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Made in us
Fixture of Dakka





Oklahoma City, Ok.

hello.
i'm building a new "all comers" IG list and i'm stuck.
i can go with 3 naked Russes. or i can go with 1 Executioner and 1 Demolisher.
it's the old quantity or quality arguement in a sense.
the upside if go with the 2 more expensive tanks it does leave me enough points to
upgrade a Vet sqd. from meltas to plasma.
thoughts?

"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC

"Little angel go away
Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC

 
   
Made in us
RogueSangre






I'm not a huge fan of taking plasma weapons on infantry, for the most part. Especailly on guard, who will die to 'Gets Hot!' much easier. Also, plasmaguns aren't really an upgrade to meltaguns. They serve different purposes on the battlefield. Meltaguns are awesome versus vehicles at close range, plasma thrives on killing MEQs. Reassess what you want to do with the squad.

That said, LRBTs have a fair amount of versatility, meaning that they have at least mild effectiveness against all unit types and enemies. The Executioner and Demolisher are more specialized, and once it's destroyed, you'll have a hole in your armies effectiveness in that area.

Also, I don;t like the short range of the Demolisher, but thats strictly a personal preference thing.

   
Made in us
Fixture of Dakka





Oklahoma City, Ok.

Commander Endova wrote:I'm not a huge fan of taking plasma weapons on infantry, for the most part. Especailly on guard, who will die to 'Gets Hot!' much easier. Also, plasmaguns aren't really an upgrade to meltaguns. They serve different purposes on the battlefield. Meltaguns are awesome versus vehicles at close range, plasma thrives on killing MEQs. Reassess what you want to do with the squad.

That said, LRBTs have a fair amount of versatility, meaning that they have at least mild effectiveness against all unit types and enemies. The Executioner and Demolisher are more specialized, and once it's destroyed, you'll have a hole in your armies effectiveness in that area.

Also, I don;t like the short range of the Demolisher, but thats strictly a personal preference thing.


well, it seems like an upgrade seeing that all the other Vet squads i've got in the list are using Meltas. point taken and a poor choice of words on my end.
so in the end i would take it you're leaning more towards the 3 naked Russes then. thanks for the input.

"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC

"Little angel go away
Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC

 
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

I prefer demolishers over other variants of LR. They have the anti-heavy infantry of the executioner, but can fire all weapons on the move, cost less, and can threaten vehicles. The trade off is slightly less effective firepower and range.

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Made in us
Fixture of Dakka





Oklahoma City, Ok.

thanks for the imput, but i'm confused by this statement:

"The trade off is slightly less effective firepower and range. "

i get the range, but how's it less effective firepower? str 10 / ap 2 is awesome i think.

"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC

"Little angel go away
Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC

 
   
Made in nl
Thrall Wizard of Tzeentch




Here, obviously

Yeah, but then you've got to remember that you get one shot; a bad scatter roll and your Demolisher is either a sitting duck or (very unlikely) a member of the Judean Suicide Squad, 1st Tank Division. Whereas with the Executioner you get at least three shots, so that's three chances. If it were me, I'd take the "feth-you cannon" of the Demolisher since it has the armour to survive getting up close and personal and a S 10 AP 2 pie plate will murder anything short of AV 13-14, but then you might need to get more plasma wielding veterans.

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Made in us
Tunneling Trygon





Executioner is popular, but just too many points. The metagame has a lot of stuff (meltas, etc) that can kill tanks, and with one big target like that, it's too risky.

I like the basic Russ and the Demolisher, it depends on what the rest of your list has. If you have plenty of AP2, then the basic Russ is a pain to get rid of, and has a very respectable shot.



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Made in us
Plastictrees






Salem, MA

The executioner is a lot of points, but everybody always takes it with plasma sponsons. I have to wonder--on the basis of the "more bodies-fewer upgrades" principle--if it wouldn't be worthwhile taking the executioner without the sponsons, and then maybe taking a second executioner, also with no sponsons.

I'm not a guard player and I've never seen a sponsonless executioner, so I'm genuinely raising a question I don't know the answer to here. But it seems to me that the advantages of two hulls in separate units (twice as hard to kill or shake, can shoot at two targets, has slightly more firepower than a single executioner, can cover more of the board with 36" guns) might make two executioners proportionally a better value for their points than a single one with sponsons?

Of course, it is two heavy slots and if you put two executioners into a squadron together then you lose some of the advantages and create that whole "die on immobilization" problem. But what do guard experts think?

"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
Made in us
Wolf Guard Bodyguard in Terminator Armor







I prefer 3 naked russes.

at range tanks with front armor 13/14 are very hard to eliminate for most armies, as one squadron your opponent would have to destroy all 3 for just a single killpoint. Also, S8 pieplates are threatening to everything in every army; no one can ignore it.

what does the rest of your list look like? it would help with the discussion to know what we are working with

This message was edited 1 time. Last update was at 2010/02/10 16:47:42


THE HORUS HERESY: Emprah: Hours, go reconquer the galaxy so there can be a new golden age. Horus: But I should be Emprah, bawwwwww! Emprah: Magnus, stop it with the sorcery. Magnus: But I know what's best, bawwwwww! Emprah: Horus, tell Russ to bring Magnus to me because I said so. Horus: Emprah wants you to kill Magnus because he said so. Russ: Fine. Emprah's always right. Plus Ole Red has already been denounced as a traitor and I never liked him anyway. Russ: You're about to die, cyclops! Magnus: O noes! Tzeentch, I choose you! Bawwwww! Russ: Ah well. Now to go kill Horus. Russ: Rowboat, how have you not been doing anything? Guilliman: . . . I've been writing a book. Russ: Sigh. Let's go. Guilliman: And I fought the Word Bearers! Horus: Oh shi--Spess Puppies a'comin? Abbadon: And the Ultramarines, sir. Horus: Who? Anyway, this looks bad. *enter Sanguinis* What are you doing here? Come to join me? Sanguinius: *throws self on Horus's power claws* Alas, I am undone! When you play Castlevania, remember me! *enter Emprah* Emprah: Horus! So my favorite son killed my favorite daughter! Horus: What about the Lion? Emprah: Never liked her. Horus: No one does. Now prepare to die! *mortally wounds Emprah*Emprah: Au contraire, you dick. *kills Horus* Dorn: Okay, now I just plug this into this and . . . okay, it works! Emprah? Hellooooo? Jonson: I did nothing! Guilliman: I did more nothing that you! Jonson: Nuh-uh. I was the most worthless! Guilliman: Have you read my book? Dorn: No one likes that book. Khan: C'mon guys. It's not that bad. Dorn: I guess not. Russ: You all suck. Ima go bring the Emprah back to life.
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Made in us
Long-Range Ultramarine Land Speeder Pilot






West Virginia

Personally, I run your standard LRBT with heavy bolter sponsons. I feel as if the range and strenght of its main weapon outweigh any weaknesses it may have. Then again, I don't use your typical IG melta vets like most players do, I try differnt things.

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Made in us
Fixture of Dakka





Oklahoma City, Ok.

the rest of the list:

CCS 145
4 meltas
chimera

Inq. lord 155
emp tarrot
psychic hood
2 mystics
3 vets w/ plasma

Marbo 65

3 - vet sqds 465
3 melta ea.
2 chimera
(2 sqds in the Vendys, Inq. in 1 of the Chimera)

2 - Vendettas 260

Manticore 160

2 Hydras 150

comes to 1399 and i'm shooting for 1850.

"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC

"Little angel go away
Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC

 
   
Made in us
Wolf Guard Bodyguard in Terminator Armor







With that list I would definately go with the naked russes.

use your meltas to crack transports, then spam large blasts on the creamy centers.

THE HORUS HERESY: Emprah: Hours, go reconquer the galaxy so there can be a new golden age. Horus: But I should be Emprah, bawwwwww! Emprah: Magnus, stop it with the sorcery. Magnus: But I know what's best, bawwwwww! Emprah: Horus, tell Russ to bring Magnus to me because I said so. Horus: Emprah wants you to kill Magnus because he said so. Russ: Fine. Emprah's always right. Plus Ole Red has already been denounced as a traitor and I never liked him anyway. Russ: You're about to die, cyclops! Magnus: O noes! Tzeentch, I choose you! Bawwwww! Russ: Ah well. Now to go kill Horus. Russ: Rowboat, how have you not been doing anything? Guilliman: . . . I've been writing a book. Russ: Sigh. Let's go. Guilliman: And I fought the Word Bearers! Horus: Oh shi--Spess Puppies a'comin? Abbadon: And the Ultramarines, sir. Horus: Who? Anyway, this looks bad. *enter Sanguinis* What are you doing here? Come to join me? Sanguinius: *throws self on Horus's power claws* Alas, I am undone! When you play Castlevania, remember me! *enter Emprah* Emprah: Horus! So my favorite son killed my favorite daughter! Horus: What about the Lion? Emprah: Never liked her. Horus: No one does. Now prepare to die! *mortally wounds Emprah*Emprah: Au contraire, you dick. *kills Horus* Dorn: Okay, now I just plug this into this and . . . okay, it works! Emprah? Hellooooo? Jonson: I did nothing! Guilliman: I did more nothing that you! Jonson: Nuh-uh. I was the most worthless! Guilliman: Have you read my book? Dorn: No one likes that book. Khan: C'mon guys. It's not that bad. Dorn: I guess not. Russ: You all suck. Ima go bring the Emprah back to life.
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Made in se
Hardened Veteran Guardsman





Personally, I'm in the basic-is-better camp. I dislike the demolisher for the short range of the demo-cannon. 24" is too close for my taste. I prefer to lay down a fussilade of shells from 72", on turn one but maybe I've just had bad luck when I've fielded the demo-tank.

I've never really felt that it played it's 15pts extra part compared to a vanilla russ. Sure, 15 pts for a 10/2 blast instead of 8/3 sounds like a good deal, especially since you get the slightly higher rear AV but, as I said, it doesn't fit my game.

Which is incidentally why I almost never field hellhounds or the like. They die too easily.

Maybe I'm playing against too many orc lists where everything has a PK that eats tanks when they come close.

It's safer to keep backing up and keep the range. In addition, there aren't a lot of things that really need the S10 characteristic of the demo-cannon. Most things die just nicely from the battlecannon. Including plauge marines which are arguably one of the hardest units in the game to get rid of.

But this is just my 2c.

If i want a tank hunter russ I usually throw on a lascannon to the vanilla russ to give it a slightly better "umf" while still maintaining a nice distance and being an even higher threat to anything MEQ.

- Ca: 4500 
   
Made in us
Fixture of Dakka





Oklahoma City, Ok.

and the Hydras as well. that's what i like about them, they can stop the transport and put the hurt on what was inside as well.

the one thing that worries me is the lack of AP2.

This message was edited 1 time. Last update was at 2010/02/10 19:46:50


"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC

"Little angel go away
Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC

 
   
Made in us
Policing Securitate





Now seeing the rest of your list I would suggest the Executioner and then look to getting more troops.

I agree that you need more AP 2 and that's where the Executioner is top notch. You can kill TEq with a lot of success, and if you catch a unit of MEq in the open you can usual eliminate an entire 10 man unit with one round of shooting.

You have sufficient Str 10 shooting and anti armor with all those melta vets and vendettas, I think you need more anti-troop (which the Executioner does well)

The whole I see in your list is the lack of scoring units. 3 of them, that are designed to suicide, aren't enough. I ran a very similar list to this (no Marbo, a fourth melta vet unit) and good opponents would just kill those 30 bodies (which is very easy when they jump out to fry stuff) knowing that they could only draw.

I now use a regular infantry platoon to minimize KP and to simple hold objectives while everything else goes out and kills the enemy. And I still struggle to win some games, usually smashing my opponent in "victory points" but not having enough to claim at the end of a game.
   
Made in us
Fixture of Dakka





Oklahoma City, Ok.

But the the problem with that is 1 Executioner isn't going to last very long at all. i would think it would be one of the top priorities.
at least 2 Demolishers would last a little bit longer. and 3 Russes even more so. but then i lose my AP2...ugh.

"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC

"Little angel go away
Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC

 
   
Made in ca
Avatar of the Bloody-Handed God





Inactive

If its me and im going against opponent with tons of anti tank weapons , i would hide the majority of my Tanks behind trees out of LOS.

Then i would use artillery and the rest of the army to take out all the anti tank threat as top priority. After thats done my tanks will waltz around the battle field.

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Made in us
Policing Securitate





I run a lone Executioner and it lives roughly 3/4 of my games.

The key is that I really baby it. It almost always starts in reserves, so no turn one death. (I have an astropath, so getting it on the board happens quickly) When it rumbles on I usually know where my enemy is and I know where the melta weapons/ ccw tank killers are so I can stay away, utilizing that 36" range.

It also helps that I use a squadron of two vanilla russes that often draw more attention from the opponent, but do less damage overall.

I just don't think squadron-ing tanks is the best options, especially when one of them is an executioner and it could get zapped on a glancing hit. (even with dumping most hits on a Demolisher first) Plus, so many people kill tanks with multiple melta weapon shooting units, the squadron rule hurts even more.

Anyhoo, I am just saying that I think you'll be wanting more troops...
   
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Mysterious Techpriest







I'd take three Russes. They start doing damage far earlier and give your enemy more AV14 to deal with.

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Made in us
Fixture of Dakka





Oklahoma City, Ok.

Dainty Twerp wrote:I run a lone Executioner and it lives roughly 3/4 of my games.

The key is that I really baby it. It almost always starts in reserves, so no turn one death. (I have an astropath, so getting it on the board happens quickly) When it rumbles on I usually know where my enemy is and I know where the melta weapons/ ccw tank killers are so I can stay away, utilizing that 36" range.

It also helps that I use a squadron of two vanilla russes that often draw more attention from the opponent, but do less damage overall.

I just don't think squadron-ing tanks is the best options, especially when one of them is an executioner and it could get zapped on a glancing hit. (even with dumping most hits on a Demolisher first) Plus, so many people kill tanks with multiple melta weapon shooting units, the squadron rule hurts even more.

Anyhoo, I am just saying that I think you'll be wanting more troops...


you're not running a lone Executioner. you're also running 2 vanilla russes...

"But i'm more than just a little curious, how you're planning to go about making your amends, to the dead?" -The Noose-APC

"Little angel go away
Come again some other day
The devil has my ear today
I'll never hear a word you say" Weak and Powerless - APC

 
   
Made in us
Policing Securitate





alarmingrick wrote:you're not running a lone Executioner. you're also running 2 vanilla russes...

true dat. But I was meaning a Executioner on its own, opposed to having a Demolisher bodyguard.

but your point stands, a lone AV 14 is much more likely to die than one with two friends drawing fire. But you gave us the list you wanted to work with which included two heavy slots being already taken, so I gave the advice I thought best considering the situation.

One, off the cuff thought, is to take a LR variant for the Inq Lord (using IA rules if your group allows it) That gets you your other AV 14 and a tactic I've used in doubles play....
   
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Stalwart Space Marine





Leicester, MA

Im a HUGE fan of the Executioner. It has never failed me in the past. I always put the Plasma Sponsons on it also. I would park it behind my troops, and pump out 5 plasma blasts at what ever.

I would recommend a Executioner, and a naked Russ.

This message was edited 1 time. Last update was at 2010/02/11 19:16:29


Space Marines


4-3-2


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Made in us
Stalwart Veteran Guard Sergeant






In my experience the best combination of Leman Russes you can field is thus:
LR Executioner
LR Eradicator w/ Plasma Sponsons
LR Battle Tank

Depending on what else your fielding in your list and what enemy your playing this allows for the best utility. These three guys give you the ability to deal with just about anything that comes your way no matter what it is. Each tank has marine killing ability, two of which Terminator killing ability, and all can deal with hordes equally well as they all unleash a lot of template fire. I run this group in every tourny I do, and I have yet to be disappointed.

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Made in us
Terminator with Assault Cannon





I've always found the Leman Russ Executioner underwhelming. In general, it seems inferior to the Demolisher.
   
Made in us
Hurr! Ogryn Bone 'Ead!






In my mind these decisions are always pretty simple. You need to be able to handle your opponents. You need options to stop hordes, medium infantry, MEQ/TEQ, then light vehicles, and heavy vehicles. Now in general medium infantry (Av4+) usually blends into hordes (Sv6+), and the same weapons in the IG army that are good for medium infantry also tend to be good against light armor. The Autocannon is the specific example I'm thinking of.

So you can simplify it to light (under Sv4+), MEQ/TEQ (Sv3+ and up), and heavy armor. At this point the only question you need to ask is what does your army lack? If you have an adequate amount of plasma, do you need more? Do you have enough anti horde? Anti vehilce? Ultimately the decision is, what Russ best fills in the gaps in your army?

Personally I am a fan of the executioner. Decent strength, if you had no other options, can hit some light armor. But the AP is the important part. I would never take the sponsons, that's just a waste. 3' range, and the fact that the executioner is a HUGE target on the table... means you need to stay mobile. And that means you'll only ever be able to fire the main cannon. Another 40pts is pointless for something you won't use. The strength of this tank is the 3 blast AP2. Normally you hit a squad with something, and you get, at best, 1 hit per model. You won't make all of those... so blast never quite finish off a squad. However, 3 blast very easily can. AP2 means they never get any saves, S7 means you (most likely) wound on a 2+, and 3 shots means you'll get enough hits to do what you need to do. Now against horde, this tank is fantastic... cause it's 3 blast. Against heavy armor infantry, this tank is EVEN MORE fantastic, as its 3 blast with no armor saves. This means, Mark 8 power armor, or ork metal scraps... this tank will roll over any of them just as easy.

The thing is, against a horde, the Russ would have been better cause you could have used 40pts to do more elsewhere... but as soon as someone brings Sv2+ you are going to have issues. The reverse is you pay a little more, and you wipe the table of all your problems 3 blasts at a time... and when those terminators land, or those meganobs disembark from their battlewagon... you wipe that squad from the table and laugh at how many points the enemy just lost because you desired it to be so.

Lt. Lathrop
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Made in us
Plastictrees






Salem, MA

Lt Lathrop wrote: And that means you'll only ever be able to fire the main cannon. Another 40pts is pointless for something you won't use.


The "lumbering behemoth" rule allows you to always fire the turret when you're moving 6" or less, regardless of whatever else you fire according to normal rules. So you can move up to 6" and fire the turret plus one sponson, only losing one blast.

But it's still a good point. If you want to keep your armor moving in the era of deepstriking nid monsters, you wind up paying 40 points for one extra blast.

"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
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Battleship Captain




Oregon

I'd agree that sponsons seem like a bad idea for most LR tanks. You're gifted with a special ability to move/fire 1 extra weapon so why would you ignore that and take something that is only useful if you decide to remain static. Maybe if you didn't automatically have a hull weapon it would be different, but as it is now it seems like a waste.
   
Made in ca
Avatar of the Bloody-Handed God





Inactive

minigun762 wrote:I'd agree that sponsons seem like a bad idea for most LR tanks. You're gifted with a special ability to move/fire 1 extra weapon so why would you ignore that and take something that is only useful if you decide to remain static. Maybe if you didn't automatically have a hull weapon it would be different, but as it is now it seems like a waste.

Hmm , im not good with math hammer but someone should come up with how long a Russ can survive and how easily it suffers weapons destroyed roll.
Because for sure people will choose to remove the turret weapon.

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Oregon

LunaHound wrote:
Hmm , im not good with math hammer but someone should come up with how long a Russ can survive and how easily it suffers weapons destroyed roll.
Because for sure people will choose to remove the turret weapon.


That is a valid point. More weapons = its surviving longer on the battlefield on average.
Of course more weapons = more expensive = fewer points to spend elsewhere (like another tank).

Personally I feel that if you keep your LR at range and in cover, you're going to be a fairly durable target with AV14 facing your victims and the biggest threat to LR are Melta squads, who have an increased chance of rolling a destroyed/wrecked result compared to weapon destroyed.

   
Made in ca
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Inactive

While thats very true , i feel that such roles Basilisk could do it more effectively.

This message was edited 1 time. Last update was at 2010/02/11 21:35:57


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