2400pts Avoidance list versus Dwarven aggro list

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Meteor
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2400pts Avoidance list versus Dwarven aggro list

Post by Meteor »

"My list is designed to take on MC, yet you have none" - DE
"Well, my list is designed to crush traditional armies, blocks of troops, yet you have none" - Dwarves

Hi all,

Those opening lines sums up what our game was like! haha...

Writing this up because it could be useful for some, and a means of entertainment for others. Of late I've stopped playing Fantasy, but I have been picking up my models and playing a game here and there now. But instead of playing lists I generated myself, I'm playing lists others put on the forums here instead, for a refreshing approach, makes my games more interesting and I get to inspect other's lists and ideas. A whole new adventure for me!

This list is designed by Dalamar, it is a list I've been saying I want to play for a while because it looked very interesting and I had most of the models for it! My answer to the onslaught of MC

As a quick point of reference, the list is the following;

Lv4 on DP - 4+ ward, crystal of midnight, sceptre of stability (dark)
Lv2 on DS - Tome of Furion and Ruby Ring (metal)
Master on DP 2 - CoHG and Ring of Hotek + Lance
Master on DP 1 - PoK and Dragonhelm + GW + BSB

(4) 6 DR w/ muso, RxB and standard
(2) 6 Harpies

(2) 5 Shades w/AHW
2 Rend-bane assassins

Hydra

Without further ado, let's see how we fared against Dwarves. Immediate thoughts? No mage to Crystal of Midnight, Sceptre of Stability useless too. Flame Cannon to snipe Hydra. Anvil is a pain in the ass. Three shooting platforms to shutdown plus an Organ Gun. This is troublesome...

Spells generated are,
Dark Magic -1,2,3,5 (Chillwind, Doombolt, Word of Pain, Soul Stealer -no doubles? forced to take chillwind? I need Blade Wind if anything in this match, gaylord...)
Metal - 1 and 5(?) the one that drops BS, Armour and WS by 1 or something? the one that drops some stats by 1. Kept them since signature isn't too useful here. (I forgot about Tome of Furion so I didn't generate a third spell...)

Deployment

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For Deployment, I was forced to make the first drop, a troublesome start since there's three shooting units to worry about, an organ gun and a flaming cannon (YES I'M CURSING!!! lol jokes, it was a flame cannon though) and all my units are very flimsy, ie the four units of DR. Nonetheless, made a first safe drop by deploying 6 DR2 down first. His Rangers2 dropped next, and I placed a Hydra second, the Hydra was used as a fire magnet for one turn really. I also decided to deploy all my DRs on one side, my trick to playing with fast flimsy units is to overwhelm one side of a battleline. Pretty much what I do normally, but against a shooting list, not that this one is full on gunline, but nonetheless, I saturate a flank with lots of fast units and skirmishers. By presenting more targets than my opponent can shoot down in a turn, I ensure at least some units will make it through to crushing the line. That was the general idea, but I also feared by opponent was going to do a typical castle in the corner after his second unit of Rangers dropped down. I stalled for time before committing my other DR units by dropping a unit of Harpies on the right flank first. His Thunderers dropped down next, on the other flank, meaning he probably wasn't going to castle. I begun to mass my DRs on the left flank, I was going to commit to that flank now. It had the least resistance from shooting and provided the most cover from running around the ruins. Long Beards came down next (the elites with shield and GW, whatever they're called), I continued with my third DR unit, we're committed now, no amount of unfavourable deployment from here on will change my decision, unless it was THAT unfavourable. His Warriors dropped, my DR4 dropped, Hammerers covered his flank. That was going to be troublesome, since my DRs will have a rougher time getting around that flank and I can't flee when so close to the board edge! But we will make do with some sacrifices. Final unit of Harpies dropped behind Hydra, Harpies deployed 10" in only to avoid Thunderers and Organ Gun's 24" range. His warmachines dropped, I immediately regretted not dropping hydra behind ruins instead...BUT...it probably get shot wherever I placed it. The sooner it got into combat, the better really. If it survived. I mused at the idea of dropping both PMs next to Hydra, both being able to tank the cannonball in its place! But...why? When I can set both PMs upon the warmachine, the sooner it was silenced, the better for my Hydra. Plus...two shooting platforms to destroy, easy task for PMs! His Anvil dropped then I finally dropped Shades. To my surprise, they could drop where they were. But...I got baited instead!

Ok, then came the Vanguard moves. I remember the Anvil had a 'free' out of sequence charge it can make. With that in mind, I vanguarded, but stayed beyond 15" from the Hammerers so they couldn't surprise charge me without risking a greater chance of failing. BUT...my friend still gave me a ...pg rated here so...'surprise' by making his own version of a vanguard move. His army made a free march, all units within 18" could march. So umm...Hammerers will roflstomp me instead with the anvil if I didn't get first turn... Organ Gun and other 24" ranged weapons suddenly got into range...Then, his engineer also walked out alone towards my Shades and used a rune of challenge. Charge...or flee...off the board! ^^ <3 "*$#(%&$#^*!!!!" was my answer. Fortunately Shades can't charge on the turn they scouted. So HA! No baiting! No rice for you! Also as a side note, the reason the PM with CoHG was deployed in front of the PoK was because it had a better survival chance against S4 Crossbows. Halved to S2 versus T4 means 6s to wound and then it'll have to bypass a 1+ AS. Whilst PoK offers an extra save, I rather not risk rolling saves when I could avoid the wounds in the first place.

Also...I got first turn! WHEW! We both rolled a 3 for first turn, but I got +1 for finished deploying first. HA take that! You should've deployed first!

DE Turn 1

Image

The grey arrows shows the opening Vanguard moves made by both sides (seriously? Dwarves being agile? wtf?)

The Dark Riders quickly surged around his Hammerers. There were no favourable positions against his warmachine or Thunderers for Turn 2 thanks to the ruin. And I'm not charging an Anvil with DRs. So their focus was on removing the Hamerer threat as quickly as possible. Three units circled around it, all positioned to ensure the Hammerers can only charge and take out one unit only. DR1 escorting the Lv2 stayed behind and made sure they wouldn't receive an overrun surprise. The CoHG PM attempted to charge the now closer Cannon in an attempt to silence it before it shot my Hydra. 18" away so needed 8+ on 3D6 picking highest two. NOPE! Shades surged into the forest, revealing the two Assassins. (GEE! Wonder where the Assassins could've been hiding?! Literally..only possible units are the Shades rofl). The remaining PM got into position to charge next turn, Harpies flew in front to cover her against the Crossbows (forgot move or shoot...) and argh whatever, Hydra just pushed forward. Lv4 got in position to deal some magic damage to Hammerers too...lol yeah right...

Magic was...interesting? Dwarves generated way more DP than we generated PD. BUT...I still managed to get away with casting PoD on my Lv4 on two dice when he failed to dispel with three hahaha.... Guess +2 versus +4 is too much? Generated 3PD, Lv2 attempted to generate, got dispelled. Then used three dice to cast Plague of Rust on the Hamerers, cast on IF, losing the remaining three PoD dice. Not sure if they still blew up when lost, we blew them up anyway to be sure. Didn't scratch the Lv4. Hamerers now went from 5+ to 6+ save permanently. Versus S3 RxBs that have AP? Yum. Interesting magic phase enough? Heh.

Shooting...Assassins wounded the Engineer once. Some crazy Look out Sir rule allowed meant the T10 Cannon took S7 rendbane stars and the Engineer lol'd at the S3 RxB bolts. But still, one wound, ONE WOUND!!!! And one on the cannon too, TAKE THAT!

DRs kind of...failed. Killed a handful, not enough though. Oh well.



Dwarf Turn 1

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Dwarf turn, Long Beards charged Hydra, apparently it was going to be a flank charge... >.> Having a look at the battlefield and considering the unit has S6 GW and a lord within, the chances of the Hydra survivng a flank charge and holding was slim. Frankly, we were in no danger of being chased next turn either, we elected to flee to safety for now. There was no rush to engage into combat yet. We will take out the Organ Gun soon enough. We fled 9", freaking dwarves rolled double 6 for charge, luckily we were out of the 15" charge range... freaking slingshotting dwarves... (mumble mumble)...

Hammeres walked into DR2 facing them directly, Warriors marched forth aimlessly. Apparently his tactic was widen the net so he can catch something with Anvil charge. Fair enough. Hamerers charged with Anvil, I did not know you couldn't flee...Oh dear...my Lv4 was in danger of getting overrun into. Care factor? Not too much, Just means I'll need to bring BSB to her next turn, and she'll have to cast Soul Stealer on IF to sustain herself then challenge to avoid heavy damage from the unit. Lots of if's and but's, but as long as there's a plan to get out of an unfortunate event, we're still on control of the game then. Cannon grapeshot Shades, bonked four down. Fun fact, did you know you can only grapeshot once per game? I did not know that until my friend mentioned it.... Organ Gun and Thunderers shot at my Lv4, my heart skipped a beat when I rolled my three ward saves and saw two fails, lucky...the third one passed... >.> DRs got roflstomped, Dwarves overran 9" or something, just missed me, we diced it because it was kind of in, kind of not. Freaking slingshotting dwarves!!! seriously!!! 9"???!?!? that's 3x their movement... Damn 8th ed...

DE are behind in points at this stage, but the game if FAR from over.


DE Turn 2

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Turn 2 begun! NOW the Engineer legally uses the rune of challenge, forcing the bigger unit of Shade to charge him or flee. We charged. The PM with CoHG charged him too. The PM with PoK charged the Rangers' flank, and the remaining Assassin and Shade unit charged the cannon. I decided the remaining unit of Harpies weren't needed yet, there was enough charges done, and we needed to ensure the Warrior block didn't flank my PM engaging the Rangers instead. So the Harpies didn't charge. We plan to kill the Engineer, and the cannon dies, allowing my Assassin to overrun and join the PM fighting the Rangers for a decisive one turn wipeout. Allowing my PM to overrun into the second block's flank! Hydra rallied, and well...was going to be flanked either way, by the Hamerers or Long Beards thanks to the Anvil. We faced the Hamerers since I wanted them dead! The other Harpy unit would control the charge by the Long Beards instead. DRs quickly surged around and surrounded the Hamerers again. Again, there was no possible positioning in taking down the Thunderers or Organ Gun yet. Without the Organ Gun making mince meat out of whichever unit presented its face anyway...since it just does artillery dice worth of HITS. Damn Dwarves... We detached Lv2 from her unit, making one unit of DR less enticing for him to anvil charge. I will lose another unit of DR, but hopefully we can weaken the Hamerers enough this turn to charge and finish them next turn. My Lv4 flew behind the ruins, safely out of sight of the shooters!!! Made sure we were within 18 of the Long Beards so I can soul steal them for some wounds back.

Magic phase was...bad... Rolled a 5 and a 1 or something, worst kinds of results..1 followed by X. Since that means enemy DD pool only one short, and Dwarves...heh... Anyway, attempted PoD on my Lv4 on two dice, double 1s >.> going to write off my general as 'dead' next turn. Remaining dice, I threw it all on Hamerers with Ruby Ring. IF...boom there goes my ring. On the plus...6hits, 6 dead. Take that karma....! All three units of DR shot again, better result, four Hamerers left. My friend gave me a cheeky laugh. His unit was small enough to fit through the gap and charge my Lv2 now... OH MY GOD!!! WHYYYYY???? *#@$(#@!!!

Right flank...totally got trolled too... Engineer challenged...PM accepted. Lanced him three times, three wounds. Passed one 6+ AS, rolled for other two wounds, passed one 6+ ward save... WHAT THE!??!?! Pegasus proceeded to either failed to hit with its two S5 attacks, or failed to wound with its two S5 attacks and its S4 stomp... Now I remember why Fantasy is so frustrating to play haha...to hell with odds! The Engineer broke from combat and fled....9"? PM and Shades tripped...highest roll was a 5".... (facepalm) -.- Assassin and Shade charging cannon also trolled me. Assassin's three attacks killed one crew, Shade missed its attacks. Remaining Cannon crew missed, failed break check, then passed on BSB reroll. ARGH!!!! HOW CAN THIS BE?????

PM flanking Rangers, knocked out 5 for no wounds in return. The unit held its ground on its stubborn check... joyous turn....OF EVENTS! :badh:

Dwarf Turn 2

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Dwarven turn 2 saw the Thunderers getting restless, moving to a better position. Long Beards charged Harpies, friend's reasoning? "55pts is still 55pts, I will gladly take it if there's nothing else to take" Fair enough. But I rather you take 55pts than my 175pt hydra! 'Tank' Engineer rallied and stared at my units in defiance. Let's see how long you will live!....

Hamerers swift reformed into a 2x2 to make sure they could fit through the gap. Warriors charged Harpies, meaning Anvil charge was going to the Hamerers after all...again I'm given the opportunity to preserve my Harpies since they were in no danger next turn, and my PM doesn't need sheltering from the Warriors anymore. We fled, and escaped whilst the Warriors are stalled and pulled further out of position.

Organ Gun shot at Hydra, hoping to take down some wounds before it burped on something. Fortunately we passed our two regen saves.

Rangers lost combat and fled this time due to no longer being stubborn. Got ran down and PM overran into the flank of the other Rangers. Assassin and friend continued to MISS, aaaaand so did the cannon crew. Where's a muso when you need it?! Harpies got splattered, Long Beards overran, Hamerers got Anvil in and splattered my Lv2. That was vexing....my carelessness leading to the death of one of my characters... Surprisingly, all focus had been on the other stuff, the Lv4 survived this turn.

DE Turn 3

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PM charged the Cannon, we're sick of it being alive. Shades and Assassin circled around to shoot the Engineer. DRs are hellbent on ridding of this Hamerer unit now. Repositioned to fire once more. I mean come on...there's only four left! Surely I can't be trolled again....? Hydra marched past the Long beards and vomited on the Thunderers, hitting all 10! Guess what? Only five died, below average! Boooo!! Hissss!!! DRs also....between 36shots....only dropped three... COME ON!!!!!! ARGH!! :badh:

Rendbane Assassin and friends got two hits between them, and failed to wound the Engineer. (facepalm)....

PM finished off the cannon, and overran into the freaking Engineer. We planned to overrun into the Rangers unit, thereby allowing on PM to fight them whilst the other tanked the Warrior unit that could anvil charge into them next turn. BUT! I want that Engineer dead! DEAAAAD!!!!! :burns:

PM fighting the Rangers killed a healthy handful, unfortunately stubborn kept them in place. Perhaps I should've overran the other PM in to win that fight decisively first and then deal with the Engineer afterwards. Oh well...troublesome turn incoming due to a mistake...

Magic...was meh, I managed to use quantity to overpower my friend's DD pool. That was with a decent winds of magic. Rolling a 5 and 4, so the spread was less one sided for me. Only spell I cast off was Soul Stealer, restoring my mage back to three wounds. I didn't dare venture too deep into enemy territory, since Anvil can potentially ground my flyers, leaving them stranded unable to escape and get charged... nooooo way this is an avoidance list, we kill the weak units and go home. As my friend said "only need 100pts difference to win!".... >.>

Dwarf Turn 3

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Warriors reformed, ready for anvil charge. (Knew it....)

Long Beards....apparently could charge one of my DR units...(what!?) Bit annoying...so I elected to flee one unit. Omg I got to flee with my DRs for a change!? He redirected into another unit that needed 11+ to reach. I confidently held, ....and he rolled an 11... seriously....wtf? M3 dwarves pulling off a 14" charge... What's worse was, once he wiped that unit of DR out...he'll overrun into the fleeing unit, wiping it out too...argh this is....this is.... :badh: argh I hate my friend's slingshotting dwarves!!!

Thunderers shot at Hydra for lols, wounded it (>.>.....) and the anvil failed to charge the warriors in. TAKE THAT AGAIN KARMA!

His now unsupported unit of Rangers lost the combat, fled and got run down. See you slingshot again you damn dwarves! My friend mumbled "that's game" at this point. Guess he lost the will to fight on after a misfire on the anvil.

DE Turn 4

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Taking a step back as we approached end game, I took stock of where we stand on the battlefield. There was potential to snag more points yet, but I decided to start pulling the army back early as there wasn't much left to snipe without big losses. The one thing I wanted dead more than the Engineer, was that freaking Hamerer unit, THAT LONE HAMERER! I gave an evil laugh at the thought of sacrificing my last unit of DR to see him dead. "MUWAHAHAHAaaaa...totally not worth it...." I flew my Lv4 out of cover, going to rely on magic to snipe the *. Made sure I was safe distance from the Long Beards and its annoying anvil charge, then pulled my DRs out. Shades slunk back into the forest, Harpies flew back to my deployment zone, well away from the Warriors. Dwarves that can slingshot...gotta be at a safe distance!

Hydra charged what's left of the Thunderers, which'll allow for an overrun into the long overdue Organ Gun. CoHG PM was the one in safe range to charge anvil, so...in she went! Other PM flew around to give support on that flank when needed. Hydra overran as expected. CoHG PM dealt three wounds with Lance and mount, leaving the character on two wounds. He held. Meh.

Aaaaaand...my mage totally failed to wound the last damned Hamerer. Sooo vexing....

Dwarf Turn 4

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Warriors swift reformed towards Hydra. Anvil Hydra? Or Anvil DRs? Both are enticing...he got greedy trying for a superior D3 one, and failed. Heh. Organ Gun went poop and Hydra reformed to face the Warriors since the Long Beards are pretty much out of the fight, unable to get around in time. Well...unless Anvil lived...which it did, on one wound now, the PM still hasn't suffered a wound yet, luckily. Lucky wound I guess, since fighting at S4 instead now.

DE Turn 5

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The Hydra wasn't going anywhere safely, but it shouldn't charge alone into a full strength S6 unit either. It waited for support from the other PM first, so it just stood its ground. Abandoning the last Hamerer, the Lv4 also flew behind the ruins to be safe from the Long Beards. From there, she casted Word of Pain on the Warriors, increasing the chance of survival for the Hydra next turn. DRs marched back to our deployment zone and the other PM got in position for a double charge. The other PM managed to finally finish off the Anvil and suddenly the Dwarves didn't control my movement that much anymore since they cannot anvil charge anymore!

Hamerer...you're going down!

Dwarf Turn 5

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Warriors charged regardless of WS1. Long Beards reformed for a vain attempt to catch my PM. "You never know when miracles happens" is what he said. Fair enough too. Thanks to Word of Pain, the Hydra suffered no injuries and in return, stomped a handful of Warriors into the ground, or torn them to pieces with jaws and whips. The Hydra held and time for the decisive blow on Turn 6 with the PM charge.

DE Turn 6

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Charges were made as planned, Lv4 stayed snug where she was. The Hamerer was FINALLY DEAD!!! The unit took six turns to kill..and wiped out soooo many DRs and even my Lv2...they were sure vexing.... The PM overran safely past the arc of the Long Beards and that was that. With Dwarven magic defense now weakened, we casted Word of Pain onto the Warriors again, sealing their doom. Combination of Word of Pain, a monstrous Hydra and a fresh PM charge, the Warriors fell beyond counting and the remaining unit fled. To be fair, it was stubborn and failed its stubborn check so that was unlucky. But there was only front rank of 6 left including character. They weren't going to live through next round unsupported, striking last and at WS1. Game complete. DE, glorious victory using an evasive and flimsy list.

Proudest moment? Probably realising I handicapped myself by not using any of my mages items except for a Ruby Ring for a turn before it blew up. And running 5 Harpies instead of 6!

Comments? Freaking slingshotting Dwarves.... argh those bs charges and flee distances were SOOOO ANNOYING!!!! :badh: :badh: :badh: :badh: :badh:

This concludes this battle report. And just fyi, my complaints and whinges aren't really complaints and whinges. Just expressing frustration but in a fun way, like laughing when getting trolled or calling bs at something ridiculous, like rolling 11+ for a charge. So don't take them seriously, they just add to the flavour of the report as I reacted in my game.

All in all, satisfied with the result, some moves I made could've been wiser, but I'm happy at my level of skill after not playing for over a year. And with using unfamiliar lists not generated myself. Surprised that all that was left of the dwarves was the command unit which I had no intention of killing anyway. Wiping the Warriors and Hamerers was already amazing in itself. We both enjoyed the game, it was funny actually, we observed each other's lists and this was what we said.

"My list is designed to take on MC, yet you have none" - DE
"Well, my list is designed to crush traditional armies, blocks of troops, yet you have none" - Dwarves

LOL! !lol! !lol! !lol! !lol! !lol!
What's mine is mine, What's yours is mine.
Now that we understand each other, lets get down to business.

Jacks -Shade
- WS 5 - - S 3 - - T 2 - - D 6 - - I 5 -

Equipment
Short Sword, MC Long Sword*, Dagger, RxB & RHB [20/10] MC Shade Cloak, 4 Throwing Daggers, 3x Healing Vials, 451C, [3]Dark Venom, [4]Unseen Chains, Food, Dark Steed- Spike

Skills
Basic Stealth, Awareness, TWF, Suithenlu Khythan, Ride

Magic Item
Eye of the Jabberwock

*Magical properties possibly imbued
User avatar
iamghost
Executioner
Posts: 169
Joined: Tue Mar 26, 2013 3:58 pm

Re: 2400pts Avoidance list versus Dwarven aggro list

Post by iamghost »

thanks 4 your report meteor, you are very precise as usual, your reports are very enjoyable to read.
a sooo strange list :) ! i would not ever run something like that since i love to see my battleground full of minis. LOL, yeah, i love to feed my eye and don't care too much about winning. In fact I don't ever win xD

these flying guys are crazy. You are in the very face of your opponent at the end of your first turn. a normal infantry army would never win against a dwarf army like that. Sure they become the very target of cannons, but you have lots of fast units and you have lots of different targets to concentrate on. I am going for the quantity better than quality way for eye's sake, but everytime i see that's the wrong way to go.
User avatar
Meteor
Executioner
Posts: 1956
Joined: Sun Jul 18, 2010 10:57 am
Location: Hell

Re: 2400pts Avoidance list versus Dwarven aggro list

Post by Meteor »

the wrong way to go?
What's mine is mine, What's yours is mine.
Now that we understand each other, lets get down to business.

Jacks -Shade
- WS 5 - - S 3 - - T 2 - - D 6 - - I 5 -

Equipment
Short Sword, MC Long Sword*, Dagger, RxB & RHB [20/10] MC Shade Cloak, 4 Throwing Daggers, 3x Healing Vials, 451C, [3]Dark Venom, [4]Unseen Chains, Food, Dark Steed- Spike

Skills
Basic Stealth, Awareness, TWF, Suithenlu Khythan, Ride

Magic Item
Eye of the Jabberwock

*Magical properties possibly imbued
User avatar
iamghost
Executioner
Posts: 169
Joined: Tue Mar 26, 2013 3:58 pm

Re: 2400pts Avoidance list versus Dwarven aggro list

Post by iamghost »

yeah, i mean, a bunch of good stats models are definitely better than a whole horde of poor stats ones. but my army hasn't have all these good stats models at the moment :)
User avatar
Meteor
Executioner
Posts: 1956
Joined: Sun Jul 18, 2010 10:57 am
Location: Hell

Re: 2400pts Avoidance list versus Dwarven aggro list

Post by Meteor »

haha there's no wrong way to go, and DRs are definitely not a meta nor good stat unit! It's just how you use it (ha!), I'm a firm believer you can win with almost any given list. I mean, the points are even, so technically both armies have a fair chance? Unless you handicap yourself by putting in dead weight stuff just to burn points. Like... Executioner Axe on a Sorceress anyone? So go for a quantity over quality ideal, meta is meta, it's not the be all, end all, Godly list. Hand a meta list to a inexperienced player and they might win, have an inexperienced player write up a legal list and hand that to an experienced player, and they still can win. (not talking about myself, I'm your average player at best rofl)
What's mine is mine, What's yours is mine.
Now that we understand each other, lets get down to business.

Jacks -Shade
- WS 5 - - S 3 - - T 2 - - D 6 - - I 5 -

Equipment
Short Sword, MC Long Sword*, Dagger, RxB & RHB [20/10] MC Shade Cloak, 4 Throwing Daggers, 3x Healing Vials, 451C, [3]Dark Venom, [4]Unseen Chains, Food, Dark Steed- Spike

Skills
Basic Stealth, Awareness, TWF, Suithenlu Khythan, Ride

Magic Item
Eye of the Jabberwock

*Magical properties possibly imbued
User avatar
Jvh792
Highborn
Posts: 682
Joined: Tue Feb 01, 2011 6:32 am

Re: 2400pts Avoidance list versus Dwarven aggro list

Post by Jvh792 »

I've always been nervous to run an ALL DR core list. Not my style. I enjoy more of a punch you in the mouth style.
"With hate, all things are possible." - Malus Darkblade
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