Jump to content

X Wing Nut

Members
  • Content Count

    2,168
  • Joined

  • Last visited


Reputation Activity

  1. Like
    X Wing Nut got a reaction from Muelmuel in How to... Lone CR90!   
    I had the same "joke" list with a single corvette. to which my mate replied with disdain "yeah you'll take Cracken and win a regional with it"
    then that joke evolved into this.
    Assault: Opening Salvo
    Defense: Capture the VIP
    Navigation: Intel Sweep
    CR90 Corvette A (44)
    • General Cracken (26)
    • Turbolaser Reroute Circuits (7)
    • Jaina's Light (2)
    = 79 Points
    CR90 Corvette A (44)
    • Turbolaser Reroute Circuits (7)
    = 51 Points
    CR90 Corvette A (44)
    • Turbolaser Reroute Circuits (7)
    = 51 Points
    MC30c Scout Frigate (69)
    • Ordnance Experts (4)
    • External Racks (3)
    • Turbolaser Reroute Circuits (7)
    = 83 Points
    MC30c Scout Frigate (69)
    • Ordnance Experts (4)
    • External Racks (3)
    • Turbolaser Reroute Circuits (7)
    = 83 Points
    Squadrons:
    • Shara Bey (17)
    • 3 x A-wing Squadron (33)
    = 50 Points
    Total Points: 397
    Undefeated so far. went 3-0 at a regional and I would have won the regional if not for the same mate scoring 2 10's getting the same points as me but beating me on MOV. 

    I like your torpedo list, but have you thought about 2 torpedoes?
     
    Assault: Opening Salvo
    Defense: Hyperspace Assault
    Navigation: Superior Positions
    CR90 Corvette A (44)
    • Admiral Raddus (26)
    • Turbolaser Reroute Circuits (7)
    • Jaina's Light (2)
    = 79 Points
    MC75 Ordnance Cruiser (100)
    • Ordnance Experts (4)
    • Rapid Launch Bays (6)
    • Electronic Countermeasures (7)
    • External Racks (3)
    • Assault Proton Torpedoes (5)
    • Profundity (7)
    = 132 Points
    Hammerhead Torpedo Corvette (36)
    • Ordnance Experts (4)
    • External Racks (3)
    • Garel's Honor (4)
    = 47 Points
    GR-75 Medium Transports (18)
    • Slicer Tools (7)
    • Expanded Hangar Bay (5)
    = 30 Points
    Squadrons:
    • 2 x Scurrg H-6 Bomber (32)
    • Shara Bey (17)
    • 5 x A-wing Squadron (55)
    = 104 Points
    Total Points: 392
  2. Like
    X Wing Nut got a reaction from Akhrin in How to... Lone CR90!   
    I had the same "joke" list with a single corvette. to which my mate replied with disdain "yeah you'll take Cracken and win a regional with it"
    then that joke evolved into this.
    Assault: Opening Salvo
    Defense: Capture the VIP
    Navigation: Intel Sweep
    CR90 Corvette A (44)
    • General Cracken (26)
    • Turbolaser Reroute Circuits (7)
    • Jaina's Light (2)
    = 79 Points
    CR90 Corvette A (44)
    • Turbolaser Reroute Circuits (7)
    = 51 Points
    CR90 Corvette A (44)
    • Turbolaser Reroute Circuits (7)
    = 51 Points
    MC30c Scout Frigate (69)
    • Ordnance Experts (4)
    • External Racks (3)
    • Turbolaser Reroute Circuits (7)
    = 83 Points
    MC30c Scout Frigate (69)
    • Ordnance Experts (4)
    • External Racks (3)
    • Turbolaser Reroute Circuits (7)
    = 83 Points
    Squadrons:
    • Shara Bey (17)
    • 3 x A-wing Squadron (33)
    = 50 Points
    Total Points: 397
    Undefeated so far. went 3-0 at a regional and I would have won the regional if not for the same mate scoring 2 10's getting the same points as me but beating me on MOV. 

    I like your torpedo list, but have you thought about 2 torpedoes?
     
    Assault: Opening Salvo
    Defense: Hyperspace Assault
    Navigation: Superior Positions
    CR90 Corvette A (44)
    • Admiral Raddus (26)
    • Turbolaser Reroute Circuits (7)
    • Jaina's Light (2)
    = 79 Points
    MC75 Ordnance Cruiser (100)
    • Ordnance Experts (4)
    • Rapid Launch Bays (6)
    • Electronic Countermeasures (7)
    • External Racks (3)
    • Assault Proton Torpedoes (5)
    • Profundity (7)
    = 132 Points
    Hammerhead Torpedo Corvette (36)
    • Ordnance Experts (4)
    • External Racks (3)
    • Garel's Honor (4)
    = 47 Points
    GR-75 Medium Transports (18)
    • Slicer Tools (7)
    • Expanded Hangar Bay (5)
    = 30 Points
    Squadrons:
    • 2 x Scurrg H-6 Bomber (32)
    • Shara Bey (17)
    • 5 x A-wing Squadron (55)
    = 104 Points
    Total Points: 392
  3. Thanks
    X Wing Nut reacted to Cuz05 in How do you fly 2-ship runaway lists correctly?   
    I love this. It's lunacy.
  4. Like
    X Wing Nut got a reaction from Cuz05 in How do you fly 2-ship runaway lists correctly?   
    this is my Run away list good luck working out where its going I dont even know. one thing is for sure it can run away in any direction 
     
     
    Guri (63)    
        Daredevil (3)    
        Advanced Sensors (10)    
        Proton Torpedoes (12)    
        Afterburners (6)    
        Virago (10)    
        Shield Upgrade (8)    
        
    Ship total: 112  Half Points: 56  Threshold: 4    
        
    Dalan Oberos (StarViper) (54)    
        Daredevil (3)    
        Advanced Sensors (10)    
        Proton Torpedoes (12)    
        Afterburners (6)    
        
    Ship total: 85  Half Points: 43  Threshold: 3    
        
        
    Total: 197    
        
    View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Scum and Villainy&d=v6!s=200!147:117,111,136,105,163:U.165;149:117,111,136,105,:&sn=Unnamed Squadron&obs=
  5. Haha
    X Wing Nut got a reaction from Marzaums in How to... Lone CR90!   
    I had the same "joke" list with a single corvette. to which my mate replied with disdain "yeah you'll take Cracken and win a regional with it"
    then that joke evolved into this.
    Assault: Opening Salvo
    Defense: Capture the VIP
    Navigation: Intel Sweep
    CR90 Corvette A (44)
    • General Cracken (26)
    • Turbolaser Reroute Circuits (7)
    • Jaina's Light (2)
    = 79 Points
    CR90 Corvette A (44)
    • Turbolaser Reroute Circuits (7)
    = 51 Points
    CR90 Corvette A (44)
    • Turbolaser Reroute Circuits (7)
    = 51 Points
    MC30c Scout Frigate (69)
    • Ordnance Experts (4)
    • External Racks (3)
    • Turbolaser Reroute Circuits (7)
    = 83 Points
    MC30c Scout Frigate (69)
    • Ordnance Experts (4)
    • External Racks (3)
    • Turbolaser Reroute Circuits (7)
    = 83 Points
    Squadrons:
    • Shara Bey (17)
    • 3 x A-wing Squadron (33)
    = 50 Points
    Total Points: 397
    Undefeated so far. went 3-0 at a regional and I would have won the regional if not for the same mate scoring 2 10's getting the same points as me but beating me on MOV. 

    I like your torpedo list, but have you thought about 2 torpedoes?
     
    Assault: Opening Salvo
    Defense: Hyperspace Assault
    Navigation: Superior Positions
    CR90 Corvette A (44)
    • Admiral Raddus (26)
    • Turbolaser Reroute Circuits (7)
    • Jaina's Light (2)
    = 79 Points
    MC75 Ordnance Cruiser (100)
    • Ordnance Experts (4)
    • Rapid Launch Bays (6)
    • Electronic Countermeasures (7)
    • External Racks (3)
    • Assault Proton Torpedoes (5)
    • Profundity (7)
    = 132 Points
    Hammerhead Torpedo Corvette (36)
    • Ordnance Experts (4)
    • External Racks (3)
    • Garel's Honor (4)
    = 47 Points
    GR-75 Medium Transports (18)
    • Slicer Tools (7)
    • Expanded Hangar Bay (5)
    = 30 Points
    Squadrons:
    • 2 x Scurrg H-6 Bomber (32)
    • Shara Bey (17)
    • 5 x A-wing Squadron (55)
    = 104 Points
    Total Points: 392
  6. Like
    X Wing Nut got a reaction from MasterThrawn in What would 2.0 Armada look like?   
    2.0 would kill this game 
     
    I just went through it with X Wing I am not doing it with Armada. I would drop both games for good if they do
     
    I really cant understand why anyone would want it. I also don't get why people say Squadrons take a lot of time? I often fly Max Squadrons. I just brought more Z95 to fit more into one list and it really does not take long to activate them. the only time I see it taking to long is when players are anal over millimeters. 
  7. Like
    X Wing Nut reacted to Mogrok in Ryan Kingston's fleet builder is all updated with SSD   
    https://armada.ryankingston.com/
     
     
  8. Like
    X Wing Nut reacted to Marzaums in SWAE humbly asks for your help   
    As i'm already a subscriber, I have posted on our Fly Casual Facebook page for our viewers to help. I will also give a plug on our Talk Casual show on Thursday night as well. 
    It was nice to meet you at worlds @Karneck, love your work.  
  9. Like
    X Wing Nut reacted to Admael in Poll: Would you rather have Clone Wars or FO/Resistance?   
    Resistance/FO.
    As a rebel player I want that MC85 since it's basically a Viscount-class from old canon/Legends.
  10. Like
    X Wing Nut got a reaction from HandsofManos in What would 2.0 Armada look like?   
    Armada does not need this. the Game has no were near the weight that X Wing does. There are so many ships and talents that upgrades need to cost more on different ships due thinks like pilot skill  
    I cant think of an example of where this would be need.
  11. Like
    X Wing Nut got a reaction from HandsofManos in What would 2.0 Armada look like?   
    but do you really want to make Tua ECM's cheaper on a Gozanti? 
    I know people hate TRC corvettes but if you increased the cost it makes them hard to play. 
    so would you increase the cost of TRC then lower ECM for them kinda becomes counter productive 
    I dont really like the the sliding scale X Wing is doing. you are forced to use a apps thats not user friendly. Gone are the days where you can build a list in your head on the drive home from work.
  12. Haha
    X Wing Nut got a reaction from DunaMoose in First game with the SSD   
    Projector Misaligned would be more funny one dial gets rid of Power Failure and your good to go. Losing all 6 shields on the front in the first or 2nd round if placed to close to your opponent would be harder to recover from I think 
    even better would be Dodonna giving you both from 2 rocks you land on at the same time in the first round due to poor flying 
  13. Haha
    X Wing Nut got a reaction from DunaMoose in First game with the SSD   
    well if 2 SSD's becomes meta in the 1200 point level then its money well spent 
  14. Haha
    X Wing Nut got a reaction from DunaMoose in First game with the SSD   
    in this vid I show what happens if you move it from the front
     
     
  15. Thanks
    X Wing Nut reacted to Darth Sanguis in First game with the SSD   
    This conversation predates that discovery... 
  16. Haha
    X Wing Nut got a reaction from Muelmuel in Moved to New Topic: Would Eliminating Pre-Measures Be Good for the Game?   
    Trouble is what is High-level Armada. I do not believe there is such a thing. this is not like Magic where players get sponsored and paid to play this game professionally. I'm sure some shops will chip in to buy shirts and stuff, but I don't see anyone with a Coca Cola logo. If there were such players I do not believe we would have a problem with Squadrons. what we have is people who have a hobby at a high level tournament. 
     
    You have convinced me there is a problem with Squadrons in the game. I just do not want to see a radical solution that changes everything about the game. dialing back the measure everything to measure your own I think is a good start 
    I also think some one needs to point out to the players that measure the millimeters that they should go back and watch there games and see how many times that bump ships and move obstacles making all that measuring pointless    
  17. Like
    X Wing Nut reacted to Karneck in Moved to New Topic: Would Eliminating Pre-Measures Be Good for the Game?   
    Allwings.
    I understand your frustrations.
    But I love how you used my video to complain about how long it took to do squadron stuff. Yet that game ENDED 20 minutes before time was called.
    We played within time limit. How is that taking too long? Armada is not an exciting game to watch others play for long periods regardless of squadrons or not.
    I only had ONE GAME played to past time. And that was my final game (round 7) where we we're both tired as **** after two days of 12+ hours of armada.
     
    Regardless, I don't agree with your opinion.
    But I understand it.
  18. Like
    X Wing Nut reacted to Ginkapo in Moved to New Topic: Would Eliminating Pre-Measures Be Good for the Game?   
    In responding this question, let me first give a little background to dyslexia.
    In most western education systems we are introduced to the alphabet very early which is key to allowing kids to understand that b, d, p and q are different letters. Now I figure most of you wont see immediately why those could be confusing, however if you think about they are the same shape simply on a different orientation. If you look at the image below you can see the confusion caused by the dual idea, that a chair is always a chair no matter the orientation, but b, d, p and q are different entities. 
     Whats interesting about dyslexia is it can often be caused by kids figuring out that a chair is always a chair very early in their development and thus struggling with the alphabet. 
    Why am I talking about this here? Well the point is that our education systems are not geared to teach spatial awareness and actually those who develop this key skill are actually hindered. If we play armada without premeasurement than those with a predisposition for spatial awareness will have a major advantage. 
    I already personally feel that its somewhat unfair that because of my occupation I can eye in movements to millimetres without premeasuring. If no one was allowed to premeasure then the game becomes about spatial awareness far more than tactics or decision making. I dont want to see the game go that way. 
  19. Thanks
    X Wing Nut got a reaction from Marinealver in Moved to New Topic: Would Eliminating Pre-Measures Be Good for the Game?   
    Trouble is what is High-level Armada. I do not believe there is such a thing. this is not like Magic where players get sponsored and paid to play this game professionally. I'm sure some shops will chip in to buy shirts and stuff, but I don't see anyone with a Coca Cola logo. If there were such players I do not believe we would have a problem with Squadrons. what we have is people who have a hobby at a high level tournament. 
     
    You have convinced me there is a problem with Squadrons in the game. I just do not want to see a radical solution that changes everything about the game. dialing back the measure everything to measure your own I think is a good start 
    I also think some one needs to point out to the players that measure the millimeters that they should go back and watch there games and see how many times that bump ships and move obstacles making all that measuring pointless    
  20. Like
    X Wing Nut reacted to OgRib in Battle of the Dreadnoughts -- A Star Wars Short Film   
    That was great, but it ended too soon!
  21. Like
    X Wing Nut got a reaction from AllWingsStandyingBy in Moved to New Topic: Would Eliminating Pre-Measures Be Good for the Game?   
    Ok I from what i read every one has a problem with the time it takes to do Squadron things. Premeasuring is pointed at as the problem. I do not agree with this. I believe it is the anal premeasuring that is the problem. the easiest way to fix that is to introduce an accepted slow play rule during this phase where if a player measures and measures and measures again there opponent should be able to call a judge over to get them to enforce a time limit. Squadrons that do not get activated within that time allowed do not get activated that round. this should be only something a judge can enforce when the see a player taking to long. A judge would not be able to enforce it unless one of the players asks them to so if to players want to spend 30 mins on the Squadron phase they may do so. its a way to light a fire under some players. 
     
    I know this wont ever be a rule but its nice to think about 
     
    I believe there are 3 ways you win a game of Armada. You beat the list. you play the Objective. you play the player.
    I find its not hard to spot the Slow players in Armada. I also know all the slow players in the area I play. knowing they are the slow players I think to my self how do I beat them on round 3. depending on there list and there speed, there will more then likely only be 4 rounds. It will be a slow game how do I win it. Who said that thing about knowing your enemy? Looking at it through that lens I find I know 2 3rd's of the games out come, dice will decide the rest. Unless I have a TRC Swam  
    Sadly slow players are here to stay you can try to fix it with some kinda rule change but then something else they do keep the game running slow. best to encourage players not to be anal about the millimeter. After all we have a bigger problem to deal with in the tournament structure before we worry about slow play.
  22. Like
    X Wing Nut reacted to thecactusman17 in Moved to New Topic: Would Eliminating Pre-Measures Be Good for the Game?   
    It cannot be overstated how much faster and more engaging playing with voice chat enabled in Discord or Skype makes the game.
  23. Thanks
    X Wing Nut reacted to AdmiralOldOwlz in Rebellion in the RIM, Cards, rules & pics   
    Like that great post : 


    Let's try to sort out everything that have been announced and was is readable/guessing for the rest.

    First, great artwork from the cover.

    Two, great artwork for the map. Awesome details, a lot of attention to it. The CC map was a bit black with white distant star pretty blank.



     
    Titles:
    Victory unreadable one.
     
    Objectives (12 new standards and 11 new campaigns objectives)
    Hired Scum, Setup : The second player places all obstacles, excluding the station. Then the second player chooses 3 obstacles and places 1 objective token on each. Before deploying fleet, the second player chooses up to 40 fleet points of non-unique, irregular squadrons and adds them to their fleet for this game. There squadrons are SCUM, and are set aside.
    SPECIAL RULE : At the start of any round after the first round, the second player can deploy up to 2 of the SCUM squadrons at distance 1 of an obstacles with an objective token. Then remove that objective token, "if able".
    While a SCUM squadron is defending, the attacker may reroll 1 die for each friendly ship or squadrons at distance of the defender.

    Marked For Festruction, Setup : Place obstacles as normal, adding the 2 dust fields ans excluding the station and asteroid fields. Then the second player places the 2 PURGIL in the setup are. Each PURGIL must be placed beyond distance 1 of all obstacles and beyond 5 of both player's edges.
    SPECIAL RULE : Each ship has the following critical effect :  : If this attack is at close-medium range, remove all objective token from enemy ships. Then assign a objective token to the defender.
    After a player moves a PURGIL, if that purgil is at distance 1 of a ship with an objective token, that player may choose and discard 1 objective token. Then that ship suffer  facedown damage and the opposing fleet's owner gain 1 victory token.

    Doomed Station, Setup : The second player places the gravity rift in the center of the setup area. Then, starting with the first player, the players alternate placing the remaining obstacles, excluding the station in the setup area beyond distance 1 of all obstacles and beyond distance 5 of both player's edges.
    END OF ROUND : Starting with the second player and alterning, each player chooses 1 obstacles that does not havean objective on it and moves it to within distance 1-2 of its current location toward the gravity rift (Wich cannot be chosen). Then that player places an objective token on that obstacle. When an obstacle touch the gravity rift, that obstacle os removed from the play area.
    Afterall obstacles are moved, each player sums the command values of their ships at distace 1 of the station. The player with the highest total gains 1 victory token. Then remove all objectives tokens from the play area.
     
    Infested Fields, Setup : Places obstacles as normal, excluding the station. After placing obstacles, place 1 objective token on each obstacles. Then the second player places 2 exogorth obstacles, each touching a different obstacle.
    SPECIAL RULE : When a ship or squadron overlap an obstacle, that ship or squadron's owner may remove the objective token on the obstacle to gaun 1 victory token.
    After the start of each squadrons phase (After exogorth perform attacks), remove each exogorth from the play area. Then the second player move the obstacle each exogorth was touching to within distance 1-2 of its current location.
    END OF ROUND : For each exogorth obstacle not in the play area, the second player chooses an obstacle and place 1 exogorth touching that obstacle.

    Asteroid Tactics, Setup : the second player places all obstacles, excluding the station.
    SPECIAL RULE : When one of the first player's ship or unique squadrons overlaps an asteroid field, it may recover 1 of it's non  defense token. That token must be exhausted.
    When one of the second player's ship or non-unique squadrons *...* that obstacle *...* squadron m*...* tokens or m*...*
    After the st*...* exogorths *...* exogorth c*...*
    END OF ROUND : *...* 2 exogorth*... obstacles.

    Fleet in Being, Setup : After deploying fleet, the first player [assigns] each of their ships 1 objective [token]. Then the second player assigns each [of their] ships a number of objective tokens [equal] to that command value.
    SPECIAL RULE : When a ship with an [objective] token is declared as the target of [an attack] it may discard 1 objective token to [refresh 1] of its exhausted defense tokens. 
    END OF GAME : Each player gains 1 victory [token for each] enemy ship in the area [that does not have an objective token.   TOKEN VALUE 15PTS (Thanks to Jabbawookie for the text)

    Volatile Deposits,  Setup : Place obstacles as normal, adding [the 2 dust] fields and excluding the station.
    SPECIAL RULE : While a ship is attacking a [ship, the] attacker can choose 1 obstacle at [distance] 1 of the defender, then resolve the [following] critical effect : *CRIT ICON* Each ship or squadron at distance [? of the chosen obstacle suffers damage [equal to] half the total number of crit icons [in the] attack pool, rounded up. [If the defender] is one of the first player's [ships, the] attacker can resolve this effect [with any] crit icon.
    END OF ROUND : For each asteroid field, each [players sums] the command value of their [ships at distance] 1. Then for each asteroid [field the player] with the highest total gains [1 victory token]    TOKEN VALUE 15PTS(Thanks to Jabbawookie for the text)
     
    Officiers
    Sabine Wren, at the start of the Ship Phase, you may discard this card to place 1 proximity mine token in the play area at distance 1-2 of an obstacle and beyond distance 3 of enemy ships. (4Pts)
    Iden Versio, When you resolve the *evade* defense effect, you can cancel 1 die at close range or distance 1. *Squadron command/token* : You may discard this card to choose 1 enemy ship at close range. That ship gains 1 raid token of your choice. (6Pts)
    Squadrons (8 unique)
    Lando Calrissian Millenium Falcon, Speed 3, Hull 7, Red1/Blue2/Black1 as Anti-Squad, Blue1/Red1 as Anti-Ship. GRIT & ROGUE. (23Pts)
    While attacking, you may discard a defense token to set 1 die to any face. That die cannot be modified again. While defending, you may spend 1 of your defense token to force the attacker to re-roll 1 or more dice of your choice.
    IG-88B IG2000B, Speed 5, Hull 5, Blue2/Black2 as Anti-Squads, Black1 as Anti-Ship. Counter1 & Rogue. (21Pts)
    At the start of the Squadron Phase, you may toggle your activation slider to the activated side. If you do, you may perform an anti-squadron attack against each enemy squadron at distance 1. treat these attacks as obstructed. YT-2400?
    HWK-290?
    Scurrg?
    Firespray : Gonna guess Jongo Fett?
    Jumpmaster?
    YV-666?
     
    Upgrades 
    [Additionnal Hangar Bay?] : [While a friendly squadron with ??Swarm?? at distance 1-3 is defending? New rules/tokens
    PURGIL Exogorth Gravity Rift Raids token. Purple circle with a laser hit? White triangle (Mine from sabine?) Purple marker? Full sized fleets or "escalation-style play".    ///Unequal power?/// 3'X3' play area for some ...? Custom Commander with speciality (Repair Exprt or Independant Raider?) choosed at the start of the campaign.  Earn & Spend experience to devlop thoses ability?    ///Only campaign uses or usable on normal fleet?/// Permanent damage? Narrative scenario ... ///As the news objectives?/// Planets have cards upgrade symbols and numbers with it. Subs-sector have colors. Impact to be seen!

    Add below what you saw, what's to come and ... Guessing!


    Edit : PS : Congratulation to team Canada for his good work at Worlds. Wish you luck tomorrow. Looking to face you again at Toronto or Quebec City ;0)
  24. Thanks
    X Wing Nut reacted to Drasnighta in SSD and Objectives   
    Interesting take.
     
    but why is Most Wanted “Bad”, When typically it’s the “I have a flotilla” objective? That could well apply here, too...  
  25. Like
    X Wing Nut reacted to Tokra in Worlds 2019 status?   
    + at the number means strategic adviser. ° stands fof pryce. The number is the number of ships.
    Ackbar: 4, 3, 6, 4+, 3, 4, 5
    Raddus: 6, 4, 6, 4+, 7, 6, 4, 6+, 6, 4, 6
    Iblis: 4, 4
    Cracken: 7, 6
    Dodonna: 5+, 4+, 6+, 5, 5
    Madine: 5, 3
    Rieekan: 5, 5, 4+, 5, 4+, 6+, 5, 6, 6, 6, 8, 4
    Leia: 6, 4
     
    Motti: 5+, 4+, 2, 4+, 2, 4+, 5+
    Screed: 3, 4+
    Sloane (3 missing): 3+, 5, 3°, 3°, 4°, 4°, 3+, 3+, 3°
    Vader (1 missing): 2°, 3+, 4+
    Thrawn (7 missing): 3, 2°, 5+, 4, 2°, 2°, 3°, 2°, 3, 3, 3°
    Jerjerod (1 missing): 2°, 5+, 5, 5
     
    This makes 13 pryce in 36 lists with 12 lists missing that mostly uses pryce.
×
×
  • Create New...