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The QD + 2 Seinar PS4 Silencers

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I ran a vermeil variant of the list yesterday in my local store champ. I was really torn to remove a silencer from the list but decided my curiosity to run a new toy was too big lol ;)

i ran qd-adaptability, frame, fcs, optics analyst-optics,fcs,autothrusters

vermeil-frame,ailerons,adaptability,krennic

 

inhad practiced the list replacing qd with vermeil which allows for a better vermeil, but lacks the high ps knowledge that really helps with qd. So I adjusted to have them both 

qd was fine at ps 10 really didn’t matter in a dramatic way. But I feel I messed up trying to keep krennic on vermeil because as amazing as he is, there was so many situations where isb plus a stress mechanic would have been so much better 

I went 2-2 and got 5th( small turnout) and had some super close games

hate to blame dice but my first game was against 4 x wing list(wedge, hobby, one of the new x wing pilots and a cavern angle) and 3 of them caught my reaper at range 3 on the first engagement and killed it! (All blanks on green dice plus 2 direct hits...ouch) couldn’t pull it out even though I did kill wedge and was close to killing another x wing. 

Faced a palp aces list next with QuickDraw and soontier, that was another huge variance battle with it taking many rounds of double fire at his qd at 1 health to kill it but I managed to do it but lost my reaper and only won by 3 points(control reaper would have come in far more handy)

then I faced a thweek fenn scout list. This game started great with me walloping the scout early(intel agent, anti pursuit, feedback And intimidation) I didn’t want to deal with it all game but it lived a turn longer then I expected and it took me a lot to regather my ships and focus anything down before I lost the analyst and time was called and we had to salvo for the game and he took it- I know it was not a purposeful slow play (I’m not the fastest player myself) but my opponent was slow with saveral turns and we started the game kind of late too...really I had fenn down to 2 health and I had a fully healthy qd and a half health reaper, I felt with like 2 more rounds I could have taken the game but it is what it is.

 

my last game was against double falcons and well I took this one out 100-0 and had no real problems at all

I felt the list isn’t bad but if I had just had the original double silencers I could have done better. I’m just a lot more experienced with it in that formation, also the reaper feels somuch better with isb then krennic if I had to pick one, so many situations it could have swung games

i also admit I have to adjust how I play the reaper version much more, and as the day went on I got better with it 

at the end of the day I think a control reaper fits this list more....but the list in its original for with two silencers feels so much more aggressive and flexible...and I still love it lol

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1 hour ago, TheOz said:

I ran a vermeil variant of the list yesterday in my local store champ. I was really torn to remove a silencer from the list but decided my curiosity to run a new toy was too big lol ;)

i ran qd-adaptability, frame, fcs, optics analyst-optics,fcs,autothrusters

vermeil-frame,ailerons,adaptability,krennic

Yeah, new toys are always hard to resist ?

Isb slicers is money in the bank. Worth more than LWF on reapers.

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29 minutes ago, wurms said:

Yeah, new toys are always hard to resist ?

Isb slicers is money in the bank. Worth more than LWF on reapers.

Yeah I felt that for sure, erasing multiple tokens would have gone many more miles then a 2nd defense die that was blank more often than not lol

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7 minutes ago, TheOz said:

Yeah I felt that for sure, erasing multiple tokens would have gone many more miles then a 2nd defense die that was blank more often than not lol

Do you guys not also use Palp?

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I still don't like Quickdraw, but understand more now her position in this list.  I ran the regular silencer twins and this yesterday for a store champs:

QD/Harpoons/VI/Guidance Chips/Title/FCS

That thing hit like a truck from distance!  Its more up my alley how I play, skirt the range 3 distance.  I didn't really miss LWF or Advanced Optics.  I went undefeated until the final table, where a friend of mine managed to finish me off with a 1 hull QD of his own and a gunboat that had reloaded 6 times.  Really tough match.  His list was the usual 36 pt QD without missles, Vermeil with slicers, and a RHO PTL Advanced slam gunboat with title.  All my matches were tough but winnable, this list definitely has the keys to do great things.  That's my 2nd 2nd-place this season, might have to go to the regular LWF QD to see if I can close one out.  As for my other matches:

Match 1:  Two reapers and a gunboat - FCS really helps with all that jamming!
Match 2:  Two reapers and Inquisitor - forced inky to bump twice and he was gone, rest was cleanup
Match 3:  Simian's brobots.  This is the type of match I hate Quickdraw.  She got her two shots off and that was it, but I forced a lot of bumps with the silencers while the other one was cleaning house
Match 4:  Asa Graf's Crack dealers (2x crackshot FAA cavern angels, 2x snapshot crackshot a-wings, ap-5 with operations specialist):  He botched his initial opening and then didn't roll good enough green dice that my FCS would go off... ouchtown for him!
Cut round 1:  Rebels - super nasty list of Saw with ion projector, anti-persuit, hera, and Keyan with Maul and Expose, and VI Wedge.  This was back and forth all game and one of those down-in-history types you will remember a long time.  I managed to snake in a nasty harpoon onto Wedge to finish him off.  The Silencers speed REALLY shines against something that relies on bumping.  He even had the system slot where he moves Saw at PS0.  Great game, I barely got Saw down to half to close it out in the last 5 minutes.  Then he couldn't catch the last silencer.
Final:  Buddy with QD, Vermeil, and A Rho Gunboat.  He built the list to kill Poe (he in fact table a Poe earlier).  I had the better opening, he had the better middle, and in the end I couldn't get that last point off his QD with a gunboat constantly reloading harpoons.  Win to him!

I may try the list at another store champs.  I may try and put in Vermeil instead of Quickdraw.  A lot of my games were closer than they seemed, and Vermeil may be the better bet.  Especially against those double reaper plus ace lists.  Mostly QD was left alone to harass all day!  Nobody really concentrated on her to get her off the board immediately.  Great, AND FUN list!

 

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Battle Report

Arkham Games Store Championship in Ankeny, Ia.

07/14/18

 

14 players. 4 rounds of Swiss, no cut, standings based entirely on MOV.

 

My list is QD with VI, Optics, FCS, LWF, and Title, and 2 PS4 Silencers with Optics, FCS, and Autothrusters.

I remember all my opponents ships but not all their upgrades

 

Round 1 Ryan flying QD, PTL Ryad, and a Reaper with Title, LWF, and ISB Slicer..

The rocks were all on one diagonal half of the map so I set up to joust on the clear side and then immediately turned and ran to drag him through the rocks. I maybe ran one round too long but I don’t think that was a big difference maker. The real decider of the game was him putting Ryad at range one of both Silencers and range two QD. I choose to focus on Ryad  instead of taking range three shots at QD. I could have potentially taken QDs shields off and only had to worry about one range three revenge shot. Instead I was only able to take Ryad’s shields off. The next three rounds I ended up splitting fire between Ryad and the Reaper, and while I was able to get the Reaper off the board, I still ate quality shots from Ryad and QD the whole time while only taking 1 hull off Ryad. I think if I had focused QD down first and then melted the Reaper I would have been able to force Ryad into coming after me. Instead I lost my QD and had to chase him with the Silencers. With QD at full and Ryad at 2 hull I had to try to finish her but Ryan outflew me and I couldn’t get quality shots so I ended up losing a Silencer on the last round of shooting.

Loss 26-68

 

Round 2 Tony flying an IG and Bossk with IG crew so he could trade pilot abilities.

The left side of the board was mostly clear so I set up to joust there, he put the IG right across from me and put Bossk in the middle. He sent the IG toward me and I went screaming at him hoping to get the IG before Bossk could catch up. He had Bossk do a stop the first round, I think he might have been waiting to see where I was going to go, not realizing my list loves to joust, especially against two ship lists. Consequently Bossk’s first round of combat was the IG’s last, and thanks to my turn around maneuvers, I got behind him and it was over soon after.

Win 100-0

 

Round 3 Kelly flying Swarm Leader Chewie , Naked “Dutch” Vander, and 2 A-Wings

Rocks were very spread out and didn’t factor much. I ran a little at the beginning to spread his forces out and to avoid Chewie’s god shot. Though he did get a couple good shots on a Silencer, wounding it severely. It was a bit of a slow game with lots of cagey flying. Eventually he had his A-Wings and Chewie too far out of position to effectively use Swarm Leader and I laid into the Falcon, burning it down with QD and a Silencer while the wounded Silencer got the rest of his list to chase it the other direction. At that point time was running out and Kelly was just trying to get the points for it but 2 red dice weren’t going to do much at range 3 with  autothrusters.

Win 48-0

 

Round 4 John flying Regen Nora, Fenn, and Lowie.

According to MOV I should have faced Ryan again but instead we switched opponents and I ended up facing John who was in first at the time and the only 3-0 left. The rocks again split the map diagonally but this time we set on opposite corners with me in the corner with the rocks. I slowed played and forced the first confrontation to be in the rocks. I was able to make a big traffic jam after the first round of combat with everyone but QD and Fenn being involved in the bumping. He focused on one Silencer and got into its hull. The next round was the most important. I have a feeling he thought I was going to keep the traffic jam going so he only dialed in 1 straights except for Fenn who had to hard turn up the board to avoid a rock and QD. One Silencer did a 4k and QD did a 3 sloop putting them parallel with Fenn but facing the battle. The other Silencer got the block on Lowie who blocked Nora again.This time that Si8lencer took a pounding as it was the only one of my ships in his arcs. Through all this, I had kept all guns on Nora but the rebel synergy prevented any real damage. This round though Nora and Lowie were tokenless so I was able to strip her shields with target lock shots. The next round for some reason John sent Fenn 1 straight up the board again and because of my ships and rocks he turned Nora and Lowie down the board. Now I was fully tokened and piled the damage onto Nora. She went down but took the bumping Silencer with her. He had avoided shooting QD the whole time so she was at full health and the other Silencer was down to 2-3 hull. They tore into Lowie and made short work of him, taking the Silencer down to 1 hull. He finally got Fenn turned around and back into the fight but he couldn’t finish off the Silencer. There were only a few minutes left so I hit the gas on the Silencer and sent it to the opposite side of the board while I kept Fenn occupied with QD. Neither of us could do much to the other before time was called.

Win 72-32

 

Running with the Silencer at the end of the last game turned out to be the deciding factor as I only won the tournament by 20 MOV over John. Had I lost that ship and its 32 points, he would have beaten me on MOV and won the tournament. All I really wanted out of this Store Championship season was to get a top 8 to get the range rulers, and if I could get a top 4 and get Krennic to abuse in 1.0 that would have been icing on the cake, but I honestly didn’t expect to win one. I knew my list was more than capable of winning SCs, I just wasn’t sure I was in the tough Des Moines X-Wing scene.

Next weekend is another SC and I think I will go ahead and run the same list because I won’t have time to practice anything else before then. Thanks for reading my wall of text and fly casual.

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Swapped out Quickdraw in the list to 36 point vermeil/VI/Krennic/LWF/AA/Slicers (optimizes himself).  Won a 14 person store champs and only lost one Silencer all day.  This list is amazing!

Round 1:  VS 2 HLC gunboats and tractor beam Vessery 100-32
Had one helluva time with tractor beam, but more than enough firepower to take down gunboats (opportunity presented) and then vessery.  Lost a Silencer early on but pulled it out after dodging gunboats and focusing down when I could.

Round 2:  VS double gunboats and Vader 100-0
Used Vermeil to bait the gunboats to the far side of the board, Vader forced to bump the back of one at R1 in front of a TL+F Silencer, took a couple bad crits and died 2 turns later.  Rounded up the gunboats afterwards.  Had Vader not bumped, was already in position to go after Vader with all 3 ships.  

Round 3:  VS Saw and Ghost 100-0
Opponent split Saw and Ghost (Kanan with Ion Turret), used silencer's speed to get to Saw out of the gate (I setup kind of in the middle).  Brought Saw down in 2 rounds of shooting, then played range game to stay out of Ion Turret.  To his credit, he hit Vermeil with almost enough Ions to kill him, Vermeil didn't get a shot after the 3rd combat round.  Silencers cleaned up, one was on 1 health along with Vermeil.  

Round 4:  VS Saw, Tarn, Wes, AP-5 100-0
Went all in on Saw and got him in the first round (TL+F on both silencers, Vermeil jammed, so 11 fully modified dice got him that first round).  Got Tarn a turn or two later.  Forced a bump with Vermeil to stop AP-5 handing Wes a barrel roll, he landed on a rock and ran over it again the next turn.  Went downhill quick for Rebels after that.  

Got my store champ!  Vermeil is definitely more up my alley than Quickdraw.  Lining up the first turn so both Silencers have TL+F and Vermeil gets the jam is pretty crucial, but found a few times than I could get something off the board early.  Love arcdodgers and this list fits the bill :)
 

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In my local play I've won *a lot* with the list.  Took it to two different tournaments this weekend and just got curbstomped.  I don't even know really what to say.  I was 2-7 for the weekend. 

First game was against Rey Lowhhrick.  Lowhhrick had Kanan and Magva, Expertise and multi-spec cammo.    I set up bad.  Rey was attacking by turn 2.  I couldn't get repositioned well to get out of her primary arc.  Lowhhrick multi-spec cammo'd off QD's target lock 4 freaking times from natural evade rolls and went down without doing any damage to anything.   He was rolling 3 hits nearly ever time.  Rey was hitting for 4 or 5 nearly every time (seriously, he got one blank the entire game) and I just couldn't get any damage through.  I got tabled.

Second game was vs a an Expertise wedge, a raging Keyan with Finn, and Jess pava.  Keyan was throwing out 4 hits pretty consistently.  On paper I like my odds.  But I just approached wrong, should have tried to take out the soft target in Keyan but Jess kept getting offered up.  It took 6 rounds to kill her.  I lost QD early, and my second silencer trying to knock out wedge.  Couldn't do it.  Keyan throwing 4 hits at range 2 of an unshielded silencer and blanking on defense dice .  Dead.

3rd game won against Miri/Low/Ezra.  Had two silencers gimping by on 1 health on the board vs. Miri.

4th game won vs 3 wookies. I lost QD for 36 points but killed a 38 point wookie for a squeaker victory.

---

Second tourney of weekend

1st game - 5x.  My opponent played wonderfully.  Truly a great player at managing that many ships.  I had three ships with a TL on one X-wing in first round.  I managed to do 2 damage to it.  QD got blocked the next turn with no shot.  Shields gone.  QD dead by third round of combat.  I managed to take out two xwings.  I had a third down to 2 health before dice variance and blocking got the best of me.  I lost 40-68.  He ended up winning and I was the only person to take out more than one of his ships the whole day.

2nd game was 3 PS1 wookies with commandos and braylen.  First exchange I had three ships with a TL on the same wookie.  I put 9 hits into him.  He took 1 damage.  QD got boxed in and did pretty much nothing before going splat.  The silencers ran for another 40 minutes killing Braylen and getting one wookie down to 1 hull left before I lost a silencer in the 2nd to last turn.  Then there was no way for me to win on points.

3rd game was vs Hotshot, gunner Rac which is an Advanced Optic nightmare. And Boba Fett (I give him credit for running that!)  He'd strip focus.  Then just murder my ships.  So many blank green dice.  I had one turn where QD did a 1 forward that put me just out forward arc of decimator but still range 1 of him and I couldn't BR into position.  Should have been 6+ damage into deci with return shot after loosing shields.  No shot taken.  Dead QD.  Then just ran without the silencers able to get good arc on the decimator.  Was using action to retoken which in retrospec I just should have boosted and yolo'd towards rac.  

Went 0-3 for the day.  Met some incredibly cool people in an area I've never been to before and got a sweet prize for last place.  

Trying to decide what to do at this point.  Each of my loses there was definitely one turn that I *know* cost me the chance of even being able to win.  With several ships out there with 4-5 dice attacks, so many modifications  and ability to mitigate damage you live or die on positioning and statistical results on dice.  I had so many turns where it was three blank green dice or blank, blank focus.  It's hard to out live the damage race and jousting efficiency when statistics go sideways.  Against ships that mitigate damage so much it's a very long cat and mouse game of plinking damage hoping to squeek by on killing a few more points than you lose.  I won't be sad to see wookies and x-wings go to half points in 2.0.  

 

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Looking at the First Order conversion kit contents and it seems promising a version of this list can exist in second edition. The Silencer chassis is similar - same statline and action bar, and a similar dial (though the loss of the 3 banks will hurt a bit). It's also likely we can fit 2 + something else in a list, since the kit comes with support for 3 Silencers and 5 SFs. Quickdraw seems to be in as well (though her ability is unknown), and special forces gunner is similar to the old title.

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Not really.  Whisper doesn't have the same "I dare you to shoot me" effect,  the initiative and endless modification to attack dice that QD had.  I've played Whisper in 2.0 and love the ship but she is better of a support and not a kick the door in sledgehammer that Quickdraw represented.  QD's double tap and ability to take out a ship in a single round is huge.  Whisper just doesn't have that same punch.

The Delta's at initiative 1 give up the utility of PS4 that the generic Analysts provided.  Analysts could reposition after and shoot before a number of significant meta things - Wookies, generic Xwings, bumpmasters, palp shuttles, Lothal Rebels once Fenn was gone, ect.

Going into 2.0, initiative 1 is under a lot of ships.  You won't get blocked trying to get your evade or doing a 4k.  But you aren't shooting before or arc dodging hardly anything.

 

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After thinking about it a bit.  I think the Silencer role is occupied pretty well by Phantoms.  The 50 point Juke Sigmas (for example, I think any phantom can fill the role) hit pretty hard, have a good defensive profile in 2.0 terms, can attack from unpredictable directions, and have great time on target.  These are all key traits to the generic Silencers.  

The Quickdraw piece is tougher.  Deathfire has the most similar ability, but Quickdraw's main importance was the great PS combined with high burst damage.  

We can't really get great PS (Initiative) any more combined with that kind of opening punch, but we can get partway. 

Redline with Advanced Sensors is hard to predict (like Quickdraw in a knife fight), has great action economy (like Quickdraw with FCS), hits like a truck (Quickdraw), and has pretty good Initiative.  The main differences are that Redline isn't at the very top of the Initiative game and there's not really a downside to shooting him as there is to shooting at Quickdraw.  

With Advanced Sensors, you can at least make it a pain for the opponent to dial in moves against Redline, so that seems good.  

Lets,see if it fits in a list:

Redline (44), Advanced Sensors (8), Proton Torpedoes (9), Proton Bombs (5) = 66

Whisper (52), Juke (4), Vader (13) = 69

Echo (50), Juke (4) = 54

That's 189 points, so you've got some room for customization and bid.  I think this would work on the table.

Edited by Biophysical

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2 hours ago, Biophysical said:

After thinking about it a bit.  I think the Silencer role is occupied pretty well by Phantoms.  The 50 point Juke Sigmas (for example, I think any phantom can fill the role) hit pretty hard, have a good defensive profile in 2.0 terms, can attack from unpredictable directions, and have great time on target.  These are all key traits to the generic Silencers.  

The Quickdraw piece is tougher.  Deathfire has the most similar ability, but Quickdraw's main importance was the great PS combined with high burst damage.  

We can't really get great PS (Initiative) any more combined with that kind of opening punch, but we can get partway. 

Redline with Advanced Sensors is hard to predict (like Quickdraw in a knife fight), has great action economy (like Quickdraw with FCS), hits like a truck (Quickdraw), and has pretty good Initiative.  The main differences are that Redline isn't at the very top of the Initiative game and there's not really a downside to shooting him as there is to shooting at Quickdraw.  

With Advanced Sensors, you can at least make it a pain for the opponent to dial in moves against Redline, so that seems good.  

Lets,see if it fits in a list:

Redline (44), Advanced Sensors (8), Proton Torpedoes (9), Proton Bombs (5) = 66

Whisper (52), Juke (4), Vader (13) = 69

Echo (50), Juke (4) = 54

That's 189 points, so you've got some room for customization and bid.  I think this would work on the table.

This is similar to what I've been playing around with putting together. 

 

The other version I'm toying with is Rexler/2 Phantoms. You can run Whisper/Echo and Juke on all 3 ships, but that's it. 

 

It feels bare, but I'm so used to card bloat in 1.0, maybe it's fine?

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37 minutes ago, bydand said:

This is similar to what I've been playing around with putting together. 

 

The other version I'm toying with is Rexler/2 Phantoms. You can run Whisper/Echo and Juke on all 3 ships, but that's it. 

 

It feels bare, but I'm so used to card bloat in 1.0, maybe it's fine?

Hah, I ran that list with a little more gear on Rexler, but just generic Sigmas with Juke.  I'm not sure either more or fewer points on Rexler is the right choice.  I had Advanced Sensors, which I like combined with the Phantoms because the opponent never really knows where the ship will end up, but it's very much in development.

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How about this? I think Whisper's ability is better than Rexler's and the new FCS is still pretty good in my opinion.

New Squadron

(52) "Whisper"
(4) Juke
(3) Fire-Control System
Points 59

(46) Sigma Squadron Ace
(4) Juke
(3) Fire-Control System
Points 53

(78) Onyx Squadron Ace
(4) Juke
(3) Fire-Control System
Points 85

Total points: 197

Edited by DXCrazytrain

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1 hour ago, DXCrazytrain said:

How about this? I think Whisper's ability is better than Rexler's and the new FCS is still pretty good in my opinion.

New Squadron

(52) "Whisper"
(4) Juke
(3) Fire-Control System
Points 59

(46) Sigma Squadron Ace
(4) Juke
(3) Fire-Control System
Points 53

(78) Onyx Squadron Ace
(4) Juke
(3) Fire-Control System
Points 85

Total points: 197

Drop all those FCSs (which don't work for Phantoms anyway), and the Onyx can be Rex.

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Resurrection!

 

Quickdraw 44 + SF Gunner 10 + Trick Shot 1 + Shield Upgrade 6 + FCS 3 = 64

First Order Test Pilot 62, Optics 4, Fanatical 2 = 68 × 2 = 136

 

I definitely don't know of this is the right build, but it seems a decent place to start.

The Silencers Fanatical and new Autothrusters probably make up for the loss of old Optics.  New Optics helps make up for the loss of old FCS.  The loss of old Autothrusters is big, but new I4 is also big, and turrets aren't around.  

Quickdraw probably doesn't hit as hard, but still does hit pretty hard, at least.  

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35 minutes ago, Biophysical said:

Resurrection!

 

Quickdraw 44 + SF Gunner 10 + Trick Shot 1 + Shield Upgrade 6 + FCS 3 = 64

First Order Test Pilot 62, Optics 4, Fanatical 2 = 68 × 2 = 136

 

I definitely don't know of this is the right build, but it seems a decent place to start.

The Silencers Fanatical and new Autothrusters probably make up for the loss of old Optics.  New Optics helps make up for the loss of old FCS.  The loss of old Autothrusters is big, but new I4 is also big, and turrets aren't around.  

Quickdraw probably doesn't hit as hard, but still does hit pretty hard, at least.  

We're baaaaaaack! ;)

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45 minutes ago, Biophysical said:

Resurrection!

 

Quickdraw 44 + SF Gunner 10 + Trick Shot 1 + Shield Upgrade 6 + FCS 3 = 64

First Order Test Pilot 62, Optics 4, Fanatical 2 = 68 × 2 = 136

 

I definitely don't know of this is the right build, but it seems a decent place to start.

The Silencers Fanatical and new Autothrusters probably make up for the loss of old Optics.  New Optics helps make up for the loss of old FCS.  The loss of old Autothrusters is big, but new I4 is also big, and turrets aren't around.  

Quickdraw probably doesn't hit as hard, but still does hit pretty hard, at least.  

I think the main issue is that QD doesn't have access to a psuedo-3-agility through LWF. He still hits pretty well, but he goes down easier now. I suppose not everyone ran LWF in 1st but it's something to take note of.

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6 minutes ago, CaptainIxidor said:

I think the main issue is that QD doesn't have access to a psuedo-3-agility through LWF. He still hits pretty well, but he goes down easier now. I suppose not everyone ran LWF in 1st but it's something to take note of.

LWF worked well, but as you point out, it wasn't always necessary and that was in an environment where everything was modded all the time.  I actually found it mostly a requirement  because of TLTs.

 

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