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Charleston

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Everything posted by Charleston

  1. Had a quite tense game against Soulblight today which we both used to test our tournament lists. First and foremost: I had the joy to play with a really awesome fella and enjoyed the game and the relaxed atmosphere during the whole time! It was a close game we used to discuss many possible turns and tactics and therefore rather "open". He played 2x20 Graveguards, 30 Skeletton Warriors, Manfred, Vyrkos Wolf Lady, VL, Necromancer, 5 Blood Knights. I played the list posted before. We went with the Vierce (?), a mission in which the objectives moved from the corners to the middle. I managed to win 27 to 23 after 5 turns but the game felt really close. As I have no pictured and a rep without them is always exhausting, here is a brief recap: I had less drops, let him go first. He mostly buffed up his units but remained quite stationary, using only minor repositioning. I used the chance to push out and had end of turn 2 many units spread wide so he could not summon his 2x20 graveguards. This gave me quite an advantage together with the battletactics that provide additional VP when scored by monsters which in the end led to the victory. His Grave Guard was devastating: Neither Warrior nor Knights can survive anything with that many -1 rend D2 attacks. The 25mm base is a huge advantage that should not be frowned upon as I had to learn the hard way. The Khorne DP Command Ability ruined many charges and left his units in vulnerable spots, mostly far enough away from objectives which secured me the objective when needed in the last turn. Toughts about units and lists: Despoilers are squirrel: Ward 5 on a Warlord is nuts. Healing Monsters on 4+ is nuts. 18" command Aura is nuts. Warlord Ability to heal on a 3+ is nuts, artifact for full rerolls on a target is nuts, artifact for fight first after charge is nuts. Blocking LOS is at least on paper nuts. Demon Princes on Tzeentch are great along Belakor and are great warlords. The CA works well with Belakors 2 casts. Having the ability to buff your Warlord to 2+/5++ with save rerolls and ignoring spells is just what you need, especially with the ability to use Look-Out-Sir. Not being a monster is nice here, too, as your opponent won't chase for the "Slay the Warlord" that much. DP of Khorne with their CA are pinnacle of control abilities. StD plays damn good the control train, but that CA is bonkers. 18" reach is just a nightmare for each opponent once you plant that sweet red gory 60mm base somewhere close the middle of the board. While I see why people want to play Belakor as Warlord for the 5++, I see much more potential to make the mentioned DP of Tzeentch the Warlord. I used him as Belakors Supporter and was able to get massive heal, cast bonuses as well as a 18" save-reroll-aura that is worth more than ever for my Tzeentch units. Using pitch black to shut down shooting is still a thing that depends on the board and therefore is not reliable at all. I still have to get some games in to check if this works at all or is just neat on paper. Heal. Heal is just sick. Belakor dropped down to 4-5 wounds in that game twice and I got him up to full health within mere moments. Biggest player is the Emerald Lifeswarm. For 60pts you get 2D3 burst heal the turn you summon it. And trust me, so far no one bothered dispelling this thing as people always weight their own buff and damage spells far more important than dispelling a little endless spell that doesn't seem harmful anyway. And if they take it serious they still have to sacrifice a cast attempt to dispel it. Beeing able to command it as we desire with the new rules makes it really worth playing. The Radiance of Dark Glory and Despoilers heal work also very good. I see potential for an allied Slaughterpriest to use the generic heal prayer as well. Sorcerer Lord on Manticore is something I see to get a bit of discussion in the future: It has access to one of our 3 anti-horde spells and I assume one of the best ones that is attached to the best platform (Gaunt Summoners are too fragile and the generic spell is great for the immobilizing effect) and a free mystic shield which are nice upsides. The mount and Staff do also reasonable damage. The damage output is meanwhile smaller than from the Lord on Manticore with Lance and Sword which became the cheaper option with recent GHB changes. This is why I am considering giving the Lord a chance over the Sorcerer Lord in future lists. Both options are reasonably pointed and fullfill roles that are different enough to see both be played again. Belakor may be quite a bit overrated. Now I said it. The shutdown is awesome, the 2 Casts/Spells are also great but for this list he also has to do damage and during the last 2 game he really failed at it. I mean, 6-8 attacks at rend -2 D2 is not bad, but damn I wish I could just up him with the flaming blade spell. He is also useless against all forms of "Reduce Damage by 1" sheningans which I expect that we will see more often with Seraphon, Daughters Invocation and so on. Still he works more than fine against many targets, is a great distraction carnifex and a nice control and magic model. But while he is an autoinclude in many competetive lists I see, I am sure he won't see that much play in 3-4 months. Knights are nothing to write home about. With the new generic CA's the Enscrolled Weapons lost impact, Lances were always a huge issue to land a good charge with, and their durability is also rather okaish. It might be that I am biased as I had to compare them against Blood Knights during the game. Warriors...well, I shouldn't judge. I used 10 to teleport them on an Objective so I can score 1-2 additional VP. No wonder they got obliterated by Blood Knights, Grave Guards and a VL while they had no buffs on them. So they did a good job but were only sacrificial pawns. Cruel are the ways of the Dark Gods I guess Soul Grinders feel somehow bad. Without All-Out-Attack they don't perform at all due to 4+ to hit. They are also not as durable as they shine on the first glance. I am afraid mine won't be used much in the future until I find a good way of using them. Another DP it is instead, or a Slaughterpriest ally with Heal and a Mindcat. Or maybe I give that sweet Varanguard a try. StD are a great control army. Whispering Madness, Fight Order Sheningans, Denying stuff with Khorne DP and Belakor. It can be really frustrating for the opponent and simply shut down plays they need to win the game. With rerolls and mechanics I see them as the clear winners of AoS 3.0 transition. Throwing all of your monsters in a huge pile at your opponents sounds stupid, but it somehow worked our very well for me. You do not have to be afraid of 20 buffed grave guard when you can fight with 2 DP's, a Manticore and Belakor before they get their first activation.
  2. I'd love to see this happen, but I am rather not hoping for much considering we know this battletome cover art for a while now. Meanwhile, we still have one open Chaos Book for October
  3. I suggest you reread page 67 of the Battletome. In both cases: No. You simply do not have access to the Keywords required. Aura of Chaos is only provided to Units with the Slaves to Darkness Keyword, which units from the Khorne book do not have. Also, only Slaves to Darkness units can gain the Despoilers Keyword needed for the Despoilers Monster healing ability. Also, iirc the ally rules prevent allied forced to use the alligience ability of their host anyway.
  4. Welcome at Mawtribe Corner @Enokisawesome! Sounds like a solid base for a Mawtribe/BCR Army! As for the SC!-Boxes: Stonehorns(SH) are the prefered Meele Mayham choice due to their awesome profile and durability. A Frostlord on top is the optional choice for a sturdy brawler that can be used also solo. The Husskard on SH has less output and can survive less damage due to the 4+ save, but is still a nice pick due to the lower price point and his Command Ability that can turn mournfangs on charge in to a really devastating force. Thundertusks are more fragile as they lack the 5+ ward. Instead they bring some neat utility, keep the awesome charge bonus, are cheap and can deal some mortal wounds on range. The Husskard is here the best option, simply due to the awesomeness of beeing a priest. Also I was told once that the Frostlord on TT is getting more and more played. I for my own only own a single TT which is assembled as a beastrider (so battleline) and it never really shined outside beeing a neat way of grabbing objectives. But my guts tell me that this changes when you have 2-3 of them, especially when one is a husskard. As for mournfangs: In 2.0 we had access to the awesome Eurlbad Battalion which made the small weapons and fists the superior choice due to more MW triggers. But this is over now. Right now with all the new gimmicks of 3.0 I really prefer gargant hackers because we can up them to 3+/3+ easily, and they bring Rend and 3 Damage. Edit: From my last experience it is also great to have the Arcane Tome Artifact to bring a Wizzard. Flaming Weapon, Levitate, Mystic Shield, in despair even an Arcane Bolt, all are great options! Also I really like the Emerald Lifeswarm and will bring it more often to the table in this edition. Making your durable monster even more durable is awesome, and healing 2D3 wounds the turn you summon the Spell is worth the points. As for prayers, I also can only recommend to consider Heal and to keep an eye on the generic prayers as a 6+ ward is nice and situational hero sniping for free also never hurts.
  5. Okay, first random team tournament with BCR's/Mawtribes finished today. Came to a 10th place after 2 loses and 1 win. To put it short: Playing defense in AoS 3.0 leads to quite fast defeat. Game 1 was together with FEC against Tzeentch (#1 placement at the end of the day) and Cities (Tempest Eye Irondrake List). I hesitated way too long to charge the Horrors/Dwarfs and lost both Stonehorns to shooting. Also a huge load of bad rolls included. Game 2 was with my buddies Seraphon (Kroak + 3x5 saurus guard) against Fyreslayers and Sylvaneth. Well, hesitated once again to advance into the Hearthguard, therefore had to fight on their terms and without charge bonus and lost my SH Beastriders to unnecessary combat. The FL on SH eradicated the HEarthguard afterwards and was the big point of realisation how much we lost through hesitating too much. Game 3 I played with the Tempest Eye list from Game 1 against Sylvaneth from Game 2 and FEC from Game 1. This time I commited more into advancing and getting into the opponent faster. The Dwarves kept the FEC at bay who tried to get out objectives (Mission from page 42 with scoring requires to "load up" objectives before burning them down for VP) while I way able to get my Monsters into position to score some VP and Slay a huge load of Sylvaneth including Allarielle. It was nuts and fun. At the end of turn 2 we burned all 3 of our objectives for 6CP and went full into gamble mode for the double turn. We got the turn and therefore our opponents didn't gain any advantage from Seismic Shift. At the end of the say I learnt so much about the game and the edition (and my ogres) and hat really a load of fun. Every single player was a joy to play with and the atmosphere was always relaxed. The current edition has many major design flaws to be honest: Way too many 2+ rolls, actions/options that are a mess to keep track of, a way too high difference between unusable garbage units and top tier picks, and many of them showed during the day. GW's cheap sell-driven-balance approach reached a new peak this edition and I really hope for some change in the future, be it GW coming to their minds, the community writing a new community-GHB/FAQ or just a contesting system becoming more popular. Also I learnt how great Ogors are for a fun "Just charge and enjoy the game" approach. Really, it is nice when your opponent fear your charge and it is not vice versa
  6. Okay, minor updates to the list I posted recently: I went for another Battle Tactic as I realised Daemon Princes are no monsters, so priced sorcery seems like a better way to go. The Battalions allow the Blade as already planned, as well as reducing the Drops down to 5. I tought about deleting the Soul Grinder for more Chaos Warriors, but I don't have enough ones with shields around and also having 3 Monsters allows for scoring for the 3-monsters-do-a-marathon-tactic is often a neat way to score 3 easy VP, especially as this blobb is supposed to be together anyway. After todays team tournament with Beastclaws I am confident about the emerald lifeswarm. While the Geminids would make my life certainly more easy against some shooty lineups, I really enjoyed it today as it moved 2 monsters about 5 wounds up back into some solid brackets. I will sleep over it and log in the list tomorrow
  7. I am working ona list for a tournament end of the month right now. As I have no Archaon/Varanguard around, but a shitton of Deamon Princes, I will go for a despoilers list. It is not final yet, things like Battalion f.e. are still wip, but I like the first look of it: Allegiance: Slaves to Darkness- Damned Legion: Despoilers- Grand Strategy: None Chosen- Triumphs:Be'Lakor, the Dark Master (360)- Spell: Call to GloryChaos Sorcerer Lord on Manticore (270)- Artefact: Helm of Many Eyes- Mark of Chaos: Tzeentch- Spell: Whispers of ChaosChaos Sorcerer Lord (115)- Mark of Chaos: Tzeentch- Spell: Mask of DarknessSlaves to Darkness Daemon Prince (210)- General- Sword- Command Trait: Paragon of Ruin- Mark of Chaos: TzeentchSlaves to Darkness Daemon Prince (210)- Axe- Mark of Chaos: Khorne10 x Chaos Warriors (200)- Hand Weapon & Shield- Mark of Chaos: Tzeentch5 x Chaos Knights (170)- Ensorcelled Weapons- Mark of Chaos: Tzeentch5 x Chaos Knights (170)- Cursed Lance- Mark of Chaos: KhorneSoul Grinder (235)- Mark of Chaos: KhorneEmerald Lifeswarm (60)Total: 2000 / 2000Reinforced Units: 0 / 4Allies: 0 / 400Wounds: 113Drops: 9 So the list shall have several subunits. Belakor, the Tzeentch DP and the CSLoM shall be a hammer, DP of Khorne, Soul Grinder and Warriors with Lances the second, while Warriors, the Sorcerer Lord and the Knights with Tzeentch mark shall remain in the back and take care of objectives. There is quite a load of healing in the list: Despoilers Perk, Emerald Lifeswarm for some burst healing, Radiance of Dark Glory. I didn't go for monstrous vigor as all wizzards know a similar spell from the battlepack already. I wanted to go for geminids in the first draft to keep a tool against Unleash Hell ready, but due to points I would have to rearrange more stuff then I'd like to to fit them in. I hope that I will find enough terrain to disable shooting with the Despoilers Terrain Perk while coming closer to my opponents. DP's + charging manticore can hopefully deal already a good load of damage before my opponents first activation, while Khorne DP CA, Belakor and Whispers of Chaos provide some controll over the opponent that hopefully help to keep God-Models at bay. I don't know if I shall go for low drops with the Battalions or try to get some additional Enchantments in (the Blade-Artifact that allows me full rerolls to hit/wound against one target seems like a solid way of increasing damage against certain targets). The Tzeentch-DP as Warlord should be a solid brick. It can go easily to 2+ (reroll ones) with the Despoilers Ward, a 5+-ignore-spell-roll, healing options, hiding from LOS when fully within terrain and also a CA that buffs Belakors Magic a bit.
  8. It is possible, yes. But currently we come closer to Battletome Release for SCE and Warclans and the same rumour source that spoiled Dragon Riders and Dragons told us that there is more on the way for Krulboyz as well. I would doubt GW to show of 40k models when the timeframe for the tomes is getting smaller and they do not release books with new models in it without at least teasing the model before
  9. Brief note regarding Unleash Hell and some other Issues caused by Command Abilities in 3.0: Geminids are currently a really solid tool, althrough expensive at 80 pts, to shut down some save stacking and unleash hell sheningans.
  10. Sorry for the confusion, I've meant that you require to have a warlord who didn't use the CA yet as additional requirement, not as a trade in term of sacrifice
  11. No. AoS does not concider summoned units into point limits whatsoever since the second edition. Usually summoning is balanced due to some other resource you have to trade instead (in this case a hero who is there as warlord + 1 CP).
  12. I'm about to turn in the Tournament list for next week. It is a random team-tournament with 2x1000pts per side. My list will be 1x Frostlord on SH, 2 Mournfangs and 1x SH Beastrider. I am not sure about the Setup for the Frostlord. While I am 100% sure to take the Arcane Tome Enchancement to make the Lord a Mage (with Levitate and Emerald Lifeswarm as Spells), I am still struggeling with the Warlord-trait to choose. I see two options: Nomadic Raider - Rerolling Wounds when going Frenzy in the enems territory sounds like a fair plan to me, especially as the mount profits as well. Touched by the Everwinter - The wonky one. Making a Caster-Wizzard will make the Frostlord an even bigger target than it already is. But then there is the chance to stop enemy priests as well as the access to either a 3" movement buff (17"+2W6 Frostlord threat range) or another heal on a 3+ (which is ridiculous as the Emerald Lifeswarm can already Heal 2W6 the turn it is cast) Any opinion or experience on this? @cascadingmilk I like your list, althrough I am not 100% sold on the Slaughtermaster outside of Glutton heavy lists for some reason. I'd almost suggest a Tyrrant instead? Also don't expect too much from Ironblasters. I use 1 in fun games as I love the model but it never got it's points back. As for the Frostlord: Currently Thundertusk Frostlord seems to have a come back. He is cheap enough to be fielded with 3 monsters in 1000pts lists, the -1 to hit is a quite nice advantage and while not killy and durable as the SH it still looks solid, especially due to the price tag. As for the Chaos taint of your Ogors: Sounds great! I can only encourage to convert armies to certain themes, I did so with Ogors myself. For the Idea of a Mutalith Beast: The Slaughterbrute/Mutalith is a reasonable base for a conversion but you should concider how to make it easier for your opponent to spot it as a SH or a Thundertusk. I for my own find the Mutalith more reasonable for a TT and the Slaughterbrute for a SH due to their brute nature. You could also go rampant and swap some bits around to turn the SH/TT kit and the Mutalith Kit in to wicked monsters. I've done the first step in this direction with my Beastriders on SH. As for Leadbelchers: Last time I played them was in 1.0 and they felt more usefull than Gluttons. Solid shooting and rend in close combat felt nice. Althrough Rend -1 lost impact in 3.0
  13. Had a fast 1k game against a buddy to try out our lists for an upcoming team tournament. Beastclaws vs Seraphon. It was the mission with 4 objectives moving to the middle. I brought 2 SH (Lord and Riders) and 2 Mournfangs (Battleline Tax), he went with some ripperdactyls, Kroak and Saurus Guards as well as with some hero. It was a cool game and once again the new battle tactics made it all fun, althrough I really suffered from the low Drop count (3 units) that comes with such a list. I failed some crucial rolls and had several combats in which my SH's did almost nothing due to bad dice. There were also some serious misplays I am glad I learned in this friendly environment. Mostly: Slay the Warlord can quickly be a wasted battle tactic when your opponent gets to reposition too easy. Also it is not worth taking some battle tactics early on only because there is a slight chance of achiving them. Better take them later when the odds are good to fullfill them. In the end I also messed up reading the mission and somehow I tought the objectives wouldn't move T1 and T2 and wasted my first movement phase on staying stationary.
  14. I opened up a 3.0 Discussion Thread for us. This time without the poll. Gosh it made me so crazy the past year(s)
  15. Welcome to the Matwtribe Foodcorner! Grab a leg, some grot-fries and join out talk about which villages to raid to get the best snacks in Ghur! If you are new and you ask yourself what Ogor Mawtribes are: Devouring their way through the realms, ogors are a scourge upon all beings. Whether living or dead, beast, plant, or inanimate object, nothing is safe from their insatiable hunger. Ogor armies are made up of elite troops and monsters backed up by expendable gnoblars. Ogor Mawtribe Unite two Ogor cultures: The monstrous cavalry of the Beastclaw Raiders and the footslogging Gutbusters. Typical for Ogors are big wound pools with rather lowish save and bravery but paired with some meaty fists that punch at solid 2 Damage. Also Ogors have access to some shooting profiles which, why not reliable, are always good for some lucky punches. There is even a suballigience that is centered around our canon wielding units! Talking about suballigiences, we have some with a focus on Gutbusters and some with a focus on Beastclaw units. Focus means that some certain synnergies and models are affected more than others, but there is still little to no reason to not mix and match how you desire! Talking about building your dream army: Mawtribes are great for conversions! From swapping mounts for the Beastclaw Riders to swapping around bits between kits up to making whole realm-themed armies there is a lot of room to be creative on Mawtribes! The low model count is also a good argument to paint up an army in a shorter timeframe which is always a great motivation for newer and older players! The current (2.0) Battletome provides us many different playstyles that allow for great casual and competetive builds. I am sure we will see many cool lists and discussions in this thread as we had in the last one!
  16. What is the opinion around regarding allied Eels? While Ishlaen Guards seem to offer a nice punch I also see huge use for Morsar Guards as fast objective grabbers/contesters. Anyone having some experience?
  17. Do we have any hints at what may be the October Chaos Tome release? Maybe some Loretidbits in the new WD? Or do we have any experience on when to expect GW to reveal it? From what I have gathered so far it could be either StD Update (StD are in a weird spot with the new SCE and are rumoured new plastic kits for a long time. Also, althrough not really a hint, the new SCE cover features StD) or Chaos Dwarfs (which would be awesome, as new factions always are)
  18. The point about Roar is that it targets only a single unit. As soon as you have 2+ Thirsters you are fine to go as you can still issue the CA to another one. As for the other Hosts: I don't know about the Wrath of the Everchosen Slaughterhost, but for the in the Battle tome I can say that the Skullfiend Tribe is more affected by Roar shutting down the Khorgorath CA while the reroll is rather lackluster. Goretide shines through Hew the Foe but as people don't see much use for Bloodwarriors I don't know if we will really see much of it (althrough on paper slingshotting onto an objective to contest it seems quite fine). Bloodreavers are too weak to use them for anything but Bloodtithe and as roadbumbs. In theory they should be fine in Bloodsecrator range to hit stuff that has Curse on it, but Curse is too unreliable so Skullreapers are better suited for this Job as they have the MW proc on default online but still profil from Curse on a target...althrough I currently became more carefull about Curse as a damage source. The last remaining Slaughterhost was always only taken for the Halo of Blood iirc, so we could fight first with all the Bloodthristers in half of the cases. This lost impact due to the Warscroll Battalion for Bloodthirsters beeing gone. Also combat priority seems less important for the meta than it was in mid 2.0
  19. We can talk all day about the idea but in the end the man needs pictures! And accidentially I had a Black Dragon and the Zombie Dragon Rider (from my failed FEC army attempt) as spares around and wanted to do this conversion anyway (as there is little real use for the Dragon inside DoK). Additional bit on the Tail are the remaining little wings from the Vhargheist Kit
  20. I just saw your thread. Have you got into some games and gathered some expecience? From what I see so far Mighty Skullcrushers are great for taking some objectives that are not too heavy guarded. 3 count as 6 for scoring and can do enough damage to light objective holders (1 wound units with a 5+/6+ save and rather low offensive capabilities) to get the controll of them. With all out defense/brazen flesh they get a solid 2+ save. The bloodthirster of Insensate rage is also a must-pick in my opinion. Althrough it is only a chance to get his splatter damage, when you get a trigger it is worth it. With heroic and monstrous actions you get also some utility here. Chaos Knights...well, I haven't tried them in this edition yet. They still sound solid, are relatively fast and bring many wounds + a save from mortals. I don't know if enscrolled weapons are contested right now by lances or if they are still the superior pick. The DP is also a great pick as it can really mess with your opponent with the command ability. Failed charges mean also no contesting/slingshotting on to objectives.
  21. Well, 3.0 seems like a mixed bag. The new approach of shared enchancements is nice and I really love the battle tactics. But the core rules more than ever make the whole game dependend on faction and unit selection due to the evergrowing list of "have & have not' rules. There are simply mechanics that are so powerfull that some lists or even whole armies don't have a lever to handle them. In a game in which the first advice new players hear is 'Pick the faction that you love the look the most' it is quite a shame when people learn that they picked up the wrong faction. This bad feeling of beeing punished for picking up the wrong factions/kits, paired with the high complexity of the game and the fast pace of (expensive) book rotations (which are of bad quality) currently shades a bad light on AoS.
  22. Oh common don't tell me that. I've just spend 30€ on this little booklet...I should reconsider this hobby...
  23. Okay, to maybe cheer up the general tone in this threads: What Units do you think have some use on their own within Khorne? My vote goes for Skullcrushers. While moderately fast with 8" I really like the combination of 5 Wounds at 3+ save. As long as you don't face many mortals you can use 3 of them quite well to hold objectives. With a Jugger-Lord they make up the most usefull battleline choice in my opinion. Skullreapers may be expensive, but they bring the toolbox we actually need in this edition: Mortal wounds and a lot of attacks to trigger thoose.
  24. For real, Khorne is a joke right now and it really feels like noone in GW Developement Team cares for the faction: Khorne wsas just 1.0's generic baddie faction Lore is so badly written that you can break down each single khorne related lorebit to "Angry man kills stuff" 2.0 Battletome was just a loveless wording correction and added just the "necessary" new features like Judgements and Suballigiences. I imagine this to be also the reason why we won't see a real update for Khorne in the future as simply noone at GW's has a cool idea what to do with this faction. They would have to add some new lore, rewrite a lot of stuff and this is something you don't do when you can't stand the faction anyway. If GW devs perceive Khorne as bland, they will keep making it a bland faction. So go for it and play some games! I can only recommend it as it helps to see our faction more in a context within the game.
  25. Had a 1000pts game with Khorne Mortals vs Soulblight (Red Keep with Manfred). It was a fun game and a really awesome chad I played against so I don't bother with the result but daaaaamn I see not much hope for Khorne until the Tome will be reworked. To be fair, I played a Reaver/Wrathmonger heavy list which aimed to get Curse out and then get as many hits on the target as possible, which really didn't go off at all. I failed almost all prayers so no curse->no mortals->no way to deal with his 2+ save. Biggest value came from Mighty Skullcrushers. 1+/2+ with skin prayer and all out defense is pretty fine. I totaly see them as the best choice for battleline for us. If I had access to the models I would play 3x3 Skullcrushers and fill the remaining points with Bloodthirsters.
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