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++ Terror Tactics: Night Lords in 9th Edition ++


Isengrin

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The Wolves go for the throat. We go for the eyes. Then the tongue. Then the hands. Then the feet.
Then we skin the crippled remains, and offer it up as an example to any still bearing witness.
The Wolves were warriors before they became soldiers.
We were murderers first, last, and always!

 

Now that the CSM codex has been out for a month it's time that we dig our own skinning pits (or in other words get our own tactics thread going). This is intended to be the go-to space for musings on Night Lords in 9th edition, army lists, combos, and strengths of specific units. The Flayer's repository is a collection of relevant links and I will update it whenever interesting stuff pops up in this thread. That way you'll find everything you need for the creation of a fearsome Night Lords army in the first post.

Alright then, let's hear your experiences with your Night Lords so far. Let's hear the good, the bad, and the ugly. Which units have fared well? Which one will you leave at home the next time? How good or bad are our legion trait, relics, and stratagems in your opinion?

 

The Flayer's repository

Lists:

  • Night Lords (3rd place at The Warhound at Game Grid GT in July 2022)
  • Deep dive into the army list above at Goonhammer (you have to scroll down a bit)

Legion tactics:

Unit tactics:

Edited by Isengrin
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I've only really had one game with them so far (I get a game after I paint a unit, gotta stay motivated to paint). I played against orks and I have to say the legion trait is really nasty for them forcing a morale test on death Kopters after 1 casualty is rough. 

The new land raider is a best hard to kill and it's lascannons really make a mess of anything tough. 

Lords are so slow and this I hate even though I was able to get my termy lord into several melees I would of liked to get him around the battle field faster that said he did end the battle on 14 attacks which was a little nuts. Our characters seem to be a cut above those that other armies can field and I am looking forward to getting my hands on the new DP when it comes out. 

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what do you think of the maulerfiend cover the Lord Discordant

**++ Battalion Detachment 0CP (Heretic Astartes (Chaos Space Marines)) [110 PL, 2CP, 2,000pts] ++**

**+ Configuration [6CP] +**

**Battle Size [6CP]:** 3. Strike Force (101-200 Total PL / 1001-2000 Points)  [6CP]

**Detachment Command Cost**

**Gametype:** 4. Chapter Approved: War Zone Nephilim

**Legion:** Night Lords

**+ Stratagems [-2CP] +**

**Relic [-1CP]**

**Warlord Trait [-1CP]**


**+ HQ [17 PL, -1CP, 310pts] +**

 
**Lord Discordant [10 PL, 190pts]:** Baleflamer, Techno-virus injector, Warlord

**Artefacts**

**Daemon Weapons:** G'HOLL'AX, The Decayed

**Chaos Warlord Traits:** Flames of Spite

**Mark of Chaos [1 PL, 15pts]:** Mark of Nurgle [1 PL, 15pts]


**Master of Possession [7 PL, -1CP, 120pts]:** Gifts of chaos [-1CP]

**Artefacts**

**Artefacts of Chaos:** Liber Hereticus

**Malefic Discipline:** Cursed Earth, Pact of flesh

**Mark of Chaos [1 PL, 15pts]:** Mark of Slaanesh [1 PL, 15pts]


**+ Troops [21 PL, 330pts] +**

**Legionaries [7 PL, 110pts]:** 4x Astartes chainsword, Chaos Icon [5pts], 4x Legionary [72pts]

**Aspiring Champion [18pts]:** Boltgun, Chainsword

**Mark of Chaos [1 PL, 15pts]:** Mark of Tzeentch [1 PL, 15pts]


**Legionaries [7 PL, 110pts]:** 4x Astartes chainsword, Chaos Icon [5pts], 4x Legionary [72pts]

**Aspiring Champion [18pts]:** Boltgun, Chainsword

**Mark of Chaos [1 PL, 15pts]:** Mark of Tzeentch [1 PL, 15pts]


**Legionaries [7 PL, 110pts]:** 4x Astartes chainsword, Chaos Icon [5pts], 4x Legionary [72pts]

**Aspiring Champion [18pts]:** Boltgun, Chainsword

**Mark of Chaos [1 PL, 15pts]:** Mark of Tzeentch [1 PL, 15pts]


**+ Elites [19 PL, -1CP, 345pts] +**

**Chaos Terminators [19 PL, -1CP, 345pts]:** 9x Accursed weapon, Artefacts, 9x Chaos Terminator [297pts], 9x Combi-bolter, Terminator Champion [33pts], Trophies of The Long War [-1CP]


**Mark of Chaos [1 PL, 15pts]:** Mark of Slaanesh [1 PL, 15pts]

 

**+ Fast Attack [30 PL, 550pts] +**

 
**Chaos Spawns [4 PL, 100pts]:** 4x Chaos Spawn [100pts]


**Raptors [13 PL, 225pts]:** 9x Astartes Chainsword, 9x Boltpistol, 9x Raptor [189pts]

**Mark of Chaos [1 PL, 15pts]:** Mark of Tzeentch [1 PL, 15pts]

**Raptor Champion [21pts]:** Boltgun, Chainsword


**Raptors [13 PL, 225pts]:** 9x Astartes Chainsword, 9x Boltpistol, 9x Raptor [189pts]

**Mark of Chaos [1 PL, 15pts]:** Mark of Tzeentch [1 PL, 15pts]

**Raptor Champion [21pts]:** Boltgun, Chainsword


**+ Heavy Support [14 PL, 300pts] +**

**Maulerfiend [7 PL, 150pts]:** Lasher tendrils [10pts], Maulerfiend fists

**Maulerfiend [7 PL, 150pts]:** Lasher tendrils [10pts], Maulerfiend fists


**+ Flyer [9 PL, 165pts] +**

**Heldrake [9 PL, 165pts]:** Baleflamer

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It's allot of str 4 attacks for sure, but not much else. My problem with the "all blades no bolters" lists in general is positioning. A more combined arms approach means that when you run up against an enemy that outshoots you (In this lists case everybody) you aren't forced to run at them headlong. can maintain the Imitative better and actually get the charge. 

Of the legions to run pure melee, Nightlords are towards the bottom of the tier list we lean towards surgical melee not absolute melee. Honestly this list in COB would do way better being faster and harder hitting. 

 

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Creations of Bile is really tempting as a Night Lords player (and my current army looks very similar to Enzzeirgul's) but I hope I can make it work with the legion rules we have. About that combined arms approach: it sounds very feasible in theory to soften up targets and then finish them off when Terror Tactics kicks in. Did anybody have success going that route? I suppose units like Obliterators, Havocs, Venomcrawlers, or a couple tanks would have to provide the long range support before fast moving heavy hitters like Warp Talons and Possessed swoop in. 

I do like the two Maulerfiends in the list because of a personal preference for the minis. I've been running two in my lists for years now and despite getting shot off the table quickly in most cases, they usually were worth it.

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I've had a number of ideas bouncing around my head since I got my hands on the codex, but haven't had the opportunity to play any games yet. These (half-baked) plans have arisen based in part on the strats and traits/equipment available in the book and on what models I have assembled and (more or less) painted.

I'm thinking a squad of Termies is a good candidate for a drop behind enemy lines on turn 1 using From the Night. I'd give them Mark of Nurgle ('cause my models) and perhaps use Grandfatherly Blessings to keep them alive. The idea here is for them to eastablish a beachhead for a Termie Sorceror, also Nurgle, with the Ghollax daemon weapon and diabolical strength. The daemon weapon replaces a force sword, so with the psychic power cast, he actually gets 7 attacks. Of course, he'll only hit on 3+, but any hits will skip having to wound and be at ap3 and D3 damage. The Sorceror will deep strike in on turn 2, so likely won't actually get into melee until turn 3 when Wanton Slaughter kicks in. So spending a CP to get some re-rolls from Death to the False Emperor might be worth it then. There's also the option to give him the warlord trait Hatred Incarnate for permanent re-rolls, Killing Fury for permanent Slaughter or One with the Shadows so he can cast Putrid Miasma on his Termie bodyguard. The whole setup will potentially cause some trouble in an opponent's back yard and if it doesn't get shot off the table, it's there for the Behind Enemy Lines secondary.

Even though our Legion trait isn't exactly an auto-win button, to me it feels really thematic. You need to engineer situations in which it will work and that requires being sneaky and underhand, which absolutely suits the Night Lords. After all, we never wanted to fight fair, did we? And that's why I really love all the little bits and pieces CSM have to disable ObSec or to stop enemy units from performing actions. Terrifying Phenomena is awesome for this, especially combined with our Legion secondary, but seems an awkward strat to actually use. One idea I had was – and I want to do this anyway – to load up a unit of Chosen in a Land Raider. I'd kit them out with plasma pistols and combi-plasmas and give the Champ the Stygian's Claw, mark them Slaaneshi and add an icon. These guys should chew through most infantry with ease, but of course Terrifying Phenomena won't work because you need an Unidivided unit for that. Well, how about we hide our Disco Lord behind the Land Raider? You know, the one with Flames of Spite and Ulocca the Black? The whole unholy cavalcade can then head for an objective in the middle of the table and perhaps we'll be able to catch an opponent trying to perform an action. If a unit performing an action gets wiped out, does that count as the action failing, by the way? Hmm. Another option, or perhaps even an add-on, would be to stick a cheap unmarked Legionary unit in the Land Raider with the Chosen.

The latter would also free up the Disco Lord to go walkies by himself. Let's say we actually take a full 10-man Raptors unit and keep it hanging back for a turn or two. I'd just really love to see my opponent scratching his head when Disco Lord suddenly goes gallivanting ahead, leaving all that character protection behind, only for me to use Screaming Skies to pick up the Raptors and drop them with ol'Disco at the end of the movement phase – enemy units within 12" could well be candidates for Terrifying Phenomena, too, then. Straight away if the Raptors can make a charge, or next turn. Give the Raptors the Black Rune, perhaps, for some added protection (they're meant to be Undivided, remember). Vicious Descent is also nice for this team-up, because who doesn't love gratuitous mortal wounds? I'd consider giving them the Talons of the Night Terror, but the Warp Talons already took them... they'll be viciously descending next, if they can!

Rounding it all off with a Master of Possession sounds like a nice idea, too. He'd need a bodyguard so he can stab someone in the back if necessary, so a cheap Legionary escort. With the Liber Hereticus, his support psychics gain a juicy 6" extra, so let's make him Slaaneshi. The Chosen think that's a great idea. Mutated Invigoration is also just to good a power to waste, so we could add a Helbrute or a Venomcrawler to the MoP's escort. Maybe even a Maulerfiend, but they do tend to attract an awful lot of enemy fire. Can toughness 8 off-set that? Either way, we'll give the MoP Murderous Reputation, because I really love the idea of turning off ObSec.

Overall, there's a serious lack of long-range, heavy firepower here, but the idea is to play the mission objectives primarily, picking off targets that present themselves by leveraging our Legion trait and strats as best as possible. I'm certainly going to try and stay well away from any Nephilim games, but the people I usually play with prefer more CP, too.

Anyway, these be my madman's musings and quite a long first post for an old lurker!

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A good build for a multifunction character that can help out on multiple fronts with "surgical melee" would be a Dark Apostle with Night Haunter's Curse, The Mantle of Traitors, The Mark of Slaanesh, and The Warp's Malice. He can pop out of a Rhino or Dreadclaw, use a Prayer immediately via the Mantle and Fell Prayers (either Litany of Despair for Fight Last/No Overwatch, Blissful Devotion to help a nearby Slaanesh unit advance/charge, etc.). Then, he can open fire with The Warp's Malice and use some combination of the Curse and Murderous Perfection to guarantee multiple 6's for mortal wounds (plus additional hits from the 6's on turn 2 or later). In most tests, I get 3 6's for 6 MW if I spend for Murderous Perfection (one 6 rolled naturally out of 4 dice on many occasions, plus 2 from the substitutions after rolling). This can kill MSU trade units, bracket vehicles or chop units below half strength for when the real pain begins and you can calibrate whether you want to spend the CP for Murderous Perfection or not, depending on what you roll.

 

He can continue to help out at mid table with buffs/debuffs while blasting away, lend his Leadership 10 to key objective holders elsewhere that have taken damage, or even charge in himself with his own rerolled attacks from the Mantle if need be. This is indeed a twist on the Master of Executions from the list in the original post.

 

Another multifunction unit: Khorne Bikers with the Black Mace (mentioned in a few of BlogForTheBloodGod's videos). They have Combi-Bolters for screen clearing, hit hard in combat with bonus attacks and Str 5, AP-2 Chainswords, and can auto-wound on 6's in emergencies with Fury of Khorne. They can also carry a pair of Flamers/Meltas/Plasmas. They move 14 inches, 20 when advancing, can pop in via outflank on turn 1 with From the Night, and the Black Mace-wielding Champion can do huge damage because the Mace's damage flows over to other models.

Edited by GreaterChickenofTzeentch
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3 hours ago, Isengrin said:

Creations of Bile is really tempting as a Night Lords player (and my current army looks very similar to Enzzeirgul's) but I hope I can make it work with the legion rules we have. About that combined arms approach: it sounds very feasible in theory to soften up targets and then finish them off when Terror Tactics kicks in. Did anybody have success going that route? I suppose units like Obliterators, Havocs, Venomcrawlers, or a couple tanks would have to provide the long range support before fast moving heavy hitters like Warp Talons and Possessed swoop in. 

I do like the two Maulerfiends in the list because of a personal preference for the minis. I've been running two in my lists for years now and despite getting shot off the table quickly in most cases, they usually were worth it.

I hate the Mini but I do rate the Mauler as a warlord/monster slayer. It hit's really hard and is relatively quick, its a good candidate for important unit assassin in my book. 

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Night Haunters Curse can be used with Mark of Tzeench to auto ignore two unsaved wounds a turn.

Since both are done after rolls, if a Lord gets a good invunerable roll he may end up receiving no damage at all. This combo also opens up the relic slot for whatever you wish.

 

Litany of despair is great with NL Ld debuff, the average roll of 11 (3D6) will beat Ld 10, the -2 makes even Ld10 units likely to be affected. Its duel purpose adding even more action denying shenanigans or strike last and no overwatch, (good for taking on Tau Crisis suits who live or die in combat based on the effectiveness of their overwatch to reduce attackers)

 

Chaos Knights vortex power adds an additional -1Ld and on a failed test reduces an enemies WS and BS by 1, (good vs a high Ld / deathstar unit). Can take an Abominant (or any with pyrothrone) without breaking NL rules.

 

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On 8/2/2022 at 12:26 AM, GreaterChickenofTzeentch said:

A good build for a multifunction character that can help out on multiple fronts with "surgical melee" would be a Dark Apostle with Night Haunter's Curse, The Mantle of Traitors, The Mark of Slaanesh, and The Warp's Malice. He can pop out of a Rhino or Dreadclaw, use a Prayer immediately via the Mantle and Fell Prayers (either Litany of Despair for Fight Last/No Overwatch, Blissful Devotion to help a nearby Slaanesh unit advance/charge, etc.). Then, he can open fire with The Warp's Malice and use some combination of the Curse and Murderous Perfection to guarantee multiple 6's for mortal wounds (plus additional hits from the 6's on turn 2 or later). In most tests, I get 3 6's for 6 MW if I spend for Murderous Perfection (one 6 rolled naturally out of 4 dice on many occasions, plus 2 from the substitutions after rolling). This can kill MSU trade units, bracket vehicles or chop units below half strength for when the real pain begins and you can calibrate whether you want to spend the CP for Murderous Perfection or not, depending on what you roll.

He can continue to help out at mid table with buffs/debuffs while blasting away, lend his Leadership 10 to key objective holders elsewhere that have taken damage, or even charge in himself with his own rerolled attacks from the Mantle if need be. This is indeed a twist on the Master of Executions from the list in the original post.

Another multifunction unit: Khorne Bikers with the Black Mace (mentioned in a few of BlogForTheBloodGod's videos). They have Combi-Bolters for screen clearing, hit hard in combat with bonus attacks and Str 5, AP-2 Chainswords, and can auto-wound on 6's in emergencies with Fury of Khorne. They can also carry a pair of Flamers/Meltas/Plasmas. They move 14 inches, 20 when advancing, can pop in via outflank on turn 1 with From the Night, and the Black Mace-wielding Champion can do huge damage because the Mace's damage flows over to other models.

Yeah the combo of Night Haunter's Curse and Warp's Malice looks very promising. I'm leaning toward running a Master of Executions with it but a Dark Apostle might be an even better option if you have an open HQ spot.

The biker unit could be a good fit for NL, too. Weakening an enemy unit before barging in to finish them off always sounds like a good plan and I really want to test it out.

On 8/2/2022 at 1:37 AM, Toldavf said:

I hate the Mini but I do rate the Mauler as a warlord/monster slayer. It hit's really hard and is relatively quick, its a good candidate for important unit assassin in my book. 

Fair enough, the mini definitely is an aquired taste. :biggrin: 

I usually don't frequent Reddit all that much but I've come across what looks like the Night Lords player that won a GT recently answering some questions about their list in a thread. If that piqued your interest you can check it out here. For those less inclined to click the link I'll add the main comment here in spoilers.

Spoiler

Things I relied on were the characters to just do their thing. Chaos still loves hero hammer. The master of executions alone probably did 60 mortal wounds at the event I just won. He can do so much damage, including at range. For example, against my round 5 opponent (sisters) he popped off and killed two paragon warsuits in one turn with the pistol (rolled 2 6s used Slaanesh strat and curse to flip the other two) and then killed both full 5 man retributor squads. He also likes to lead half an inch behind terminators so I can heroic into anything midboard. The disco lord is the ultimate distraction unit. He is a nightmare for combat armies because I make them go last, I inherently go first, and I can phase cap myself in a turn they commit multiple resources. The prince is a threat into phase capped models and other big stuff, but he is mostly there to interrogate (with, which the night lord legion trait, and sometimes his additional -1, gives me a CP frequently). Master of possessions just is great and can give me 5” deep strike charges.

Raptors and talons just harass stuff and raise banners and RND. Also can charge and either use the strat or warp talons ability to trap stuff. The terminator brick is the first thing I deploy every game to see how my opponent responds. I then base my further deployments off of their response, often giving me good positioning to attack their weak units. The Khorne brick gives me access to the 4+ deny and also with fighting twice as a strat, really can slap something down or multiple somethings. It’s quite powerful. The havocs can access the anti flier strat in addition to the auto 6 damage strat if needed, and you want to be able to shoot like a transport away, so I like them. Slaanesh legionaries are there to cast Agonies on a turn where I need to do both malefic powers, so I pay the tax. And the Venomcrawler makes getting my CP from interrogate more likely in addition to just being good. I could do a more detailed write up but that’s the gist.

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  • 3 weeks later...

So all deamons have an aura of -1LD and -1CA, don't need to tell anyone here why that's amazing for us, so is it worth the cp? It does if we pick the right psy power give us the possibility of reducing LD by 6 (Not realistic but possible). Not sure on the ruleing but it could also make CA tests unpassable (again not sure if 6 auto passes here was never relivant until now) Just imagine though? kill 1 Custodes bike and its -7 to their LD its actually possible to make those bikers flee.

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22 hours ago, Toldavf said:

So all deamons have an aura of -1LD and -1CA, don't need to tell anyone here why that's amazing for us, so is it worth the cp? It does if we pick the right psy power give us the possibility of reducing LD by 6 (Not realistic but possible). Not sure on the ruleing but it could also make CA tests unpassable (again not sure if 6 auto passes here was never relivant until now) Just imagine though? kill 1 Custodes bike and its -7 to their LD its actually possible to make those bikers flee.

Yeah, Daemons are looking good, especially Slaanesh, because not only can they do what you're describing with Phantasmagoria, they can also take advantage of our own debuffs to really drop the hammer with Cacophonic Choir and guarantee more mortals.

 

The critical -4LD break point is no longer an issue if we plan properly and dedicate enough CP and points. 10 Daemonettes + a Tranceweaver or two isn't exactly backbreaking to guarantee that one crucial series of assaults hits like an avalanche.

Edited by GreaterChickenofTzeentch
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There's also the idea of throwing a Master of Possession in a Dreadclaw with some friends and slamming him down Turn 1, maybe with some Black Rune Terminators dropping in via From the Night to create a beachead. Meanwhile fast stuff races forward and on Turn 2 if the MoP is still standing,  Flamers or Bloodletters comes in on Turn 2 at 6 inches to deliver the extra -1Ld AND some serious pain.

 

The quick and easy Daemonette detachment is probably the easiest and most optimal, but the above might have some legs.

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5 hours ago, GreaterChickenofTzeentch said:

There's also the idea of throwing a Master of Possession in a Dreadclaw with some friends and slamming him down Turn 1, maybe with some Black Rune Terminators dropping in via From the Night to create a beachead. Meanwhile fast stuff races forward and on Turn 2 if the MoP is still standing,  Flamers or Bloodletters comes in on Turn 2 at 6 inches to deliver the extra -1Ld AND some serious pain.

 

The quick and easy Daemonette detachment is probably the easiest and most optimal, but the above might have some legs.

It is somewhat important to note that in order to deep strike with the 6 inch limit the warp locus model must be on the board at the start of the turn and have the god specific keyword so slaneesh from the mark or slanessh, nurgle from the mark of nurgle, ect. Since you cant give the MoP mark of Khorne that limits us to the 3 other gods. not that that's really as the other 3 provide plenty of choices.  

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15 hours ago, Toldavf said:

It is somewhat important to note that in order to deep strike with the 6 inch limit the warp locus model must be on the board at the start of the turn and have the god specific keyword so slaneesh from the mark or slanessh, nurgle from the mark of nurgle, ect. Since you cant give the MoP mark of Khorne that limits us to the 3 other gods. not that that's really as the other 3 provide plenty of choices.  

OK, so would be Daemonettes or Flamers, then, depending on Mark. Interesting that an Undivided MoP seems to not be able to use WARP LOCUS....

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19 hours ago, Toldavf said:

It is somewhat important to note that in order to deep strike with the 6 inch limit the warp locus model must be on the board at the start of the turn and have the god specific keyword so slaneesh from the mark or slanessh, nurgle from the mark of nurgle, ect. Since you cant give the MoP mark of Khorne that limits us to the 3 other gods. not that that's really as the other 3 provide plenty of choices.  

Just went back and looked at the "Datasheet Abilities" page on the Sprues and Brews video and it says "If the WARP LOCUS model has an Allegiance keyword (see left), the unit being set up can only use this ability if it has the same Allegiance keyword."

 

The page at left with the Allegiance keywords shows "KHORNE, TZEENTCH, NURGLE, SLAANESH." Allegiance works like <LEGION> and even shows up as <ALLEGIANCE> on the Daemon Prince and Soul Grinder. The Master of Possession does not have <ALLEGIANCE> or, if unmarked, he doesn't have any of those other four words, so if he's kept "CHAOS UNDIVIDED" (not an Allegiance), Daemons of any god can drop in within 6 to use WARP LOCUS. Same goes for the Noctilith Crown, which can't be marked and doesn't even have Undivided, yet has WARP LOCUS. That keyword would be meaningless on the Crown if having no Allegiance meant Daemons couldn't use it.

So it looks like you CAN bounce Khorne Daemons off of an MoP, but he has to be Undivided to do it.

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39 minutes ago, GreaterChickenofTzeentch said:

Just went back and looked at the "Datasheet Abilities" page on the Sprues and Brews video and it says "If the WARP LOCUS model has an Allegiance keyword (see left), the unit being set up can only use this ability if it has the same Allegiance keyword."

 

The page at left with the Allegiance keywords shows "KHORNE, TZEENTCH, NURGLE, SLAANESH." Allegiance works like <LEGION> and even shows up as <ALLEGIANCE> on the Daemon Prince and Soul Grinder. The Master of Possession does not have <ALLEGIANCE> or, if unmarked, he doesn't have any of those other four words, so if he's kept "CHAOS UNDIVIDED" (not an Allegiance), Daemons of any god can drop in within 6 to use WARP LOCUS. Same goes for the Noctilith Crown, which can't be marked and doesn't even have Undivided, yet has WARP LOCUS. That keyword would be meaningless on the Crown if having no Allegiance meant Daemons couldn't use it.

So it looks like you CAN bounce Khorne Daemons off of an MoP, but he has to be Undivided to do it.

Nice catch. Here comes the blood thirster! 

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