Wednesday, May 1, 2013

What Race should be introduced into 40K

I was thinking that there has not been a new race introduced in the 40K tabletop game in a while (Tau 2001).

I would love to see a new race. I would have been happy with Tarellians in the new Tau codex. Would have been good for fluff and play.

As for proper races to add I would go with the Stryxis or the Exodites. There are tons of races to pick from though.

Who would you pick? They would need to be able to get around in the universe and have a large enough presence to compete with the other races. Let's hear what you think.

Sunday, April 28, 2013

Dark Eldar 1500 - DUKE 2.0

HQ
Duke Sliscus the Serpent

Elites (292pts)
3x Kabalite Trueborn (146pts)
3x Blaster
Venom
Splinter Cannon

3x Kabalite Trueborn (146pts)
3x Blaster
Venom
Splinter Cannon

Troops (515pts)
9x Kabalite Warriors (151pts)
Raider
Splinter Racks

5x Kabalite Warriors (110pts)
Venom
Splinter Cannon

5x Kabalite Warriors
Venom
Splinter Cannon

7x Wyches (144pts)
Raider
Dark Lance

Fast Attack
6x Reaver Jetbikes (152pts)
Cluster catrops

6x Reaver Jetbikes (152pts)
Cluster catrops

Heavy Support
Ravager (115pts)
Nightshield

Ravager (115pts)
Nightshield

Total 1491

Friday, April 19, 2013

Tyranids 1500 rnd3

HQ  (630pts)
Hive Tyrant  (285pts)
  Wings, 2x Devourers, Old Adversary

SwarmLord  (345pts)
  1 TyrantGuard w/ lashwhip

Elites  (230pts)
2 Hive Guard  (100pts)

 Doom of Malantai  (130pts)
  w/ Mycetic Spore

Troops  (550pts)
12 Termagaunts  (160pts)
  Devourers, Mycetic Spore

12 Termagaunts  (160pts)
  Devourers, Mycetic Spore

Tervigon  (230pts)
 scything talon, +2power rolls, adrenal glands, toxin sacs, cluster spines, acid blood (I had 15pts left.)

Heavy  (90pts)
2 Biovores (90pts)

Total = 1500pts

I thought for this round I'd give the swarmlord and biovore some table time and see what I can get out of them.  I also split up my big pod of gaunts into two smaller pods.

Dark Eldar 1500 DUKE

HQ 
  • Duke Sliscus the Serpent 

Elites (292pts)

  • Kabalite Trueborn (146pts)
    3x Trueborn 
    • 3x Blaster 
    • Venom 
      Splinter Cannon 
  • Kabalite Trueborn (146pts)
    3x Trueborn
    • 3x Blaster 
    • Venom 
      Splinter Cannon (10pts)

Troops (471pts)

  • Kabalite Warriors (110pts)
    5x Kabalite Warrior 
    • Venom 
    • Splinter Cannon 
  • Kabalite Warriors (110pts)
    5x Kabalite Warrior 
    • Venom 
    • Splinter Cannon 
  • Kabalite Warriors (142pts)
    8x Kabalite Warrior 
    • Raider 
    • Dark Lance, Splinter Racks
  • Kabalite Warriors (110pts)
    5x Kabalite Warrior 
    • Venom 
    • Flickerfield, Splinter Cannon

Fast Attack (238pts)

  • Reaver Jetbikes (66pts)
    3x Jetbikes 
  • Reaver Jetbikes (172pts)
    2x Cluster catrops, 6x Jetbikes 

Heavy Support (345pts)

  • Ravager (115pts)
    Nightshield 
  • Ravager (115pts)
    Nightshield
  • Ravager (115pts)
    Nightshield

Total 1497

I am going to use some reavers but I will not be tank hunting with them this game. Gonna turbo-boost everywhere. Caltrops should be nice. Duke will be with the warriors of course. That will be a fun boat.Wish I had the points for a 9th warrior though. Ravagers to pop tanks, Termies, or speeders. We shall see how this goes.

Thursday, April 18, 2013

Dark Eldar 6th Edition Tactics - Codex Breakdown

This will be my own personal take on the units in the Dark Eldar army. What I think is good and why. I have taken a swing with most (not mandrakes) of the units in the army so this will not be all math hammer. I will break down every unit and throw in some decent builds for each.

There are a few reasons people choose to go with DE. One of the reasons I went with them originally was because I like the challenge of the glass hammer. It makes you think to stay alive and is a blast to play. Others of course might get into them because of the darn shiny models. This is all good as long as you know what your in for. Some people really like the lure and are just a bit sadistic (personally I love the lure). Whatever your reason this army is a fun to play as long as you aren't a coward. Expect to get whooped a few times till you get the play style down because 1 wrong whip in the wrong place and you are a sad panda.

And now for the breakdown.

HQ
Asdrubael Vect - Let's start of with big papa. He is a beast. An expensive beast. but a beast none the less. He starts off letting you steal initiative on a 4+. Amazing. He has preferred enemy (the world) as does his squad. And really prefers fighting things of the Eldar persuasion. Re-rolling wounds against DE and Eldar. He is darn good in melee even though he is AP3 though he does wound on a 3+ and the built in shadowfield is nice. He also comes with Haywire grenades so he has some AV as well. Personally I don't use him solely on points cost. And never take his boat. So expensive and not worth it.

Urien Rakarth - Not a fan of him. He is just an expensive haemonculus. Does the same stuff. Starts with a pain token and makes Wracks troops. I don't think you need him. I prefer a normal Haemie. Forgot to mention he gives D3 pain tokens away to start off the game. That is pretty darn decent.

Lady Malys - Fancy archon. Though not bad at all. Relatively cheap and lets you redeploy units after deployment. Her 4++ is quite nice as well. Her immunity to psychers is nice but situational.

Drazhar - Yay for ignoring armor saves. He is expensive but man he can wreck house. Nice 2+ save keeps him alive, gets an extra attack on 6s for armor saves. With a squad of Incubi (only thing he can deploy with, sadly)they can handle most situations. He can bounce around the combat witch is silly.

Duke Sliscus - The duke is pretty good. Gives your vehicles (excl. fliers) deep strike. Stick him with a warrior squad and you are flinging 3+ poison everywhere. Lets wyches re-roll drugs. And with double venom blades he can hold his own in CC. Great Unit!

Kheradruakh - Didn't like him in 5th and don't like him much more in 6th. Archon is better at ID and gets a 2++ for a bit. Just forget this guy.

Lelith Hesperax -This girl is one of my favorite characters. She is pricey but man is it fun to watch her jump into a set of troops and annihilate them. Her special rules are sick. 3++ dodge is really nice and here half a billion attacks scare the crap out of people. If you want to draw fire from everything on the board then this is your girl. You will not find a better WS or BS. She is a beast on a turret. Put her on your quad gun and and watch the planes fall. Technically you can ignore armor with her on a quad gun but that could make for quite the argument(faq fix). So probably shouldn't bring it up unless you just wanna be a douche.

Baron Sathonyx - This is my boy. He gives you a +1 to rolls to determine deployment. Strength bonus assault is sweet. Tossing out stealth to his unit, very sweet. He makes Hellions troops, not bad. He is pretty nice with the hellions because of the special rules he gives them but he is more fun in a beast squad. His movement is very similar to them and he had stealth and some extra attacks.

Archon - This guy is cheap and amazing. Pump him up a bit and he can really mess up an opponents game plan. He downs MCs and ICs like nobodies business with a huskblade and can get a 2++ while doubling strength. Sweetness incarnate.Personally I don't really care for the retinue options because you have to get at least one of each. I think you can toss him in with a squad of incubi or wyches and be just as effective.

Succubus - This girl is all wych. That is really the only place for her. She gets her drugs and that is helpful (especially on a 6). She is cheap and makes a squad of wyches very potent. If you are not taking wyches leave her in the bag.

Haemonculi - This guy/gal is a mainstay in a ton of list due to his minimal cost and his ability to drop of a pain token is a big plus. You can snag 3 for 1 HQ slot and throw them in your troops to give them FnP. They also bring in Wracks as a troops choice. Ancient upgrade is a waste of points

ELITES
Wracks - Never run as Elites. Not worth it. As troops though they are pretty good. Tough units are hard to come by in the DE codex. Once they nom some pain and suffering they get pretty darn good. I prefer them in small units normally on a venom.

Mandrakes - No. The answer is no. That is all. Stop asking. NO!

Incubi - These guys are great assault units. The bonuses from the klaives are great. fleet is lovely and if you pair them with an assault archon their is not much that can stop them. If you need to get in on a Termies then the guys can hold their own. Nice high initiative keeps you hitting hard and first.

Grotesques - Not a fan at all. Big, slow, and dumb. They don't fit with DE at all in that aspect. They have some high strength stuff and kinda worked with a Haemy and a WWP in 5th but with the WWP nerf I don't see them as viable at all.

Harlequins - 4+ cover save is awesome. At this point everyone has seen the Harlistar builds. Expensive and fun. Great looking models to boot (think of the cool paint jobs for their transports). Drop a Harlistar on the board and watch people try and avoid it.

Kabalite Trueborn - By far the best Elite choice. They're called blasterborn for a reason. 4 on a venom is deadly. Use them. That is all.

Hekatrix Bloodbrides - Another one of those units that is just not good. Ask yourself, are they really any better than wyches? The answer is pretty much, no.

TROOPS
Kabalite Warriors - Pew pew all day long. These guys are great and have a few builds that work well. 5 in a venom and you have nice mobility and they are cheap scoring units. Throw a bunch on a raider with splinter wracks and you have a ton of shots being awesome. Foot schlog'em and they are real cheap objective holders or can march forward throwing poison everywhere. They also have access to some nice gear and can really be kitted out to match your play style.

Wych Squad - Whyches took a stern kick to the lady bits in 6th but are still viable. Haywire grenades are great for AV and they can really hold up some units. Pain tokens make them better but FnP nerf kinda hurt. Give them a decent melee HQ and they can really get in someones way. Raider them up the field and piss off a mech army for some smiles.

FAST ATTACK
Hellions - Cover is your best friend with these guys. If you don't have cover then you don't have hellions. They are pretty good in CC. If you throw the Baron in there then that stealth bonus will make your guys pretty good. I am a big fan of the Helliarch's grab and go. So much fun. I don't use these guys that often but they are always fun.

Scourges - These guys were not good in 5th. Now they are decent. They have access to some nice weaponry though. Haywire from range should make even the most somber archon smile. They are still expensive and for the points I will take some reavers.

Reaver Jetbikes - Speaking of reavers. FUN!!! they can tank hunt or just zoom around and annoy the crap out of you enemy's units with their bladevanes. I mean come on. They have a jink save worthy of the gods with skilled rider and turbo boost.. Random number of attacks make for lotsa dice. Caltrops are expensive but make them really dangerous. Attacks with a group of 9 w/ caltrops can be devastating if you can get more than one unit you are really earning those points back. New skilled rider rules really make these guys worth it. Give them a look see. You can now allocate wounds a lot easier now thanks to the new FAQ. Well, I completely forgot to talk about AT with these guys. Take in squads of multiples of 3. Every third one can get a heat lance. Tanks don't like heat lances at all.

Beastmasters - Good times here. These guys can really tear things up. Clawed fiends are a skip. To expensive. A nice pile of Khymaeras and Razorwing flock will scare the pants off people. With a billion wounds and attacks with some Invulnerable saves is sick. They are really cheap per wound as well plus the flocks have rending. Difficult terrain, HA! Throw in a Baron for stealth and cover hop to destruction.

HEAVY SUPPORT
Ravager - These were good and are good. Use them. 3 dark lances are nice. 3 disintegrator cannons are sweet though. They fling a lot of terminator killing shots. These are a mainstay unless of course you are a flier turd.

Razorwing Jetfighter - Fliers are nice. They anger old codexes and even newer ones if not prepared. The razorwing comes out firing large blast and have a nice variety of AT and AI. They are not to expensive for what they. Also I am not a fan of the necrotoxin for the cost. Always take Flickerfields.

Voidraven Bomber - Always Flickerfields on these as well. This guy is quite deadly. S9 lance is sweet. Bast templates everywhere. If you have the points go for it. It is a bit costly but kinda worth it. No missiles. not worth it.

Talos Pain Engine - RAWR! this guy can do a lot of things but it has one major drawback...it is SLOW!!! The slowness makes them easy targets if you can't keep them in cover.

Chronos Parasite Engine - Talos's little brother. Same issue. Slow. The ability to distribute pain tokens would be sweet if not for the fact that the rest of you army is way to far away to take advantage. I guess if you do the whole my troops need exercise routine and walk your units ( I don't like that approach) then it could work.

TRANSPORTS
Venom - Love these things. They are great. Small TB squads with blaster or small scoring units with warriors are my personal favorites. You can also do the wrack thing. Always, and I do mean always take double splinter cannons. They will get you where you going and mess up a few things on the way. I always have a few in my list.

Raider - Good times. 10 models/ raider and go. Great little transport. 3 Hull points is nice. If you have a squad of warriors then grab some splinter racks. Love me some open top. either great for assault or great for exploding. I love surprises.

Dais of Destruction - I am not a fan of this thing. So expensive and silly. good AV but meh. I'm squishy and I know it.

FORTIFICATIONS
Aegis Defence Lines - I am a fan of ADL all of the time. I know it doesn't fit but come on we need Anti air and a quad gun does that. Put Lelith on that thing and it will work. let someone try and claim your objectives with her around. A pile of warriors behind one is nice too.

Skyshield Landing Pad - Nope. 4+ is nice but DE really don't want to deepstrike that much and not a fan of sitting around. The bastion gives a better save and is a building so meh on this.

Imperial Bastion - Armor 14 with some nice guns in it would be fun even though not to fluffy. Your vehicles will get nice cover behind it as well.

Fortress of Redemption - NO! this thing is expensive. Makes you sit still which is just wrong.
                                                                                                                                           

GOOD LOADOUTS
Archon - Huskblade, soultrap and shadow field
These are a great CC unit. ID AP2, possible doubling of strenth, and a 2++ for a bit.

Incubi - With archon you don't really need more than 5.
This is a tough CC unit.

Trueborn - 3 or 4 w/ blasters on a venom with double splinter cannons.
The core of most armies. A good amount of poison and some S8 AP2 lance goodness

Warriors - 5 on a venom w/ 2 splinter cannons or 10 on a boat with splinter racks
9 dudes and the Duke with splinter racks is great. 3+ poison is nice.

Wyches - Pile them into a raider and go tank hunting.
If no tanks then throw them in from of a tough CC unit to hold them up.

Reavers - Groups in multiples of 3 only. all the good weapons are per 3.

Beastmasters - depending on poins you want 3 BMs, 5 Khymaeras, and 4 flocks or 5 BMs, 5 Kymaeras, and 8 Flocks. The last one is a huge fire draw and people will run away.

I think I got all the units in there. I hope this helps some people. DE are a blast but you can't get discouraged at first due to the squish. They are a really fun army to play but you have to stay smart. Hang in there and learn it is the best advise I have.

Monday, April 15, 2013

Hull Point Quick Reference Sheet


Blood Angels
Baal Predator - 3
Death Company Dreadnought - 3
Furioso Dreadnought - 3

Grey Knights
Inquisitorial Chimera - 3

Imperial Guard
Armoured Sentinel - 2
Bane Wolf / Devil Dog / Hellhound - 3
Basilisk / Colossus / Griffon / Medusa - 3
Chimera - 3
Deathstrike - 3
Hydra - 3
Leman Russ Battle Tank - 3
Leman Russ Demolisher, Executioner, Punisher - 3
Leman Russ Eradicator, Exterminator, Vanquisher - 3
Manticore - 3
Scount Sentinel - 2
Valkyrie / Vendetta - 3

Sisters of Battle
Exorcist - 3
Immolator - 3
Penitent Engine - 3

Space Marine
Dreadnought - 3
Drop Pod - 3
Ironclad Dreadnought - 3
Land Raider - 4
Land Speeder - 2
Land Speeder Storm - 2
Razorback / Rhino - 3
Stormraven - 3
Stormtalon - 2
Venerable Dreadnought - 3
Vindicator - 3
Whirlwind - 3

Chaos Demons
Soul Grinder - 4

Chaos Space Marines
Chaos Dreadnought - 3
Chaos Land Raider - 4
Chaos Predator - 3
Chaos Rhino - 3
Chaos Vindicator - 3
Defiler - 4

Dark Eldar
Raider - 3
Ravager - 3
Razorwing Jetfighter - 3
Venom - 2
Voidraven Bomber - 3

Eldar
Falcon - 3
Fire Prism - 3
Night Spinner - 3
Vyper - 2
War Walker - 2
Wave Serpent - 3

Necron
Annihilation Barge - 3
Catacomb Command Barge - 3
Doom Scythe - 3
Doomsday Arch - 4
Ghost Ark - 4
Monolith - 4
Night Scythe - 3
Triarch Stalker - 3

Ork
Battlewagon - 4
Blitz Bommer, Burna Bommer, Dakkajet - 3
Deff Dread - 3
Killa Kan - 2
Trukk - 3
Warbuggy, Wartrakk, Skorcha - 2

Tau
Devilfish - 3
Hammerhead - 3
Piranha - 2
Razorshark Strike Fighter - 3
Sunshark Bomber - 3
Sky Ray Gunship - 3


Sunday, April 14, 2013

1375 Dark Eldar Vs. Tyranids

Round 2 of the campaign lead us here. The darklings were tasked with capturing those pesky little bugs for entertainment in the arena. The point value was 1375 and the list were these:


Dark Eldar List:
HQ
Archon
Huskblade
Soultrap

Elites
3x Blasterborn
Venom
Splinter Cannon

3x Blasterborn
Venom
Splinter Cannon

Troops
5x Warriors
Venom
Splinter Cannon

5x Warriors
Venom
Splinter Cannon

5x Warriors
Venom
Splinter Cannon

9x Wyches
1x Razorflail
Raider
Disintegrator Cannon

Fast Attack
3x Beastmasters
3x Razorwing flocks
5x Khymaea

Heavy Support
Ravager
Disintegrator Cannon
Night Shields

Ravager
Disintegrator Cannon
Night Shields

Ravager
Disintegrator Cannon
Night Shields

Total 1373

Tyranids List:
HQ Hive Tyrant
Wings 2X TL Devourers w/ brainleech worms Old Adversary

Troops
Tervigon
scything talons
Adrenal Glands
Toxin Sacs

20x Termagants
Devourers
Pod

Elite
Doom of Malan'tai
Pod

8 Ymgarls

3x Hive Guard

Heavy
Mawloc
Now for some pregame.
Warlord Traits:
DE got The Dust of a Thousand Winds(Your warlord and all friendly units within 12" get "Move through cover" special rule
Tyranids recieved Divide and Conquer (Whilst your warlord is alive, your opponent has a -1 modifier to reserve rolls

The tyranids psychic rolls got:
Hive tyrant:
Haemorrhage
Enfeeble

Tervigon: Warp Speed Iron Arm Enfeeble

Combat drugs granted the DE wyches +1S
Initiative rolls:
DE - 3
Tyranids -2

Reserves: Tyranids Doom in a pod 20 Termagants in a pod 8 Ymgarls

This will be a text report due to models not being complete and time restraints.

There is however a photo of the board Dark Eldar will be deploying on the top of the board and Tyranids the bottom.

Oh wait a twist. Tyranids seize initiative :( And now for the game.
Turn 1:
Turn 1 Tyranids

Tervagon gives himself iron arm forgetting that poison doesn't care. She sits on cover and spews out 6 dripping babies (aww how cute)

The Hive Guard are in deep cover and chill.

The Hive Tyrant swoops over to cover and fires its...oh wait Nightshields for the win.



Turn 1 Dark Eldar

Movement everywhere. Beast move 12 into cover. Vehicles scatter into the winds and getting in range.

A Raider fires at the Hive Tyrant and misses. The a venom thinks it will give it a go and the tyrant takes a wound. It was a pretty good wound to because he fails his grounding test and slams into the ground for another wound.

The Blasterborn in the venom deal it it's third wound.

Getting board with that silly tyrant some venoms focus on that festering mess that is the tervigon. The first one take a wound off and the next takes 3 more.

Being the ADD dark eldar they are the warriors see a termagant and like a dog seeing a squirrel they turn and fire killing 3.

The ravager captain is like hello. "big baby spewing puss monster is over there" so he fires into the tervigon, killing it.

A left over venom finishes off the hive tyrant and the trueborn inside take out 2 more termagants.

The sad and lonely termagant runs away.

Turn 2:
Turn 2 tyranids

Mawloc enters and knocks a hull point off of one of the ravagers and scoots a couple boats out of the way.

20 termagant pod enters

Doom pod enter

Ymgarl unit enters

So all reserves get in >:(

Synapse and regroup work as well.

The Doom is like "'sup" and kills 2 khymaera

The 20 Termagants fire 60 shots at the raider. And low and behold it falls down because 31 hits cause 4 glaces. The Archon and wychces inside are now excited and ready for a fight.

Hive Guard takes out a ravager. Stupid paper airplanes

Doom shoots at the Beastmaster squad and wounds a flock.

Ymgarls assault a venom. 13 hits and SPODES!!! Kills 3 termagants :P



Turn 2 Dark Eldar

Squiglies and boats go everywhere.

Pistols whiff on the mawloc

A venom misses the entire planets while trying to shoot ymgarls

Warriors kill 1, yay

Ravager pops another

A venom kills 4 termagants and the warriors inside it get 3 more

Another venom takes out 7 followed by a poor showing by the warriors.

A ravager manages to get 2 ymgarls

A venom wounds a hive guard and the trueborn do NOTHING!!!!

Assault time woooooooooooooo...ish!
The archon and his ladies jump into the fray an smack down the mawloc with no effort at all. Also His soul is mine. muahahahaha.
Strength 6 archon wooo

I threw the trueborn into the ymgarls so that by my next turn they should be dead. I lost 1

Now for the ish part.

Beastmaster squad charges the Doom and ta'duh they suck. They get 1 unsaved wound.

The doom wounds a flock right back

TURN 3:
Turn 3 Tyranids

The lone termagant wanders into the mysterious waters and gets an effect that is not worth remembering

He fires at a venom and misses. poor thing

Hive Guard blows up a venom but every one is ok.

The dooms ability wounds 3 flocks

Ymgarls kill the remaing Trueborn and the plan worked.

Beasmaster squad does a whole 3 wounds to the doom and then and save 1 of 2 wounds from him.



Turn 3 Dark Eldar

Minimal movement to get LoS and the firing begins

That Doom shit killed a Khymaera and wounded 3 flocks

Trueborn pops a hive guard

Wyches and the archon pistol the Ymgarls to death and capture the 2 bugs I needed for points.

Venom wounds a pod twice and the warriors finish it off.

A venom finally puts that lonely termagant out of it's misery.

Once again beast do nothing and Doom kills a Beastmaster.

and then BEST RUNAWAY EVERY!!!

No sweeping advance and out of combat. They run 5"

Turn 4:
Turn 4 Tyranids

Beastmasters fail to regroup. They get Stuck and they die. Yay, now the Doom can't re engage.

Hive Guard kill 2 of the 3 Trueborn :(

Then I assume the doom was taunting me and wounds himself.



Turn 4 Dark Eldar

Move everything into range. Mostly towards the Doom (Turd)

Venom get a wound off of him. Then the warriors get 3 more.

Second venom puts 2 more on it and it's warriors do squat.

Venom get 8 hits for 3 wounds and the dead.

Solo Trueborn wounds a hive guard and the ravanger behind him kills that one and wounds the last one.

Turn 5:
Turn 5 Tyranids

Hive Guard up and goes for it. He charges the Trueborn and the TB raises his blaster and pop. Hive Guard is dead.



Turn 5 Dark Eldar

Everything kills the last remaining pod and Tabled.

Final score is 10-0 in favor of the DE

Was a fun match and I have 2 things to say:
1: I hate dice
2: Thank god I rolled a lot of dice

Here is a little narrative for the loneliest Trueborn:
A lone Trueborn standing out in the open. I had picked down a squad of hive guard down to one with a single wound left. He had had enough and charged. The battered Trueborn raised his blaster in a final moment of defiance and let loose a single shot from him unstable blaster and downed the beast only a few feet before him.

As for Unit analysis, here we go.
Archon - A+ Limited usage but the one swing he got worked like a dream.

Wyches - ? Never really got to use them

Trueborn - A Worked pretty darn well. Them on a venom is top notch. I like the blasters a lot but it is limited with the one shot. Thank god the venom makes up for it. Great unit in this game

Warriors - B Pretty good. Did some stuff. I think them in a raider with splinter racks is better though. The did apply a good bit of wounds in this game though.

Beastmaster - F- I know it was my own ability to disprove math but good lord. First turn on doom I rolled 36 dice and got 1 wound. It never really got better either. The Doom just kept gaining more that I was dealing.

Ravager - A The Dissy cannons are nice and worked well for this battle. Not sure I would go 3 dissy to often. These always preform but next time I will put in one razorwing.

 I will let dale break down his army so that's all for now.

 Thanks for reading.
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