Jump to content

The FAQ Crusade


Marshal Arthur

Recommended Posts

So there been a lot of discussion about the point changes in chapter approved. Love it or hate it they’re here to stay but luckily GW will be releasing bi-annual faqs to adjust rules and point changes. While there’s certainly a lot of skepticism about GWs playtesting and attention to feedback I’m willing to give them the benefit of the doubt. However, I also believe that they should be put to the rest so I recommend we use this thread to gather our feedback. Let’s nkt focus on sweeping rule changes or just asking for the best rules from other factions, but an attempt to discuss adjusted point values and slight tweaks to existing rules to make our Templars feel right and balanced in 8thed. Then, once we have a solid list of feedback and constructive criticism we can post it on their Facebook page or some other forum with all our names supporting it. In that vein I’ll start with one point I think we all agree on, neophytes need a price drop to about 9 points. They lack forward deployment so should in no way cost the same as a scout.
Link to comment
Share on other sites

The first thing before anything guys, about our tactic and psychic defense. Any addition beyond our stratagem cannot be tied to our tactic. Our tactic is applicable to be used by any army including non-BT's (but they lose access to anything keyed off our keyword, such as Crusader Squad, Special Characters, Stratagem, relic etc). This includes not having a librarian restriction that a BT Keyword army has.

 

9-10 Neophytes are the first thing we should ask for. The second is a return of having the option take LRC as dedicated instead of heavy (not sure why you ever would but 'shrug')

Link to comment
Share on other sites

I'm looking for:

 

1) Points cost reductions

A. On the Land Raider Crusader as a platform to account for its weaponry increasing in points

B. On neophytes in Crusader squads

C. Dreadnought delivery systems like the dreadnought drop pod

D. Assault Centurions 

E. Chaplain Grimaldus, and other chaplain options

 

2) Some kind rules buff

A. For Assault Marines and Vanguard Veterans

B. For Reivers 

 

Off topic wish listing ahead:

3) Something new

A. Some kind of unique unit for the Templars, a proper dragon slaying close combat unit that hits hard and fast. Something that is a threat that must be dealt with by your opponent because if they ignore them, they will wreck face, but also isn't so ungodly expensive that your army must be built around it. TH/SS Assault terminators could possibly fill this role, but currently I view 2 attacks that hit on 4s and wound larger creatures on 3s per Terminator to be far too unreliable. Especially considering their vulnerability to mortal wounds which is currently being spammed in this meta. Assault Centurions could also fill this role, but have no delivery system that doesn't require major investment and again I consider 2 attacks per Centurion with 3 on the sarge to be far too unreliable without re-rolls. Again, wounding most vehicles and monsters on 3s still unless said vehicle or monster is toughness 5. 

 

What I want in this new unit:

 

Able to be transported in a Rhino (or a Repulsor if Primaris, which it likely will be) 

3 Attacks per model or more

Options to outfit the unit for killing vehicles/monsters, or killing hordes efficiently in close combat

Movement stat of 6 or higher 

Some kind of defense against mortal wounds, like a 5+ ignore mortal wounds from psychic powers ability

 

This will never happen, because said units already exist for other factions. Wulfen and Death Company. But hey, I can dream. 

Edited by SydonianDragoon404
Link to comment
Share on other sites

The first thing before anything guys, about our tactic and psychic defense. Any addition beyond our stratagem cannot be tied to our tactic. Our tactic is applicable to be used by any army including non-BT's (but they lose access to anything keyed off our keyword, such as Crusader Squad, Special Characters, Stratagem, relic etc). This includes not having a librarian restriction that a BT Keyword army has.

 

Can you explain what you mean about our stratagem and tactic?

 

As for the rest of your comment while I'd be okay with the LRC becoming a dedicated transport for us I don't think it really benefits us in any way to do so. I would much rather see the LRC get a special rule where it either has combat potential in close combat (a giant tank driving into your squad should reasonable do some damage) or one of it's guns gains the pistol rule so it can shoot even while in combat. That or a stratagem for the LRD where when in combat any units embarked may attack as if they were in combat instead.

Link to comment
Share on other sites

I'm looking for:

 

1) Points cost reductions

A. On the Land Raider Crusader as a platform to account for its weaponry increasing in points

B. On neophytes in Crusader squads

C. Dreadnought delivery systems like the dreadnought drop pod

D. Assault Centurions 

E. Chaplain Grimaldus, and other chaplain options

 

2) Some kind rules buff

A. For Assault Marines and Vanguard Veterans

B. For Reivers 

 

Off topic wish listing ahead:

3) Something new

A. Some kind of unique unit for the Templars, a proper dragon slaying close combat unit that hits hard and fast. Something that is a threat that must be dealt with by your opponent because if they ignore them, they will wreck face, but also isn't so ungodly expensive that your army must be built around it. TH/SS Assault terminators could possibly fill this role, but currently I view 2 attacks that hit on 4s and wound larger creatures on 3s per Terminator to be far too unreliable. Especially considering their vulnerability to mortal wounds which is currently being spammed in this meta. Assault Centurions could also fill this role, but have no delivery system that doesn't require major investment and again I consider 2 attacks per Centurion with 3 on the sarge to be far too unreliable without re-rolls. Again, wounding most vehicles and monsters on 3s still unless said vehicle or monster is toughness 5. 

 

What I want in this new unit:

 

Able to be transported in a Rhino (or a Repulsor if Primaris, which it likely will be) 

3 Attacks per model or more

Options to outfit the unit for killing vehicles/monsters, or killing hordes efficiently in close combat

Movement stat of 6 or higher 

Some kind of defense against mortal wounds, like a 5+ ignore mortal wounds from psychic powers ability

 

This will never happen, because said units already exist for other factions. Wulfen and Death Company. But hey, I can dream. 

 

I think a cost reduction for the LRC is feasible and if presented correctly may well happen. It's really too expensive of a chassis, especially for something whose role is to charge at the enemy where it will immediately get caught in combat and then be useless. What point value do you think it should have? I'm thinking closer to 200, maybe around 225? Neophytes should obviously be dropped. Some people say 10 points would be fine but a scouts forward deploy is the main reason people take them so I think 9 points would work without be undercosted in any way. A cheaper dreadnought drop pod and drop pod in general would be great. Personally I think they should just change the drop pod rules so the unit embarked may disembark 3" without having to remain 9" away from the nearest enemy unit. I don't use centurions so I can't speak on their cost but chaplains could probably do with a point drop (Grimaldus' ability doesn't offer many extra attacks and regular chaplains only help in close combat which is bad for an army that prefers to shoot).

 

As for new rule buffs I'm not sure what could be done but on dakkadakka someone suggested introducing some sort of tactical and assault doctrines. The poster's reasoning was devastator squads have free signums to drastically boost one model's shooting so why not introduce a similar buff to assault and tactical squads. For assault and veteran squads I say give the sergeant a 2+ WS which wouldn't be OP but still give them something useful.

 

As for your wishlisting you're free to wish for anything but I don't think the marine's need more units we just need to buff up our current units and really give each one a distinct role instead of having so many units that essentially do the same thing.

Link to comment
Share on other sites

If it's in regards to bonus equipment or boosts, then Assault Squads took one already although it was lackluster... it was the Eviscerator which can only be taken by the Assault Squad and nowhere else... Tactical Squads don't need any boosts, mainly because they aren't really specialists at anything... they are the chaff troops, and technically BT have the upgraded versions of them via Crusader Squads.

 

As for Chapter Tactic and Strategem... I feel that there should be a proper fix there... no matter how you roll it, you can't rely on our Strategem for anti-psychic defense... and as for allying Templars to other groups, there's not much reasoning in it besides getting to use Crusader Squads... which is easily outweighed by Space Wolves, having better Troops in the form of Grey Hunters, and, maybe even a better Chapter Tactic for Assaults...

 

So I'd stick with my previous statement of updating the Chapter Tactics and the Strategem... we should have 2 Chapter Tactics similar to Ravenguard and Ultramarines...

Which would be rerolls for Charge Distance and move the strategem into the Chapter Tactic but limit it to 1 usage per Psychic Phase and not use Command Points...

And change the current Strategem into a +1 attack for an entire squad of your choice at the start of an Assault Phase by spending a Command Point...

 

would be handy if Grimaldus fluffs his +1 Attack per 6 roll and psychic powers would be easier to cancel out, but we'd only still ever be able to cancel out 1 psychic power.

Link to comment
Share on other sites

 

 

The first thing before anything guys, about our tactic and psychic defense. Any addition beyond our stratagem cannot be tied to our tactic. Our tactic is applicable to be used by any army including non-BT's (but they lose access to anything keyed off our keyword, such as Crusader Squad, Special Characters, Stratagem, relic etc). This includes not having a librarian restriction that a BT Keyword army has.

Can you explain what you mean about our stratagem and tactic?

 

As for the rest of your comment while I'd be okay with the LRC becoming a dedicated transport for us I don't think it really benefits us in any way to do so. I would much rather see the LRC get a special rule where it either has combat potential in close combat (a giant tank driving into your squad should reasonable do some damage) or one of it's guns gains the pistol rule so it can shoot even while in combat. That or a stratagem for the LRD where when in combat any units embarked may attack as if they were in combat instead.

The strategem can only be used by Black Templar Armies. Our chapter tactic however can be any SM Army. By extension our tactic does not come with a Librarian Restriction. Which is why we shouldn’t/cannot tie our physic defense into the tactic.

 

If anything we should try and get a defense of physics on our Crusader Squad. Perhaps something like SoB have.

Link to comment
Share on other sites

I like Marshal Roujakis's idea, we shouldn't be having to spend command points on a 50/50 to deny a single psychic power, it should be built into our tactic as a once per psychic phase. Either that, or we should get a 5+ against mortal wounds caused by psychic powers. Too many other factions that were never "fluffed" to have psychic defense before essentially have our exact same stratagem, like one of the Forge Worlds from Admech and some other faction has the ability to do it too. If we were the only ones to have it I might feel different. 

 

As for our stratagem, or rather space marine stratagems in general, I feel like 3 command points is too much for Honor The Chapter. 2 would be fine. I don't often find myself in situations where it seems worth it unless my Emperor's Champion is dueling an enemy monster or HQ. 

 

For stratagems, I would have liked to see +1 attack, OR +1 to hit (close combat), OR +1 to wound on a unit that successfully charged if given some kind of psychic defense in our tactic. 

What we currently have is nicer than what we had in 7th edition, I will fully admit that. I personally really do like having reroll charges and that stratagem has come in very clutch for me multiple times, sometimes even having game-altering results. I would just liked to have seen a little more in terms of actual CC punch, not just getting there. 

Edited by SydonianDragoon404
Link to comment
Share on other sites

A couple ideas I’ve had for our tactic and stratagem: for the tactic when a Templar unit is targeted by a psychic power roll a die and on a 5+ it is denied. It would have no effect on buffs but offers some protection from smite without being overpowered. In that scenario we can either keep Abhor the witch for more powerful abilities that don’t specifically target or drop our stratagem for a new one. Plus 1 attack is good but I feel like stratagems are great way to add unique character to an army and I’d like to see something that encourages a distinct Black Templar strategy rather than a flat assault buff. That’s why I thought allowing a unit to assault from an embattled LRC could be fun, or even allowing an assault from any transport after it moves. I definitely agree that honor the chapter is too expensive, I also think chapter tactics and legit traits need to apply to vehicles as well. That or the equivalent rules by other armies need to be similarly limited. I’m at work now but when I get home I’ll organize a list of the suggestions so far so we can go through them and come to an agreement on our suggested changes.
Link to comment
Share on other sites

I don't want this to sound harsh, but as a customer, I am too disappointed with the mistreatment I feel I'm getting that I will not offer any constructive criticism. I did so before and it getting back to what we could or should have, but don't is like rubbing salt in the wounds (it's a good thing though, as it proves that I still care, and am not as desensitised as I think I am). In this way, I will not join this noteworthy project. However, I will "sign" whatever you need or like to support the common cause, if I can join in later on, after the brainstorming is done.

Link to comment
Share on other sites

A couple ideas I’ve had for our tactic and stratagem: for the tactic when a Templar unit is targeted by a psychic power roll a die and on a 5+ it is denied. It would have no effect on buffs but offers some protection from smite without being overpowered. In that scenario we can either keep Abhor the witch for more powerful abilities that don’t specifically target or drop our stratagem for a new one. Plus 1 attack is good but I feel like stratagems are great way to add unique character to an army and I’d like to see something that encourages a distinct Black Templar strategy rather than a flat assault buff. That’s why I thought allowing a unit to assault from an embattled LRC could be fun, or even allowing an assault from any transport after it moves. I definitely agree that honor the chapter is too expensive, I also think chapter tactics and legit traits need to apply to vehicles as well. That or the equivalent rules by other armies need to be similarly limited. I’m at work now but when I get home I’ll organize a list of the suggestions so far so we can go through them and come to an agreement on our suggested changes.

We should not be applying any physic defense via our tactics, because any Marine without preassigned tactics could use ours. And DO NOT LOSE Librarians (we lose Librarians because Keyword, just as we gain access to Crusader Squads). If we wanted that kind of buff it should be applied to our Crusader Squads (sorry for beating a dead horse), sense that is mechanically the best way to do so without inadvertent side effects.

 

What we could have and I think be cool, is that during end of combat consolidation we instead do 3+1d3. So lock up more units in combat beside the ones we started with and would push a more attrition based style of combat. Our buffs should be focused not on increasing raw damage, for a round, we would suffer the Ravenwing/White Scars problem of overlapping themes. Instead we should try to improve our ability to get stuck in and stay in. Mechanically it would work nicely during combat, or we could have any consolidation move by Black Templar Squads be 3+D3.

Link to comment
Share on other sites

 

A couple ideas I’ve had for our tactic and stratagem: for the tactic when a Templar unit is targeted by a psychic power roll a die and on a 5+ it is denied. It would have no effect on buffs but offers some protection from smite without being overpowered. In that scenario we can either keep Abhor the witch for more powerful abilities that don’t specifically target or drop our stratagem for a new one. Plus 1 attack is good but I feel like stratagems are great way to add unique character to an army and I’d like to see something that encourages a distinct Black Templar strategy rather than a flat assault buff. That’s why I thought allowing a unit to assault from an embattled LRC could be fun, or even allowing an assault from any transport after it moves. I definitely agree that honor the chapter is too expensive, I also think chapter tactics and legit traits need to apply to vehicles as well. That or the equivalent rules by other armies need to be similarly limited. I’m at work now but when I get home I’ll organize a list of the suggestions so far so we can go through them and come to an agreement on our suggested changes.

We should not be applying any physic defense via our tactics, because any Marine without preassigned tactics could use ours. And DO NOT LOSE Librarians (we lose Librarians because Keyword, just as we gain access to Crusader Squads). If we wanted that kind of buff it should be applied to our Crusader Squads (sorry for beating a dead horse), sense that is mechanically the best way to do so without inadvertent side effects.

 

What we could have and I think be cool, is that during end of combat consolidation we instead do 3+1d3. So lock up more units in combat beside the ones we started with and would push a more attrition based style of combat. Our buffs should be focused not on increasing raw damage, for a round, we would suffer the Ravenwing/White Scars problem of overlapping themes. Instead we should try to improve our ability to get stuck in and stay in. Mechanically it would work nicely during combat, or we could have any consolidation move by Black Templar Squads be 3+D3.

 

 

Sorry, I was at work and didn't quite think through the implications. Good point so no psychic defense in our tactic but I think it would be a cool buff for crusader squads. That said I'm concerned adding to many special rules for specific units would lead to the rules bloat of 7th ed. I like the consolidation bonus but at the same time we need ways to mitigate any damage taken from those combats. Cheaper neophytes should help with that. Another problem is falling back. Unless we have ways to keep units in combat consolidating may not matter, especially if your opponent has long range shooters sitting further back or psykers who can still cast powers in combat.

 

What if our tactic had a way to trap enemy units in combat, or maybe if an embattled units falls back we can pursue up to D6 inches? That could allow us to chase them down and keep them trapped while allowing fast movers the chance to escape.

Link to comment
Share on other sites

 

We should not be applying any physic defense via our tactics, because any Marine without preassigned tactics could use ours. And DO NOT LOSE Librarians (we lose Librarians because Keyword, just as we gain access to Crusader Squads). If we wanted that kind of buff it should be applied to our Crusader Squads (sorry for beating a dead horse), sense that is mechanically the best way to do so without inadvertent side effects.

 

I think that this wouldn't be too much... sure any squad that wishes to deny the witch in addition to Librarians have a better chance of doing so, or it can just be easily worded that it does not modify Librarian DTW rolls and you have to pick between Libby DTW or the one time use BT DTW roll... normal Marine Squads without Chapter Affiliation would just have innate psychic defense through using our Tactic and even if they do have Librarians, then they don't really gain much as it just gives 1 Marine squad outside of the Librarians range 1 4+ DTW roll... if it's a Tactic that can only be used once during the psychic phase, then it shouldn't be too much of a hassle especially against psyker heavy armies... even if that lesser Chapter has a Librarian to increase potential psychic defense...

 

We could just word it so that the Chapter Tactic version would be one use per psychic phase, and unmodifiable...

 

Hell... I could do a quick write up for them to just copy :p

 

Black Templar Chapter Tactic:

Righteous Zeal

You can reroll failed Charge rolls for Black Templars units with this tactic. In addition, for a single time in every psychic phase when an enemy Psyker manifests a psychic power within 24" of a friendly Black Templars unit. Roll a D6: on a 4+, that psychic power is resisted by the sheer willpower of your unit and its effects are negated.

 

 

 

Doing this, now it doesn't count as a DTW roll, and instead counts as just a standard anti-psyker roll using that squads willpower so Librarians cannot boost it with their +1 DTW roll, but can utilize it just by having a generic 4+ roll that they can use to deny a single power in the psychic phase...

Link to comment
Share on other sites

So as of now the suggestions we have are as follows...

 

 

 

Point Adjustments:

 

-decrease the neophyte point cost by 1 or 2 points

 

-decrease the LRC point cost

 

-decrease the drop pod point cost/allow the embarked unit the disembark within the 9" bubble

 

-decrease the of centurion point cost (you said assault but they could both use a reduction)

 

-decrease the chaplain and Grimaldus point cost (or give Grimaldus a flat +1 A buff instead of his current one)

 

 

 

Rules Adjustments:

 

-clarify the roles of different space marine units so there is less overlap (we'll need to decide what distinguishes terminators from centurions and similar elite models)

 

-maybe make the LRC a dedicated transport for Templars

 

-some rules to help LRC that get stuck in combat (either shooting in combat or something similar to the superheavy assault rules)

 

-drop Honour The Chapter from 3CP to 2CP

 

 

 

Chapter Tactics:

 

-make Abhor the Witch part of our chapter tactic but still limited to once per turn use or modified in some manner

 

-alternatively bring back righteous zeal and in addition to charge rerolls casualties allow the unit a free move of some sort

 

-or some sort of consolidation movement buff in addition to our charge rerolls

 

-or a way to trap enemies in combat

 

*Basically we either replace Abhor the Witch with an addition to our chapter tactic or give ourselves an additional movement buff to get ourselves stuck in combat sooner. While I like the fluff we definitely need to make sure we add buffs to close combat, ideally in a way that fits the attritional style of warfare used by the sons of Dorn (so neophyte meatshields and other creative ways of piling on damage overtime which is why I toyed with the idea of giving the LRC close combat capabilities to have a combined assault of crusaders and their ride. Fluff wise it could represent their transports breaking through the enemy line and crushing the opposition as its occupants storm forth, think of the thunderhawk crash from Fall of Cadia)

 

 

 

Stratagem:

 

-change our stratagem to a flat +1 attack for a chosen unit

 

-or something involving assault transports

Edited by templar36
Link to comment
Share on other sites

Just had another idea. I apologize if I can’t move beyond LRC ideas but since it used to be unique for having an assault ramp why not give it a new rule where if it is successfully charged by an enemy unit then the units embarked could counter charge? Basically my opponent charges it with chaff, I fire overwatch and kill a few, the make their charge roll but before moving their models I can roll charge distance for my crusader squad inside and then move them as if they were charging instead. It allows us to use our charge refills defensively and screen our big tanks. We get to chop up their chaff and then on our next time if the crusaders haven’t slain the unit they can fall back, reembark, and the LRC can finish off the enemy.
Link to comment
Share on other sites

Nice idea. I thought about LRC beeing useless after deliver a unit info combat.

 

I think that same rule as step behemoth is needed, that it can shoot after falling back, or you can charge after move.

Then you can stay with LRC away from combat And sreen with unit that is rmbarked on.

Link to comment
Share on other sites

Nice idea. I thought about LRC beeing useless after deliver a unit info combat.

 

I think that same rule as step behemoth is needed, that it can shoot after falling back, or you can charge after move.

Then you can stay with LRC away from combat And sreen with unit that is rmbarked on.

 

Delete Please double post

Edited by Aegir_Einarsson
Link to comment
Share on other sites

I do not want a one round bonus of attack. We are not Blood Angels. Our tactic should mark that difference clearly and distinctively of attrition vs alpha strike. The consolidation bonus allows us to surround and engage additional models and units making it hard to pull back.
Link to comment
Share on other sites

Hear me out guys, I got it.

 

How about this-

 

When a Black Templar unit fights in close combat, add +1 attack to each model in that unit if that unit has charged, taken a casualty in that player turn, or if the total number of wounds in the unit adds up to 5 or more. 

 

This means that Templars will get +1 attack on the charge, or if they took a casualty from overwatch, or if there are 5 or more wounds in the unit. That means Templars will fight better when they get the drop on their opponent, get angry, or when fighting together as a large unit. So Crusaders squads with more 5 models will get the benefit (this is to prevent min/maxing the benefit), but will also allow more elite units like Terminators, Primaris, Honor Guard, and Assault Centurions to benefit from the tactic as long as they have 3 guys left in the squad. 

Link to comment
Share on other sites

It would likely be 10 or more simply because GW prefers multiples of 10 also because characters. But otherwise, that is perfect rule Sydonian! I think mechanically having it be 7-8 or more will be best. But that is perfect! Or having it be +1 to Hit in general.
Link to comment
Share on other sites

This is more of a general thing if nothing else... tanks should be able to shoot after falling back, regardless of whatever kind of vehicle it is... I refuse to believe that a tank crew would be terrified enough not to be able to fire their guns after reversing or revving through infantry that was trying to destroy a tank with swords and angry words....

 

I mean, in every movie I've seen, real world scenarios, and even in fiction... tanks would literally pull back and fire automated guns at enemy targets that were just assaulting them until the guns run dry... but on 8th ed. no... tank pulls back, exhales a sigh of relief and forgets that there is an angry group of guys in front of them waiting to attack again... instead of gunning them down with lets say... Hurricane Bolters and Assault Cannons directly mounted at the FRONT and SIDES of the tank... GW rules... seriously....

 

 

It would likely be 10 or more simply because GW prefers multiples of 10 also because characters. But otherwise, that is perfect rule Sydonian! I think mechanically having it be 7-8 or more will be best. But that is perfect! Or having it be +1 to Hit in general.

 

+1 to Hit makes less sense with Space Marines in general... we have so many things that boost to Hit in melee... from Chaplains, Lieutenants, Captains, Chapter Masters, Banners and even just the fact that the base to WS of a Space Marine is 3+... boosting that to 2+ with rerolls if you have a character around makes Templars the marksmen with a CC weapon, which they are not... I'd rather it be a +1 Attack showing ferocity out of zealotry rather than precision...

 

Also, while this is a great idea, it needs better wording... mainly because, you could take the ruling as 3 "or's" instead of being 3 "and's"

unless that's what you're after... but the Overwatch wound becomes pointless mainly because you can pull off a +1 Attack just as long as your squad charges...

 

So is it:

Squad needs to be minimum 5 Wounds + Charging + got injured by Overwatch = +1 Attack

-or-

Squad needs to be minimum 5 Wounds or Charging or got injured by Overwatch = +1 Attack

 

second one seems OP since as long as we charge we get +1 attack, 1st one though has a lot of requirements to be met, and once you get an injury in a 5 man squad, there goes your CT bonuses...

Link to comment
Share on other sites

I’d remove the charging portion of it entirely personally. But everyone else seems to want to focus on the charge. And the 5 wound thing is meant to incentive not taking 5 Man MSU Crusaders instead going for larger Squads.

 

Also +1 to Hit in general would include when we shooting things. But in either case, I believe it’s ‘or’ and I’d personally remove the charging aspect. It doesn’t feel right to me and I’d keep the focus squad promoting larger squad size.

 

So I’d keep if the squad took a casualty from enemy shooting this turn (including being pistol whipped for example) or if it has more than 5 wounds.

Link to comment
Share on other sites

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.