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![[Post New]](/s/i/i.gif) 2011/12/11 21:29:48
Subject: Wound allocation tricks, do they make that much of a difference?
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Freaky Flayed One
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Hi all, so I had a game today against someone outside of my normal circle, the second time that's happened this week, and I realised wound allocation aint all that. I play Orks and run 2 squads of nobs built like this;
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Waaagh Banner!
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Bosspole, Big Choppa
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Big Choppa
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Big Choppa
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Big Choppa
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Power Klaw
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Power Klaw
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Power Klaw
Painboy w/ Cybork Body, Stikkbombz
I know wound allocation helps but I don't find that it makes a difference, am I missing something? Or are pople not causing enough wounds to my squad?
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Orks orks orks orks.......and so on |
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![[Post New]](/s/i/i.gif) 2011/12/11 21:32:12
Subject: Wound allocation tricks, do they make that much of a difference?
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Nasty Nob on a Boar
Inside of a CRASSUS ARMOURED ASSAULT TRANSPORT
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People are probabbly just not causing enough wounds. Wound allocation is very helpful against things like the LRP where it can throw out 20+ shots a turn and force alot of saves, some of which will inevitably fail
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This message was edited 1 time. Last update was at 2011/12/11 21:32:32
angel of ecstasy wrote:
You take a dump, you flip through the Dark Eldar codex, the concept art for Lelith Hesperax shows up and you pee on the floor.
2000 |
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![[Post New]](/s/i/i.gif) 2011/12/11 21:41:28
Subject: Wound allocation tricks, do they make that much of a difference?
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Imperial Guard Landspeeder Pilot
On moon miranda.
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Ed Orange wrote:Hi all, so I had a game today against someone outside of my normal circle, the second time that's happened this week, and I realised wound allocation aint all that. I play Orks and run 2 squads of nobs built like this;
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Waaagh Banner!
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Bosspole, Big Choppa
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Big Choppa
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Big Choppa
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Big Choppa
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Power Klaw
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Power Klaw
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Power Klaw
Painboy w/ Cybork Body, Stikkbombz
I know wound allocation helps but I don't find that it makes a difference, am I missing something? Or are pople not causing enough wounds to my squad?
They probably aren't causing enough wounds to your squads or are hitting you with lots of S8+ weapons where it doesn't make a difference. However, you also aren't fully exploiting wound allocation shennanigans either as you have many similar models. But, given your setup, if the entire unit were identical, a squad of 10 marines rapid firing would likely kill a nob off, by allocating the wounds across the various groups, you can effectively prevent any casualties by assigning only one wound to each model type in the unit as you have it set up as they likely will get 6 wounds on average that you can allocate.
Alternatively, if they hit your squad with a ton of bolter shots and a handful of melta shots (say a CSM termi with with combiweapons or something), you can stack all the meltashots on the models of least value and spread the bolter wounds over the entire unit (including some of the ones that took melta shots making them irrelevant) and greatly reduce casualties.
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This message was edited 1 time. Last update was at 2011/12/11 21:44:11
IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2011/12/11 23:15:33
Subject: Wound allocation tricks, do they make that much of a difference?
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Evasive Pleasureseeker
Lost in a blizzard, somewhere near Toronto
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Ed Orange wrote:Hi all, so I had a game today against someone outside of my normal circle, the second time that's happened this week, and I realised wound allocation aint all that. I play Orks and run 2 squads of nobs built like this;
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Waaagh Banner!
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Bosspole, Big Choppa
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Big Choppa
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Big Choppa
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Big Choppa
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Power Klaw
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Power Klaw
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Power Klaw
Painboy w/ Cybork Body, Stikkbombz
I know wound allocation helps but I don't find that it makes a difference, am I missing something? Or are pople not causing enough wounds to my squad?
You're not fully maximising the potential here as to properly play the horrible shinanigans, your squad should look like;
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Waaagh Banner!
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Bosspole, Big Choppa
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Big Choppa
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Big Choppa, Combi-rokkit
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Big Choppa, Twin-linked Shoota
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Power Klaw
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Power Klaw, Combi-rokkit
Nob w/ 'Eavy Armour, Cybork Body, Stikkbombz, Power Klaw, Twin-linked Shoota
Painboy w/ Cybork Body, Stikkbombz
NOW you're playing the wound allocation game!
Basically now your oppent is either forced to hit you with only S8+ in order to inflict instant death on models, or else they have to cause 11 wounds before you lose 1 model. Putting them on bikes makes them that much nastier, though the pts can become prohibitive depending on your army list limits.
While orks are pretty good at playing the 'wound allocation game', by far it is the GK paladins who've taken it to the upper most levels of border-line broken'ness since they force you to start using S8 ap1/2 which is alot harder to come by in meaningfull quantities for alot of armies...
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![[Post New]](/s/i/i.gif) 2011/12/12 06:22:32
Subject: Re:Wound allocation tricks, do they make that much of a difference?
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Freaky Flayed One
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Hi I understand it now thanks guys. I can't put more points into the squad though, 485 is big in a 2k list, I'll upgread them in the bigger games though
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Orks orks orks orks.......and so on |
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![[Post New]](/s/i/i.gif) 2011/12/12 07:18:44
Subject: Re:Wound allocation tricks, do they make that much of a difference?
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Long-Range Land Speeder Pilot
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wound allocation is something that works great but you have to understand its limits.
if you can stall the deaths of your models for a while but lets just say a unit of 5 thunder wolves. each has a wound on them. the soaked up an entire round of heavy shooting. they survived it because of the allocation but now that ENTIRE unit just lost a lot of durability. not only will they lose combat faster but the whole unit is now weak to getting completely wiped out.
I have seen a few people use wound allocation and expect the unit to become 100 times more durable. its just a way of trying to control who dies first. and can offer a short delay to having a whole unit getting killed. but it does not turn a squad into an unstoppable mob of death as some believe haha
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This message was edited 1 time. Last update was at 2011/12/12 07:21:05
You are not free whose liberty is won by the rigour of other, more righteous souls. Your are merely protected. Your freedom is parasitic, you suck the honourable man dry and offer nothing in return. You who have enjoyed freedom, who have done nothing to earn it, your time has come. This time you will stand alone and fight for yourselves. Now you will pay for your freedom in the currency of honest toil and human blood. |
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![[Post New]](/s/i/i.gif) 2011/12/12 08:29:06
Subject: Wound allocation tricks, do they make that much of a difference?
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Dakka Veteran
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Eh, I mean, it's okay, you can absorb a few more hits...but do you really want to be that guy?
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Tombworld El'Lahaun 2500pts
Hive Fleet Vestis 5000pts
Disciples of Caliban 2000pts
Crimson Fist 2000pts
World Eaters 1850pts
Angels Encarmine 1850pts
Iron Hospitalers 1850 pts (Black Templar Successor)
Sons of Medusa 1850pts
Tartarus IXth Renegade Legion 2500pts
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![[Post New]](/s/i/i.gif) 2011/12/12 09:31:59
Subject: Wound allocation tricks, do they make that much of a difference?
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Nurgle Chosen Marine on a Palanquin
Dumbarton, Scotland
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IMO, it's not a case of being that guy. Wound allocation is a feature of 5th. It's just how the rules go.
And anyway, we all know Nobs aren't the WA kings any more, that goes to Paladins with apothecary
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Karyorhexxus' Sons of the Locust: 1000pts |
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![[Post New]](/s/i/i.gif) 2011/12/12 13:17:53
Subject: Wound allocation tricks, do they make that much of a difference?
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Growlin' Guntrukk Driver with Killacannon
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RxGhost wrote:Eh, I mean, it's okay, you can absorb a few more hits...but do you really want to be that guy?
You mean the guy who puts 10 different Nob Bikerz on the table, or the guy who puts 10different Paladins across from him? Are you talking about guys playing 'friendly' games, or guys playing the game to win? Are you talking about guys playing in 'Ard Boyz where a 2500 point army (I can't imagine the cost) is the prize? Are you talking about guys trying learn what they can do to be better, or what other Army tactics are competitive? This is a competitive game. The OP has a question about wound allocation. These are the tools we've been given. Do you want him to be a good sport and lose all the time without trying to challenge his opponents?
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I don't write the rules. My ego just lives and dies by them one model at a time. |
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![[Post New]](/s/i/i.gif) 2011/12/12 13:32:44
Subject: Re:Wound allocation tricks, do they make that much of a difference?
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Freaky Flayed One
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Yeah I'm just doing friendlies at the moment so I'm not trying to abuse it. I don't think I ever will to be honest. I was just interested to know.
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Orks orks orks orks.......and so on |
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![[Post New]](/s/i/i.gif) 2011/12/12 13:35:46
Subject: Re:Wound allocation tricks, do they make that much of a difference?
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Kid_Kyoto
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They're probably not causing enough wounds. Wound allocation is crazy amazing. I'm stunned every time by just how much firepower Paladins withstand before their effective firepower even begins to dip.
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![[Post New]](/s/i/i.gif) 2011/12/13 02:04:42
Subject: Re:Wound allocation tricks, do they make that much of a difference?
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Evasive Pleasureseeker
Lost in a blizzard, somewhere near Toronto
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daedalus wrote:They're probably not causing enough wounds. Wound allocation is crazy amazing. I'm stunned every time by just how much firepower Paladins withstand before their effective firepower even begins to dip.
Paladins break the system most of all though because;
a) They're 2 wound terminators! Best possible save in the game, plus a built-in invuln wereas IIRC, the other WA squads have ot pay for that priviliage.
b) They get abusive upgrades like multiple S7/rending guns combined with relentless, (they get double the numbers what regular termies get), and a 'super mark of slaanesh' combat option. As well they get easy access to the magical S8 for heavy hitting.
c) A cheap IC in the form of the techmarine who breaks the assault phase as he brings the 'derp grenades' to an already powerful unit. (even other deathstars will fear for their lives!)
d) A +1S psychic power that gets added before you multiply for daemon hammers! (because following the rules the everyone else isn't good enough for pallys!)
e) They pretty much auto-win kill points games! (hard to lose when the only viable way is for your opponent to outright table you!)
f) Access to FnP just because... However, considering they're far more likely to soak-up vast amounts of ap1/2 shooting, it's a very expensive option for less return that those nob bikers typically get out of it!
Thunder wolf cav & nob bikers required tactics to beat and while annoying, anyone could deal with them.
Pallys are plain silly and I have yet to enjoy facing that army when it plays the all-out wound allocation game... Typically I might be lucky to kill 25% of them simply because the grenades can make any assault an auto-lose, and I don't have easy access to large amounts of S8+ ap1/2 shooting.
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![[Post New]](/s/i/i.gif) 2011/12/13 04:08:59
Subject: Re:Wound allocation tricks, do they make that much of a difference?
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Depraved Slaanesh Chaos Lord
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Experiment 626 wrote:Pallys are plain silly and I have yet to enjoy facing that army when it plays the all-out wound allocation game... Typically I might be lucky to kill 25% of them simply because the grenades can make any assault an auto-lose, and I don't have easy access to large amounts of S8+ ap1/2 shooting.
Palladins vs. Necrons:
My 6x Deathmarks + 2x Harbinger of Despairs VoD in range of the Pallys. My second unit of the same composition does the same. They open fire, both using Hunters From Hyperspace. 4x Str 8 AP 1 templates and 20x RF shots that all hit & wound on 2+. It was beautiful.
I just wanted to share that with you. Hope it made you smile.
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![[Post New]](/s/i/i.gif) 2011/12/13 14:24:31
Subject: Re:Wound allocation tricks, do they make that much of a difference?
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Kid_Kyoto
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Experiment 626 wrote:
Paladins break the system most of all though because;
a) They're 2 wound terminators! Best possible save in the game, plus a built-in invuln wereas IIRC, the other WA squads have ot pay for that priviliage.
Eh, I don't know. 30 points is still amazing for a Nob. I'd be willing to maybe agree that they're starting to show age, however, I can't say that optionally paying for an invul save is really a BAD thing. I mean, the Paladins don't just get it for free. They just can't not buy it. There's a difference.
b) They get abusive upgrades like multiple S7/rending guns combined with relentless, (they get double the numbers what regular termies get), and a 'super mark of slaanesh' combat option. As well they get easy access to the magical S8 for heavy hitting.
Well, psycannons exist because GK are a shooting army without melta, lascannons, or missile launchers. I mean, if you had one gun to choose from, it would have to be an awesome, "catch-all" gun too. Also, just about all terminators get easy access to S8. GK Terminators are the only ones I'm aware of that really lose something for taking it. The +2I thing was kind of out of left field, I agree.
c) A cheap IC in the form of the techmarine who breaks the assault phase as he brings the 'derp grenades' to an already powerful unit. (even other deathstars will fear for their lives!)
I've never actually done this. Typically I use the OX Inquisitor, as it's cheaper, and then I can slap psyker on it and get a extra source of hammerhand, not to mention 4 extra force weapon attacks. To be honest, if there was any reason why I'd take a techmarine, it would be for the conversion beamer.
d) A +1S psychic power that gets added before you multiply for daemon hammers! (because following the rules the everyone else isn't good enough for pallys!)
Yup. Pretty cool, huh?
e) They pretty much auto-win kill points games! (hard to lose when the only viable way is for your opponent to outright table you!)
My IG army feels your pain. KP is fundamentally broken. We can only hope for it getting removed in 6th edition.
f) Access to FnP just because... However, considering they're far more likely to soak-up vast amounts of ap1/2 shooting, it's a very expensive option for less return that those nob bikers typically get out of it!
Very expensive indeed. I've never used it, only because I just can't justify the price tag for FnP for one squad. Also because the weapons I want extra protection from are the ones that, as you said, don't get FnP.
Thunder wolf cav & nob bikers required tactics to beat and while annoying, anyone could deal with them.
Pallys are plain silly and I have yet to enjoy facing that army when it plays the all-out wound allocation game... Typically I might be lucky to kill 25% of them simply because the grenades can make any assault an auto-lose, and I don't have easy access to large amounts of S8+ ap1/2 shooting.
I think the reason why "anyone could deal with" the TWC and Nob Bikers is because they fit 'da metagame better, because the meta has changed to account for those things. TWC were complained about an inordinate amount when they first came out too, and we still get the occasional thread asking how to deal with Nob Bikers. TWC are a really interesting case though, as they feel like the halfway point between Paladins and Bikers. They become much faster than Paladins, and they trade extra armor and cheaper weapons for a posterior's fill of attacks, +1S and +1T. SW, like GK, is a very interesting army to look deeply into, as so much of them is completely unlike the other SM chapters.
It would be cool to get a BR detailing you playing against a Paladin army sometime. I've personally had a lot of luck shooting things to pieces with Paladins, but for the concerns you have with them, you seem to have had much worse luck playing against them than I've had using them. I'd like to see if I'm just doing something wrong, or if my opponents are just hammering them more than you do.
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![[Post New]](/s/i/i.gif) 2011/12/14 00:28:02
Subject: Wound allocation tricks, do they make that much of a difference?
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Repentia Mistress
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RxGhost wrote:Eh, I mean, it's okay, you can absorb a few more hits...but do you really want to be that guy?
I have to say, of all the units that could have a fluffy justification for wound allocation shenanigans it would have to be the Nobz. What self respecting Nob would go to battle with the same kit as the guy next to him?
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![[Post New]](/s/i/i.gif) 2011/12/14 00:35:15
Subject: Wound allocation tricks, do they make that much of a difference?
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Shepherd
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Fluff wise Gk are assigned their stuff thats unique to them. For example in one book a squad of 6 gk each had a varied load out. Alric had a halberd/sb, Dvorn has a NDD/sb, 2 others had psycanons and the last 2 had incinerators.
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The enemy of my enemy is a bastard so lets kill him too.
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![[Post New]](/s/i/i.gif) 2011/12/14 01:22:19
Subject: Re:Wound allocation tricks, do they make that much of a difference?
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Shas'ui with Bonding Knife
I wanna go back to New Jersey
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Well I sorta use the wound allocation game with Farsight and his bodyguard of free wargear and drones.
So far using them, they have yet to lose more than two suits from combat or shooting.
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bonbaonbardlements |
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![[Post New]](/s/i/i.gif) 2011/12/14 13:03:11
Subject: Wound allocation tricks, do they make that much of a difference?
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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OP:
Of course wound allocation doesn't do much for you, simply because you are running much more nobz than you actually need. If you suffer six or seven wounds and two or three of your nobz get killed, you still have enough nobz left beat anything to a pulp. However, if you reduce your unit size to 7 and allocate wounds all over the place, your would be able to suffer the same amount of wounds without losing any offensive power but at about 100 points cheaper than the unit you are fielding.
That said, both 'eavy armor and stikkbombs are a waste of point of nobz. Give them a try without, you won't find yourself missing anything.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2011/12/16 01:04:49
Subject: Wound allocation tricks, do they make that much of a difference?
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Speedy Swiftclaw Biker
England, Northamptonshire
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Wait just checking, so if i run 5 TWC one barebones, one melta bomb, one bolter, one storm shield and one thunder hammer, and i get 9 wounds (somehow) do i take the saves all at once and then any failed i just allocate about, or roll individually for eeach TWC model, and hope that they dont fail both saves? Automatically Appended Next Post: azazel the cat wrote:Experiment 626 wrote:Pallys are plain silly and I have yet to enjoy facing that army when it plays the all-out wound allocation game... Typically I might be lucky to kill 25% of them simply because the grenades can make any assault an auto-lose, and I don't have easy access to large amounts of S8+ ap1/2 shooting.
Palladins vs. Necrons:
My 6x Deathmarks + 2x Harbinger of Despairs VoD in range of the Pallys. My second unit of the same composition does the same. They open fire, both using Hunters From Hyperspace. 4x Str 8 AP 1 templates and 20x RF shots that all hit & wound on 2+. It was beautiful.
I just wanted to share that with you. Hope it made you smile.
Is that possible? it doesn't bring their leadership down... and as it is against their leadership i guess it would be 6s or 5s to wound (dont know their leadership value)
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This message was edited 1 time. Last update was at 2011/12/16 01:12:25
"Space Wolves' Wolf Armour is painted Wolf Grey using Fenrisian Wolf Paint applied with Wolf Brushes made from the finest Wolf Hair." |
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![[Post New]](/s/i/i.gif) 2011/12/16 03:26:32
Subject: Wound allocation tricks, do they make that much of a difference?
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The Hive Mind
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HfH doesn't lower toughness - it just makes that unit's rolls to wound a 2+, regardless of str vs toughness.
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2011/12/16 19:11:51
Subject: Wound allocation tricks, do they make that much of a difference?
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Ultramarine Master with Gauntlets of Macragge
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The Son Of Russ wrote:Wait just checking, so if i run 5 TWC one barebones, one melta bomb, one bolter, one storm shield and one thunder hammer, and i get 9 wounds (somehow) do i take the saves all at once and then any failed i just allocate about, or roll individually for eeach TWC model, and hope that they dont fail both saves?
You would dole the wounds out as evenly as possible (so 2 each on 4 of the guys, 1 wound on another guy) and then roll them individually. With this it's conceivable to fail 5 armor saves but still have everyone standing. It can make a unit far more durable for a turn.
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Check out my Youtube channel!
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![[Post New]](/s/i/i.gif) 2011/12/16 20:29:13
Subject: Wound allocation tricks, do they make that much of a difference?
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Speedy Swiftclaw Biker
England, Northamptonshire
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Brother SRM wrote:The Son Of Russ wrote:Wait just checking, so if i run 5 TWC one barebones, one melta bomb, one bolter, one storm shield and one thunder hammer, and i get 9 wounds (somehow) do i take the saves all at once and then any failed i just allocate about, or roll individually for eeach TWC model, and hope that they dont fail both saves?
You would dole the wounds out as evenly as possible (so 2 each on 4 of the guys, 1 wound on another guy) and then roll them individually. With this it's conceivable to fail 5 armor saves but still have everyone standing. It can make a unit far more durable for a turn.
K! TYVM for clearing this up for me
THANKYOU SPEHHS MEHREEN!
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"Space Wolves' Wolf Armour is painted Wolf Grey using Fenrisian Wolf Paint applied with Wolf Brushes made from the finest Wolf Hair." |
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