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Grey Knights 1750. on a winning streak.


Crynn

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I really like your original 1750 list.

 

Looks like it is really fun to play. I have just ordered some new terminators and was thinking of making Mordrak and some ghost knight.

 

I was wondering if you see a way of taking your list to 2000 pts by including Mordrak. I was thinking that in a list like that, a first turn deep strike could be a good addittion.

 

But there is not really anything that can be delete from your list to get the 150 pts missing to fit Mordrak and4 Ghk without losing something important.

 

Maybe something like

 

Mordrak + 4 Gkh

Ordos xenos Inq + rad+ 2 skull + psychic comm.

 

Ven dread

10 paladins

 

10 GKSS

 

5 terminators

 

LR

 

 

and put the 5 GKT in the LR with the inq.

 

 

or better yet

 

Mordrak + 4 Gkh

Ordos xenos Inq + rad+ 2 skull + psychic comm.

 

Henchman Warbands ( 5 deathcult, 1 mystic, 1 banisher)

 

Ven dread

 

10 paladins

 

10 GKSS

 

5 GKSS

 

LR

I really like your original 1750 list.

 

Looks like it is really fun to play. I have just ordered some new terminators and was thinking of making Mordrak and some ghost knight.

 

I was wondering if you see a way of taking your list to 2000 pts by including Mordrak. I was thinking that in a list like that, a first turn deep strike could be a good addittion.

 

But there is not really anything that can be delete from your list to get the 150 pts missing to fit Mordrak and4 Ghk without losing something important.

 

Maybe something like

 

Mordrak + 4 Gkh

Ordos xenos Inq + rad+ 2 skull + psychic comm.

 

Ven dread

10 paladins

 

10 GKSS

 

5 terminators

 

LR

 


  1.  

and put the 5 GKT in the LR with the inq.

 

 

or better yet

 

Mordrak + 4 Gkh

Ordos xenos Inq + rad+ 2 skull + psychic comm.

 

Henchman Warbands ( 5 deathcult, 1 mystic, 1 banisher)

 

Ven dread

 

10 paladins

 

10 GKSS

 

5 GKSS

 

LR

 

I agree that your second list that you have presented is better than the first. In keeping it at 1750 it would be hard to change the gm as you loose grenades and skulls. If you want to change to get mordrak with 4 ghost knight the additional cost would only be 140pts making it achievable in 2000 you still would have 110 pts spare as well but if we free up another 11 pts by changing the banisher back into an acolyte you would be able to get a techmarine with psychotroke and defensive grenades as well as 3 servo skulls and search lights for the land raider and ven dread (important due to necrons) this way the paladins lose rad grenades however can start in bolstered defences which can also be used by mordracks squad if you don't want to rush forward. The techmarine gives you an additional skull as well as being able to repair the raider if it get immobilized.

 

Regards,

Crynn

I registered just to say that this thread is an excellent read. I enjoyed the battle reports, as they are well written and clearly show what happened. And I've been sick for years of my favorite Warhammer 40k faction being looked down on. So threads like this are music to my... er, eyes? (Let's pretend that made sense.)

 

I enjoyed even more the explanations for how your list works and how you use units to fulfill specific roles and complement each other (rather than cram in whatever looks cost-effective on paper). Very clear and informative even to someone as inexperienced as me.

 

I gotta admit I enjoyed the report where you lost more than I normally would have, because by then I was starting to wonder if your army is beatable. :unsure: It's funny when in the middle of some report you say pessimistic things and complain about dice rolls, and then the report ends up with you tabling the opponent.

 

So anyway. I'm afraid no comments of substance from me because I don't have the experience to contribute meaningfully on tactics. So I'm just responding to what you said that it's good to know that people are reading. Well, I'm reading and I hope you keep posting.

 

Also, you said there'd be pics of your army, did I miss them or are they still upcoming?

I registered just to say that this thread is an excellent read. I enjoyed the battle reports, as they are well written and clearly show what happened. And I've been sick for years of my favorite Warhammer 40k faction being looked down on. So threads like this are music to my... er, eyes? (Let's pretend that made sense.)

 

I enjoyed even more the explanations for how your list works and how you use units to fulfill specific roles and complement each other (rather than cram in whatever looks cost-effective on paper). Very clear and informative even to someone as inexperienced as me.

 

I gotta admit I enjoyed the report where you lost more than I normally would have, because by then I was starting to wonder if your army is beatable. :D It's funny when in the middle of some report you say pessimistic things and complain about dice rolls, and then the report ends up with you tabling the opponent.

 

So anyway. I'm afraid no comments of substance from me because I don't have the experience to contribute meaningfully on tactics. So I'm just responding to what you said that it's good to know that people are reading. Well, I'm reading and I hope you keep posting.

 

Also, you said there'd be pics of your army, did I miss them or are they still upcoming?

 

thank you for the post. Sometimes posts like yours are more valuable than tactical discussions to me as they keep me writing. At the moment my spare writing time is going into writing tactic articles for 3++. I do however have a 1500point tournament this weekend where I'm playing the list dropped to 5 paladins but phasing in a razorback with psybolt ammo and a dozer blade (yes I am one of few who strongly advocates the use of dozerblades). I will put up some battle reports on how those games go soon. Also if I am lucky enough to win I will buy the last components I need o finish off my strike knights! I will try and take some photos of my army at the tournament. Its all about 4 colours just over tournament standard at the moment so I can run them. I spend a lot of time on my models so it tends to take me a while to get armies done, I'd say the army is about 60-70% there. You guys can comment as soon as I get some photos up which I keep promising. Mind any errors in this I'm typing it on my iPhone.

 

Regards,

Crynn

So there is a chance I may be heading to the ETC next year playing Grey Knights. At this point I am looking at many different possibilties of armies and I may be changing my own to field something that perhaps fits the 1850 bracket mroe than my own army. I have looked at putting in draigo or running a complete henchman list but the more I focus my army in one direction the more I feel I lose tactical flexability which I feel is my armies strong point. I do have an upcoming 1850pt NOVA style tournament coming up in early februray where I will start trying yut list for the ETC.

 

I plan on using this thread to write up some battle reports and brainstorm on some ideas to make an interesting 1850pt list that isn't spam. I hate spam, not because it doesn't work as sometimes it is the best thing to do. Take Tony Kopach's winnign army from NOVA the last 2 years, it's about as spammy as they come. However I feel that Grey Knights have so many synergies that aren't offerend in other codecies and to make the best use of the codex requires a lot of though in the army building side past chucking 3 psyfleman dreads and crowe + purifiers or Draigo + Paladins. While these lists are good they have inhernt weaknesses which is what I always try to move away from with my armies. Also if you don't play what everyone else plays you gain another advantage. At a tournament your opponents hasn't seen a list quite like yours!

 

As I mentioned before this weekend I am trying my first psyback out in a tournament with dozer blades so i can run it infront of my raider or paladins through terrain if needs be to give them cover, I am also hoping it can help with light vehicles such as dark eldar or chimers when firing at their side armour. I am further looking into taking these types of units to ETC. I personally dont believe the 35point upgrade to twin las/ las plas/ Assaultcannon with psybolt a(40pts) are worth it on a chassis that is only worth 40pts itself. What do you guys think? If it works I have thought of a great little 18 point unit to put inside these razorbacks that makes them scoring but also packs a punch considering it's onyl 18pts! You will just have to wait and see on that one.

 

Regards,

Crynn

As I mentioned before this weekend I am trying my first psyback out in a tournament with dozer blades so i can run it infront of my raider or paladins through terrain if needs be to give them cover,

wait . as in a single razorback ? make it a rhino then . If it is a single av11 in front of the whole army [or at least the important part] its going to eat so much shots that the shoting abilty just doesnt matter anymore .

 

I understand force multiplication . runing 3-4 razors to get more shots in a crow build , or gettttting long range fire support which some GK builds lack[and runing twin las or las plas razors] but runing a single razor to give a LR cover , thats like making the LR cost 60pts more.

As I mentioned before this weekend I am trying my first psyback out in a tournament with dozer blades so i can run it infront of my raider or paladins through terrain if needs be to give them cover,

wait . as in a single razorback ? make it a rhino then . If it is a single av11 in front of the whole army [or at least the important part] its going to eat so much shots that the shoting abilty just doesnt matter anymore .

 

I understand force multiplication . runing 3-4 razors to get more shots in a crow build , or gettttting long range fire support which some GK builds lack[and runing twin las or las plas razors] but runing a single razor to give a LR cover , thats like making the LR cost 60pts more.

 

that is a solid point mate. I am also taking it to help neutralize transports by shaking or even destroying them so it give me an exceedingly cheap unit capable of damaging enemy transports. I won't throw it infrot of my land raider and palains allthe time unless their anti tank weapon are generally str8 ap2 or better in which case I'm happy those hits aren't going into paladins or if str 9 and above the land raider. This 1500 pt list only has 5 paladins so I need to ensure they are safe. I also want to try usig the razorback as I am looking at putting a couple in my 1850pt list. Lasty in some games where I don't have first turn and terrain isn't good I can't always give my landraider cover. In some of these games I can use the razorback for cover before turn and unless it is nnihalated the cover will remain.

 

Regardless, your concern is noted and as someone who also believes in armour type saturation to improve lists, I do realize this is an odd choice. Let's see how I fo and you get to say 'I told you so!' hehe.

 

Regards,

Crynn

I've been reading this thread off and on for the past two days. I have always been interested in starting a GK army (since the old Daemon Hunters codex) but never really found my 'muse.' Seeing how diverse you have made your army has really inspired me. I'm so used to spam armies (both playing against them and playing with them) that it made the game very boring for me.

 

I always try to make every unit a 'Swiss Army Knife' but you can't always do that by spamming the same thing. A ten man tactical unit is good with a plasma cannon, melta gun, and a powerfist overall, but it would get stomped by any close combat heavy army.

 

One of my friends who has kept me in the game is telling me that the GK codex is garbage and that his Deldar Wych army could stomp whatever I throw at him, which encourages me even more to make a GK army to just prove him wrong. :rolleyes:

 

Keep writing up the reports, man. They're a fun read.

If you have several lightly armored transports they can make a good screen versus meltas for landraiders. I don't think one will all that effective since it only offers cover from one direction. Maybe I'm missing something. Some diagrams showing positioning would be helpful.

 

G :D

Hey, I've read this thread over the last 2 days as well and really enjoy both the list and the bat-reps. Please keep up the good work.

 

One thing I'd like to mention is you type lose as loose repeatedly.

 

I know it's such a bad habbit. I do it more than you realize I jsut correct it most of the time however sometimes I miss it. It's just something that I do when I'm typing quickly, when I write 'have' half the time I write 'ahve' instead because my fingers just punch that in. I really should write my bat reps in word so it'll yell at me, then post them. Rather imbarrasing really as I am a more than capable with my spelling I just have some bad typing habbits. Apologies bro.

 

On a side note...

 

Played the 1500pt tournament last weekend and Managed to get 1st place! Lucky me.

 

The tournament is used as a qulifier to play in my states Masters Championship. (State of Victoria within Australia) So next year I get an automatic spot! This is good as I generally don't play that many tournaments during the year which means I don't always get my ranking high enough to get a spot. The missions weren't standard codex missions so I'm not sure how usefull any batreps I write will be especially seeing two of the three games I played were against other GK armies, both with storm ravens.

I did find the 5 Paladins relatively usefull at 1500 even with just the 5, they performed well however they are not the deathstar unit they are at 10 though this was to be expected. For their cost they are still a very good inclusion however the main thing I lost was essentialy 5 very tough scoring bodies when the paladins went down to 5 men from 10. i definately like the list mreo at 1750+ points. The razorback funnily enough survived every game as did the Landraider which it used as cover most games. It's str 6 heavy bolter was great at laying down reliable wounds for cheap however none of the 3 armies I faced had lots of light armoured vehicles for me to try and surpress so I didn't get to test it's functionality in this regard which is rather dissapointing.

 

So all in all it was a fun day and I enjoyed my games however not a whole amount learned from the experience.

 

I did however love psybolt ammo on the strikes, especially on the KP mission where I had re-roll 1's to wound on them.

 

Regards,

Crynn

If you have several lightly armored transports they can make a good screen versus meltas for landraiders. I don't think one will all that effective since it only offers cover from one direction. Maybe I'm missing something. Some diagrams showing positioning would be helpful.

 

G ^_^

 

I will draw some diagrams if you like but essentially in spear head a razorback infront of the LR will give it cover and nothing can move and fire into its side arcs because of the deployment ype. Pitched the LR would start sideways with the Razorback infront of it to give cover, front and rear arcs would be impossible to hit turn one due to deployment as well. Very basic description but just to give you an idea.

 

Regards,

Crynn

Have you thought about using Daemonhosts inside your razorback? There slightly more resilient with a 5++ and T 4 and depending on what power they manifest each turn you can decide what to do with them.

 

I.e. Either of the shooting attacks to target the enemy. Just a thought

 

Also I believe the razorback has synergy with the Pysriflenaught, you could use the razorback to provide cover for your pysriflenaught. They can also try to flank the enemy to engage enemy side AV.

Dear Crynn,

 

I must admit that I haven't read EVERYTHING that you have posted, but I consumately comprehend the machinations of your list, and offer kudos for your success.

 

I Would be greatly appreciative if you could give me some advice - I've recently got 10 Old School Daemohunters Terminator Models as a hand me down (yay!), so I started a Draigo Build that has some parallels to yours, but with a few substantial tweaks. Theses modifications will be revealed when I ask my questions to you:

 

1) I plan to run 10 pallies, with DS'ing obviously being prominent - and I've obviously gone with a DS heavy force - an approach that I have never tried out, which is why this post is here :D . I run Draigo and an OXI (bare bones, grenade dispenser, and Psyker Upgrade, which I will come back to*). Now, what I'd like you to advise me on, is with your experience, is it enough to run 1 mystic, and 3 servo skulls for the purposes of accurate DS'ing? i.e. What I'm really asking is... How much Deep Stike mishap mitigation is required for such a list? I Also have the opportunity to buy a teleport homer on my purgator justicar (who's squad will rush into midfield via Razorback to lay down some Astral Aim'd psycannon suppression shots). Would this teleport homer be advisable, or surplus to DS requirements? I apologise for all the questions, but you can easily answer all this clutter of query by perhaps just offering a "deep strike tactica" perhaps? If that could be done, then that would be so awesome, I dont think I would have to express the magnitude of my appreciation if you were to take the time to provide us with your insights/experiences.

 

2) The second aspect of DS'ing is timing* (see above re my OXI with Psychic Communion). Therefore, would it be excessive to employ a "double psychic communion" approach, just to provide me with some extra insurance should the dice gods forsake me?

 

3) The vehicles... I plan to stuff Draigo and the Inquisitor's retinue that consists of the aformentioned mystic and some melta toting acolytes into a Chimera. In Addition, I have 2 psybacks that will provide cover for the Chimera. I know that you use a LR in the same way, but I do not yet possess one, and even if I did, I'd struggle to find a space for it points-wise... even that I know it would be the perfect Vehicle for the job. So.... What I'd like you to advise me on, is this setup enough to withstand the plethora of AT weps out there? Or would it be more likely that my vehicles get popped early, and Draigo and co will footslog the rest of the journey?

 

4) Anti-Tank Weaponry. Now, this is a real worry and the obvious weakness in my list - even by GK standards. I could only find space in my list for a regular psyfleman. I can of course, drop my shunting DK to make room for more dreads, but it just seems intuitively incorrect for me. Considering that I have a full squad of Interceptors. When I make the shunt (with GKI's and DK) or DS (with the pallies), I want it to be co-ordinated to present multiple threats to the enemy. So... Given that I am in a position where the shunting DK seems like it's gold (or probably sulfur from your point of view :lol: ), and hence, the points restrictions, what can I do to remedy the situation i.e. do i have enough AT or must some room be made for it? I'd like to keep the purgators, but that of course depends on issue number 1). And if the situation warrants, then they'd probably be the first unit to warm the bench. Any suggestions would be GREATLY appreciated.

 

Regards,

 

Neonfunk

Dear Crynn,

 

I must admit that I haven't read EVERYTHING that you have posted, but I consumately comprehend the machinations of your list, and offer kudos for your success.

 

I Would be greatly appreciative if you could give me some advice - I've recently got 10 Old School Daemohunters Terminator Models as a hand me down (yay!), so I started a Draigo Build that has some parallels to yours, but with a few substantial tweaks. Theses modifications will be revealed when I ask my questions to you:

 

1) I plan to run 10 pallies, with DS'ing obviously being prominent - and I've obviously gone with a DS heavy force - an approach that I have never tried out, which is why this post is here :D . I run Draigo and an OXI (bare bones, grenade dispenser, and Psyker Upgrade, which I will come back to*). Now, what I'd like you to advise me on, is with your experience, is it enough to run 1 mystic, and 3 servo skulls for the purposes of accurate DS'ing? i.e. What I'm really asking is... How much Deep Stike mishap mitigation is required for such a list? I Also have the opportunity to buy a teleport homer on my purgator justicar (who's squad will rush into midfield via Razorback to lay down some Astral Aim'd psycannon suppression shots). Would this teleport homer be advisable, or surplus to DS requirements? I apologise for all the questions, but you can easily answer all this clutter of query by perhaps just offering a "deep strike tactica" perhaps? If that could be done, then that would be so awesome, I dont think I would have to express the magnitude of my appreciation if you were to take the time to provide us with your insights/experiences.

 

2) The second aspect of DS'ing is timing* (see above re my OXI with Psychic Communion). Therefore, would it be excessive to employ a "double psychic communion" approach, just to provide me with some extra insurance should the dice gods forsake me?

 

3) The vehicles... I plan to stuff Draigo and the Inquisitor's retinue that consists of the aformentioned mystic and some melta toting acolytes into a Chimera. In Addition, I have 2 psybacks that will provide cover for the Chimera. I know that you use a LR in the same way, but I do not yet possess one, and even if I did, I'd struggle to find a space for it points-wise... even that I know it would be the perfect Vehicle for the job. So.... What I'd like you to advise me on, is this setup enough to withstand the plethora of AT weps out there? Or would it be more likely that my vehicles get popped early, and Draigo and co will footslog the rest of the journey?

 

4) Anti-Tank Weaponry. Now, this is a real worry and the obvious weakness in my list - even by GK standards. I could only find space in my list for a regular psyfleman. I can of course, drop my shunting DK to make room for more dreads, but it just seems intuitively incorrect for me. Considering that I have a full squad of Interceptors. When I make the shunt (with GKI's and DK) or DS (with the pallies), I want it to be co-ordinated to present multiple threats to the enemy. So... Given that I am in a position where the shunting DK seems like it's gold (or probably sulfur from your point of view :P ), and hence, the points restrictions, what can I do to remedy the situation i.e. do i have enough AT or must some room be made for it? I'd like to keep the purgators, but that of course depends on issue number 1). And if the situation warrants, then they'd probably be the first unit to warm the bench. Any suggestions would be GREATLY appreciated.

 

Regards,

 

Neonfunk

 

Thanks for reading mate, I hope it's been of some use to you. Now to your questions and your list.

 

1st I'd like to say that I am one of those people who believes interceptors are an excellent unit especially with a grand master for the obvious reasons of scoring and such however, I am also one of those who will argue until I'm blue in the face that Dread Knights are extremely over priced, especially the shunting variety. If you are lacking anti tank and it would seem a home objective scorer as well I would suggest dropping the shunting Dread knight for a venerable dread which draigo can make scoring along with the interceptors. You will most likely be left with change from the dread knight as well depending on which weapons you outfitted it with.

 

Next to your deepstriking questions. I use 1 locator beacon and 2 skulls (Would like 3) and I have never ever had a single-miss hap in around 30 games let alone be slightly out of position. Granted my locator beacon is in a large (usefull for range on a locator beacon) and sturdy chassis however I think what you have will suffice especially if you add the teleport hommer on the Purgation justicar which I would recommend, remember to put your skulls in places you dont expect your teleport homers to be, that way you should acurate deepstrike over most of the board. You can also use the skulls to bait enemies forward who try to get within 6 inches of them to remove them. Doing this means they will be closer to the rest of your force or out of position from their own army and easy picking for something like your interceptors. Second to that I would definately be going with 2x Psychic communion. It is one thing that I would really love to have in my list as it makes reserves very reliable. Just remember that their will be plaenty of times you do not want to reserve your paladins or deep strike them, especially with draigo who makes them quite tough even on foot. The Interceptors can remain out of range of anti infantry fire or just hide behind vehicles untill turn 2 when the paladins should come down if deep striking or they can just harrass enemy flanks that are left exposed. If the enemy sticks together this is good to as it means your paladins will be in range of all their units and will be able to pull off multi charges which is is a pivitol part to playing 10man Paladin units.

 

So all up it sounds like you have a very solid list. I think the Ven dread will add much more to the army than a dread knight especially seeing it will take out those annoying transports that paladins hate so they can get into their contents. It will also mean both your interceptors and paladins can push forward as the ven dread holds any home objectives.

 

I don't know if that sufficiently covers all your questions so if I have missed something or you have any further queries, feel free to ask.

 

Regards,

Crynn

A picture is said to be worth 1000 words. :lol: It just takes more of an effort on the Internet. I do think it's possible to bypass one razorback in Spearhead or Pitched Battle - mainly coming from deep striking units. If you're using Warp Quake to surpress deep strking enemy units then you've probably got your bases covered so to speak if ya catch my drift. :)

 

G ;)

A picture is said to be worth 1000 words. :P It just takes more of an effort on the Internet. I do think it's possible to bypass one razorback in Spearhead or Pitched Battle - mainly coming from deep striking units. If you're using Warp Quake to surpress deep strking enemy units then you've probably got your bases covered so to speak if ya catch my drift. :)

 

G :)

 

 

Absolutely correct with DS but I'm talking turn 1 where I am given a deployment zone where my Land raider cant start with cover and obviously cant smoke if I go second so this is when he razorback is usefull I give the strikes scout from gs the razorback moves in front and pops smoke in the scouting phase. I wont do it often but sometimes it will save my ass!

 

Regards,

Crynn

That's okay but pricy plus maybe not the best use of GS.

 

G :)

 

it's very situatinal, it depends how much I need my land raider to live and will only be used in missions where objectives aren't the primary focus, otherwise I would be using grand stratergy to make units scoring.

 

So my secret 18pt unit.

 

Well, a few weeks back I played in a doubles tournament, I didn't post my results here as like any doubles tournament they are hardly what I would call balanced, on top of that the missions were extremely odd. However I did use it as a trial ground for my psybolt razorback and a cheap little contents squad. The squad that most people use to buy paybacks when they have coteaz in a list is either 3 plain henchmen at 12 pts or 3 with melta guns at 42 points.

I am not a fan of units being useless and while scoring if the razorbacks explode there is a good chance the unit will lose most of it's members and start falling back, in kill point missions I am also left hiding these little buggers in reserve. The second unit is the melta bunker and whilst it seems good on paper you can do a lot with 42pts in this codex. I don't rate the melta henchmen because in order to get into range I am going to have to race forward and not use my turret and this to me is a waste. Also, when I jump out, the unit is almost guaranteed to die next turn unlike a space wolf or BA melta bunker where you still have power armoured marines with an additial CC weapons which don't just die to a gust of wind. On top of that if something is close enough to melta it is most likely close enough to charge with my paladins, and with a big unit of them with psycannons, short range melta guns aren't in dire need, especially not BS 3 ones I can't relly on to kill a vehicle.

 

So I need a unit with similar range to my psyback that is cheap so accessing isn't taking up to much of my list and doesn't have to get close where it will be immediately assaulted. So this is what I came up with.

 

2x acolyte 1x henchmen psycher. Now at first glance this seems like a rubbish unit but let's look at what it actually is. 3 toughness 3 wounds that score easily put in cover or out of LOS or brought on from reserves that on most turns will put down a strength 3 ap 6 large blast at 36" range and can move and fire, If you stay stationary you can fire 2 lasguns as well whoopy!. Now this is nothing amazing but for only 1pt more than a marine I know whick one I would have. My army has a decent ammount of anti horde but definately not overwhelming, and these little seemingly harmless units realy help with mass model armies.

 

During the doubles tournament I played a horde guard army and a tyranid/guard army, I also played a blood angel player as well. These 6 point upgrades on a 3x henchman unit in every game made double their points cost back. I had 3 of these units to access razorbacks and against horde guard over 5 turns they cleared about 25+ guardsmen, against the tyranid/guard team a whole bunch of gaunts and 5 rough riders as well as a few guardsmen, they also killed couple of genestealers. Even against the blood Angels they knocked off a few tac marines. Now this is pretty good considering for 6pts less I would have had these 3 units kill well let's be honest, nothing.

 

So I'm guessing this isn't the 18 point super unit you were expecting but I definately found it to be exceedingly efficient for it's cost.

 

Regards,

Crynn

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