind you the thunderers get better and worse depending on the targets save  gets better or worse as your odds of successful doing damage goes up and down. 

So for 140pts your getting basicly +1 damage at the end of the day. Also other buffs like +1 to hit or reroll 1s are pretty dramatic on the thunderers as again you start getting that buff chain more reliably.  So reroll 1s is usualy +1/6th damage its more like +1.5/6th damage for these guys when all is said and done. 

I was gonna fiddle with numbers of bringing the khemist with the mixed weapon folks buffing that cannons, but i got lazy. 

 

hmmm, might be true I'd still rather roll all the dice at once ;)

All joking aside, I do get the argument when in bigger groups for the bonuses, but then you have a big unit you're not dropping in, as in your example. Then you end up with a 12" ranged 360pts unit, that with their movement has a 16" threat range. Now if you go ham on that, I could see an Ironclad filled to the brim with a mixed squad (maybe with a khemist to buff the cannons). But even then it must be a big difference for it to be worth it. 

But maybe i'm just not seeing it, so please give it a go and let us know how it goes. I just think the 12" range is too big a in game handicap & the 4 different profiles in one unit annoys me. But I get the last part is just the way I'd like to play

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6 hours ago, Luzgurbel said:

And what about this? Is it sexy or not?

 

Allegiance: Kharadron Overlords

Skyport: Barak-Zilfin
- Additional Footnote: There's No Trading With Some People

Leaders
Aether-Khemist (140)
- Artefact: Aethershock Earbuster 
Aetheric Navigator (80)
- General
- Trait: Fleetmaster 
- Artefact: Aethersight Loupe 

Battleline
20 x Arkanaut Company (240)
- 6x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Light Skyhooks

Units
3 x Skywardens (100)
5 x Grundstok Thunderers (90)
- 5x Aethershot Rifles

War Machines
Arkanaut Ironclad (380)
- Main Gun: Aethermatic Volley Cannon
- Great Endrinworks: Aetherspheric Endrinds (Barak-Zilfin Skyvessel)
Arkanaut Frigate (200)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Malefic Skymines
Grundstok Gunhauler (130)
- Main Gun: Sky Cannon
Grundstok Gunhauler (130)
- Main Gun: Sky Cannon
Grundstok Gunhauler (130)
- Main Gun: Sky Cannon

Battalions
Grundstok Escort Wing (130)

Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 123
 

I've tried to fit 20 Thunderers in, but it's impossible. It has to drop out the Escort Wing for that and a Gunhauler or the Skywardens.

 

Anyways, I'm happy with the GHB19 because now we can build lots of different lists, with the death star or the msu style, or even, the clowncar again. Unleash the ships!

Whats your general tactics with this list?

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11 hours ago, Kramer said:

When rolling you have to roll one after another instead of all at once.

That's why I will always take rifles. I hate all the rules that just slow the game. Arkanauts at least use only "2" rolls, but thunderers are ...annoying. I really hope to see one unique profile for all thunderers special weapons and some abilities to make them special. One roll (or two if you mix them with rifles), but diferent abilities if you have that weapon still working.

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1 hour ago, Luzgurbel said:

Basically play MSU style with the bomb of the Ironclad descending where you want and carrying the "big" company + khemist. 

Im liking the Escort Wing as a core...i tweaked your list a bit to mess around. Not sure about weapons and extras. I was just tossing stuff together but I like it.


Skyport: Barak-Zilfin
Aetheric Navigator (80)
Endrinmaster (120)
Aether-Khemist (140)
20 x Arkanaut Company (240)
10 x Arkanaut Company (120)
10 x Arkanaut Company (120)
3 x Skywardens (100)
10 x Grundstok Thunderers (180)
5 x Grundstok Thunderers (90)
5 x Grundstok Thunderers (90)
Arkanaut Frigate (200)
Grundstok Gunhauler (130)
Grundstok Gunhauler (130)
Grundstok Gunhauler (130)
Grundstok Escort Wing (130)
Total: 2000 / 2000
Wounds: 126
 

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So while most of the Merc units are not that fantastic competitively, by far the best Mercenaries of the new GHB (especially for our army) seems to be the Rampagers.  What does every good shooting army need?  A bunch of fast-moving expendable meat shields to rush the enemy and distract them while our cannons go to work.  200 pts gets you 40 Marauders?  I'll take that deal all day long.

The loss of the Command Point hurts a bit, but the army list I was thinking about was an Iron Sky Squadron, so I'm getting a bonus point anyhow - doesn't hurt that much.  I'm pretty excited to try some lists using these guys.

It even fits thematically - Kharadrons trade with human tribesmen all the time. It's pretty fitting to have some human barbarian mercs hanging around

It's just a shame the Marauder models are so fugly.  I am debating whether I want to wait and use one of the War Cry clans, or if I should just convert up some Khorne Blood Reavers (green stuff some furs over the Khorne icons - give them a GOT Wildlings look).  Reavers would be cheaper probably...

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I don't think mercs are worth using...in any faction no matter what mercs. With how GW points AoS sacrificing that many points for a situational gimmick isnt a good idea. For narrative sure but for a points based match nope. If AoS was pointed like 40k then it could work 

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I have a great problem with the new points as I can’t decide what to move my list towards. I was always a believer that the best builds were either around a battalion for low drops and 2 artifacts (and with frigates / crawlers / wardens all a lot cheaper escort wing and squadron are both appealing). Or  no battalion triple khemist, ironclad Barak-Urbaz which also comes down 100 points just on the 4 key models. 

I really hate that they nerfed the Loupe or Barack-Nar could actually be a meta foil to the heavy plus to cast armies. When it was 3d6 plus 1 on a model that can unbind multiple times it was great.

 

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