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Post your SW Losses.


Marek Grimfang

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The Thunderwolves have yet to be overwhelmingly defeated by anything (usually they don't lose or come close to it until after suffering heavy losses, which usually takes 2-3 turns of heavy fighting or being shot at).

 

To be honest, as much as I'd like to attribute the success of my army to the strength of the list and my awesome generalship skills rolleyes.gif , I have to attribute at least some of it to poor caliber of opponents. Most of my opponents have effectively ignored my Thunderwolves, or only put token fire into them, tending to focus more on the Grey Hunters, only to be quite surprised when the Thunderwolves assault and destroy anything they touch in a series of brutal and short fights. Or they don't fight to control objectives, only focusing on killing my stuff, while I sneak GH squads into position to grab and hold objectives (which they do a fantastic job of, BTW).

 

I think part of it comes from no one being quite familiar with the TWC as of yet, given it's a new unit. That'll probably change within six months, though, it certainly already is starting to at my store, now that I'm building a reputation for the nastiness of my TWC "Death Star Unit" biggrin.gif. Though I haven't really fought any truly hard lists or players yet, I'm confident these guys would still fair quite well in an actual tournament setting.

 

Yeah I'm not too sure how you're doing so well with that death star as well. I pity your gaming group.

Now for those with heavy numbers of Grey Hunter slots, how are you faring with the two available choices?

 

1.) 10 x GH (2 x Spec Weapon) and PF/PW

 

or

 

2.) 9 x GH (1x Spec Weapon) and WG with PW/PF

 

 

Is the WG a major necessity adding that extra +1 Wound and +1 Extra Attack?

 

Or is the extra Spec Weapon making up for the lack of WG, and not much is lost with the GH armed with the PW/PF with his -1 Attack and -1 Wound?

I use 9x GHs with a meltagun and then a WG with a PF and combi-melta. I look at it I'm paying three points and trading a meltagun for a combi-melta for the +1 attack and +1 LD, which is fine with me, I haven't had any major situations yet where the extra melta shots would have made a huge difference.

 

 

Yeah I'm not too sure how you're doing so well with that death star as well. I pity your gaming group.

Oh, I know a couple armies I faced back in Florida would make me work for it. But they'd still tear through pretty much anything in the game in close-combat. The only things that come to mind that could have a chance are daemons if they had double Bloodthirsters, Tyranids with full squads of Genestealers and/or a Broodlord, Orks with a Meganobz squad, and other Wolves running a similar unit. But they'd all get shot up first, anyway.

 

But yeah, the group around here is marginally above pathetic at best. There aren't even any regular tournaments held, which probably doesn't help either. I guess I can't complain about being undefeated, at least. :)

MaleOpener, Please elaborate on how that list is effective? Why are those particular elements working?

 

 

1# - Having 60 blood claws, on the field, has raised a lot of eyebrows. No one expects that many marines, let alone blood claws, slogging down the field. At times, anti-troop fire can be a pain, but I'm usually still able to tear apart their battle line when I get there. Out of the 10 games I've played, with this list, I've lost 2. The opponents having more effective anti-troop fire.

 

2# - These packs are usually led by wolf guard in TDA, with a chainfist. This brings serious anti-vehicle power, to my blood claws, though I need to be touching one. My packs have little trouble slicing through foes, at the moment.

 

3# - I run 3 vindicators. These give the anti-whatever fire I need, plus they can keep up with the force. I have one on each flank, and one in the center, and I'll try to tank shock/ram when I can.

 

4# - I also run 2 lone wolves, with TDA/SS/CF. They run through my battle line, giving their chainfists to which cause needs them. They often turn engagements to my favor.

 

5# - I'm currently running with a mix of Swiftclaws and Skyclaws. Placing one or the other out, depending on the force I'm facing. My swiftclaws use a plasma gun, HB attack bike, and WGBL with a power fist. My skyclaws carry various melta weaponry, and a WG with a power fist or 2 wolf claws.

 

6# - I'll only use Ragnar, if my opponent also has a "named" HQ. If not, I'll run with 1-3 WGBLs and/or 1-2 rune priests.

 

 

I'm currently redoing my list, so I'll have a more capable force, without always switching models. I'm still sticking with my shear number of blood claws, in different packs, and trying to fit in some sort of DP dread. I'll drop my vindicators to 2, and maybe have only 1 lone wolf.

 

 

That's pretty much a look into my insane mind. As for effectiveness, I love the fluff of barreling down the field and muscling through everyone and thing.

 

:P ;) ;)

That actually sounds like something I would expect to see in Ragnar's Company, heh.

 

On a side note, I partook in a mega-battle today, at 1000 points per player. I took two of my Grey Hunter squads from the above list, along with my super-twinked Wolf Lord. Turn 1, the Wolf Lord was charged by ten Ork Nobz with big choppas and a warboss. They dealt one wound to him, he insta-killed five, and ran down the rest of the squad. Next turn, he charged a half-dozen genestealers who bounced off him and wiped them out. Next turn, he charged a small unit of Stormboyz and wiped them out. It wasn't until the following enemy turn when he finally got charged by another Slugga Boy mob that he finally got overrun. Sufficed to say, I was VERY impressed. :D

Two losses for two battles unfortunatly,

 

1st one was a planetstrike against smurfs and was thorougly beaten. Happened when i first got the Dex and had never used em before.

 

2nd one was yesterday against orks, regular game, with 4 objectives and a DoW deployment, greyhunters did well holding the objective in the middle against 5 nobz and a unit of 15 boys that came for the assist (thinking of getting another unit because of this, may put em in drop pod), but we had to cut the game at 3 turns cause the store was clossing, he just managedto rally his fleeing ork boys, who had 8 models and were right on top of an objective and therefore were capturing it. My swiftclaws never made it out of reserve (probably doing tricks to how off to their mates) and the 5 skylaws that deepstiked got hit by a kill kanon i think it was, the thing on the battlewagon. yeah, that hurt. it was a realy fun game though, best 40k ive had in a while so im not that chufed.

 

oh yeah and my Rune priest managed to suck his ork warboss into the jaws of the world wolf, it was hilarious it wsa the only one hit and he rolled a 6 for the test so instant kill :HQ:

Just played a 3-way 500pt Combat Patrol mission with a Black Templars and Orks player. This is the sort of game where we try out different things in hopes of finding something new to toss into larger games. We tried to set the map up so we all funneled into a bottleneck. We had hoped this would encourage a deathmatch style of play but it devolved into a 2v1 against orks. The Space Marines never saw each other once.

 

I was running a pack of wolves, a lone wolf in PA with FB and two wolves. I had a six man GH team in HB razorback with a flamer and plasmapistol, a standard speeder and a 5 man pack of Skyclaws with a flamer.

 

The templars had a full unit of GK with psycannon and a team of Initiates with a ML.

 

orks had a mob of boys, three bikers, a looted wagon and some kommandos.

 

My first mistake was not putting my skyclaws and speeder on the field, instead I planned on DS them later, behind the orks and get some easy shots on the wagon. The orks went first with the bikers Turboboosting into the middle of the board. Everyone moves up except for the Templars who sit and try to score a lucky hit on the wagon....doesn't pan out. Next turn sees the bikes scooting closer to me along with the boys, his kommandos move closer to the GK and the wagon sits still. I move up with my Razorback and disembark, throwing the shots on the bikers from the razorback and six bolter shots from the GH. Nothing works. My wolves assault the bikers but don't cause a single casualty. In return one wolf gets slapped on the nose and the whole pack splits! (much cursing from the grey hunters at the fleeing wolves) The bikers sweeping advance the wolves and I lose 88pts. The bikers consolidate back to avoid my LW. Next turn sees the boys move closer and some shots from the bikers but nothing alarming for me. The templar player loses a Gk to Kommando fire and three initiates to a shot from the looted wagon. Templars kill a biker from shooting. On my turn the skyclaws come in but end up smacking into the wagon....the entire squad is KOed. (there is yet more cursing from the GH in the razorback) That is all I lost in the battle but I have already given one player 2 Kill points and he did nothing! Its partially my own fault for assaulting with the wolves without any back up but at that point i figured that 10 wolves could kill 2 bikers!!!! The skyclaws just made me sad. I had dropped the marker 8 inches away from the tank or any other terrain feature and thats right where they ended up! The rest of the game is full of miserable luck on my part and the Templar's part. The orky player is the luckiest dice-roller I have ever seen...he shatters math-hammer any given day and the only time I have beaten him is when he rolled average. regardless. The Razorback and GH performed superbly, wiping out the bikers and then falling back to stay away from the boys. LW started for the boyz with visions of glorious death in mind but the GK beat him into combat! They killed off almost half the mob before the LW could get there. Some shooting from the GH thinned the mob some more and the LW finished off the last 5 or 6 himself. The kommandos were wiped out as were the GK, bikers, and boyz by turn 6. My speeder decided to come in on turn 5 but didn't do anything.

 

Fenrisian Wolves = Not so good. The Leadership 5 (or 6) is crippling unless someone is with them, however either the wolves don't move as fast or the character doesn't when someone joins them! Not worth it to me. Great ablative wounds for a character but with such low leadership they don't even screen that well. I am replacing the 88pts in my 500pt list with a small unit of Swiftclaws.

 

Skyclaws = undecided. They didn't do anything but thats just my luck. I am going to play them again in another small game.

Out of all the games I've played with the new Dex I've only lost once and tied once (wins all around for the rest)

 

The loss was because I was just outside of three inches in a two objective game and a 1 was rolled so I didn't get to cap that objective or move in to contest the other (both of which could have happed next turn, with one more movement phase I was guaranteed at least a tie... my mistake for moving two units away to deal with the Chaos Terminators rather than one).

 

The tie was in a game where I forgot both to unload my assault WG in TDA (w/Logan) costing myself a full turn of shooting + CC from my highest damage unit. I then proceeded to not use any of the defensive bolters on my Land Raider (miss reading rules for the lose) cutting out several turns of fire into two Chaos Marine units. On top of all that I forgot that my Lone Wolf had FnP.

Conclusion: The new Dex packs a punch because my list was able to pull out a tie even with all of those oversights on my part. I was also only one turn away from assaulting into a unit of 6 Marines holding an objective which would have won me the game even if I could only contest it.

 

The new wolves are costly which means you really have to consider your points so you can field the most durable army you're able to manage with your list style. And try to look army wide when considering upgrades. For example the upgrade to Venerable Dreadnought is worth more (in my army list) than two StormShields which cost the same points.

 

2c

Phoenix

The game was 1800 points per side, with one side being the Tyranids – the other being a team effort of myself as Space Wolves and my mate with Deathwing Terminators. 1000points for me, 800 for the deathwing. (This was MASSIVELY more points than we had ever played before – and we are still new to the game … on reflection, this probably was a bad idea (especially as it took over 5 hours and didn’t finish ‘till 2am.)

 

Marines

Assault Force

1 Wolf Priest

10 Grey Hunters, plasma, flamer, power weapon, MoW, Standard

1 Lone Wolf, Thunder hammer, storm shield, termi armour

2 Wolves

 

Missile Force

5 Long Fangs, plasma cannon x 2, h.bolter x2, missile launcher

Squad Leader

Dreadnought, normal kit

Predator (H Bolter sponsons, assault cannon, storm bolter)

 

Consolidation

10 grey hunters, plasma, flamer, power weapon, MoW, standard

Rhino (more armour)

 

10 Termi Deathwing (2xplasma cannon)

Dreadnought

1 x HQ captain

 

Tyranids

30 Hormagaunts

1 broodlord as HQ and 10 genestealers

2 carniflexes (one missile, one assault)

12 genestealers (maxed out) in reserve.

8 “rippers”

(my knowledge of tyranids breaks down a little here, so forgive me)

A “psycher” tyranid missile guy (big head)

A barrage type guy

 

OK, that’s about it – I may have missed a few things ….

 

We roll for start – we win.

Game type – Dawn of war (a 1st for all of us)

Sieze ground – 4 objectives.

Table size (6’ x 3’)

 

 

Objectives get placed as spaced out as they can be.

 

We place all the termies and their HQ in the middle of the board to get the ‘nids as far away as possible.

He moves on his Broodlord and genestealer retinue – his 30 gaunts and the barage guy (by objective) as close as possible to termies

 

http://i21.photobucket.com/albums/b263/Dominic71/DSC02343.jpg

 

He rolls for Steal – and gets it ! Oh dear, BIG problem.

 

His hormies move, run and charge 12” into combat with termies.

His genestealers move, run (6) and assault 6 into the termies (I think we have just found out they cant have done this.)

Termies get WIPED ! Maybe 3 left.

 

Our go.

 

We move onto the board

 

I bring on assault grey hunters on foot and long fangs behind them in the corner of the board near an objective. Predator on their flank as protection. GH with rhino on other side of board (near 2 objectives), 2 x dreads in between these.

Rhino shoots and hits the rippers – getting them spot lighted. Pred and dread fires at only thing they can – the rippers. They are wiped out.

 

Assault phase – termies wiped out.

 

Round 2

 

BL and GS attack predator – rend it – destruct it.

Genestealers get their reserve roll and come in on the side of the board by GH and LF (ACHK !!!) attack GH – kill 7, lose 1 or 2.

Hormies move towards GH and reserve GS

Missile from carni penetrats my dread and it is immobised.

 

<gosh … isn’t it going well for us>

 

Our missile –

LF wipe out the broodlord and genestealers close to the pred AND get enough to split fire and take out about 7 hormies !

Dreads do minimal missile damage

GH in rhino stay where they are hidden behind a hill.

Our assault

Rest of GH of taken out – wolf priest still alive

Lone Wolf piles in with wolves. Gets taken out by the amount of attacks before hitting anything.

 

http://i21.photobucket.com/albums/b263/Dominic71/DSC02349.jpg

 

Round 3 (summary)

Wolf Priest taken out (he killed probably 3-4 genestealers)

Dreads kill the psyker

Carni moves to head off his home objective from rhino

Hormies pile into LF. 1 left alive after that

 

By now it is very late and I at least have work to go to, so we agree to end it on turn 4.

 

Turn 4.

LF and remaining few wolves from Lone Wolf and wiped out.

Rhino pegs it for one of the objectives and makes it.

 

Game ends …

 

He has our one objective (by the original GHs) and what he thought was his objective on the opposite side. However, these aren’t troops, so he actually isn’t holding it. We have the one objective (thanks to guys in rhino) so …. unbelievably after an EPIC kicking … we get a draw !

 

I guess looking back we needed WAY more missile capability. Of course, what we had was limited by having to move onto the board (so no LF) and by having the termies in CC. Dawn of War was NOT a good game for us against the fast moving ‘nids.

Anybody have success with all podding, or terrible disasters? :D

 

 

I've had mixed results. It depends on what army you use it against(e.g. IG: ok, Tau: not so good.), also you have to place your pods carefully "avoid pinning units at all costs", I've had the displeasure of seeing my BC squad decimated by Tau pathfinders in 2 turns(they were 8" away GRRRR). Otherwise just experiment and see what works for you.

Swift Claws with a Good HQ and/or WG seem to be working well for me very versital, fast and hard hitting. Expensive yes, no doubt about it but in the end they seem to hold their own and fit well into any type of list.

 

Tips: Dont overlook their shooting ability, yes they are claws but claws with twin linked weapons and remember if you bring an attack bike he not only has 3 HB shots but the TL bolter as well. Recommend Melta as their special weapon and make sure there is at least one Str. 8 weapon.

 

Mixed results with the MB, expensive bit of wargear especially when you take 5 to 6 claws. They do ok without it but would upgrade the HB to MM, but eneviably you will wish you had them at some point. A nice alternative is taking a PF in the unit and PW/BP on WG with MB.

 

Do not even get close to a functioning vindicator. If you have to shoot your entire ranged at the Vindi better that than loose your expensive units.

 

For HQs if you go past 215 points you might as well deck the guy out. 250 is about as high as you can go if you do this, however if you do, you better know what your doing with the squad or you won't see a return on your points.

 

Vrox

Hi there :lol:

 

I fought my first battle with the a new spacewolves army a week or so back, twas a defeat!

 

The mission was take and hold, and it was dawn of war 1000pts

 

I took:

 

Battle leader, thunder wolf, frost axe, storm shield, fenrisian wolf

Rune priest, terminator armour, force weapon, combi plasma, jaws of the world wolf & the wolf launcher

6 blood claws (1 power weapon)

5 grey hunters (bolters)

5 sky claws (BP & Chainsword)

Long Fangs (2 x plasma, 1 Lascannon, 1 missile launcher, 1 squad leader BP & CCW)

Dreadnought 2 x twin linked autocannons

Dreadnought Ass. Cannon & Dreadnought CCW (storm bolter)

~ 960pts

 

vs

 

Chapter master, orbital bombardment, lightning claw, combit melta

Tactical squad - missile launcher/flamer - rhino (hk missile)

Tactical squad - missile launcher/flamer

Vindicator

Devestator squad - 2 x plasma, 2 x missile launcher

(I think thats it!)

 

Well, I had pretty much already lost (as I didn't have enough troops painted yet) and my squad sizes were too small.

There was a lot of terrain on the board, and one of the objectives his side was extremely defensible.

 

However, I was very pleased with the battle leader, who wiped out a full sized tac squad on his own, and went toe to toe with the chapter master for a turn (on one wound, after being shot by meltagun).

 

I think I may take the plasmas out of my longfangs, reliability is most needed I think.

I've got a second grey hunter squad built (10 man, melta gun, flamer, powerfist, razor back 2xassault cannon) which should make my staying power a little batter.

I've also got a second battle leader to lead my skyclaws (or wolf guard - depending on game) armed with 2xwolf claws.

I would definately keep the rune priest! maybe remove the terminator armour though, and keep him cheap as chips...

I also have a lone wolf with thunder hammer/storm shield to try out as a distraction in some games.

Next up will probably be another unit of 5 grey hunters, a landspeeder, a vindicator and a 2nd unit of longfangs (all armed with 5x same heavy weapon - probably heavy bolter, or lascannons....).

Hey all, i have done very very well so far with the new dex. and im thoroughly impressed with its versatility. As we have seen people have been having alot of success with alot of different builts, so i just thought i would throw my lot in with the mix.

 

HQ Points

Wolf Lord

Frostblade, SS & Thunderwolf

 

Troop Points

10x Grey Hunters

Metlagun, Metlagun Powerfist & Rhino

10x Grey Hunters

Metlagun, Metlagun & Rhino

10x Grey Hunters

Plazma, Plazma

 

Elites Points

5x Wolf Scouts

Meltagun

 

Fast Attack Points

3x Thunderwolf Cavalry

Thunderhammer & 2xStormshield

10x Fenrisian Wolves

 

Heavy Support Points

Vindicator

Dozer Blade

Whirlwind

5x Long Fangs

4xMissle Launchers

Total points 1490

 

I think i have a fairly balanced list, with some really hard hitters, but also with a healthy ammount of redundancy and versatility.

My TW Cavarly have performed amazingly everytime(especially when i dont fail armour saves from bolter shooting) and they are always worth their points.

 

The way i normally play, is using the vindicator and the 2 mounted GH packs as a spearhead, whilst the lord hangs out with either the Fenrisian Wolves, to bolster their LD to make sure they get into CC or with the TW. The Lord and the wolves and the TW cavalry usually hang around my vindicator-lead spearhead and go out from there to engage the best available targets. meanwhile the WW and the longfangs sit back and shoot at optimal targets and the Plazma greyhunters are their medium ranged support, and the scouts.. well they are there to pick off units hiding at the back, or tie them up in CC if they cant kill them off(loota's for example)

 

I have done very well so far with this list(ill admitt i havent versed any really heavy gunline IG or Tau armies) but i have done very well against flying Circis elder, nids, Tau, orks(i crushed a nobbiker list but i had abit more trouble with a deff dread and killa khan spam army, but i still manged to win that one) and against other marines, so im very happy with it.

had have great sucess with this list:

 

*************** 1 HQ ***************

 

Bjorn the Fell-handed

- Assault Cannon

- - - > 270 Points

 

Wolf Priest Rudgar

- Wolf Tooth Necklace

- Wolftail Talisman

- - - > 115 Points

 

 

*************** 3 Elite ***************

 

Dreadnought Grimnir the Ancient

- DCCW

- heavy Flamer

- Assault Cannon

- Wolf Tooth Necklace

- Wolftail Talisman

- - - > 130 Points

 

Dreadnought Harkoon

- Missilelauncher

- TLLC

- - - > 145 Points

 

Dreadnought Mikal

- Missilelauncher

- TLLC

- - - > 145 Points

 

 

*************** 3 Troops ***************

 

Grey Hunter Pack Olaf

10 Grey Hunter

- Melta

- Melta

- Power Fist

- Wolfbanner

+ - Rhino

- - - > 225 Points

 

Grey Hunter Pack Jurgen

10 Grey Hunter

- Plasmagun

- Plasmagun

- Power Fist

+ - Rhino

- - - > 220 Points

 

Blood Claw Pack Skjold

15 Blood Claws

- Flamer

- Flamer

- Power Weapon

- - - > 240 Points

 

 

*************** 1 Heavy Support ***************

 

Land Raider Crusader Thunderwolf

- Multimelta

- - - > 260 Points

 

1750 points

 

Bjorn and the dreads cover one flank, the GH packs the other, while the Crusader drive a wedge into the enemy lines. Simple but effective.

Allerka, since you seem to be running a list most like what I'm shooting for, how has Eternal Warrior on the Lord been working out for you? I've been trying to decide between that or Warrior Born for the extra Thunder Hammer attacks but I could see the use in either.
DB, Please elaborate on the various units/elements which worked and which ones may have been a challenge.

It´s difficult to say a single unit is better then an other, Brother. There is no unit that would not work. It´s a question of the army composition. I treat my army as a single pack. No unit is more important then the other and all units can compensate the loose of an other unit. Only the composition makes them work efficient together. Bjorn and the dreads normally covers the flank with the most enemy tanks while the GH do the same with the flank with more infantry. The BC and the Crusader drive straight into the heart of the enemyline.

The Dreads are walking like a phalanx toward the enemy. The look of four dreads walking side by side has an enormous psycological effect on most opponents. They start to spread fire amoung the dreads, but that lowers the effectivity off his anti-tank fire. Not to forget the Crusader, which is also a great fire magnet. While my opponent starts with a wide spread light show. I finish my enemy with concentrated fire.

The Crusader and the BC are the wedge, who devides the enemy force into two groups. They are the amboss. After the BC has disembarged, the Crusader covers them from heavy fire of enemy tanks while the BC starts their bloody work amoung the enemy troops.

The Rhinos and the GH on the other flank are also building a phalanx. The gun down enemy infantry and drive the rest in front of them into the BC. It´s very rare that my GH charge into CC. Most the time i let them rapidfire. And again i let both GH packs concentrat their fire on a single target untile it´s done. With their Melta and Plasmaguns they´re also able to deal with tanks and transports.

Allerka, since you seem to be running a list most like what I'm shooting for, how has Eternal Warrior on the Lord been working out for you? I've been trying to decide between that or Warrior Born for the extra Thunder Hammer attacks but I could see the use in either.

So far, so good. It's a good insurance policy, though I've only had to deal with a few S10 hits thus far, so you might be able to get away with Warrior Born instead. He's already got five attacks base, but a S10 Thunder Hammer is guaranteed to take out a few things each turn, that could put some serious hurt on with more bonus attacks.

Allerka, since you seem to be running a list most like what I'm shooting for, how has Eternal Warrior on the Lord been working out for you? I've been trying to decide between that or Warrior Born for the extra Thunder Hammer attacks but I could see the use in either.

So far, so good. It's a good insurance policy, though I've only had to deal with a few S10 hits thus far, so you might be able to get away with Warrior Born instead. He's already got five attacks base, but a S10 Thunder Hammer is guaranteed to take out a few things each turn, that could put some serious hurt on with more bonus attacks.

 

Good point. At least both cost the same so it's easier to experiment.

@ WG Vrox:

How do this dread work for you, I noticed you didn't mention him in your next list?

 

Hi there, well, I'm trying him out again tonight, he was pretty underwhelming last time (didn't kill anything), but he did make my opponent afraid of it (distracting vindicator from my troops).

 

I think with autocannons, you have to choose targets of opportunity carefully. 4 re-rollable shots are nothing to be sniffed at, but I still killed more with my longfangs....

Ive managed to maintain a really solid record so far... Just so many new options to try though! Thats not a complaint!

 

Whats working: all the classics like vindicators, Grey Hunters, Land Raiders of Blood Claws alongside newer additions like swiftclaws with an IC, the new and improved Long Fangs and wolf/rune priests. Pack leaders are also great. Wolf claw/combi melta particularly.

 

What isn't: WGBLs - at least not in the way they used too - just as effective but now their prices have gone up the priests just seem a better choice.

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