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Magnus The Blue

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Posts posted by Magnus The Blue

  1. The beauty of GSG at the moment is that almost every unit in the book is decent, so you can lean into whichever units you fancy.  The only real trick is to make sure you get a good balance between buff units and ones that do work.  We have a lot of great buff pieces so it's important to have some but too many and you'll be thin on the ground for things to actually buff.

    With this in mind you can any of the three box sets are a good start depending on if you want to start with Squigs, Trogg's or mixed approach.  

    • Thanks 1
  2. Yup, had quite a bit of success with Quakefray.  The trick is to use a mix of units and not ignore the little guys completely.

    1-2 Cygors is great, the mortals are obviously great in this general's handbook, the main problem with them is they aren't great at ambushing which is our main strength.

    Similarly 1-2 Ghorgons is good, they do good damage but need support to be reliable (hero for re-rolls to charge and/or All out attack) so many more and they become a liability.

    2-3 Chaos Gargant, just great.  Both a support piece and do some serious damage in their own right. Near a hero they are tossing out 10 attack including 2 rend 4, damage 4 headbutts (from turn 2).  Such good value for 150 points.

    1-2 Cockatrice.  Fragile but with a game winning de-buff.

    0-1 Shaggoths.  Wish there were better but 275 points is just nuts.  10 wounds and 4+ means they are hard to protect and fragile.  A utility piece but in an army of better utility pieces.

    Then you need some bodies and heros to fill in the gaps.  I like 2 Great Shamans (maximise off-board bloodrituals) and 1 Tzaangor shaman (cheap mobile general).  1 Doombull is also nice to get the Cygor and Ghorgons charging out of turn.

    Ungor and Hounds are the obvious choice to grab objectives and screen.  Both great value.

    If you have left over points Enlightened on foot are a tasty unit for 90 points and combined with roaring monsters you can really shut down commands. 

    • Like 1
    • Thanks 1
  3. 11 hours ago, Blairtiny said:

    What’s the thoughts on the new mawpit 

    looks like it could be a good option in some builds. Good to force you opponent into you or right away. 
     

    Looks like a great alternative if your playing almost 100% Gutbusters.  

    Loving the Gorger Pack though, add a whole new dimension to the army in one unit, ambush and command denial are going to give opponents a lot to think about.

    • Like 1
  4. 8 minutes ago, Ganigumo said:

    Its not really that much of a specialized unit. sure the abilities only affect monsters, but the base scroll has pretty good output for kruleboyz (handily beating gutrippaz).
    If these guys were battleline I'd probably always take them over 10 gutrippaz The durability difference starts getting way more noticeable once you reinforce the gutrippaz so 20 rippaz would be doing a different job.

    Even when not faced against monsters this unit doesn't feel dead like the killbow or murknob, but against monsters this unit can be a big deal. the 3+ fight last means your opponent needs to be very careful about charging in with monsters.

    Agree with all of this.

    Their damage output is actually very impressive, averaging nearly 13 wounds a round against a 4+ save if they are in range of a Sloggoth and Raker.  Point for point better than any other unit we have.

  5. 48 minutes ago, Sabush said:

    Rules for the new Monsta-Killaz are up.
    https://www.warhammer-community.com/wp-content/uploads/2023/10/3AvUmpR7caClqXZF.pdf

    What do people think?

    In my opinion they sound pretty good against monsters, but that's about it
    Many attacks per model and 2 inch range which is good for venom I guess.
    If they were battleline I might've used them, but now I feel like I won't ever use them.

    They are better Gutrippas with some anti-monster tec. If there were battle-line they would completely replace Gutrippas in most lists. The problem is unless your playing bolt boys spam, you've already got at least 2 units of Gutrippas to fill in mandatory battleline and don't really need more units that fulfil the same role.  1 unit mainly as anti-monster tech is definitely viable though, no rampage and strike last is a powerful combo, use it to babysit your Sludge Raker and not many monsters will want to go there.  Especially funny with Treelords as you turn off their strike last rampage then hit them with strike last.

  6. Currenly writting endless Gits list but always struggle with the general, mainly because we have such great command traits, so I keep fluxuating between:

    Loonskin Troggboss: obviously great value and I'm always going to have a Troggboss anyway as a reliable hero with Glowy howzits.

    Supa-nasty Venom Skuttleboss: insane damage potential and singly handidly opens up Venomous Assault as a battle tactic option (completes it over 80% of the time when under the Moon).

    Clammy Hand backfield caster: probably going with King's Gitz so loads of value but can be hard to keep alive against some armies.

     

    So what are people's experiences/advice with Generals, especially in mixed Gitz armies?

  7. 11 hours ago, Lord Krungharr said:

    Is an all monster Quakefray army viable?  Seems like a good alternative to Sons of Behemat, and frankly more deadly all around.  Seems like people love Bullgors though for tons of MW.  But....MONSTERS!

    I think 100% monsters isn't great but lots of monsters is very much viable.  Issuing commands is an issue as we only have one monster hero (Shaggoth) that is both expensive and fragile.  Also most of our monsters are quite slow, which forces you into a Slakefray build (again fragile heros becomes an issue).  Finally, Chaos Gargants are probably our best monsters and really need a lot of heros around to get the most out of them.

    Pop in some non-monster heros and a few units of ungor/raiders and things get much better.  I like to pop in about a dozen enlightened on foot and a cockatrice or two, but they are not essential.

     

    • Thanks 1
  8. Had a great 1k game last night against Slyveneth with my mixed king's Gits army (Troggboss, 3 Rockgut, 20 Shootas, 5 Bounders, Skitterstrand and Gobbapoluza).

    Loved the amount of mobility between the Skitterstrand, Hand of Mork (on Gobbapoluza) and returning units with Loonshrine.

    Gobbapoluza were absolute legends, handing out buffs, taking damage on the chin and even dealing some chip damage in combat.

    Went with a hard as nails Trogg boss: Alpha Trogg and Glowy Howzits.  At 1k he felt invincible and did decent damage every turn.  Obviously will be a bit of a different story at 2k were people have the tools to slap him down.

    The Bounders were interesting, charged in first turn, killed one Kurnoth Hunter (bows) then got wiped out by the attacks back.  But the returned 3 model unit did serious work for the rest of the day, staying to the edges and laying down consistent damage every turn.

     

    Good fun game and I can't wait to get my Gitz up to 2k

     

    • Like 2
  9. 1 hour ago, pixieproxy said:

    Right! So I recently started a Hedonites army and I want to know where to go from here:

    1 Keeper
    5 Slickblade Seekers
    11 Blisbarb Archers
    20 Demonettes
    5 Seekers
    5 Hellstriders
    1 Lord of Pain
    1 Infernal Enrapturess
    1 Shardspeaker
     

    (And 3 Slaangor but... yeah)

    Now I know probably should be looking at more Archers and Mortal Seekers, the LGS near me also has a cheap Dexcessa/Synessa kit. Thoughts?

    Nothing wrong with Slaangor now a days.  Attack twice is very powerful and they can be a nice cheap hammer.

    What to add.  Blissbarb Seekers are the most obvious.  Contorted Epitome is great in the new ghb.  Twinsouls, as mentioned about, are also rock solid.

     

     

  10. 2 minutes ago, Gitzdee said:

    Could be fun still with Gargants or an ambushing Skitterstrand i guess.

    SoB will absolutely love the Regiment bit it's meh in Gitz annoyingly.  Skitterstrand should rarely be in one place long enough to benefit from run and change.  

  11. On 7/9/2023 at 6:33 AM, Gitzdee said:

    Wanted to try and build a fun allround list. Want tot try and use a Troggboss + monster command + Pet Gribbly with the Rabble Rowza.

    Edit: nvm, misread the ability. Seems like its almost useless.

    Yeah, annoyingly it's only really good in the Regiment of Renown.

  12. 16 minutes ago, Jazzbeaux said:

    I need to play more games.  I haven't even tried them yet...

    So good as a ranged threat and cheap battleline, both of which we otherwise lack.  With them going up and Plague bearers going down they are really just there for the ranged threat now.  Still useful but not such a bargain.

    • Like 1
  13. 5 minutes ago, Gitzdee said:

    Some rough points changes. 

    Cohenrency rules could be good for 6x trogg units. Wide fellwater screens with support maybe.

    I'm thinking a line of Rockguts with a line of Fellwater just behind.  Very hard to charge into without being gutted.

  14. 6 hours ago, Gitzdee said:

    Found this list that placed first. Seems like a real fun list including Grinkraks Looncourt and a Sloggoth.

    From the events I've seen this is currently the standard competitive Gitz loadout with some minor variation in heroes and battleline.

    Grimkrak and Sloggoth are both standard and great value buff pieces. I'd be surprised in Grimkrak at least doesn't go up a few points.   The only major weakness of the list is your relying on two units (the Squigs) to do all the heavy lifting.  They are great and will be buffed to the nines but some armies will be able to screen and counter charge/shoot/magic them to oblivion.

  15. Has anyone tried a Scuttleboss.  Looks really solid on paper.  Venom on all attacks means that under the light and with Really Nasty venom you get 8 attack that cause 4 mortals on 5+s.  10ish mortals from a 130 point units seems great (but does have to be your general).

  16. Had a game Vs a mortal Khorne list last night with my All Herd:

     - Army Faction: Beasts of Chaos
         - Subfaction: Allherd
         - Grand Strategy: Take What’s Theirs
         - Triumph: Bloodthirsty
    LEADERS
    Beasts of Chaos Tzaangor Shaman (115)**
         - General
         - Command Traits: Slakefray Reveller
         - Artefacts of Power: Bleating Gnarlstaff
         - Spells: Tendrils of Atrophy
    Great Bray-Shaman (95)**
         - Artefacts of Power: Brayblast Trumpet
         - Spells: Vicious Stranglethorns
         - Aspects of the Champion:  Fuelled by Ghurish Rage
    Great Bray-Shaman (95)**
         - Spells: Wild Rampage
    BATTLELINE
    Gors (330)*
         - Foe-render
         - Paired Hacking Blades
         - 3 x Banner Bearer
         - 3 x Brayhorn Blower
    Ungors (160)**
         - Halfhorn
         - Pitted Blade
         - 2 x Brayhorn Blower
         - 2 x Banner Bearer
    Ungor Raiders (115)***
    BEHEMOTH
    Chaos Gargant (145)
    Chaos Gargant (145)
    OTHER
    Cockatrice (105)
    Cockatrice (105)
    Beasts of Chaos Tzaangor Enlightened (180)*
    Beasts of Chaos Tzaangor Enlightened (90)*
    Beasts of Chaos Tzaangor Enlightened (90)*
    Ungor Raiders (115)***
    Ungor Raiders (115)***
    TERRAIN
    1 x Herdstone (0)
    CORE BATTALIONS
    *Galletian Veterans
    **Warlord
    ***Galletian Sharpshooters
    TOTAL POINTS: 2000/2000
    Created with Warhammer Age of Sigmar: The App

     

    I don't have his full list but is was basically 2*20 Blood Warriors, 1*30 Blood Reavers, Garreks Reavers, 2 Slaughter priests, Ritualist, korgus Khul, and an Unfettered Thirstier (General, priest, Strikes first).

    Mission was Jaws of Gallet.

    For deployment, I popped most units on Ambush and once it became clear how he was spreading his forces did a denied flank with 6 Enlightened, the Tzaangor shaman, both chimera and a Chaos Gargant behind the Ungor screen.  All deployed aggressively opposite the Thirstier and 20 Blood Warriors to make choice of turn a hard choice for my opponent.

    He gave me first turn, so went for an easy Desacrate so I could focus myself on pulling apart those blood warriors.  I dragged the Thirstier away with Blood Taunt.  The Ungor went to block up the centre of the table. I used the raiders to get rid of Garreks Reavers and strip off a few Blood Reavers, deployed the 3 man enlightened to grab two distant objectives then dropped in the 30 Gor ready to attack. 30 Gor, Gargant, 6 enlightened and both Cockatrices charged into those 20 Blood Warriors. Long story short, despite some lack luster rolls they died but took out one Cockatrice with Murder rolls.  This left him with only 2/5 objectives, 4-0

    He went for a battletomb tactic (cause 8 wounds with one of his units to my Ungor), buffed everything up and charged in with the 20 Blood warrors, 30 Reavers and Thirster.  I can understand the logic of charging in before I get my rend on, but this ended up being a mistake.  The Thirster got Cockatriced and unsurprisingly wiffed.  Then he had to go with the Blood Warriors into the Ungor to stop them retreating away, which meant my Enlightened (with all out attack) could slaughter his Blood Reavers before they struck (something like 22 damage, not bad for a 180 point unit!), but they did finish off the other Cockatrice with Murder rolls.  The Gargant, Cockactrice and Gor killed the Thirster with attacks left over. I kept the same objectives 4-5

    He won priority and had to go for the double turn, but this allowed me to burn his most secure objective.  The Blood Warrirors marched on and Gutted by enlightened (5 dead) and Khurl moved up the field to support. He scored an easy desecrate but could only get 2/4 objectives. 8-5

    My turn two and a nice rend turn at last.  I went eye for an eye.  He fought against with the Bloodwarrors in my hero phase, finishing off the enlightened and murdering my Tzangor Shaman General. In came the last of my reserves (2nd Gargant, Shaman, 10 shield Gors from the Horn and the remaining 20 Raiders). The Gargannt attempted to charge the Blood Warriors but failed and with my general dead, no one was in range to command point it :(.  The units of 3 enlightened moved across but both failed (long) charges).  10 Shield Gors bounced of the Blood Secrator who promptly killed them all. But the Ungor had better luck, killing a slaughter priest in his backfield.  The 30 charging AoA Gors and one Gargant killed 12 Bloodwarrors who then turned round and (with some help from Khurl) wiped them out. 8-9

    He won priority and chose took the turn, so I removed the objective with the Blood Warriors against the Gargant. He'd wracked up some serious blood tithe at this, so dropped 20 Bloodletters in the middle of the board! Thankfully the letters failed their charge and Mystic shield and all out defence meant the Blood warriors failed to kill the Gargant, who killed 2 more in response. He maintained 2 objectives and completed eye for an eye 12-9.

    My turn three effectively ended the game as I whittle the Blood Warriors down again (3 left), a combined charge from 2*3 Enlighted and a hot rolling Gargant wiped out the Blood Letters and the Raiders finished off the remaining priests. Left with 2 heros and 3 Blood Warrirors, I could easily outscore in the last two rounds especially with full -2 rend up and running, so we shock-on it.

    Good fun game and the Gargants and Enlightened in particular really impressed, both doing great damage and handing out important de-buffs.  Allherd was solid, but not amazing, probably brought back 15-20 models across the game, but only that many because I build the list quite heavily around it.

  17. 14 hours ago, Turbocow said:

    Moo everyone! I am finally getting into AoS and Beastmen in particular! 

    I'm trying to create a more ranged-looking list, with some staying power through heals from Cygors and TzShaman, as well as objective denial with Quakefray Cygor's abilities (and Bleating Gnarlstaff). It is all still preliminary, so I do not bother with putting in batallions and etc right now, and the list still has 135 points that I can spend, with potential candidates being a unit of Ungor Raiders, a Cockatrice, or Chaos Warounds. 

    Beasts of Chaos
    Subfaction: Quakefray
     
    LEADERS
    Beastlord (145)
    Beasts of Chaos Tzaangor Shaman (115)
    Great Bray-Shaman (95)
     
    BATTLELINE
    Cygor (210)
    Cygor (210)
    Gors (220)
     - Hacking blade and beastshield
    Ungors (80)
     - Gnarled Shortspear
     
    OTHER
    Beasts of Chaos Tzaangors (340)
    Beasts of Chaos Tzaangor Skyfires (210)
    Beasts of Chaos Tzaangor Skyfires (210)
     
    ENDLESS SPELLS & INVOCATIONS
    Doomblast Dirgehorn (30)

    1865/2000 

    ---

    Apart from my list, I am also glad to see that Gavespawn lists are doing well, I love the Gibbering Congregation! But overall, from what I can see from battle reports and tournament results, our new book is probably not performing the best right now? 

    Hey.

    I like the concept but suspect it's going to be a struggle with that many Skyfires.  They are cool but just not worth 70 points a model, especially in the current GHB where foot heros can hide next to a battleline unit and the Skyfires can't be sharp-shooters.  3 might be useful as a distraction but I think you'll have much more joy with 20 Ungor raiders (2*10 is usually best) replacing the other 3 Skyfires.

    I'm also not a fan of the Beastlord.  Love the idea behind him but so many armies are just using buff heros that will hide behind the battlelines, so you can't get near them to trigger his buff. Personally I'd swap for another shaman  (Great or Tzaangor), this would give you the extra points to get a Chaos Gargant which will really help your damage output in Melee in a way that is much less opponent dependant that the Beastlord.  Chaos Gargant + 20 Tzaangor (ideally Gal. Vets) with wreck most units in combat, nothing like 100+ rend 2 attacks to ruin your day.

    • Like 1
  18. 20 minutes ago, Dolomedes said:
    Army Faction: Beasts of Chaos
    - Army Subfaction: Gavespawn
    - Grand Strategy: Protect the Herdstone
    - Triumphs: Bloodthirsty
     
    LEADER
     
    1 x Beasts of Chaos Tzaangor Shaman (115)**
    - Artefacts: Bleating Gnarlstaff
    - Spells: Tendrils of Atrophy
     
    1 x Great Bray-Shaman (95)**
    - General
    - Command Traits: Slakefray Reveller
    - Artefacts: Brayblast Trumpet
    - Spells: Wild Rampage
     
    1 x Great Bray-Shaman (95)**
    - Spells: Vicious Stranglethorns
    - Aspects of the Champion: Tunnel Master
     
    BATTLELINE
     
    3 x Morghurite Chaos Spawn (Gibbering Congregation) (230)
     
    3 x Morghurite Chaos Spawn (Gibbering Congregation) (230)
     
    20 x Gors (220)*
    - Foe-render
    - 2 x Banner Bearer
    - 2 x Brayhorn Blower
    - Paired Hacking Blades
     
    5 x Centigors (170)*
    - Brayhorn Blower
    - Banner Bearer
    - Gorehoof
     
    3 x Morghurite Chaos Spawn (Gibbering Congregation) (230)**
     
    BEHEMOTH
     
    1 x Chaos Gargant (145)
     
    1 x Cygor (210)
     
    ENDLESS SPELL
     
    1 x Wildfire Taurus (70)
     
    TERRAIN
     
    1 x Herdstone (0)
     
    OTHER
     
    6 x Beasts of Chaos Tzaangor Enlightened (180)*
    - Aviarch
     
    CORE BATTALIONS:
     
    *Galletian Veterans
     
    **Warlord

    Similar to yours - plan was to swamp objectives with MSU ******, and use the Enlightened, Gors, Cygor and Giant to deal damage where I needed it. Anything super scary I'd try to chaff up with Spawn and make it useless for the game.
     
    I discovered in my first game that 9 Morghurite spawn do a frankly insane amount of damage when you group them up, so they became another hammer. My first match up was vs Nurgle flies - by turn 3 the spawn had killed 2 units of Blightlords and the Blightlord general. In my 2nd match up, the spawn killed a whole squig herd, even after it regenerated twice. Groups of 4 or 5 seem to be the sweet spot. Against elite units, you force them to split attacks, and they can only ever get 2 or 3 damage onto each spawn at most. They're not too shabby in melee either, if you run them as a pack. A pack of 4 will do 32 attacks at 3s and 3s, rend -1, which after shooting usually cleans something out. In Slakefray they move 13", which means turn 1 you have a 21" threat range for shooting. Spawn don't really have many weaknesses, other than a massive hero monster of some sort.

    Interesting, I just worry that any sort of area of effect damage or consistent shoot will decimate them in no time.  Definitely sounds fun though!

     

  19. 14 minutes ago, Dolomedes said:

    Not a bad list. I ran something similar over the weekend at a 2 day tournament, but I had 9 Morghurite spawn in as well.
     

    Can you share your list? curious what you could fit in after nearly 700 points of spawn!

  20. On 4/21/2023 at 4:34 PM, The Red King said:

    I personally don't care for the cygor or ungor raiders but they can easily have a place if you like them or your meta is good for them. I fully agree on enlightened being a great pick and have considered double giants myself.

    Worth noting that one unit of raiders can be battleline since you have one unit of gors. No reason not to just to protect your GC's more.

    If you're not going to use bullgor or the slitherhelm combo then I don't see much reason to include a doombull, his output for points is always going to be better spent on say 6 more enlightened.

    When using a bunch of enlightened you can contemplate things that help them that might not usually see use. A beastlord aura, skullfray general trait, grashrak's warscroll spell, just things to think about.

    Considering all your brayherd are min size units you might be better served with gavespawn but if you took everything I said I think you'd have a different list entirely so just pick and choose what thoughts sound good to you and I'm glad to hear you've been having a good time with the new book!

    I'm mainly just loving the Cygor are viable now.  Not convinced they are top tier but give a lot of utility for 210 points: solid shooting, good combat, monstruous rampage and chip damage on casters (which works really well with Bleating Gnarlstaff and ritual of D6 mortals to finish them off).

    Ungor raiders I feel are almost mandatory (in competitive play) to let you peel away screens, create ambush openings and generally being a pain. Their damage output isn't massive but the flexibility is second to none.  

    The Doombull is mainly their to provide a less fragile general, but also provides the option to counter charge with the Cygor, which is no Joke in combat. We have a real lack of survivable heroes especially with the Shaggoth being over costed.  Lots of competitive lists toss out mortal wounds that can get around GV protection, so 6W generals are lots going to survive on the top tables.

    I have mixed feelings about Gavespawn.  The Spawn are cool, the aura is great, but so fragile with only 1" range means they are easy to pick off with shooting or weapons with over 1" range. Considering your giving up the other sub-factions in addition to the point costs make them unappealing to me unless your really going to build your list around them. Probably more of a grindy list, which I feel like we don't do particularly well with our lack of good armour saves or ward saves.

  21. Here's the list I'm pondering:

     - Army Faction: Beasts of Chaos
         - Subfaction: Allherd
         - Grand Strategy: Take What’s Theirs
         - Triumph: Indomitable
    LEADERS
    Beasts of Chaos Tzaangor Shaman (115)**
         - Artefacts of Power: Bleating Gnarlstaff
         - Spells: Tendrils of Atrophy
    Great Bray-Shaman (95)**
         - Spells: Vicious Stranglethorns
    Great Bray-Shaman (95)**
         - Spells: Viletide
    Doombull (180)***
         - General
         - Command Traits: Slakefray Reveller
         - Artefacts of Power: Brayblast Trumpet
         - Aspects of the Champion:  Fuelled by Ghurish Rage
    BATTLELINE
    Gors (110)*
         - Brayhorn Blower
         - Banner Bearer
         - Paired Hacking Blades
    Ungors (80)*
         - Brayhorn Blower
         - Banner Bearer
         - Halfhorn
         - Pitted Blade
    Gors (110)*
         - Banner Bearer
         - Brayhorn Blower
         - Foe-render
         - Paired Hacking Blades
    BEHEMOTH
    Chaos Gargant (145)***
    Cygor (210)***
    Chaos Gargant (145)***
    OTHER
    Cockatrice (105)
    Ungor Raiders (115)
    Ungor Raiders (115)
    Beasts of Chaos Tzaangor Enlightened (180)*
    Beasts of Chaos Tzaangor Enlightened (90)**
    Beasts of Chaos Tzaangor Enlightened (90)**
    CORE BATTALIONS
    *Galletian Veterans
    **Warlord
    ***Linebreaker
    TOTAL POINTS: 1980/2000
    Created with Warhammer Age of Sigmar: The App

     

    Big focus on Slakefay, with lots of units that love that extra movement and are happy starting on the board: Gargant, Enlightened, Cockarice and Cygor.  They then most of the Brayherd stuff on ambush for tricks and shenanigans.

    If I wanted to go full.OTT, I could drop one Gargant and the Cockarice for another 9 enlightened but feels like overkill.

    Planning on converting gargants as giant chaos spawn as I hate the model.

  22. Hey all.  I'm also really loving the new book.  

    Had a game on Wednesday against the new Khorne book, which is strong but definitely beatable. I lost but mostly due to misplays and no knowing the Khorne tricks.  

    Did make me thin about adding a Chaos Gargant (Skullcrushers with 2+ basic save is hard going) and I was wondering if they are working as well for people on the table as they look on paper.  8 move (and no bonus to ambush charge) seems like the biggest weekness, so I'm thinking of just deploying it with Slakefray general who can also stay close to whip them into a frenzy. 

    With this in mind I'm wondering how people are finding the balance between deploying and ambushing units?  While obviously dependent on missing and opponent, so units are obviously better suited to one or the other.  In my last game I outdropped and went 100% ambush, but this felt like a mistake as I couldn't get any buffs up and ended up with congested flanks (Khorne's end of hero phase move didn't help, as it stopped me making a hole to get behind them).  

     

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