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Let's chat : Slaanesh


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33 minutes ago, Cyanid32600 said:

Hi, i'm not the biggest fan of chariots do I 'need' them to be really effective or can i fill in the gap with big units of Seekers?

Seekers should be fine. The chariots are nice, but by no means are they necessary - especially as they tend not to get into base to base contact with loads of models (as base size has been increasing generally). 

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1 minute ago, Enoby said:

Seekers should be fine. The chariots are nice, but by no means are they necessary - especially as they tend not to get into base to base contact with loads of models (as base size has been increasing generally). 

Thanks man you saved me having to use something im not too keen

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On 5/19/2018 at 1:44 PM, Cambot1231 said:

How did the exalted charoits perform? Are those jabberslythes on each end? Im not familiar with those models, but the force looks great!

Chariots were hit or miss. The idea of them is great. Slam into a squad and if you get 6-8 models, you're look at around 6-8 mortal wounds. Sounds brutal right?  The downside that I ran into often was not getting a turn to charge chariots into squads. What I typically did was aim for chariots to flank an enemy that was already engaged. This way my opponent was already pilling in for the best possible  amount of attacks on my squad so I could aim my chariot for best results. 

Other things I've had chariots do... is be expensive objective holders. Slaanesh doesn't lend it self to being a hold back on an objective army. It wants to be up in the opponents face. So when I had missions where I needed to sit back, chariots tended to go as they aren't that great in combat after doing mortal wounds. I generally don't mess around with this list as it was what I could squeeze out of what slaanesh had. 

Yes those are jabberslythes. A friend kitbashed them out of a manticore tail, black dragon body (shortening the neck) and added gargoyle wings.  A great addition in any list that can take them. They aren't survivable against any dedicated combat unit with only having a 5+ save, but they deal most of their damage in just bleeding on the enemy with their mortal wound ability. The first game I used one, it went up against a celestant on dracoth. I did like 2 wounds by badly attacking (dice be fickle), and he did like 3 damage back, again bad dice rolls, but I did 8 mortal wounds back with the blood ability. 

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3 hours ago, Cyanid32600 said:

Thanks man you saved me having to use something im not too keen

Having built 2... its a headache.  I have another one I wanted to build for a 3 chariot list... I've decided it wasn't worth it. I may build in the future and with my last exalted chariot kit, I might just run them as regular seeker chariots. While not as powerful, I do want to do some sort of narrative games when like an army trying to escape from an ever approaching vanguard force of chariots and seekers. 

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4 hours ago, carnith said:

Having built 2... its a headache.  I have another one I wanted to build for a 3 chariot list... I've decided it wasn't worth it. I may build in the future and with my last exalted chariot kit, I might just run them as regular seeker chariots. While not as powerful, I do want to do some sort of narrative games when like an army trying to escape from an ever approaching vanguard force of chariots and seekers. 

That does sound badass as a narrative tool, their just so fiddly lol

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I tried a game of AoS 1.5* to test out some of the new rules, including wracking up depravity points (DP). The rules we used for DP were "every wound dealt by a Slaanesh hero onto living enemy heroes by the end of the battle round is a DP, and every wound suffered by the end of the battleround a Slasnesh hero is a DP" which meant that only wounds taken that round were counted towards DP rather than cumulative wounds over time (so taking one wound on round one and zero on round two would be 1 DP on round one and zero on round two, not two by counting that wound on both rounds one and two).  If a hero died, it counted as zero points. Obviously this could be the wrong ruling but it doesn't hurt to experiment. Without rules for it, I couldn't do anything with these depravity points so it was just a counting experiment. 

I used six heroes: the Masque of Slaanesh, a Chaos Lord of Slaanesh, a Chaos Lord of Slaanesh on Boobsnek, a Chaos Lord with the mark of Slaanesh, a Chaos Lord on Manticore with the mark of Slaanesh, a Chaos Sorcerer Lord with the mark of Slaanesh. The Chaos Lord turned into a Daemon Prince. 

My opponent had four heroes: Grot Shaman, Fungoid Shaman, Grot Warboss, Grot Warboss riding a Squig. 

My the time most heroes were dead, I had only gathered 8 points. I found the issue was that heroes die really quickly especially with the new mystic shield changes. This wasn't helped by the fact my opponent's grots died if you sneezed at them. Perhaps Hellstrider escorts would be useful. That said, I would say the way to go is big wound heroes rather than lots of 5 wounders as they die too quickly. Even things like heralds on exalted chariots might be useful as they have 8 potential points in them. I imagine the exalted keeper will be very useful as it's very tanky (so will take the pain for a while), but has to be attacked otherwise it will obliterate an opponent's army. 

I'm also hoping that we get points at the end of each phase rather than round, as this would mean chipping shooting attacks and magic would garner points before the hero is obliterated in combat. I purposefully went with the second hardest DP system I could think of as to not be too optimistic (the hardest would have been if we only counted wounds done to our heroes by their heroes, which would be a pain and a half to keep track of). Does anyone else have good ideas for DP lists? 

* by AoS 1.5, we used the rules of: base to base measuring, new arcane bolt and shield, new shooting rules, look out sir!, command points, priority changes, and the three new command abilities shown

We didn't use endless spells as we don't know enough about them. 

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I am looking forward to the new edition. Slaanesh seems to be more on top this time. I am picking up a start collecting so I can get some variety to summon.  Hopefully getting some new spells with the new sorcery book  as well.

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I heard that there was a Slaanesh finalist (top 40) in Heat 3 of the Grand Tournament. Their list was:

 

Exalted keeper
Chaos sorcerer lord
Sayl 
2x30 daemonettes
1x20 daemonettes
1x10 chaos chosen
2x5 hellstriders

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26 minutes ago, Johann said:

Has anybody seen the new points for Slaanesh and would share the changes?

 

 

I saw an incredibly blurry picture. We have one change, which is to the Keeper. I've heard that it's meant to be getting cheaper, but I couldn't tell. 

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I hope it's to become cheaper. a 10 wound greater daemon is pitiful compared to the 14-15 wounds of other great daemons in the same price range. But I'm extremely glad it's the only change. I may not have to change my list up too much.

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So from looking at the blurry pictures spoiled it seems that the keeper of secrets is down to 260 points and this is my attempt at reading the feed on depravity mechanic:

You can summon units of Slaanesh Daemons to the battlefield if you collect enough Depravity Points. Each time a friendly Slaanesh Hero inflicts a wound on an enemy model but that model is not slain by that wound you receive 1 Depravity Point. In addition, every time a wound is inflicted on a friendly Slaanesh Hero but that model is not slain by that wound you receive 1 Depravity Point.

For example, in the combat phase a Keeper of Secrets inflicts 10 damage upon a unit of 5 Stormcast Liberators. As the Liberators each have a Wounds characteristic of 2, the first wound allocated to each liberator in turn generates a Depravity Point. The second wound allocated in each Liberator in turn does not generate a Depravity Point as the model is slain, and the Slaanesplayer generates 5 Depravity Points in total.

If you have 6 or more Depravity Points at the end of your movement phase, you can summon one or more units from the list on the right unto the battlefield, and add them to y our army. Each unit you summon cost a number of Depravity Points as shown on the list and yuou can only summon a unit if you have enough Depravity Points to pay its cost.

Summoned units must be set upp wholly within 12" of a friendly Slaanesh Hero and more than 9" from any enemy units. Subtract that cost of the summoned unit from the number of Depravity Points you have immediately after it has been set up.

As for costs it was really hard to see the numbers so take them with a big grain of salt:

 

1 Keeper of secrets - 24? 34?

3 Seeker chariots of slaanesh - 24? 34?

20 Daemonettes - 18?

1 Herald of Slaanesh on Exalted Seeker Chariot - 18?

10? Daemonettes of Slaanesh - ?

1 Exalted seeker chariot of slaanesh - ?

3 Fiends of Slaanesh - ?

1 Hellflayer of slaanesh - 13?

1 Herald of Slaanesh on Seeker Chariot - 13?

1 Seeker Chariot of Slaanesh - 12?

5 Seekers of Slaanesh - 12?

? Daemonettes of Slaanesh - 6? 8?

1 Herald of Slaanesh - 6 pts

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Daemon princes and exalted chariots with heralds are considerably better with depravity points. Both have a lot of wounds for their points, and can do some decent damage before death - especially the daemon prince, who almost guarantees a few more depravity points before kicking the bucket. I reckon chucking a few of them in there may be a good idea; the exalted chariot with a herald does an average of about 6-7 damage when charging into a hero with a 4+ save. If they're a 5 wound hero, this means that you'll get 13 points on average once the charior inevitably dies, which is enough to buy another exalted seeker chariot (sans herald). The daemon prince does an average of about 4 wounds (but is very swingy), so will net you about 11 points upon death. Basically, in both cases you don't really lose much for being more daring with your heroes. 

The exalted keeper will be amazing again, doing an average of 22 damage against a 4+ save when choosing itself to pile in and attack twice. Not much will survive this, so you probably won't get all of the points, but it's a possible 17 points from a large unit like blightkings, and coupled with the 14 points from its death (if they ever kill it - difficult now there's more healing options in the game), you'll be looking at a free keeper and a herald (if you wanted it). A nice consolation prize, I'd say. 

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You make a great point about exalted herald chariots. I run 2 in my list, and all they do is go roadblock the enemy for me. if the enemy is super congested in the middle, I put my chariots outside to flank behind to hit their lines, but I might be sending them up front first into the fray. Get those 16 depravity points just for dying. I also tend to play against a decent amount of stormcast, so i should be getting depravity off of the mortal wounds. 

I run two jabberslythes in my list, which they still might be there because of how good monster hunting they do (aka bleeding to death on them) but I STILL haven't heard points for monsters of chaos. They don't seem popular on the tourney scene so I dunno if GW really worked them much. 

I'm wondering if I keep my gaunt summoner of tzeentch in the list. He's more expensive now at 180 but weirdly enough he's still overall 220 for him and a balewind. Maybe with the reduced cost of a regular keeper of secrets, I can bring spell mirror instead to just ruin squads, but +1 spell is also realllly good. 

Also with new realm spells, the keeper can actually cast something worth while! He was typically shielding himself, but since Cacophonic Choir is a trash spell in most cases, I'll have some other spells worth casting.

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Overall, this seems like a really good edition for Slaanesh. Our summoning is fantastically easy if you try for it. I was thinking about an exalted keeper using its command ability on itself vs a 16 wound 4+ save model (your standard big nasty). It does an outstanding 27 wounds when buffed with the Chaos Sorcerer Lord, which means you could have a good chunk of damage left over. If you're lucky and your opponent has stuck two 16 wound models next to one another, then you'll get 26 points, which is a free keeper and a very sad opponent. With the devotee of torment command trait, you're very likely to reach the opponent first turn (due to run and pile in), and hack away. In a more likely situation, you'll probably kill a 12 wound model and about 7.5 bog standard 2 wound troops with a 4+ saves, netting you 20 points; even if you don't take any wounds, and do nothing else with your other heroes, that's a free lot of 20 daemonettes or an exalted seeker chariot with a herald on top (an another 8 potential points). I think we're in for a good time. 

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Looking at a new list to try and take advantage of the depravity points, also maybe using the 50 points to get another command point, would appreciate any criticism

Allegiance: Slaanesh
- Host: Pretenders

Leaders
Keeper Of Secrets (280)
- General
- Trait: Invigorated by Pain 
- Artefact: Enrapturing Circlet 
- Slaanesh Allegiance Option: Allure of Slaanesh (Second Command Trait)
Herald Of Slaanesh (60)
The Masque Of Slaanesh (80)
Daemon Prince Of Slaanesh (160)
Daemon Prince Of Slaanesh (160)

Battleline
30 x Daemonettes Of Slaanesh (270)
30 x Daemonettes Of Slaanesh (270)
30 x Daemonettes Of Slaanesh (270)

Units
5 x Seekers Of Slaanesh (120)

Behemoths
Soul Grinder (280)
- Mark of Chaos: Slaanesh

Total: 1950 / 2000
Allies: 0 / 400
Wounds: 152
 

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don't forget using some realm relics depending on how we can mix and match with them. Using the +1 to hit and some realm weapons that either do mortal wounds or additional damage could make the exalted keeper absolute bonkers. 

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Ok so I’m looking to start a new army and have my heart set on Slaanesh. Going into Age of Sigmar 2.0 what advice would you guys give a new Slaanesh player? What works? What doesn’t? What’s good? What’s bad? 

Im mostly interested in a competitive view point as I’ll be using them as my tournament army. However, any general hints|tips are always welcome.

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Do you want to go mortals or daemons? 

If you want to go Daemons, I'll list out what I think are the pros and cons as I see them.

Traits

Pretenders - units of 10 or more get reroll 1's to hit, general gets 2 traits.

Seekers - if move is less than 10, add 1 to move and charge, if 10 or more, add 2 instead. Must charge if within 12"

Invaders - one general, but all three dudes get to use command abilities. Don't know how this works just yet in 2nd Edition, but it's suspected that it's one command point to use all 3. We'll see.

Keeper of Secrets

Pros - It's killy as all hell, with 6 2D attacks, and 2 D3 attacks all with rend. The sword of the keeper is one of the few instances of rend 2 in the army, also the only daemon with a command ability to help Slaanesh. Even in 2E with allowing other models to be your general, the keeper still is your best bed. Depending on how tournaments will go with Realm Rules, you may be stuck with Slaanesh artefacts, but thats not a bad thing as Slaanesh has one of the best artefacts, Breathtaker which forces an enemy unit within 3" to pile in and attack last. Meaning you could go up on a big nasty monster, and force it to be the last thing to retaliate, giving you a chance to do as much damage as possible. Reroll 1's to wound, and can cast. Slaanesh traits also work great because you can give stuff like +1 to hit if enough slaanesh daemons are near, or a further -1 to hit against it. Go pretenders and take both. Watch as you cleave through everything. 

Cons - The model is old and sucks, imo. Also, it has 10 wounds, and costs as much as a blood thirster who has 14 and flies. There is only one variant, currently, of the keeper of secrets, and it kind of brings the same thing to the table as the rest of your army, a bunch of lowish damage attacks and is fast. It can cast, but it's unique spell is unlikely to do much. Hope again for realm spells being a thing tournaments use so that the keeper has more worthwhile spells to cast. 

Conclusion: Regardless of the cons, you need it in your list. Some people take 2 because they are so killy. 

Exalted Keeper

Literally better in every way, swords do 3 damage and she has 4 attacks base with them. Also command ability has a farther distance. She can only be taken once in your army, but she isn't unique. She can be given relics and command traits. Do so and make her a monster that she already is. 

Con: 500 points as of now. thats a 1/4 of your army

Heralds

Putting them all here. The heralds on foot/Seeker are okay. They hit on 3's and can reroll saves. They are just okay, but cheap at 60 pts to activate demon abilities.

Heralds on Chariots

Faster and have more attacks, but on the charge they can do mortal wounds. In the new edition, you get points for having them die, so what better way than expensive roadblocks.  Enemy heroes have a -1 to hit them. Exalted variant gives enemies that they charged a +1 to battleshock. 

Daemonettes: Battleline. Blenders. Crab Girls. 4/4/-1/1 stateline with 2 attacks, 3 on leader. Each 6 to hit is another attack and in 20+ models, each 5/6 is an additional hit. These girls want a source of +1 to hit. I take them in squads of 30 to weather the storm of losing models, but when these girls hit, they hit hard. The nice thing is that all the other daemons have moved to 32mm bases, but daemonettes, as tiny as they are, are still on 25's. This means you can effectively rank them up to get 2 rows deep. These girls also run and charge, and with a 6" move, they do quite well for themselves. Keep a Daemon hero near them to make the enemy reroll successful hit roll's of 6's. 

Cons - None. Unless you really love Diaz Daemonettes, then still no con. Maybe no consistent way to give the girls a +1 to hit for more attack shenanigans. Any negative to hit modifers ruin these girls days.

Hellstriders: Battleline if slaanesh. Slaanesh Marauder Calv with the best support banner in the game. Take the Enrapturing Banner to give a model to model aura of -1 to hit. They are okay in combat, though I never use them for it. They make great body guards for the keeper of secrets or daemonettes to make a really frustrating combination of making opponents reroll 6's, then apply a -1 to hit. I run these guys in min squads for this reason. Banners do not stack, but thats fine, you want the flexibility to placing more of these guys around the table. I take 2 squads in my lists, but I wouldn't mind maybe adding a third in at some point. 

Cons: I find mine do poorly in combat. I suggest do not falling for the trap of large squads. While they have a chance to do better the more they are in combat, you have better tools for this job. Hellstriders need around 2 to 3 successful combats to gain enough +attack to be scary, and sigmar games do not last that long. 

Non-battleline

Seekers of Slaanesh

Calv girls who are daemonettes on seekers. Seekers move 12" but can run 2d6 and run. A good enough run can see these girls in the back field early on. No bonuses for large squads. Keep a hero near them to give them +1 to run and charge. Seeker mounts have the same profile as the daemonettes but no rend, and no generating attacks

Cons: They will outpace heroes. 

Fiends

Pros: Fast, have a -1 to hit them in combat. Can have rend 2 on their attacks but only conditionally

Cons: Old models. They are just... okay. Skip

Seeker Chariot

Non herald version. does mortal wounds for every model within 1" after it charges. Auto run's 6. Battleline if you take an exalted herald on chariot. 

Con: It's not exalted.

Exalted Chariot

Non herald. It can't auto run 6" but instead a mortal wound, does d3 mortal wounds. Much better. also 17 attacks. Make it a herald for 20. They still kinda do okay in combat.

Hellflayers

Like seeker chariots, but if they do wounds in the charge phase, you get rerolls of some sort.

I tend to skip these.

 

My list as of now, pending some point charges.

Keeper

2x herald on exalted chariot

Chaos Sorcerer Lord on Manticore (On foot one probably better for unique spell)

Gaunt Summoner (ally)

2x30 daemonettes

2x5 hellstriders

2x Jabberslythes

And I took a balewind.

This list is currently illegal in current points. The Gaunt Summoner went up 60 points, bringing my total allies to 420 and just illegal. He might come out, but with him beign such a good caster, I might lost a jabberslythe. I'll still play around with the list.

 

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14 minutes ago, Tip4Tap said:

Either. I guess whichever is more competitive in the new edition.

So I've posted my thoughts on Daemons. Mortals have some neat tricks, but they are tied to Slaves to Darkness which didn't see any buffs that would make Slaanesh decent. Chosen and knights are still rather expensive and even at the best rolls, do not perform as best as they could. 

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1 hour ago, carnith said:

Do you want to go mortals or daemons? 

If you want to go Daemons, I'll list out what I think are the pros and cons as I see them.

Traits

Pretenders - units of 10 or more get reroll 1's to hit, general gets 2 traits.

Seekers - if move is less than 10, add 1 to move and charge, if 10 or more, add 2 instead. Must charge if within 12"

Invaders - one general, but all three dudes get to use command abilities. Don't know how this works just yet in 2nd Edition, but it's suspected that it's one command point to use all 3. We'll see.

Keeper of Secrets

Pros - It's killy as all hell, with 6 2D attacks, and 2 D3 attacks all with rend. The sword of the keeper is one of the few instances of rend 2 in the army, also the only daemon with a command ability to help Slaanesh. Even in 2E with allowing other models to be your general, the keeper still is your best bed. Depending on how tournaments will go with Realm Rules, you may be stuck with Slaanesh artefacts, but thats not a bad thing as Slaanesh has one of the best artefacts, Breathtaker which forces an enemy unit within 3" to pile in and attack last. Meaning you could go up on a big nasty monster, and force it to be the last thing to retaliate, giving you a chance to do as much damage as possible. Reroll 1's to wound, and can cast. Slaanesh traits also work great because you can give stuff like +1 to hit if enough slaanesh daemons are near, or a further -1 to hit against it. Go pretenders and take both. Watch as you cleave through everything. 

Cons - The model is old and sucks, imo. Also, it has 10 wounds, and costs as much as a blood thirster who has 14 and flies. There is only one variant, currently, of the keeper of secrets, and it kind of brings the same thing to the table as the rest of your army, a bunch of lowish damage attacks and is fast. It can cast, but it's unique spell is unlikely to do much. Hope again for realm spells being a thing tournaments use so that the keeper has more worthwhile spells to cast. 

Conclusion: Regardless of the cons, you need it in your list. Some people take 2 because they are so killy. 

Exalted Keeper

Literally better in every way, swords do 3 damage and she has 4 attacks base with them. Also command ability has a farther distance. She can only be taken once in your army, but she isn't unique. She can be given relics and command traits. Do so and make her a monster that she already is. 

Con: 500 points as of now. thats a 1/4 of your army

Heralds

Putting them all here. The heralds on foot/Seeker are okay. They hit on 3's and can reroll saves. They are just okay, but cheap at 60 pts to activate demon abilities.

Heralds on Chariots

Faster and have more attacks, but on the charge they can do mortal wounds. In the new edition, you get points for having them die, so what better way than expensive roadblocks.  Enemy heroes have a -1 to hit them. Exalted variant gives enemies that they charged a +1 to battleshock. 

Daemonettes: Battleline. Blenders. Crab Girls. 4/4/-1/1 stateline with 2 attacks, 3 on leader. Each 6 to hit is another attack and in 20+ models, each 5/6 is an additional hit. These girls want a source of +1 to hit. I take them in squads of 30 to weather the storm of losing models, but when these girls hit, they hit hard. The nice thing is that all the other daemons have moved to 32mm bases, but daemonettes, as tiny as they are, are still on 25's. This means you can effectively rank them up to get 2 rows deep. These girls also run and charge, and with a 6" move, they do quite well for themselves. Keep a Daemon hero near them to make the enemy reroll successful hit roll's of 6's. 

Cons - None. Unless you really love Diaz Daemonettes, then still no con. Maybe no consistent way to give the girls a +1 to hit for more attack shenanigans. Any negative to hit modifers ruin these girls days.

Hellstriders: Battleline if slaanesh. Slaanesh Marauder Calv with the best support banner in the game. Take the Enrapturing Banner to give a model to model aura of -1 to hit. They are okay in combat, though I never use them for it. They make great body guards for the keeper of secrets or daemonettes to make a really frustrating combination of making opponents reroll 6's, then apply a -1 to hit. I run these guys in min squads for this reason. Banners do not stack, but thats fine, you want the flexibility to placing more of these guys around the table. I take 2 squads in my lists, but I wouldn't mind maybe adding a third in at some point. 

Cons: I find mine do poorly in combat. I suggest do not falling for the trap of large squads. While they have a chance to do better the more they are in combat, you have better tools for this job. Hellstriders need around 2 to 3 successful combats to gain enough +attack to be scary, and sigmar games do not last that long. 

Non-battleline

Seekers of Slaanesh

Calv girls who are daemonettes on seekers. Seekers move 12" but can run 2d6 and run. A good enough run can see these girls in the back field early on. No bonuses for large squads. Keep a hero near them to give them +1 to run and charge. Seeker mounts have the same profile as the daemonettes but no rend, and no generating attacks

Cons: They will outpace heroes. 

Fiends

Pros: Fast, have a -1 to hit them in combat. Can have rend 2 on their attacks but only conditionally

Cons: Old models. They are just... okay. Skip

Seeker Chariot

Non herald version. does mortal wounds for every model within 1" after it charges. Auto run's 6. Battleline if you take an exalted herald on chariot. 

Con: It's not exalted.

Exalted Chariot

Non herald. It can't auto run 6" but instead a mortal wound, does d3 mortal wounds. Much better. also 17 attacks. Make it a herald for 20. They still kinda do okay in combat.

Hellflayers

Like seeker chariots, but if they do wounds in the charge phase, you get rerolls of some sort.

I tend to skip these.

 

My list as of now, pending some point charges.

Keeper

2x herald on exalted chariot

Chaos Sorcerer Lord on Manticore (On foot one probably better for unique spell)

Gaunt Summoner (ally)

2x30 daemonettes

2x5 hellstriders

2x Jabberslythes

And I took a balewind.

This list is currently illegal in current points. The Gaunt Summoner went up 60 points, bringing my total allies to 420 and just illegal. He might come out, but with him beign such a good caster, I might lost a jabberslythe. I'll still play around with the list.

 

Daemon princes are pretty good in Slaanesh with the attack first thingy

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