Jump to content

Recommended Posts

After skimming the sangy rules I've gone super excited to "eh". I looked at a bunch of other primarchs and they have two pages of hard "I do a lot of things" to maybe a page and a half. Now what he does is cool but it's just kinda not very flushed out. I guess we will need to see what happens in the book but it's just a little blandish in spots. Cool model and decent rules but not zomg amazing.

 

Still no pre-order for sangy and co. or the book.

 

Guess it's an un-happy b-day for me :sad.:

 

Sorry, dude. They said "March" so there's still 16 days left to go, for better and worse.

 

 

Even with a March release for the pre-order people, the rest of us could be getting it in April if it's sent out on the 31st March, patience young grass hopper... (he says while watching his calendar) 

I’m kinda sad no one is spoiling any of the BA units beyond the dawn breakers, and no fluff spoils :sad.:

 

Garro's had this stuff up all day.  Plus most of this was spoiled at the FW weekender early February:

 

Dawnbreaker cohort
5-10 man jump infantry in artifcer armour, all armed with a ‘falling star’ power spear, same melee stats as a guardian spear without the lightning strikes rule. any model may replace spear with a pair of fancy power swords, each sword has a different set of special rules, but you can only use one at a time. one has shred and +1 initiative, other has rending and sunder. they have a mini (half range) grenade launcher as their ranged weapon. enemy units take D6 krak grenade hits if they’re within 6” of this unit when it deep strikes (after scatter). squad can have metlabombs.
Crimson Paladins
this is the terminator unit with sword and shield. 3-5 man units with power weapons or the rending sword from the DBC and shield. shield confers -1S to enemy units in combat. the unit has FNP in combat when outnumbered, improving if their doubled. single model may take a heavy ranged weapon (assault cannon, heavy flamer, or plasma blaster), 2 paladins can take a power fist, and the leader can take a blade of perdition (represented by the spear on the models)
The Angel’s Tears
this is the destoryer type unit we’ve heard about. 5-10 models, twin volkite serpentas and jump packs by default alongside the standard destoryer gear. ANY of the standard guys can take a heavy weapon (assault cannon, heavy flamer, rad grenade launcher, rotor cannon, or heavy chainsword), and the sergeant can take the usual mix of close combat weapons, and artifcer armour, squad can have meltabombs. rule present to confirm that these count as destoryers for other units rules (rites of war, moritat able to join them etc)
Contemptor-Incaendius Class Dreadnought
this is the ‘jump’ dreadnought. standard contemptor statline with armoured ceramite and the booster pack. the pack can be used in one of two ways, either to confer deep strike, or to act as a one use only jump pack (in either the movement or assault phase, not both). the assault confers a 3d6 movement. its combat weapons is a pair of talons of perdition, with are ap2 with deathfire, str user. they have built in heavy flamers which can be swapped for meltaguns or assault cannons. the talons can be swapped for standard dreadnought close combat weapons (not effecting the built in guns).
BLOOD ANGEL CHARACTERS Judicar Aster Crohne
newly created character, he’s focused around the angel’s tears and destoryers. he’s got two hand flamers, rad grenades, artificer armour, and unique axe. he’s also got a load of special rules including scout. plus two unique ones. the first allows him to return to ongoing reserves with one wound left on a 4+ the first time he dies, representing him being a survivor. and a buff rule where you pick D3 enemy units at the start of the game, and Crohne, destoryers, and angel’s tears get shread and rending on their hand flamers when used against these units.
Chapter Master Raldoron and Sanguinius
both of these characters have their full rules online already, so nothing to add.

its interesting you say that, a lot of people are complaining that they aren't very good!

for me, I think they're okay.

  • I really dislike our terminators not being 2W models, but then, i have always felt like marines should be more robust anyway (part of the draw of primaris for me is that). They just don't feel elite enough for the elite warriors they are, especially when their role is to be tanky.
  • The dawnbreakers lack real teeth, and just aren't going to be all that good honestly, 1w, no invulnerable save, limited shooting, pretty average melee weapons.
  • the angels tears are nothing particularly special, or if you want them to be special, they'll be super expensive.
  • the dreadnought is honestly just silly. I don't think its bad, i just dislike the concept.
  • the new character is okay, he has some cool flavour rules, I don't know if hes really all that useful though.
  • raldoron just misses the mark, he needed just one nice special rule, or to show his adaptability, the option for a jump pack/terminator armor with adjusted cost depending on whats used.
  • Sanguinius is a pretty average beatstick. his pistol should have been a pistol, and should not have been 1-shot. And his wings just don't do him justice at all, he feels a touch too expensive for what he actually brings to the table.

I also really still hate that some legions get AP2 at init available to sergeants at least, whilst others don't. At least for both dawnbreakers and crimson paladins they have access to the blade of perdition for sergeants...

Edited by Blindhamster

I guess I really don't see why people think they are bad.  I think the stuff looks great.

 

Few thoughts:

 

1) for the paladins, it would be nice if all had 2 wounds instead of just the sergeant.  However, they'll nearly always get the feel no pain unless the opposing weapons have instant death, which will make them pretty tanky, especially with the 2+/4+ and opponents getting the -1s against them.  Plus they have a ap2 weapon at initiative on the sergeant, and can have power axes, power fists and the dawnbringer swords to their hearts content.  That's quite a bit different than other terminators.

 

2) I'm shocked anyone thinks the Dawnbringers have average melee weapons.  Either they have 2 handed power swords that get +1s and ap2 on the charge or they have 2 different power swords with 2 extra abilities each.  Plus they can have some with the spears and some with the dual swords for some flexibility.  That's several guys wounding marines on a 2+ with ap2 on the charge, plus several more with the extra attack for 2 power swords and the extra abilities.  Yes, they don't have an inv save, but they will get a bunch of high ap attacks before any normal within with an ap2 will get to go to negate their armor.

 

3) The Angel's Tears are basically destroyers+1.  They can be a flying heavy support unit if you want that can still melee.  With day of revelation they can drop in first turn, and if Sanguinius has joined them they won't scatter.  Give all of them suspensor web assault cannons or heavy flamers, drop behind the vehicle or within 1" of the blob of troops and go to work.  That can be an awfully nasty first strike unit.

 

4) Personally, I think the dreadnought is cool.  Will depend on the final model, but the idea has potential.  Gamewise, first it's fast attack so it can be your deep striking fast attack requirement for Day of Revelation.  Secondly, you can switch out one of the arms for a dreadnought close combat weapon and suddenly it can deal with anything well, plus can have 2 assault cannons.  That's a pretty tasty unit right there that can deal with just about anything.  Having that mobility on a dreadnought with both of those weapons is awesome.

 

5) I used Raldoron this weekend.  Couple of thoughts for him over a normal praetor.  The big thing is that his Encarmine Warblade is awesome.  It's not a specialist weapon so he gets an extra attack for 2 weapons.  Then it also has shred and is master crafted.  Throw in the furious charge and you have a guy that is S6 on the charge so is a danger to most vehicles (not dreadnoughts though) rerolls one of his WS7 attacks and then rerolls any 1s to wound.  He's really consistent.  As for him being adaptable, when he's not with Sanguinius you get to pick his warlord trait off the legion table, so there is some adaptability.

 

6) On to SAaguinius.  I ran him also this weekend against an Angron list.  He's surprisingly lethal.  First, I do think he needs to be run in an Angel's Wrath list to give him hit and run, so he can disengage to reset the spear, armor and sire rules.  With them though, he can do a lot of damage.  When he flies over the unit he does the S6 ap2 hit which isn't that hard to pull off if you don't disengage too far on a hit and run disengagement.  You have Infernus once a game for extra damage.  But then when he charges, he does the s10 ap2 hit, then 8 attacks with the spear rerolling 1 and the possibility of getting extra wound.  It's a lot of attacks at a high strength and weapon skill that you can dump into someone.  In the game he killed 2 contemptor dreadnoughts, Angron, Khârn, Primus Medicae and 4 Red Butchers.  I wasn't rolling amazing either.  It's just what he can do when he charges.  Against a Angron, he should average 2.6 wounds on the charge after saves while only taking 1.1 wounds back.  And that's against one of the top melee primarchs in the game.  It goes down when he doesn't charge, but that's what the rite of war is for.  Overall, I was really impressed and my opponent wasn't excited about Angron going down in 3 rounds of combat like he did.

Edited by Emissary

I'm sorry, but I have to say that for me the "jump-dread" is ridiculous in design :biggrin.: Just imagine those TONNES of metal, ceramite, fuel, ammo and all else landing (deep strike, so from orbit? :biggrin.: ) and not smashing itself to scrap in the process... Okay, those jets might slow it down. A bit. But just look at drop pod's retro jets for comparison!
Jumping makes even less sense, when you look at relationship between marines' jump packs to marines' body and weigth. And then look at what was fitted for infinitely larger and heavier deadnought.

But that's it, I will say no more :biggrin.:

Edited by Majkhel

I'm sorry, but I have to say that for me the "jump-dread" is ridiculous in design :D Just imagine those TONNES of metal, ceramite, fuel, ammo and all else landing (deep strike, so from orbit? :D ) and not smashing itself to scrap in the process... Okay, those jets might slow it down. A bit. But just look at drop pod's retro jets for comparison!

Jumping makes even less sense, when you look at relationship between marines' jump packs to marines' body and weigth. And then look at what was fitted for infinitely larger and heavier deadnought.

But that's it, I will say no more :D

I like the concept. The one use but you can choose where you want that to be. A massive dreadnought soaring through the sky and slamming into the enemy is just about on the fun side of ridiculous for me. But I really don’t like the proposed model, I agree with your points there, the proposed model we were shown was simply awful. Apart from looking stupid it doesn’t fit with us aesthetically either, looks almost like what an ork would do but even there it would be stretching things to far.

@Emissary great feedback...thanks for the playtest data points!
 

My evolving thoughts so far:

 

Dawnbringers:

  • LOLFAIL at that them not having Assault Grenades, so they attack last in terrain. That's gotta be FAQ'd, otherwise it's the ultimate troll. I'm guessing they meant to have a similar ability to the Primaris Intercessor underslung grenade launcher that lets them using existing grenades at extended range
  • I'm  theoryhammering the best TAC loadout for them, likely a mix of the +1S/AP2 on charge spears + swords (will definitely depend on points cost for each as well).
  • First (re)impressions is more of a question: they are clearly meant to be a bit of a glass cannon with no invuln, but will they hit hard enough to make up for their lacking defense?
  • Should I wait to see if official models ever come out or just kitbash now?
  • Compare to:

Hidden Content

III Legion

Palantine Blades

WS5 1W A2 3+

  • Elites
  • BP + Charnabal Sabres (S- AP- Melee, Rending, +1I in challenge)
  • Can take Phoenix Spears: S+1/User AP2/3 Melee, Two-handed)
  • Counter-Attack
  • Chosen Warriors (can challenge like characters)

VIII Legion

Night Raptor Squad

WS5 W1 A1 3+

  • Fast Attack
  • Jump Infantry
  • Chainsword + BP base
  • Onslaught: +D3 attacks on the charge instead of +1

 

XIII Legion

Invictarus Suzerain

WS5 W1 A2 2+

  • Elites
  • Boarding shield: 6++/5++ in combat
  • Legatine Axe: S- AP2 Melee, Specialist Weapon, Cutting Strike (To Hit 6's auto-wound)
  • Lords of Ultramar: other UM or Allied Solar Aux/Militia in 12" +1Ld if not Falling Back, etc..
  • Chosen Warriors (can challenge like characters)
  • Honor Bearers: one model can exchange a boarding shield for a Legion Standard from Command Squad

 

 

Locutarus Storm Squad

WS4 W1 A1 2+

  • Fast Attack
  • Power Sword + bolt pistol
  • Opening Salvo: on turn they arrive from DS, may fire bolt pistols twice
  • Precision Intervention: when arriving from DS, may re-roll the Scatter dice, but must accept the re-rolled result

 

XVII Legion

Ashen Circle

(don't have FAQ'd version in front of me)

 

XIX Legion

Dark Fury Assault Squad

WS4 W1 A2 3+

Pair of Raven's Talons: lightning claws with Master-Crafted and Rending

Sudden Strike: +1I on the charge

Fateful Descent: 5+ cover save when they arrive via DS

 

Angel's Tears:

  • 10 dudes dropping in with Suspensor Web Assault Cannons with Pinning (from DoR)....expensive as all heck, but you get what you pay for. When you absolutely, positively NEED that drop zone cleared
  • Let me get this right...you add Justicar Whathisface (aka the non-Raldoron character) and they get Shred and Rending to hand flamers....can they all take hand flamers? 20x Templates w/ S3 Shred + Rending? :huh.: ....does that make hand flamers good? S3 and Shred is actually better for Rending since you want to fish for 6's 
  • Same question with Dawnbringers: should I wait to see if official models ever come out or just kitbash now?

 

Crimson Paladins:

  • Have potential...but don't know if they pack enough Anvil to compliment the Hammer of the rest of a fast moving BA force
  • First (re) impressions: if they were -1S and FNP at all times, then they're basically killier Iron Hand Gorgons....is that good?

 

Sanguinary Guard:

  • <grumble grumble grumble grumble grumble grumble grumble>

 

Jump Dread:

  • I agree this is a bit ridiculous, but I lean towards ridiculously-awesome-as-only-40k can do. Maybe convert the BA Contemptor if the mood strikes.
  • I theorize that it could be best to put in a Dreadnought Drop Pod and use the jump pack for that sweet sweet 3D6 Charge. Sitting in that pod will draw fire away from other T1 arrival targets <cough> Leviathan <cough>
  • Can it take a Chainfist as well? Blade of Perdition for meat + Chainfist for steel = niiiiiice

 

Justicar dude:

  • See Angels Tears' comments above

 

Raldoron:

  • I wholeheartedly agree with @Blindhamster...he's not bad, but feels like he lacks a little oomph. If he could pick any WLT and he buffed the army with +Ld or some sort of Reserves/DS mitigation I think he would be solidly on-point without being too much
  • Would LOOOOOOOOOOOOOOOOOOOVE a Jump Pack option for him. Pretty pretty please?

 

Sanguinius:

  • I keep going back and forth between "OMG awesome" and "OMG terrible" which means I just need to play the :censored: out of him and find out one way or another
  • I have all sorts of tweaks I can think of for him, but in short, the most immediate would be give Encarmine Blade Master-Crafted and Duelist's Edge to help make it a more viable option vs the Spear
  • Moonsilver Blade gets Rending and Sanguinius gets his own Encarmine Fury (see below)

 

I'm still quite concerned that there's really no jump unit that can help Sanguinius survive Deep Strike other than a 20man blob of ASM. Sanguinary Guard <grumble grumble grumble grumble grumble>

 

I also think that if Encarmine Fury also affected Rending and Murderous Strike in melee, then a lot of our unit options would really stand out. Aka Rend on 5+ and Instant Death on a 5+ for some weapon options. That's likely too much, though.

Edited by Indefragable

I look at Sanguinius rules and get disappointed even further.

 

Test team (if that is the case) ruined wholesome concept of a primarch.

I see all the cuts and stitches in his rules and it's so unfair.

 

WHY THE HELL HE CAN'T CHARGE FROM DEEP STRIKE?

What is the real game purpose of character providing non-scattering ability? To drop in front of the enemies as close as possble so they can shoot and charge you all they have?

Or to provide a moritat and other shooty units to have a point blank range? 

So his deep strike ability is essentialy is shooting/transport bonus?

 

Does it serves Him well? I think not. With Sanguinius I want charge. He is relatively fast, he good in close combat, probably like Hammer. But IS THAT a Sanguinius?

A primarch that good only in charge?

Because he looks like Sanguinius only with Spear and re-rolling armour saves. How to counter him? Big bloob of anything with invuln save.

On second turn of combat he is a mere S6 ap2 6 attacks character.

It's so stupid - our regular units have Red thirst that gives them +1 to wound making them better than sanguinius turn 2 with spear.

And then he can't even "refresh" that - I bet Sanguinius HAD Hit and run in one of the rule drafts.

 

WS9 - it's surprisingly how irrelevant that actually is. For a high profile battles with like Russ/Horus it means nothing - he still losses to them. Besides a constant -1 to hit bonuses negates his "superiority". A simple re-roll to hits with WS8 is far better 

Not to mention things reducing WS.

 

One use pistol - is the most obvious castration. It's so clear that it's not even remotely how it supposed to work. It's not even Melta, but it's obviously a melta-type weapon!

Things that not supposed to work like that - throwing spear. :cuss WHAT?! That thing is just obscene. Hey Gulliman want to throw your Gauntlet? Horus why do you ever need your mace?

Even then - why those guys DON'T HAVE TO CHOOSE which one weapon they want to use before battle?

Why there is Moonsilver pick when Sanguinius already posses Blade Encarmine?

Why his rules have to suck because of Miniature design? 

 

The biggest problem I have with Sanguinius is that he is tuned version of a current 40k Slamguinius captains. If you want him to kill that thing over there - no problem he will kill it (if that thing is not a Russ/Horus/other tanky primarchs) but that's all - he'll die doing it.

The only difference  that slamguinius is a disposable chunk of a rail - it's cheap, it's boring, it's narrow.

Just think about it - almost 500 points for 8 attacks s9 ap1 

But he is not as good as Horus in current state.

 

The worse part of it - Sanguinius is just best of Mediocres. And that is not who he actually is.

That is a bad rules writing. Not the rules themselves, but the thing/the image they represent on a table.

 

I played two games 2000pts and I didn't liked it. To put is simply - unreliable. Things with stormshields is Sanguinius bane. Icebucket challenge I would say.

Edited by Jolemai
Swear filter dodge

I wouldn't go so far to say everything sucks but they're all a little bit odd. Some of these options CAN be good but it really depends on the situation. I'm not terribly bothered and I think they're decent for what they are.

I think sangy is alright. Not top tier but should be able to hold his own. Primarch fights are kind of dumb anyway so don't throw him at one.

Offering unique swords for Command Squads was probably the biggest "dumb thing" as "Just use command squads" doesn't quite match the weapon options in the Sang Guard kit. I'm not advocating they all get paragon/perdition blades or whatnot but something neat would have at least tide me over or intrigued me enough to build out a fiver for 30k.

I'm still getting the stuff though. I'm already used to getting beat all the time so it's no big deal if we're still a bit lack luster.

 

@Emissary great feedback...thanks for the playtest data points!

 

Angel's Tears:

  •  
  • Let me get this right...you add Justicar Whathisface (aka the non-Raldoron character) and they get Shred and Rending to hand flamers....can they all take hand flamers? 20x Templates w/ S3 Shred + Rending? :huh.: ....does that make hand flamers good? S3 and Shred is actually better for Rending since you want to fish for 6's 
  •  

 

You are wrong. AT cannot take hand flamers, nor DB can. The rule says: Whenever Crohne or a Destroyers or Angel's Tears unit is used to make a shooting attack aginst a unit marked with the Angel's Wrath (d3 chosen after deployment), HIS (i.e. Crohne's) hand flamer attacks are made with Shred and Rending special rules.

 

So, RAW, only Crohne gets Rending and Shred, even if he is NOT targeting the marked unit, as lond as AT or DB do. Makes... no sense at all.

And his axe is AP 3. LOL. Either lots of typos and bad editing or the guy is utter crap.

Going to go through this... Answers in red.

 

I look at Sanguinius rules and get disappointed even further.

 

Test team (if that is the case) ruined wholesome concept of a primarch.

I see all the cuts and stitches in his rules and it's so unfair.

 

WHY THE HELL HE CAN'T CHARGE FROM DEEP STRIKE?

Because it would be fully broken. You'd guarantee any unit dead on his arrival, that is not good or fun game design.

What is the real game purpose of character providing non-scattering ability? To drop in front of the enemies as close as possble so they can shoot and charge you all they have?

Or to provide a moritat and other shooty units to have a point blank range? 

So his deep strike ability is essentialy is shooting/transport bonus?

You can place him and any accompanying unit in perfect position to use/ abuse any rule you'd want. You also avoid any chance of a deepstrike mishap which could potentially kill him and his unit. It also saves points on a transport.

 

Does it serves Him well? I think not. With Sanguinius I want charge. He is relatively fast, he good in close combat, probably like Hammer. But IS THAT a Sanguinius?

A primarch that good only in charge?

Most Primarchs have similar defensive stats to Sangy, so this is a moot point. Also, WS9 and either of his weapons is very strong.

Because he looks like Sanguinius only with Spear and re-rolling armour saves. How to counter him? Big bloob of anything with invuln save.

On second turn of combat he is a mere S6 ap2 6 attacks character.

Just like any other Primarch and Bodyguard. Though, you'd be hard pressed to find something fast enough to react to Sangy and charge him with massed invulns.

It's so stupid - our regular units have Red thirst that gives them +1 to wound making them better than sanguinius turn 2 with spear.

And then he can't even "refresh" that - I bet Sanguinius HAD Hit and run in one of the rule drafts.

I'll admit HnR seems like an odd omission in his rules, but then again it would probably push him into OP territory and they'd have to make his charge bonuses worse.

 

WS9 - it's surprisingly how irrelevant that actually is. For a high profile battles with like Russ/Horus it means nothing - he still losses to them. Besides a constant -1 to hit bonuses negates his "superiority". A simple re-roll to hits with WS8 is far better 

Not to mention things reducing WS.

You don't bring Primarchs to kill other Primarchs. Also, WS9 means the majority of legion units, automata and other similar things will only hit him on a 5+, this is huge.

 

One use pistol - is the most obvious castration. It's so clear that it's not even remotely how it supposed to work. It's not even Melta, but it's obviously a melta-type weapon!

Things that not supposed to work like that - throwing spear. :cuss WHAT?! That thing is just obscene. Hey Gulliman want to throw your Gauntlet? Horus why do you ever need your mace?

While I don't agree with your OTT exaggeration, the pistol is incredibly weird. Though when has Sanguinius ever been known for ranged combat? The spear shuld've had an energy blast like the fluff but then it probably would've needed to either cost more points or have a downside.

Even then - why those guys DON'T HAVE TO CHOOSE which one weapon they want to use before battle?

Why there is Moonsilver pick when Sanguinius already posses Blade Encarmine?

Because when you pick the spear you don't have the sword. Also, Moonsilver is very useful against the Daemons that will start popping up.

Why his rules have to suck because of Miniature design? 

 

The biggest problem I have with Sanguinius is that he is tuned version of a current 40k Slamguinius captains. If you want him to kill that thing over there - no problem he will kill it (if that thing is not a Russ/Horus/other tanky primarchs) but that's all - he'll die doing it.

The only difference  that slamguinius is a disposable chunk of a rail - it's cheap, it's boring, it's narrow.

Just think about it - almost 500 points for 8 attacks s9 ap1 

But he is not as good as Horus in current state.

Sure, Horus can spank other Primarchs in combat forever because of the Talon. But this version of Sanguinius isn't meant to do that. He's meant to be able to rail through absolutely everything. Come back when Horus can charge a unit of Castellax and murder them efficiently before they even think about striking! Not all Primarchs are equal, but they all excel at different things.

 

The worse part of it - Sanguinius is just best of Mediocres. And that is not who he actually is.

That is a bad rules writing. Not the rules themselves, but the thing/the image they represent on a table.

 

I played two games 2000pts and I didn't liked it. To put is simply - unreliable. Things with stormshields is Sanguinius bane. Icebucket challenge I would say.

Stormshields? But Loyalists have those, and you should be fighting traitors? Also 2000pts is not a good points value to test a Primarch, they will always dominate or be crushed at that level, being 25% of the army.

Edited by Jolemai
Quote edit

@Ayatollah

 

Ah gotcha. That seems a bit tamer. I don’t have the book in front of me yet, just piecing bits together that have been leaked so far.

 

Love the user name!

 

Thank you. There were photos of all the units' datasheets on /tg/, but if you have already pre-pre-ordered your copy, there is no point in digging through that place now.

Edited by Ayatollah_of_Rock_n_Rolla

Has anyone seen any of the snipits of the early lore of the pre Sanguinius Angels? I expected the 9th to have issues but the spoilers I’ve seen indicates the pre Sanguinius Blood Angels my have equaled the post nails world eaters in their savagery. It looks like Sanguinius brought sanity to the 9th. Cawl did say the problems with the 9th gene seed were put there by the emperor but I expected a more hidden slow burn flaw to be honest.

 

Things I’ve seen point to cannibalism, imperial army generals tacitly agreeing to just let the 9th do their own thing as far from their troopers as possible and just a general reputation for extreme savagery not matched till the world eaters got their nails.

Matches up with the behaviour of some of the wilder 40k BA successors!

I do find it interesting that the Flesh Tearers who have abandoned many of the practices such as art that seems to have been introduced by Sanguinius to encourage the nobler side of his sons and suppress their darker side, have suffered the most from the flaws and have degraded back closer to the Blood mad savages that the legion was before Sanguinius.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.