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bahourmat

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Posts posted by bahourmat


  1. The only striker i have used so far is Countdown. And i tell you these things are really fun to fly. Also Countdown's ability is hilarious to pull off. Oh you just rolled five hits to my zero evades? One damage please :P

     

    As long as you keep him out of a second shot, he should be able to troll your opponent just fine :)

     

    How are you coping with keeping him unstressed?


  2. I've become quite fond of TB craziness with Ketsu. I can see what you try to do with Bossk there, as he's certainly a beast and able to take a beating before going down. 

     

    Have been having some fun with this:

     

    Ketsu Onyo - Veteran Instincts, Dengar, Shadowcaster Title and Engine Upgrade

     

    Fenn Rau - Push the Limit, Concord Dawn Protector and Autothrusters

     

    Binayre Pirate - Concussion Missiles and Guidance Chips

     

    The idea, essentially, is for Ketsu to set up some great shots for Fenn to take advantage. And, of course, if she can occasionally make ships land on rocks or help with some handy repositioning so much the better.

     

    I've also had a go with Gyroscoping Targeting, but I really missed that boost action. I really try to keep the mobile arc facing forward as a rule, although you're bound to have to shuffle it around for some pot shots.

     

    The Pirate is a great blocker with a one off heavy punch for those that tend to forget him...

     

    This gave me the best result in a tournament recently and I also enjoy flying it a lot (which helps).


  3. Have you had any further developments with your lists?

     

    Unfortunately, have had some crazy busy weeks and haven't had the chance to continue to try out the Striker. I was hoping to also give a go at coming up with a couple of Strikers alongside a TIE/D. I really want to have a go at Expertise and TIE/D (probably on Rexler) and see what I can fit with the remaining points.


  4. Thanks for the good advice Parable and USCGrad!

     

    Set up as far away as possible and force him to split up going through the asteroids (you should take those rather than debris so he doesn't just fly over them). Focus down one and he loses a big part of his list's firepower. "Turtle up" with multiple defense tokens (if possible) if you see a ship being targeted.

     

    That brings me to an unanswered question about asteroids and debris. Does each player choose any three obstacles he wants to use and he will then get to place those three per the obstacle placement rules? Maybe obstacles have been FAQed but the rule book is seems pretty fuzzy on which obstacles are used and who can place them.

     

     

    3-Defender list should be dangerous to them as well - hits hard and is hard to hit.

    Asteroid placement is important to make them separate in formation and allow you to stay out of their arcs.

     

     Can you suggest a good 3 Defender build for me? Can you give me an example of how you would place your obstacles given what I've been dealing with?

     

    Just to address your first question about asteroids, each player brings three obstacles (asteroids or debris or both) so there's a total of six obstacles. The player who has initiative will get to place the first one, then the opposing player and so on. You can pick whichever obstacle you like, so you can pick and place one of your opponent's obstacles (and vice-versa).

     

    On the Triple D query, although I'm not really used to going for three defenders, you might want to give a go for 3 Crackshot Glaives, ie, Glaive Squadron Pilot with Crackshot and TIE x/7 title x 3.


  5. I've ran Vessery and Rexler with Expertise, /D title w/ Ion Cannon, plus an Academy to block. They put up quite a fight against a Warden+Fat Han list, but Han came out on top in the end. I only had the one game, so would love to keep at it and see if I can make it work better.

    Would also consider trying out x7, and maybe upgrading the Academy to a Striker.


  6. I have been fiddling with a couple of lists in anticipation of the Striker hitting the UK (very) soon. At the moment, have already tested these two:

     

    Downton Abbey (99)

     

    "Duchess" - Lone Wolf, Lightweight Frame and Adaptive Ailerons

     

    Countess Ryad - Push the Limit, Twin Ion Engine Mk II, TIE/x7

     

    Soontir Fel - Push the Limit, Autothrusters, Stealth Device and Royal Guard TIE

     

     

    Dead Man's Hand (99)

     

    "Pure Sabacc" - Swarm Leader, Adaptive Ailerons, Lightweight Frame

     

    Colonel Vessery - Juke, TIE/x7, Twin Ion Engine MkII

     

    Countess Ryad - Push the Limit, TIE/x7, Twin Ion Engine MkII

     

     

    The first one was mainly for fun (seeing as we have three "royals" now, in the Empire), but I had a game yesterday and it's actually pretty cool to fly. I need to get used to those movement shenanigans. Maybe not as crazy as the Phantom, but it'll take some time get the hang of it.

     

    The second one (which I also was able to test-run yesterday) was hilarious. Sabacc, with Squad Leader was doing Fenn Rau levels of red dice insanity. The pre-boost allowed him to get some great repositioning against my opponent (he was flying a mini-Scyk swarm) and both Vessery and Ryad were very capable wingmen. I'm definitely hoping to keep at it with both of these.


  7. Rage+Baffle quickdraw doesn't need an initiative bid. The thing is, if you're moving first you can just point her at the other PS 9 and shoot at them before they get to move. In fact, it's arguably better because they don't get to load up on focus and the like beforehand. Draw Their Fire Quickdraw is another story, but I think the Rage build is usually better. I agree about taking Sensor Cluster off of Quickdraw and putting EM on the other bomber.

     

    Yeah, I see your point.

     

    I'm taking the extra EM and going for the Rage+Baffle combo and see what I can do with it.


  8. Certain ships can definitely shrug off that stress relatively easy, on account of their "green-heavy" dials. In that sense, Ptl on TIE Adv. Prototypes or TIE Interceptors is (not only) pretty effective but (almost) mandatory to really help with your boost/barrel roll or token stacking.

     

    The new Protectorate Starfighters can also benefit from it substantially.

     

    Having said that, the new Black Market Slicer Tools seems to have been tailor made to act as a deterrent in an over-reliance on PTL and other stress-inducing mechanics. Granted it's still a 50-50 chance of it not doing anything, but on ships like Soontir or Fenn, even those odds can be a bit too risky.


  9. So, after reading some posts on Quickdraw and having only flown Backdraft as of yet, I will be bringing this over to a local tournament (around 60 people competing) tomorrow:

     

    Quickdraw w/ Rage+Electronic Baffle+Sensor Cluster+SpecOps Training+Twin Ion MkII

     

    Gamma Sqd Vet w/ Crackshot+Plasma Torpedoes+Guidance Chips

     

    Gamma Sqd Vet w/ Crackshot+Homing Missiles+Long-Range Scanners+Extra Munitions

     

    "Backstabber

     

     

    I would be trying to neutralize priority threats via the Long Range Scanners, with Quickdraw looking to run cover on both bombers. Between the bombers and raging Quickdraw, there's potential for some heavy red dice coming out of those three.

     

    Backstabber would fly around running interference and trying to push some extra damage.

     

    I'm currently debating pulling Sensor Cluster off, to get a 2pt bit (list stands at 100pts), to possibly fight for initiative against a predictably high number of Fenn Raus flying around tomorrow...


  10. I've been meaning to try out Quickdraw, as I've only given Backdraft a couple of runs (pairing him off with Omega Leader, and TIE/D Vessery). That seemed to work pretty well, and I liked the way they flew together. Went against a mini-swarm of Protectorates and against Lt Blout+Jan+Corran. This was the list:

     

    Backdraft - Outmaneuver, Fire-Control System, Twin Ion Engine MkII and SpecOps Training

     

    Omega Leader - Juke, Comm Relay

     

    Col. Vessery - Adaptability, Tractor Beam, TIE/D title and Engine Upgrade

     

    I liked the idea mentioned earlier of Quickdraw providing bomber escort support and came up with this:

     

    Escort Service

     

    Quickdraw - Draw their Fire, Electronic Baffle, Sensor Cluster, Twin Ion Engine MkII and SpecOps Training

     

    Gamma Sqd Veteran - Crackshot, Extra Munitions, Homing Missiles, Conner Net, Guidance Chips (x2)

     

     

    I'm not that used to Bombers and ordnance. I quite like Tomax and have mostly flown him, alongside a couple of strong wingmen that allowed him to dump his load (sorry...) and then wander around until getting killed.


  11. My favorite two lists are:

     

    Bossk w/escorts.  Usually a pair of glitter-crack Black Sun Aces, though with so many new toys for the Scum I'm looking at other options (maybe Mando fighters when they release).  Bossk is a beast and there's little I enjoy flying more than the YV-666.  List as a whole hits hard and doesn't have a lot of super-glaring weaknesses (unless Bossk finds himself alone against a highly maneuverable pilot with higher PS)

     

    "Whisper", Turr Phennir, Valen Rudor.  This list really, really catches people off guard and most players are never sure how to really handle it.  It's got two pilots that can move during combat phase and all three are generally hard to pin down if flown decently.  With initiative, Turr Phennir and Whisper both became **** near impossible to kill, while Rudor plinks away with Juke, typically using his Evade token to avoid the only attack an opponent might get before he boosts or rolls away (or, at worst, I get a Focus to defend a second attack with).  It's a tad vulnerable to a necessity for smart flying and the odd loss of initiative, but my local meta doesn't have *too many* PS10+ pilots floating about.  It's a really fun list to fly, and from what I understand a really frustrating list to fly against.

     

    Curious about your Imperial list. Does seem an interesting set of options. Are you going for the standard builds on all three (apart from Juke on Valen, that is)?


  12. I had the opportunity to play again last night on Vassal, and had the good fortune of playing AgedWhiskey, who ran Dengaroo.  I figured this would be a good test of this squad (3 Royal Guard Pilots with Predator and Autothrusters + a naked Alpha Squadron Pilot), both because I'd played AgedWhiskey before and felt like he knew what he was doing, and Dengaroo is one of the nastier lists out there, especially against low HP lists like this quad interceptor madness.  

     

    Manaroo was deployed in the middle.  I started off spread out across my board edge.  This has so far been my typical starting formation, because the Interceptors can close so fast that they can concentrate fire pretty well even when starting wide.  Dengar got deployed to my left across from one of the Royals out wide.  This is where my first, and probably worst mistake happened.  I did a 2-forward.  Typically, I've done a 1-hard + Barrel Roll to stall with whichever Interceptor is across from the weight of the enemy squad to give the rest of the squad time to swing around and catch up.  The 2-straight put me in a position where the only way to avoid the turn 2 shot from Dengar was to surge forward and try to block him.  At the last minute I convinced myself that he was feinting and would cut in and go after my other ships, and so I did a 1-turn to try and stay far away from him.  This was the worst possible move, because even if I'd gone for a block and he did cut to the center, I'd have a gun on his flank and Autothrusters would have been active.  Instead, Dengar stayed on target and took a 4-dice Range 1 shot on a Royal Guard, who promptly died.  

     

    The rest of my squad pursued Manaroo, and did real damage over a couple of turns, although I missed an arc or two by a hair over several turns, which may have hurt me later.  AgedWhiskey did a good job of avoiding a block by the Alpha, and scooted Manaroo out of most of my arcs.  I was able to pursue with a Royal, and caught and killed her, but it probably took a turn or two longer than it would have if I'd managed my arcs and blocking better.  

     

    By the time she was dead, I had a 3 Hull Alpha and a 1 hull Royal against a 6-ish Hull Dengar, and couldn't really resist Zuckuss long enough to push the enough damage through.  I do know in the end game I kept reflexively moving to block, even though it didn't matter.  I should have been trying to set up better turns later, but I think my brain was fried from the day and couldn't generate the creativity to think further in advance.  I did miss a block on Dengar's S-loop by a hair, which changed things from R3 with Autothrusters with my Royal shooting at the backside of Dengar to R2 in front arc.  That hurt.  AgedWhiskey also forgot R5P8 on Manaroo for at least half the game, and that could have very well pushed the win further in his direction.  

     

    Overall it was a good game, and I think with better play on my part I could have made it go down to the wire.  That seems pretty respectable against a tier 1 list.  I will continue playing to see what I can do, because 4 generic interceptors is a hell of a lot of fun.  

     

    Great report. I was interested to see how they would fare against something like Dengaroo and Triple Jumps, after those promising showings against Rebel scum. Another list that's becoming increasingly prevalent around these parts is Double Ghosts w/ autoblasters (or other VCX shenanigans)...Where it's just a pain to push through that much damage...

     

    I'm not going to play anytime soon, but in a couple of week's time, I'll finally be taking some leave time and am really keen on trying out what I've affectionately dubbed The Royal Tenenbaums.


  13.  

     

    Have to admit I kinda stepped back (chickened out actually) from interceptors since then, but after flying against a crack a-swarm recently, I had started thinking if something similar could be tried with Interceptors. 

    No shame in that!  Interceptors are hard ships to fly well!  Except for the ridiculous super-jousting Soontir Fel (w/ stealth, autothrusters + palpatine to save his ass from bad flying).

     

    The thing is, taking generic interceptors into any kind of match, at any level of play will give you a chance to learn some interesting nuances of the game.  Like how to think carefully about out-positioning your opponent and knowing when it is a good time to joust and not joust an enemy fleet.  

     

    And when you do make a mistake with a list like this, you can't help but think, 'is there something I could've done differently?'  And its that thought process that makes you a better player because 9/10 times, there IS something you could've done better! :P

     

     

    Cheers, mate!

     

    To be honest, I've been obsessing over this a little bit. I can understand the reasoning for Predator, but I've become so used to the Ptl interceptor that I went back to see how this could potentially be done. Came up with the following two which I would like to get feedback on. More generally, how would you deem Ptl on the squints, as opposed to other epts? It's become such a staple (sure they're not soontir, but they can still shed the stress relatively easy and that action economy does come in handy...) that going through it again, I kinda felt really anxious not having that double-action going on.

    Anyway...:

     

    Royal Guard Pilot w/ Ptl, Autothrusters, Royal Guard Title and Target cpu (x2)

     

    Alpha Sqd Pilot w/ Autothrusters (x2)

     

    Total: 98 pts

     

    OR

     

    Royal Guard Pilot w/ Ptl and Autothrusters (x3)

    Alpha Sqd Pilot

     

    Total: 99 pts

     

    :)


  14. I think this will now be my favourite thread, for the time being. 

     

    I have a thing for the squints. It was with them I actually started playing more regularly, after getting Imp Aces and the expansion pack. I went with triple aces (Soontir+Turr+Carnor) to a UK regionals a while ago and, since it was my first tournament and I as a relatively new player, I go thoroughly mauled. I tweaked this, after hearing from some of the guys I played against, brining in a couple of naked TIEs standing in for Turr, which is useful, but it just isn't 4 interceptors  :D

    Have to admit I kinda stepped back (chickened out actually) from interceptors since then, but after flying against a crack a-swarm recently, I had started thinking if something similar could be tried with Interceptors. 

     

    I'm really keen in trying those Royals+Alpha  on upcoming casual games. Might even bring it to a small tournament (pretty casual as well) and see how it plays out. What the heck... "No shields all guts", right?


  15.  

     

    Hey, it was good to meet you as well.  I would also rate you as "seems cool" on top of stopping people from stealing me and Hsu's stuff!

     

    Been thinking about the double D (har har har) defenders for a bit since seeing you play that.  My brain was horribly friend when we were talking there, but had some time to think since then!  My D defenders tend to die horrible massive overkill when they actually die so I'm naturally hesitant on hull upgrade, but being a single shield away from being a brobot is a good sell.  What do you think of upgrading the blocker and downgrading Brath?

     

    Maarek Stele (TIE Defender) (35)
    Predator (3)
    Ion Cannon (3)
    TIE/D (0)
     
    Colonel Vessery (35)
    Veteran Instincts (1)
    Tractor Beam (1)
    TIE/D (0)
     
    Sienar Test Pilot (16)
    Autothrusters (2)
    TIE/v1 (1)
     
    Total: 97
     
    Blocker that can set up for vessery, but if he dies your only enabler for vessery is a dead action one turn on Maarek.  3 points left over for a hull upgrade on Maarek or moving over to ion cannon, but I like your tractor more.  Vessery is naturally a much worse last ship than Brath, so you might have to play him moderately suicidally?
     
    Also, Evil Bio: Maarek and Brath aren't  anything approaching popular!  It's OK, you can still be a hipster!

     

    Bio and Brunas, you have just inspired me to do double D Defenders. Brunas and his three extra points made me think about prockets on that tap. An ion'd opponent is easy enough for a TAP to procket even with its low PS.

     

    VESS AND RYAD CO-STARRING SIENAR TAP

    100 points

     

    PILOTS

    Colonel Vessery (39)

    TIE Defender (35), Ion Cannon (3), Veteran Instincts (1), TIE/D (0)

    Countess Ryad (41)

    TIE Defender (34), Ion Cannon (3), Push the Limit (3), TIE/D (0), Twin Ion Engine Mk. II (1)

    Sienar Test Pilot (20)

    TIE Advanced Prototype (16), Proton Rockets (3), TIE/v1 (1), Guidance Chips (0)

     

    Ryad with PTL can TL for Vess. TAP can also set a TL for Vess. TAP also doubles as a blocker. When an ion cannon hits, the TAP can then fly right up and procket the fool. Vessery is a dangerous opponent, so he will be priority one. Ryad is endgame ship. So, Im gonna give this list a whirl or two or five. Will see what happens.

     

     

    Up until now, had a very similar list, but with x/7 Ryad. I'm still on the fence about the whole x/7 vs TIE/D debate, as I kinda like both. 

    With regards to the list, it's been really fun to fly (although haven't played as much as I'd like to recently). The Sienar Test Pilot is a surprisingly effective blocker and just overall "annoying bugger".

     

    To Biophysical: Thanks for the write up! 


  16.  

     

    While I love the cartoon, it's been 8 months, and I can only tilt at a windmill so many times.

     

    I'm going back to historicals and more traditional minis games.  WarmaHordes is looking good, and I've been getting people interested in Saga again.  Facesmashing with over-sized weapons (or beasties) and shields is more my thing I guess...

    You are playing for ******* 8 months and still have no idea what palp aces, wolfpacks, Brobots or chihuahuas means? Yeah, you suck. And you should go back to your non-competitive "traditional" mini games which hand out tournament point and stars based on how pretty you painted your minis.

    X-Wing in a competitive environment is not for you and I actually understand everyone in your store who does not want to play with the middle aged "forever noob" guy. And I am saying this in your best interest, because your attitude is simply not fitting for a game which requires a significant amount of thought in the list building stage and on the table as well. It is just not for you.

    Bye.

    PS. You are not tilting a windmill, that would suggest efford. You are sitting on your thumbs for 8 months and are not really invested into anything

    Son, the adults are talking.  I'm glad you've got nothing better to do for 8 months then to play a game.  But some of us have lives, responsibilities, etc.  When you grow up, you'll understand. 

     

     

    I think I kinda understand where you're coming from. Not so much in terms of your local "community" (fortunately, the players at the local store are a great bunch of people and are in general keen to offer advice, play, point out what you're doing right, wrong, etc.), but in terms of finding the time to figure everything out or, just plain and simply, fitting a game one evening. I have the exact same problem, and I get lucky if I manage to squeeze the odd game once every other week.

     

    Having said that and considering that you don't have that large of a collection (as far as I could understand it), why not follow on with some of the advice from the other users, before giving up entirely? Maybe have a go with the benchmarking tool someone put up there, research some of the podcasts and hear what people have to say, familiarize with the various "meta" lists or just browse through what you might want to fly in the future, go on youtube and watch a couple of games, that sort of thing. At least for me that keeps my interest in the game and still makes me think about it, theorycraft squads and lists and then, eventually, get to try that out every now and then.

     

    Anyway, just my two cents. 

     

    Take care, mate.


  17. Vessery with Tractor Beam is great fun, and probably worth the points save.

     

    I've been toying with the idea of pairing Omega Leader with Vessery and Tomax "Crackshot" Bren. Currently have the list with the Inquisitor, but I think Omega would go extremely well with the Colonel.


  18. The Fang really caughy my eye, when they did the preview. It seems the kind of ship I'm used to playing with Imperials migrated over to Scum so, I'm right there with it. (Preordered 4, in order to an all fang list at some point)

     

    To be honest, both TIE s/f and the ARC seem pretty cool ships that I might consider buying at some point, with the Shadowcaster trailing behind. That mobile arc thing is still a bit blurry for me, and I wasn't too sold on it from the preview.

     

    I'm a fairly new player, so don't really know about the previous expansions and how they were more or less anticipated by the player base. I actually think this one has the potential to introduce some considerable change to the overall mechanics of the game and the way players look at the "board".

     

    Anyhoo, I'll be looking forward to the first matches, when these are actually out.


  19. Small change of subject:  

     

    One of the Defender archetypes I'm most interested in right now is 2 TIE Defenders + a blocker.  It leaves a lot of points for the two Defenders to be generously equipped, and that blocker does some solid work on its own.  There's a lot of room to consider things here, though, and I'm interested in the community's thoughts.

     

    Part 1.)

    There's about a 100 combinations of pilots that are probably worthwhile, but I'm currently thinking about the blocker.  I've messed around with Academy Pilots, Seinar Test Pilots, and Alpha Squadron Pilots, and I've shied away from higher PS because of a desire to have something that blocks U-boats.  I'm less concerned about that right now, however, and I'm looking at higher PS options, which opens up some interesting named TIE Fighters.  Namely, Wampa (or WAAHMPAAAAH).  He can still block Crack Swarms if you take Initiative against them (they usually don't have a bid), and it's still another body that can be in the way of a U-boat, even if it works a bit differently than blocking with an Academy Pilot.  Obviously, against aces he still blocks just fine, and brings in a whole different level of effect to the table because of his Pilot Ability.  Certainly his utility is a much more significant against aces than against.

     

    Part 2.)

    My traditional game with Defenders against aces has been to use an HLC with Predator (or Vessery) to either drive an ace into the guns of different ships or to hit something that was blocked by lesser ships.  This changes some with TIE/Ds (it changes even more with x7s).  The HLC is a hammer that can batter through the defenses of a lot of ships, even at Range 3 when Autothrusters are in play.  TIE/D's are much less impressive at Range 3 because their dice are split over two attacks (and one of those attacks grants the Range 3 AGI bonus), but they are bonkers at Range 1-2, stripping tokens and taking down aces through volume of fire.  This offensive profile, I'm finding, gets more from the PS race than the HLC did.  HLC liked re-rolls, because it allowed you to generate 4 hits more than half the time you were shooting.  TIE/D likes getting into Range 2 or less, and winning the PS bid makes it harder for aces to predict your movement and get into the sweet Range 3 band that TIE/Ds have trouble hitting.  

     

    Part 3.)  In which Parts 1&2 are considered together.

    Wampa throws a wrench into the anti-ace calculus.  He's a wild-card that isn't likely to hurt an ace on any given turn, but quite likely (especially for his points) to hurt an ace over several turns.  He forces a different sort of consideration from aces than other blockers.  Given this effect, is it reasonable to downgrade a PS-bid on a Defender pilot?  For example say you've got Maarek with VI.  He's a very useful PS9, with a 2 point initiative bid on top of that.  The downside is that his shots are largely unmodified, so while he can get more and better shots against aces, they're worse shots against everyone else.  With Wampa hanging around, do you trade in that VI and 2 point Initiative bid for Predator.  At PS7, you're firmly out of ace territory, but with Predator, you're pounding away on everyone else, and you're still a big threat to aces.  With another TIE/D  with Predator in the list, as well as Wampa, do you just forgo trying to play the PS game and use the extra threat of Wampa to get 3 ships that can each significantly threaten an enemy ace, leaving it nowhere to run?  Does Wampa (and the threat of a target switch) buy you enough time to smoke the Palp Shuttle before too much damage has been sustained by your Defenders?  Do you think about Targeting Computer on Wampa to make your odds of crit generation nearer to 50%?

     

    I'm at a similar place right now, where I've been looking at two different lists that I think I'd like to get more used to. Firstly, there's my Vessery/Ryad/Test Pilot build:

     

    Vessery w/ VI, Tractor Beam, TIE/D, Engine Upgrade

    Sienar Test Pilot w/ Ion Pulse Missiles, TIE/v1 and Autothrusters

    Countess Ryad w/ Juke, TIE/x7 and Twin Ion Engine MkII 

     

    Grand total of 98 pts

     

    Originally, I had Ryad with Predator, but I wanted to try out the Juke/x7 combo with this list. I've had moderate success with the "predator version", although I sometimes struglle with getting Vessery in good positions for that damage output to really pay off. The Test Pilot is a fairly reasonable good blocker/annoyance.

     

    On the other hand, because I love Interceptors, I saw a list (think it was around the forum somewhere) with Two Glaives w/ Juke and TIE x/7 + Carnor Jax with Ptl and Autothrusters. In this case, more than "just" a blocker, Carnor can be a serious threat on its own (albeit a squishy one) and would potentially make the opponent think twice about either focusing on the pair of Glaives or going for the royal guard.

     

    I was thinking about bringing this to a store tournament tomorrow but, honestly, I'm still a bit undecided and might go back to the first one at the very last minute... ;)

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