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![[Post New]](/s/i/i.gif) 2011/03/31 04:58:14
Subject: Balancing the FnP rule
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Horrific Howling Banshee
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Ok so i have often seen several situations were a player very brilliantly outmanouvers another player laying done a perfect crossfire or multi assault. Supposively about to reap the rewards of thinking ahead and patience. The first player happily readies a bucket full of dice and lands dozens and dozens of hits. Then ofcourse it is a game of dice is wittled down to still a respectfull amount of wounds and reduced even further by the innevetable 3+ save. ofcourse this was the perfect situation for the first player so its still a butt load of saves that need to be mead and OMG he wipes the squad out barely, BUT theres the FnP and miracously only one or two actually die...well there goes the reward to planning things out ahead.
Well enough of this rant I thought of a rule change to this USR.
Why not keep the FnP rule as is but limit it to only one use per game?
Think about it it will make it so much more strategic. You can chose to use it during that first round of fire that MIGHT wittle down your squad or save it for when you are actually stuck in the thick of it. It would also allow for some cool and hopefully expensive equipment upgrades that might allow the unit with FnP to use it twice in a game maybe?
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W-D-L
31-2-1
26-0-0
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![[Post New]](/s/i/i.gif) 2011/03/31 04:59:57
Subject: Balancing the FnP rule
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Martial Arts Fiday
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Um.. the long list of things that negate FnP are what already balances out FnP.
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"Holy Sh*&, you've opened my eyes and changed my mind about this topic, thanks Dakka OT!"
-Nobody Ever
Proverbs 18:2
"CHEESE!" is the battlecry of the ill-prepared.
warboss wrote:
GW didn't mean to hit your wallet and I know they love you, baby. I'm sure they won't do it again so it's ok to purchase and make up. 
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EmilCrane wrote:Finecast is the new Matt Ward.
Don't mess with the Blade and Bolter! |
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![[Post New]](/s/i/i.gif) 2011/03/31 05:23:31
Subject: Balancing the FnP rule
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Horrific Howling Banshee
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Really? NO really? Have you even read the rule? things that ignore armor wow what a long list.
Most army squads get only one heavy and one special weapon in a squad. mind you those still have to hit, wound and get passed a possible cover save. AND the game isnt played in a vacuum both players still have other armies so theres target priorities.
FnP is way to beneficial and needs some scaling back. I mean c'mon things that ignore 3+ armor arent tooo common.
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W-D-L
31-2-1
26-0-0
4-1-6 |
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![[Post New]](/s/i/i.gif) 2011/03/31 05:35:49
Subject: Re:Balancing the FnP rule
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Ork Boy Hangin' off a Trukk
Canada
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I think you may need one of these...
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Being a Mac user is like being a Navy SEAL: a small, elite group of people with access to the most sophisticated technology in the world, who everyone calls on to get the really tough jobs done quickly and efficiently. |
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![[Post New]](/s/i/i.gif) 2011/03/31 05:48:13
Subject: Balancing the FnP rule
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Dour Wolf Priest with Iron Wolf Amulet
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If a unit can only use FNP once per game, then Tervigons would have to cast it on everyone else. FNP is irritating, but not in a "this breaks the game" sort of way. Are you running Necrons? Cuz if you're running any other army then you shouldn't have a problem getting ahold of a few AP1/2/3 or power weapons.
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![[Post New]](/s/i/i.gif) 2011/03/31 05:48:22
Subject: Balancing the FnP rule
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Horrific Howling Banshee
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Well its only happened to me once, but I just saw a game that really made me mad at how it seems unbalanced.
I dont know maybe if someone can tell me a good argument as to why it aint too bad i will definately think it over. Dang reading over my post/reply it kinda does seem like im angry about it. I apologise for that. Meng i really have to post more so I can learn to communicate through post well anyway back on topic Automatically Appended Next Post: Well no I dont run any army that has acces to FnP, well except orks but I dont use docs.
But lets change the example how about those tervigons pooping out like 20 gaunts AND giving them FnP I mean c'mon really? Seems OTT. Or another example a huge squad of nob bikers with a doc. 10 4+++ 2w models with 5T seems a bit OTT. My suggestion would also solve the OOP of these types of units too IMO
Wait i need to find out how tervigons work to see if its OTT. Because im complaining because im generally thinking about BA and Nob bikers being OTT with their FnP
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This message was edited 1 time. Last update was at 2011/03/31 05:56:28
W-D-L
31-2-1
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![[Post New]](/s/i/i.gif) 2011/03/31 06:02:18
Subject: Balancing the FnP rule
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Been Around the Block
My House?
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I fail me FnP rolls, always, so like...
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![[Post New]](/s/i/i.gif) 2011/03/31 06:11:59
Subject: Balancing the FnP rule
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Dour Wolf Priest with Iron Wolf Amulet
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HiddenPower wrote:Well its only happened to me once, but I just saw a game that really made me mad at how it seems unbalanced.
I dont know maybe if someone can tell me a good argument as to why it aint too bad i will definately think it over. Dang reading over my post/reply it kinda does seem like im angry about it. I apologise for that. Meng i really have to post more so I can learn to communicate through post well anyway back on topic
Automatically Appended Next Post:
Well no I dont run any army that has acces to FnP, well except orks but I dont use docs.
But lets change the example how about those tervigons pooping out like 20 gaunts AND giving them FnP I mean c'mon really? Seems OTT. Or another example a huge squad of nob bikers with a doc. 10 4+++ 2w models with 5T seems a bit OTT. My suggestion would also solve the OOP of these types of units too IMO
Wait i need to find out how tervigons work to see if its OTT. Because im complaining because im generally thinking about BA and Nob bikers being OTT with their FnP
Granted, FNP is becoming too common these days, but I don't think it's OTT. I love it with Tervigons because Gaunts are rather mediocre, but you can buff them up with so many special abilities if you're playing your list right to make them really, really deadly.
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![[Post New]](/s/i/i.gif) 2011/03/31 16:43:43
Subject: Balancing the FnP rule
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Stone Bonkers Fabricator General
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HiddenPower wrote:Ok so i have often seen several situations were a player very brilliantly outmanouvers another player laying done a perfect crossfire or multi assault. Supposively about to reap the rewards of thinking ahead and patience. The first player happily readies a bucket full of dice and lands dozens and dozens of hits. Then ofcourse it is a game of dice is wittled down to still a respectfull amount of wounds and reduced even further by the innevetable 3+ save. ofcourse this was the perfect situation for the first player so its still a butt load of saves that need to be mead and OMG he wipes the squad out barely, BUT theres the FnP and miracously only one or two actually die...well there goes the reward to planning things out ahead.
Well enough of this rant I thought of a rule change to this USR.
Why not keep the FnP rule as is but limit it to only one use per game?
Think about it it will make it so much more strategic. You can chose to use it during that first round of fire that MIGHT wittle down your squad or save it for when you are actually stuck in the thick of it. It would also allow for some cool and hopefully expensive equipment upgrades that might allow the unit with FnP to use it twice in a game maybe?
double strength negates it as well.
on marines it seems that they last forever, because they already have T4 and a 3+ save. But on guants, wyches, orkboys, and wracks its all they have. Its like saying your 3+ regular armor save is too good, why not make it once per game.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2011/03/31 19:05:04
Subject: Balancing the FnP rule
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Loyal Necron Lychguard
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HiddenPower wrote:Really? NO really? Have you even read the rule? things that ignore armor wow what a long list.
Most army squads get only one heavy and one special weapon in a squad. mind you those still have to hit, wound and get passed a possible cover save. AND the game isnt played in a vacuum both players still have other armies so theres target priorities.
FnP is way to beneficial and needs some scaling back. I mean c'mon things that ignore 3+ armor arent tooo common.
Well let's see....All AP1/AP2 weapons. All power/force weapons. All MC's in close combat. All double toughness attacks (so typically str 8-10 attacks). Dangerous terrain tests. Anything that inflicts instant death (regardless if they have EW or not). Anything that removes from play ( SAG, Deepstrike mishap, JoTWW, etc). I'm sure I'm forgetting more stuff. Every army has something that will deal with FNP units.
Honestly, I'd think you haven't played against necrons. If you hate FNP, you'd loathe WBB since it's even less restrictive on what negates it.
BTW, the armor save of the model does not matter to it getting FNP or not. So your 6+ armor save guys will STILL get FNP against AP 3/4/5/6/ weapons. And yes, even AP - weapons.
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This message was edited 1 time. Last update was at 2011/03/31 19:05:41
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![[Post New]](/s/i/i.gif) 2011/03/31 19:21:52
Subject: Balancing the FnP rule
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Daemonic Dreadnought
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FNP is not OP. It's essentially an extra 4+ armour save, which people fail plenty of times.
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![[Post New]](/s/i/i.gif) 2011/03/31 23:32:53
Subject: Balancing the FnP rule
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Battlewagon Driver with Charged Engine
Ye Olde North State
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Now, (and I think most people will agree with me here) I don't appreciate fnp being given out like candy, but it's far from ott.
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grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over" |
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![[Post New]](/s/i/i.gif) 2011/04/01 00:04:30
Subject: Balancing the FnP rule
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Grim Dark Angels Interrogator-Chaplain
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i always fail my FNP saves on my DW termies... buff FNP.. but only for me.. give me a 4++++
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![[Post New]](/s/i/i.gif) 2011/04/01 00:35:06
Subject: Re:Balancing the FnP rule
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Malicious Mandrake
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Try playing some Wyches or Wracks that are out in the open during an opponents shooting phase... you will learn really fast that FnP is not overpowered. If you breathe on my wyches wrong, they die without that pain token for FnP, and if I have it, all you need is some mildly bad breath when you breath on them, and then they die......
Now, in CC, their 4++ along with the 4+ FnP makes them extremely durable....
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Kabal of Isha's Fall 12000PTs
Best DE advice ever!!!
Dashofpepper wrote:Asking how to make a game out of a match against Dark Eldar is like being in a prison cell surrounded by 10 big horny guys who each outweigh you by 100 pounds and asking "What can I do to make this a good fight?" You're going to get violated, and your best bet is to go willingly to get it over with faster.
And on a totally different topic:
Dashofpepper wrote:Greetings Mephiston! My name is Ghazghkull Thraka, and today you will be made my bitch. |
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![[Post New]](/s/i/i.gif) 2011/04/01 00:40:51
Subject: Balancing the FnP rule
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Swift Swooping Hawk
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Oh my god dude! I SOOOO wanna play you with the "Tally-man" list I just finished.
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"If you are not naughty you get a cookie. If you are naked, you get a cookie." - Insaniak, Dakka Mod
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![[Post New]](/s/i/i.gif) 2011/04/01 00:58:50
Subject: Re:Balancing the FnP rule
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Fixture of Dakka
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Galador wrote:Try playing some Wyches or Wracks that are out in the open during an opponents shooting phase... you will learn really fast that FnP is not overpowered. If you breathe on my wyches wrong, they die without that pain token for FnP, and if I have it, all you need is some mildly bad breath when you breath on them, and then they die......
Now, in CC, their 4++ along with the 4+ FnP makes them extremely durable....
Yeah, now that every army has entire units with FnP and my Tau can have one model....yes, one model with FnP.
You think your wyches and wracks have it bad? How about my firewarriors, you just have to give them a quasi-curious look and they fall over.
My friend plays Nurgle so I'm well familiar with FnP spam....of course I've got plasma rifles so it's not intolerable as long as I can work the JSJ.
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Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do |
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![[Post New]](/s/i/i.gif) 2011/04/01 01:16:58
Subject: Balancing the FnP rule
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Malicious Mandrake
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At least your FW have a semi decent save.... 4+ is much better than a 6+.
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Kabal of Isha's Fall 12000PTs
Best DE advice ever!!!
Dashofpepper wrote:Asking how to make a game out of a match against Dark Eldar is like being in a prison cell surrounded by 10 big horny guys who each outweigh you by 100 pounds and asking "What can I do to make this a good fight?" You're going to get violated, and your best bet is to go willingly to get it over with faster.
And on a totally different topic:
Dashofpepper wrote:Greetings Mephiston! My name is Ghazghkull Thraka, and today you will be made my bitch. |
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![[Post New]](/s/i/i.gif) 2011/04/01 01:24:00
Subject: Re:Balancing the FnP rule
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Dour Wolf Priest with Iron Wolf Amulet
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agnosto wrote:Galador wrote:Try playing some Wyches or Wracks that are out in the open during an opponents shooting phase... you will learn really fast that FnP is not overpowered. If you breathe on my wyches wrong, they die without that pain token for FnP, and if I have it, all you need is some mildly bad breath when you breath on them, and then they die......
Now, in CC, their 4++ along with the 4+ FnP makes them extremely durable....
Yeah, now that every army has entire units with FnP and my Tau can have one model....yes, one model with FnP.
You think your wyches and wracks have it bad? How about my firewarriors, you just have to give them a quasi-curious look and they fall over.
My friend plays Nurgle so I'm well familiar with FnP spam....of course I've got plasma rifles so it's not intolerable as long as I can work the JSJ.
Space Wolves, considered the best army in the game at the moment, have 0 models with FNP.
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![[Post New]](/s/i/i.gif) 2011/04/01 02:01:13
Subject: Re:Balancing the FnP rule
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Fresh-Faced New User
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Andilus Greatsword wrote:
Space Wolves, considered the best army in the game at the moment, have 0 models with FNP.
Lone Wolves have both FNP and Eternal Warrior, IIRC.
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![[Post New]](/s/i/i.gif) 2011/04/01 02:01:16
Subject: [quote=DakkaDakka]
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Infiltrating Hawwa'
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This message was edited 1 time. Last update was at 2020/03/15 02:17:53
DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this. |
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![[Post New]](/s/i/i.gif) 2011/04/01 02:02:06
Subject: Re:Balancing the FnP rule
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Horrific Howling Banshee
Charleston, South Carolina
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Average FNP rolls extend the life of the squad 3 turns. The FNP player gains use of the squad for 3 extra turns on average.
FNP should change to +1 to the save roll, applicable to cover saves, armor saves, or invulnerable saves. You get 15% more suvivability, not 50%.
FNP sucks.
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Innocence is no Excuse
15,000
8,000
9,000
Nids:5,000 |
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![[Post New]](/s/i/i.gif) 2011/04/01 02:11:19
Subject: Balancing the FnP rule
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Ship's Officer
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The amount of butthurt in this thread is astonishing.
FNP is pretty prevalent these days, but it's by no means broken. Especially on DE, it's often the only thing that makes squads worthwhile (giving the opponent a good incentive to weaken them early on).
Sure, it makes marines tough to kill, but that's the whole point of FNP MEQs.
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![[Post New]](/s/i/i.gif) 2011/04/01 02:13:08
Subject: Balancing the FnP rule
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Decrepit Dakkanaut
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loota boy wrote:Now, (and I think most people will agree with me here) I don't appreciate fnp being given out like candy, but it's far from ott.
Agreed. Its not even close to game breaking. My Rokkit spam builds dont even know what it feels like to have someone roll a FNP roll. Sounds like you either A. Had someone abuse/cheat on the rule or B. you just had an unlucky FNP session. That does happen
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![[Post New]](/s/i/i.gif) 2011/04/01 09:54:46
Subject: Balancing the FnP rule
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Krazed Killa Kan
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Yep, FnP is probably one of the least broken things out there (JotWW, Blood talons, Swarmlord, GK codex).
Its good, and is this editions USR favourite, so is dished out like sweets, but every edition always suffers from some sort of USR over-use. However it is far from broken, YES you get an extra save, but you don't really get to use it that often, I mean, a squad of nobz gets to use it against small-arms fire, but then again in against, say, a guard list, your opponent is going to be dropping templates on those nobz like they are going out of fashion.
@OP: You say you saw a game (I'm assuming a single instance) which made you feel it was broken, perhaps you could describe it to us? that way we may better guage your opinion based on the facts you possess.
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DR:80S---G+MB---I+Pw40k08#+D+A+/fWD???R+T(M)DM+
My P&M Log: http://www.dakkadakka.com/dakkaforum/posts/list/433120.page
Atma01 wrote:
And that is why you hear people yelling FOR THE EMPEROR rather than FOR LOGICAL AND QUANTIFIABLE BASED DECISIONS FOR THE BETTERMENT OF THE MAJORITY!
Phototoxin wrote:Kids go in , they waste tonnes of money on marnus calgar and his landraider, the slaneshi-like GW revel at this lust and short term profit margin pleasure. Meanwhile father time and cunning lord tzeentch whisper 'our games are better AND cheaper' and then players leave for mantic and warmahordes.
daveNYC wrote:The Craftworld guys, who are such stick-in-the-muds that they manage to make the Ultramarines look like an Ibiza nightclub that spiked its Red Bull with LSD. |
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![[Post New]](/s/i/i.gif) 2011/04/01 15:02:09
Subject: Re:Balancing the FnP rule
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Dour Wolf Priest with Iron Wolf Amulet
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Bennowar wrote:Andilus Greatsword wrote:
Space Wolves, considered the best army in the game at the moment, have 0 models with FNP.
Lone Wolves have both FNP and Eternal Warrior, IIRC.
Ah ok you're right, I stand corrected. Still, that's usually 1 unit in the army, max.
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![[Post New]](/s/i/i.gif) 2011/04/01 15:06:18
Subject: Balancing the FnP rule
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Aspirant Tech-Adept
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HiddenPower wrote:Ok so i have often seen several situations were a player very brilliantly outmanouvers another player laying done a perfect crossfire or multi assault. Supposively about to reap the rewards of thinking ahead and patience. The first player happily readies a bucket full of dice and lands dozens and dozens of hits. Then ofcourse it is a game of dice is wittled down to still a respectfull amount of wounds and reduced even further by the innevetable 3+ save. ofcourse this was the perfect situation for the first player so its still a butt load of saves that need to be mead and OMG he wipes the squad out barely, BUT theres the FnP and miracously only one or two actually die...well there goes the reward to planning things out ahead.
Not to sound mean but the brilliant player simply forgot to factor in FNP. If you plan ahead for FNP and use the correct units its not a big deal.
You need to know what units you have that can take out the opponents. Don't stroll into CC with FNP marines unless you know the odds are good, and likewise dont throw 20-30 shots of AP4+ weapons at them.
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![[Post New]](/s/i/i.gif) 2011/04/01 16:13:56
Subject: Re:Balancing the FnP rule
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Loyal Necron Lychguard
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agnosto wrote:Galador wrote:Try playing some Wyches or Wracks that are out in the open during an opponents shooting phase... you will learn really fast that FnP is not overpowered. If you breathe on my wyches wrong, they die without that pain token for FnP, and if I have it, all you need is some mildly bad breath when you breath on them, and then they die......
Now, in CC, their 4++ along with the 4+ FnP makes them extremely durable....
Yeah, now that every army has entire units with FnP and my Tau can have one model....yes, one model with FnP.
You think your wyches and wracks have it bad? How about my firewarriors, you just have to give them a quasi-curious look and they fall over.
My friend plays Nurgle so I'm well familiar with FnP spam....of course I've got plasma rifles so it's not intolerable as long as I can work the JSJ.
Andilus Greatsword wrote:agnosto wrote:Galador wrote:Try playing some Wyches or Wracks that are out in the open during an opponents shooting phase... you will learn really fast that FnP is not overpowered. If you breathe on my wyches wrong, they die without that pain token for FnP, and if I have it, all you need is some mildly bad breath when you breath on them, and then they die......
Now, in CC, their 4++ along with the 4+ FnP makes them extremely durable....
Yeah, now that every army has entire units with FnP and my Tau can have one model....yes, one model with FnP.
You think your wyches and wracks have it bad? How about my firewarriors, you just have to give them a quasi-curious look and they fall over.
My friend plays Nurgle so I'm well familiar with FnP spam....of course I've got plasma rifles so it's not intolerable as long as I can work the JSJ.
Space Wolves, considered the best army in the game at the moment, have 0 models with FNP.
Bennowar wrote:Andilus Greatsword wrote:
Space Wolves, considered the best army in the game at the moment, have 0 models with FNP.
Lone Wolves have both FNP and Eternal Warrior, IIRC.
Hey if you want to get technical about it, necrons don't have anything with FNP either. Technically.
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![[Post New]](/s/i/i.gif) 2011/04/01 18:27:17
Subject: Balancing the FnP rule
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Warp-Screaming Noise Marine
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Its just like terminators with FNP, instead of losing a 40 point model with a 2+ save and a 3+ invul save to a pathetic lasgun he gets a 4+ chance to save his own skin, but then most of the time he'll never get the chance to use his FNP becuz whatever goes through his armour will go straight through FNP.
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"Decadence Unbound..."
10,000+
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![[Post New]](/s/i/i.gif) 2011/04/02 04:52:49
Subject: Balancing the FnP rule
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Battlewagon Driver with Charged Engine
Ye Olde North State
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If you think it's overpowered, let me tell you something. When my group just got together, we thought, for three or four games, that fnp was a 3+ save. And no-one complained once. And one of us plays a plaugemarine spam list.
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grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over" |
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![[Post New]](/s/i/i.gif) 2011/04/02 21:07:37
Subject: Balancing the FnP rule
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Longtime Dakkanaut
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Riddick40k wrote:Its just like terminators with FNP, instead of losing a 40 point model with a 2+ save and a 3+ invul save to a pathetic lasgun he gets a 4+ chance to save his own skin, but then most of the time he'll never get the chance to use his FNP becuz whatever goes through his armour will go straight through FNP.
This is the truth for the majority of FNP units. The kind of fire that FNP-units are meant to soak up is the kind of fire that often isn't directed at them anyway. A plasma gun is going to kill a FNP Assault Terminator just as well as it would a regular Assault Terminator.
If anything, you're paying a big premium to give a model FNP that will probably be negated by whatever you shoot him with anyway. If your best option is rapidfire bolters or whatever into a squad, then you probably shouldn't expect to do much damage anyway.
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