Thursday, April 16, 2015

Horus Heresy Review: Saboteur

The Alpha Legion has many operatives, some of them mortal humans, and many of them their own. The Saboteur is a unique consul type available only to the Alpha Legion in the Age of Darkness and covers their own agents who are active on the battlefield.

Background Evaluation
From my point of view, I really like the background material for the Saboteur. He is supposed to be a master of assassination, covert operations and the destruction of enemy hardware. And as such, he is entirely fitting for the Alpha Legion to take in part of their army lists. Modelling wise, I'm not sure how I would approach these guys, but probably a "typical" Alpha Legion marine, but perhaps with cloaks and billowing robes to hide themselves inside of.

Rules Evaluation
The first thing to note is that the Saboteur is not a compulsory HQ choice. That means we will still need  a praetor, or named HQ like Armillus Dynat in preference to him. However, we could certainly have at least two saboteurs in addition to a compulsory HQ selection in a normal Age of Darkness force organisation chart. We'll take a look at whether two is enough in a moment. They are also hurt by never being able to join a unit - hence they might be an easy kill (and potentially contribute to a loss for the Alpha Legion through the Martial Hubris special rule). 

Equipment wise, the saboteur comes with melta bombs and a cameleoline as standard, and therefore this will immediately lend itself to being a unit who will be sneaky, and be able to inflict damage on both buildings and units with an AV value. That said, they also have limitations such as never being able to be fielded in terminator armour (presumably because that's just not sneaky enough for these guys! And I can totally see why this would be true as well!). Hence the majority of the equipment that they're able to take is the light weight stuff, and not the heavy equipment such as boarding shields and bikes. This is entirely fair and resonates with the background for these characters. 

Their main rules, however, are concerned with their deployment and how they enter play and their actions at the point of entry. Always starting in reserves, they arrive and then cause damage. When combined with some reserves manipulation, these guys could cause come serious damage when they come in to play at an opportune moment.

But let's look at that damage in a bit more detail.

There are two options. The first one is to cause an automatic penetrating hit. Now, unlike in previous editions, a tank is categorically not going to explode as a consequence of a single lucky hit. The best we can expect is an immobilisation, or, other kind of "lock down" for an enemy tank. That said, a lock down is a good result. Only being able to take snap shot, and potentially not being able to move is actually a really powerful result. But possibly, its simply not enough. Even if there are two saboteurs coming in to play for the Alpha Legion at some point during the game, the best that they might be able to do to a tank is to finish off the last Hull Point from the tank and thereby cause it to become a wreck. In this, it could be very useful. By that, I mean imagine that the enemy predator (or replace with whatever other tank you care to mention) has been reduced to their last hull point due to shooting in the previous turn. From this point of view, it would be a waste to use a full heavy support squad to shoot at it again in the next turn. The saboteur solves this problem in a very neat way -- an automatic hull point removed through a penetrating hit. This would free up the heavy support squad to target the next tank. In this way, the act of coming in from turn 2+ means that this is more likely to happen. Hence, it could be a good investment. That said, I would certainly prefer the option of the saboteur being able to kill a tank outright. Equally, I can see how that's simply not fun for the opponent. Yet, given the melta bombs, I could certainly envisage the saboteur outflanking on to the board and trying to finish the job that they started with the melta bombs. 

On the other hand, they could elect to inflict d6 S6 hits on an opponent. Ignore the AP of these hits since the "typical" enemy will be a legion army (arguably), how many wounds is this likely to cause?

The average roll of a d6 is 3.5. Hence we have 3.5 hits per saboteur. The chances of causing a wound against a legion enemy is 2+ (i.e. S6 vs T4). This results in 2.92 wounds per saboteur. Of these, only 0.97 will get through (i.e. a failed power armour save). Hence on average, each saboteur is causing only a single wound on a typical legion enemy target. This is really not too terrific. And hence, I don't regard this as a good enough reason to take him. Only if there was an enemy all alone on the table - such as a character model down to their last wound, or a unit down to their last man - it might be worth it. But for me, this just isn't sufficient.

Possible Builds
Below are a couple of possible builds for the saboteur. 

Saboteur, combi-melta, artificer armour, power weapon, refractor field (130 points)
This is one who arrives on the board, follows up his penetrating hit with a melta shot, and then gets stuck in with close combat if possible (or with the melta bombs to finish a vehicle off).

Saboteur, artificer armour, refractor field, pair of lightning claws (130 points)
A bit more of an odd set up, but potentially one to take advantage of hitting a non-legion army with d6 S6 hits (e.g., Orks, Eldar, and those that have a 4+ save or worse, etc.) and follow up with a rapid assault with lightning claws. This has the potential to shine against these kind of opponents, but suffers from being slow to move.

Overall
I'm not 100% sold on the saboteur. I really want to like the character, but their effects are just too weak to justify their cost. The only way I could see to run him is against non-legion armies. There they could have a terrific effect against open-topped vehicles and those with 4+ or worse saves. Otherwise, I'm sorry to say, the saboteur is going to be staying at home. To improve the rules, I would have liked to have seen something similar to Tau's marker lights employed by the saboteur. i.e. they'd tagged a vehicle or person in advance and provide a bonus to hit, or a bonus on the vehicle damage table - something like that would make me much more tempted to take the saboteur. As they are, I'm just not going to take them outside of a very fluffy list.


Monday, April 13, 2015

Horus Heresy Review: Alpha Legion Legion Rules

I know a lot of my readers have been waiting for me to publish this one, but here it is at last, my 30k Horus Heresy Review of the Alpha Legion rules.

Background material evaluation

The background material for the Alpha Legion in the era of the Horus Heresy is presented as one giant enigma wrapped around a mystery, tied up with uncertainty and a brightly coloured bow of misdirection. This contrasts strongly with the very earliest depictions of the Alpha Legion being twisted by chaos (and Slaanesh in particular). I'm very much a fan of how the Alpha Legion are depicted in Extermination, and in the wider books that have been published by the Black Library. Although some feel that the meme of surprise attack and counter-purpose has been over-done in those books, to my mind, it is exactly how the Alpha Legion should behave. Hence, beyond all the secretive activity, the Alpha Legion are depicted as being masters of combined arts warfare, of tearing enemies apart as they attack from multiple vectors unexpectedly, and of slaughtering all before them without much mercy in a killing blow, once they have pulled apart their critical elements.

Their training enforces this approach to warfare -- they are only permitted to "graduate" as a unit, and individual antics are frowned upon. Indeed, the mission and their contribution to group work is valued much more than heroic individuals. This means that every legionary within the Alpha Legion can carry out almost any battlefield role, should he be required to. All have some talent at being in an assault squad, a devastator squad, or wherever they are needed.

Legion Rules Review

Truly, there are only two rules that the Alpha Legion possesses in addition to the usual space marine rules. The first is that of Mutable Tactics. In short, the legion can select from between a number of special rules at the start of every battle. This comprise of scouts, infiltrate, tank hunters, counter-attack, move though cover, and adamantium will.

This rule alone is what makes the legion so very deadly. Should their opponent be tank heavy (Iron Warriors, Iron Hands), then they may well decide to choose tank hunters to improve their devastator squads. Should their opponent have a lot of melee units (World Eaters, Raven Guard, some Sons of Horus builds), then the counter-attack rule is going to look good instead. Lots of psykers in an enemy Thousand Sons build? Well, that's probably what Adamantium Will is going to help with. I cannot underscore enough what this rule is doing for the legion. It will give them a competitive edge in most (but maybe not all) situations. These three rules are probably not something to build an entire army around as they are situational, based on what the enemy is playing.

That said, some of these rules can be used as a build for the entire army. The classic one here is infiltrate. Having an infantry based legion list combine with this rule makes for an incredibly effective army. Indeed, this kind of build may also be necessary for the legion's rite of war. But the army must be built around it: it needs to bring infantry and hurt that can take advantage of infiltrate (e.g. plasma guns, melta guns, and the like) to complement it. Scouts works in similar ways, and would require plenty of fast moving squads to make it truly advantage (think: bikes and other similar units that are technically still marines -- this can also work as infiltrate as well, of course). I therefore regard both infiltrate and scouts as a way in which to build an entire army.

Move through cover is one rule that can be overlooked, and will depend on the board / terrain. Hence it will be entirely situational.

Overall therefore, I think that both scouts or infiltrate is the way to build an Alpha Legion army. And of the two, infiltrate is superior for its need in the legion's special rite of war, if nothing else. But as an Alpha Legion player, it is imperative to be flexible in this as well. Having a few units that can be strongly anti-tank and have synergy with tank hunters is a sound move, if its ever required. So, even when building an Alpha Legion army with infiltrate already pre-selected, I'd encourage the legion player to have sufficient units that are capable of exploiting the other rules where necessary.

The second special rule is Martial Hubris. This is to counter balance what a terrific advantage Mutable Tactics is. In short, the Alpha Legion think they're the best. They might not be wrong. But if they suffer more casualties than the enemy, then their enemy gets an additional VP in the battle. This can be devastating in a mission where rules like First Blood are in play and the Alpha Legion go second. The best way to build around this rule is to keep the unit number count low if possible. Its not always possible, but certainly having maximum sized squads will help, of course.

Special Units

The legion gains the Saboteur as a special legion centurion and consul type. I'll detail this one in a later post as a distinct unit, as I'm a bit torn on whether this guy is a good thing or not. I've heard cases both ways.

Wargear

The legion has access to some of the best and most unique war gear. One of these items is the power dagger. This is an S-1 AP3 melee weapon with rending that can be bought as an upgrade for a character for 5 points. This is truly a bargain! Why? Because it can give a character an extra attack for such a cheap amount of points. I've not seen such a good bargain elsewhere for this kind of price. Hence even if you're going to use another specialist weapon, its still worth taking in most cases.

The second one are the venom spheres which are available to certain units for a modest individual points cost, or as an upgrade for an entire unit. They're worth it on units like seeker squads and destroyer squads, but so long as those squads are maximally sized already. They grant hammer of wrath whilst retaining the assault grenade rules. Hence, they're fantastic for melee orientated squads. There is one variant of this, the venom sphere harness, for certain terminators as well. These are a neat upgrade for melee terminators, to be sure.

Banestrike ammo is made available to certain units in the legion as well. I think legion terminator squads that are at full size are really going to benefit from taking this upgrade, so long as the points cost is available.

Rite of War

A lot has already been written about the Coils of the Hydra rite of war, and much of it is well deserved. The first effect is Subterfuge -- which provide a bonus to go first, or seize the initiative. This is an excellent way of partially offsetting the negative effect of Martial Hubris and should not be overlooked for its effect. The Signal Corruption rule is a great way to mess around with enemies through imposing a negative modified to reserve rolls. It can certainly screw around with drop pod armies like Raven Guard and certain World Eater builds, or even terminator based deep striking enemies on the odd occasion (think of Abaddon-led Sons of Horus Justaerin terminators forces).

But the final part of this rite is the one that excites everyone. The Rewards of Treason means that the Alpha Legion player can field a unit from a different unit that it ordinarily could not. This includes even the Gal Vorbak (even though they do not have the Legion Astartes special rule).

I really adore this rule. Not only is it very fluffy, but it can provide the basis to build an army around. Would you take the Mor Deythan of the Raven Guard to provide a first turn deadly volley? Or the Gal Vorbak to provide a superior melee option? Or some Death Guard that might only otherwise be seen guarding Mortarion? There are a lot of choices, and many options to like. To my mind, the Gal Vorbak and Mor Deythan are excellent choices, but also Iron Havocs. I would probably veer toward the Mor Deythan myself as they are very complementary. But equally we have not seen every legion yet. I wonder if something from the Ultramarines or Dark Angels might be equally cool? Who knows.

There is a price to be paid though. The Alpha legion player must select an additional compulsory troops choice (meaning tactical squads, assault squads or breacher squads -- remember that the other choices cannot fulfil a compulsory choice). At low points levels, this is a headache and might be damaging. Remember Martial Hubris? Well, at low points values, this rite of war means more units. Somewhere between 1500 to 2000 points, it probably becomes a lot more viable. And those units must be able to deep strike, infiltrate, or be in transports. If you're not wanting more units like rhinos rocking around the board, then this is going to be satisfied by having infiltrate as the legion's mutable tactics. But it might be worth taking the rhinos to have the flexibility of mutable tactics still up the proverbial sleeve. And then I get in a circular argument about martial hubris again. Its a balancing act for sure - and which way to approach it is up to the player. I would personally favour having an infantry based infiltrating army for this, but perhaps a couple of transport tanks wouldn't hurt either.

The final thought here is that sometimes taking this rite of war could be done by default. If the player just happens to have the requisite 3 compulsory troops selection (and satisfies the other conditions for the rite by having the infiltrate mutable tactics), then it might as well be taken for just the subterfuge and signal corruption rules. There's nothing like messing with the enemy because you can -- and that's what the Alpha Legion does best. It trolls opponents. So, don't be afraid to take the rite of war even if you're not going to take one of the Rewards of Treason units. Its still worth it!

Summing Up

There are many ways to build an Alpha Legion force around their special rules. I personally favour an all-infiltrating force, with redundancy for tank hunters and counter-attack by having plenty of shooting heavy support or tactical support effort, and close assault units like assault squads and certain terminator squads. This gives me the option of Coils of the Hydra if I wanted to. Its a mixed arms force and one that can take on any opponent with a reasonable chance of success. Coupled with special rules in HQ selections (Alpharius and Armillus Dynat), they can be quite an awesome force.

I am personally going to build a force around Armillus Dynat and probably plump for infiltrate and keep the option of Rewards of Treason open. At higher points, Alpharius as well. Or Omegon perhaps. Or Sigmar. Ahem…

Saturday, April 11, 2015

Monowheel Space Marine Bike Conversion

Germination
This is one of those ideas that has been floating at the back of my head for a very long time. But it wasn't until I started thinking about my 30k Alpha Legion force that I decided it was high time to execute it. For those not following my Alpha Legion build, the general idea is to leave no model unconverted. In addition to that, I also have my Alpha Legion marines using many and varied weapons and accessories. The narrative is that they are well beyond the regular forge worlds that they can resupply at and have taken to salvaging what weapons they can and redeploying them - through some reverse engineering if necessary. This is exemplified by my heavy support squad with missile launchers. Instead of regular missile launchers, I decided that this squad would have Eldar Wraithlord missiles. Functionally, they look like missile launchers, but they are distinctly xenos, in spite of the purity seals, oaths of the moment, and veteran cruxes attached to them.

Parts
The first thing I'm going to say is that this is not a conversion for those who are just starting out with converting. Do some kit bashing before trying this one out to get a feel for things. Equally, its not hugely advanced either, so give it a go if you're feeling like it! The first image is the final product, so that you can get a feel for what I made. Its a converted space marine bike contained inside a plastic hoop - the mono wheel. 


The parts for the conversion are simple enough. Just a single space marine bike, some plasma guns (or bolters if you prefer) on the sides, and a plastic hoop. The plastic hoop is clearly not a games workshop / citadel miniatures part though! I sourced it from Claire's Accessories in the UK (pictured). Claire's Accessories is basically a chain store in most high streets that caters (mostly) to younger women and girls, selling mainly ear-rings, necklaces, and bangles. These plastic hoops were bought as a set of six bangles (plus some rings) for very young kids. The price was GBP4.50 - therefore very affordable, and gives me enough pieces to make six mono wheel bikes out of. For those in other countries without Claire's Accessories on their doorsteps, you're looking for bangles that have a 60mm diameter -- just like the larger citadel plastic bases. Indeed, I reckon you could attempt this conversion by gluing together two 60mm bases and making a few tweaks to what I'm going to write about below. But it'd be a lot harder as you'd have to cut out the centres of the bases to do anything like what I've done below. Not impossible, just a lot trickier. Hence, go for plastic bangles if at all possible. Hairband plastic might also work I think, but I never tried that.


Front Wheel
The first part of the conversion is simply enough: just detach the front wheel guard from the main body of the space marine bike. File down any rough ends as although they won't show so well in the final product, the will look ugly if seen from certain angles. Importantly, I've not assembled the wheel for this conversion -- put the wheels from the main sprue in your bits box for another model another day -- we're not using them here.


Once both sides have had this treatment done, glue them together and add the bottom plate of the bike to them (the bit with the foot rest for the space marine driver), and add the handle bars. 

At this point, you have a choice, depending on the radius of the bangle you're using. You might like to cut out a little rectangle from the back of the bike to make it appear like it allows the mono wheel to "spin" through. Or you might like to split the front part (the bit with the headlight) in to two sections completely, either side of the headlight. For this bike, I decided to keep just slice the headlight off and leave the front part as one whole bit, the same as the back part. This will mean it will look like the rear wheel axle is providing much of the "thrust" to the mono wheel. Admittedly, to be a bit more convincing, I'd have an extra wheel (one that looks as if it doesn't spin) alongside the spinning one. But hey, this is 30k (or 40k?!), so the technology is advanced and might use antigravitics to aid the spinning of the wheel, at least narratively speaking.


Wheelguards
The next stage is to slice down the front wheel guards that you chopped off the front of the bike in the first step. They need to have their axles removed, as well as some of the guard to permit a space marine's legs to still be in the right place once these pieces are glued in place. The picture above shows what I've done to the front headlight bit, as well as the two wheel guards so you can see what I'm talking about. The bits are a bit rough here and have been filed down to the right smoothness in the next shot.


I glue the windshield in to the normal place on the bike now, and leave it to dry. Once fully dried and secure in its position, I then attach the old wheel guards directly underneath it. Notice that the wheel guards are just the right height to span the gap between the bottom of the windshield and the top of the footrest part. Also in the picture is a set of space marine rider legs. I added these legs in to position just to ensure that I had the correct gap for them to rest on the footrest. This is absolutely essential to the final conversion. I thoroughly recommend that you do some dry fitting with the space marine legs in place before gluing the wheel guards in to position. It might be necessary to trim some more "fat" off the wheel guards to make them look convincing and ensure that the space marine can comfortably rest his feet in the required position. Of course, all this assumes that the space marine will be sitting - if you're going for a more dynamic conversion with the space marine leaning out of the side of the bike then this will not be strictly necessary! But its good to at least be clean about these kind of things, to my mind.


The Monowheel
The next step is probably the hardest -- fitting the mono wheel itself. I start by splitting the wheel in to two differently sized parts, as shown. This is necessary as I found that the 60mm diameter of the wheel is simply too large for the kind of conversion I was gunning for. The lower segment will be used as the bottom of the wheel, and the upper (larger) segment will be cut down a bit further and bent in to place to attach back to the lower (smaller) segment. Ensure at this stage that the cuts are flat - take the time to do the filing (or careful slicing with your modelling blade) at this point - its worth it later on.


I drilled a hole through the centre of the smaller segment next. This will provide not only a pin in to the base of the miniature, but will pin up to the bike itself, allowing for some positioning, and dynamism to be built in. The pin is inserted through the square looking block at the very bottom of the bike to attach to the mono wheel. 


Now, the final problem is to chop down the larger bangle segment to the correct size. The image above gives an idea and illustration of the problem present. The broad idea is to chop off enough of the larger bangle segment to make the overall curvature of the loop tighter and the radius smaller. The final diameter is closer to 50mm than 60mm, so if you can find smaller bangles, this would be a much better option. Equally, my experience of hunting for bangles in shops is that most of them seem to be about the same size (because everyone's wrists are the same size, right???!! One size fits all, and all that).

You'll need to add two more pins - one in either side of the smaller segment - to put the final loop in place. You will find that curving the larger segment of the bangle results in a bit of springy tension (the bangle wants to keep its original curvature!). Hence, once the pins are in place and the glue is applied, you will need to keep hold of the bangle in its new radius of curvature position to ensure that the final loop remains in place. I couldn't rubber band this new sized loop, as the glue got in the way and spoilt the bangle - but you're welcome to try that.

Weapons
The final step is to add some guns to either side of the bike. I used plasma guns, because this squad will be a speedy plasma gun suicide one - able to bring the lovely S7 plasma to where its needed and pose a threat to even terminators. The final image shows the bike with two chaos space marine plasma guns on each of the old wheel guard pieces. I've taken off the obviously chaotic bits, but left the spikes at the front, just to ensure the final bike looks at least a little bit more threatening! They needed to be filed down on one side to ensure that they were flush with the bike, but otherwise this was an easy step to do. I might add some oaths of the moment / purity seals, but otherwise, its job done at this point and we have a Monowheel Space Marine Bike to play around with!


I hope you've enjoyed this conversion tutorial and would be pleased to hear what you think. I intend on making several more of these for my Alpha Legion force, and I'll be posing some dynamic looking marines on them at a later point in time.




Thursday, April 9, 2015

Unboxing Armillus Dynat

Context
I was a bit naughty. When I saw that Armillus Dynat of the Alpha Legion had become available for pre-order on Forge World, I put my order in almost straight away. I may not survive the wrath of my wife, so I hope that this won't be my last post to Warpstone Flux, ever!!! (only half kidding, of course. But she was making lists of other things that money should be / should have been spent on. So maybe I'm in trouble this time. Please send any spare luck my way….).

Today, my model of Dynat finally arrived -- and I am certainly not disappointed! Fundamentally, it is a much better quality miniature than the conversion that I had done for my own version of Armillus Dynat earlier on. Details of that conversion can be found here. In brief, I combined a lot of different parts together from a range of sources such as space marines, chaos space marines, Dark Angels, grey knights and Anvil Industry. With a few arm and wrist rotations, I managed to create a miniature that was ideal for what I wanted out of the miniature -- and one that had a dynamic pose to boot. 

The Box
The box that the Forge World miniature came in is a high quality one. Being the first time that I have ordered anything from the Horus Heresy Character Series, I was impressed by the presentation. The first image shows the box in its shrink wrap. The anticipation built as I took off the shrink wrapping!

The next image displays what greeted me when I first opened the box. A small printed slip that pictured the miniature full assembled and painted on the front, and on the back of the image, a view of the fully assembled and painted miniature from the back! I kind of like that as it gives me some good queues about how to paint it when I get around to it. Also visible in the box is something that I've not had the pleasure of seeing in a long while in citadel miniatures: small rectangles of foam! I guess one has to be an old-timer to fully appreciate the small bundle of joy that these rectangles gave me! Or maybe I was just over excited.


The Base
Anyway, moving swiftly on to the bits themselves now. The next image shows the larger display base that comes with the miniature. Physically, it is a scene of destruction in what appears to be the remains of an urban city. My thinking here is that it must be a representation of Paramar as that is when Armillus Dynat first came to "fame", so to speak. Equally, Dynat must have been famous before then, but probably in a very different way within only the Alpha Legion as his prosecution of warfare left few to survive I'd guess. The image shows that the display base comes in two parts and has a honeycomb hexagon like arrangement where they join together. It looks simple to assemble at this stage. I think I might have preferred something more like Typhus' display base -- something a bit more industrial feeling, rather than just amongst the ruins of a city scape. But I understand why its been modelled this way if it is meant to be during the invasion of Paramar. 


Accessories
The next two images show the accessories, arms, power pack and playing base that Armillus Dynat comes with. The sculpting of these is really high quality. I'm very pleased. Although there are flashes and minor things to clean up, these parts are great overall. The only criticism I could make is some flexure of the ariel on the backpack has happened, so I'll need to soak some parts in hot water to bend them back. That said, I'm going to have to clean up the parts anyway as the feel of the parts tells me immediately there's still plenty of release agent on the bits that needs to be removed prior to assembling and painting. One interesting aspect here is that the playing base is not the regular size -- its a 32mm base and hence obviously larger than the marines Dynat will command. I like this, as a champion like Armillus Dynat totally should be made to stand out more. The arms and pose of the miniature is an interesting one: somewhere between arrogance and exceptional confidence in my opinion.



Torso
The final two images show the detail of the main body of Dynat himself. I'm totally delighted with the level of detail on them and I'm not sure my images do them justice. Particularly pleasing are the diamond shaped scales on the legs of the marine armour (artificer armour, naturally), as well as the detail on the chest plate. I'm not totally sold on the dragon head in the centre of the chest -- it looks a bit Salamanders to some extent to my eye (I would have preferred more heads!). The shoulder pad showing the legion symbol is also interesting - multiple heads coiled around a world. In some ways reminiscent of the World Eaters iconography and unusual to see perhaps. But I like it!


Final Thoughts
Overall, I'm very impressed with the quality of the miniature, and even the display box. I'll certainly be assembling this one as soon as I get some spare moments. …..and escape the potential consequences of my impulse purchase(!) Well, maybe impulse purchase is the wrong term - its certainly a well considered purchase as this guys will be my HQ choice of preference for my growing Alpha Legion army. I'm looking forward to Alpharius Omegon being released later on, but suspect that's going to quite a significant chunk of time away yet. Plus, even if I do purchase Alpharius, he's not going to get much play due to the typical points levels that I will be mostly likely to be playing at. He's more of a several thousand points cost army HQ or Apocalypse even. So, Armillus Dynat is my man of choice at this point in time and I'm certainly going to try to build an army around his army buffing abilities.







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