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Made in us
[DCM]
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I hope so!

I hope this is something removed far enough from AT-43 to offer a bit... more than that system did.
   
Made in de
Trustworthy Shas'vre





Augsburg/Germany

AT-43 (french and german edition, english was severly mutilated by an unchecked designer running amok on the english forum) was a fine set of rules, it only needed some tweaking here and there, but overall it was rock-solid and fun to play.

DW is in some respects similar, but still different and also includes elements from SST and still has some new things to offer.

André Winter
L'Art Noir - Game Design and Translation Studio 
   
Made in us
Dakka Veteran





down south

Paolos dust models site has a new jagluther listed as coming soon, sigrids personal walker.
Looks like it's posed just like the revised core sets box cover!

I've been able to resist getting a jagluther until now. Also some other little stuff including a decal set for France? Not sure if that's gonna be a major faction soon or just to give option to paint up allies as free French.
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

Duncan_Idaho wrote:AT-43 (french and german edition, english was severly mutilated by an unchecked designer running amok on the english forum) was a fine set of rules, it only needed some tweaking here and there, but overall it was rock-solid and fun to play.

DW is in some respects similar, but still different and also includes elements from SST and still has some new things to offer.


AT-43 is still my favorite Sci-fi rules to this day, so I'm looking forward to DW if it's similar.

You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
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Cozy cockpit of an Archer ARC-5S

http://www.fantasyflightgames.com/edge_news.asp?eidn=3173

The city is a war zone. More Axis troops arrive each day, fighting for control of every destroyed building or pile of rubble that might grant some cover. The Soviets are dug in; they survived Stalingrad and have firsthand experience with urban combat. Massive Allied offensives are launched regularly from the city’s eastern shores, sending fresh troops straight to the front line... or what remains of it.

As the battle for Zverograd grows more desperate, the entrenched forces of the SSU exploit any advantage they can find. One such advantage is their stable of dynamic aircraft that operate at engagement range with enemy infantry. Surely, the SSU’s dominance of the air is temporary, as the other blocs are likely to respond to this threat as quickly as possible.

Today, we look more closely at the rules for aircraft in Dust Tactics. These deadly units swoop onto the battlefield, quickly providing support to wherever it’s needed most. You’ll find rules governing this exciting vehicle type inside the upcoming Operation “Zverograd.”

The rules of engagement

The benefits of aircraft are many. These units have unparalleled line of sight on the battlefield and can ignore terrain that slows down or completely impedes ground units. Aircraft can also soar above any ground unit to quickly make it to the target. These advantages make aircraft deadly, as they have superior maneuverability compared to other units.



This swiftness does come at a cost, though. Aircraft cannot hide from ground units, making them susceptible to anti-aircraft fire, so commanders must always be aware of dangerous AA guns that bring down aircraft with ease. Also, since airborne units must constantly be moving, they cannot focus on a target to make sustained attacks like ground units.

Brief yourself with the Dust Tactics aircraft rules (pdf, 488KB). Prepare to deliver punishment from above when Operation “Zverograd” and the first wave of SSU expansions, including the SSU Airborne Transport, arrive.

The Red Tide is rising

Take your Dust Tactics battles to the skies with Operation “Zverograd,” which will be available in the second quarter of 2012! Remember, many of the SSU units, like the Airborne Transport, release the same day as Operation “Zverograd,” so you can start building and fielding your SSU force immediately.

If you missed the last preview, check out Exploring the Doomed City, and come back soon for the next Operation “Zverograd” preview. In the meanwhile, pre-order this exciting campaign expansion from your retailer today.


Get them here: http://www.fantasyflightgames.com/ffg_content/dust-tactics/Zverograd%20Announce/aircraft-rules.pdf



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The Last Chancer Who Survived





Norristown, PA

I just want to yell "Get to da choppa!" every time I see that helicopter.

But, aside from the base is that the same flight stand thingy as GW's?

 
   
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Rogue Inquisitor with Xenos Bodyguards





Eastern edge

Necros wrote:I just want to yell "Get to da choppa!" every time I see that helicopter.

But, aside from the base is that the same flight stand thingy as GW's?


It looks similar because that basic cross shape makes the plastic strong enough to support the model.

"Your mumblings are awakening the sleeping Dragon, be wary when meddling the affairs of Dragons, for thou art tasty and go good with either ketchup or chocolate. "
Dragons fear nothing, if it acts up, we breath magic fire that turns them into marshmallow peeps. We leaguers only cry rivets!



 
   
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Inactive

Necros wrote:I just want to yell "Get to da choppa!" every time I see that helicopter.

But, aside from the base is that the same flight stand thingy as GW's?

Cross shape holds the stand's structural integrity.

Lighter and less material used than a solid rod.
Yet resistant to shattering when dropped,
from breaking from being sat on

Paused
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           ◂◂  ►  ▐ ▌  ◼  ▸▸
          ʳʷ   ᵖˡᵃʸ  ᵖᵃᵘˢᵉ  ˢᵗᵒᵖ   ᶠᶠ 
   
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Achtung leute, preview of the Dust Warfare army building mechanics: http://new.fantasyflightgames.com/edge_news.asp?eidn=3175

In the upcoming Dust Warfare, armies clash for supremacy on the battlefields of an alternate reality where World War II continues. However, before you command your forces in battle, you’ll need to assemble an army using the versatile army lists included in the Dust Warfare: Core Rulebook.

One of the many appeals of Dust Warfare is the amount of control and customization you have over your forces. This game features a dynamic army building system that uses platoons, small and flexible groups of units and support vehicles that can be customized to complete any mission. In this preview, we’ll look more closely at the process of creating and equipping an Allied army list. We’ll focus on an Axis army list in a future article.

Using the platoon list

Familiarize yourself with the structure of platoons by looking at the Allies Combat platoon list (pdf, 160KB). This document illustrates platoon composition and details the potent Fire for Effect! special order. As you’ll see, every platoon is composed of up to four sections and additional Support units. You can choose from several different squads for each section you add. All platoons are required to have a Command Section and a First Section, but sections after that are optional and may be taken in any order. For example, a platoon could be made up of the Command, First, and Fourth Sections. Now that you’ve seen the basics of platoon building, let’s go over a sample army comprised of two platoons to illustrate how easy the platoon lists are to use.


Allied Combat platoon ready for action

Allies Army example

Combat Platoon

Command Section: The Boss Ranger Command Squad, 25 AP

1st Section: The Gunners Combat Rangers Squad, 20 AP
Unit upgraded to carry two M9 Bazookas

2nd Section: Death Dealers Ranger Weapon Squad, 20 AP

3rd Section: Recon Boys Recon Ranger Squad, 16 AP

Support Unit: Crack Shots Ranger Sniper Team, 12 AP

Support Unit: Honey Light Assault Walker, 25 AP

Support Unit: Wildfire Light Assault Walker, 20 AP

Platoon Upgrade: Improved Command, 5 AP

Assault Platoon

Command Section: Johnny One-Eye, 17 AP

1st Section: BBQ Squad Assault Ranger Squad, 21 AP

2nd Section: Grim Reapers Heavy Ranger Attack Squad, 30 AP

Support Unit: Fireball Heavy Assault Walker, 85 AP

Total Army Points: 296


The mighty Fireball supports the Assault platoon

This force consists of two distinctly different platoons. With a healthy mix of special weapons and resourceful units, a Combat platoon is well balanced and adaptable to almost any role. On the other hand, the Assault platoon features aggressive squads that deal loads of damage, but at relatively short range. Working in concert, these platoons complement each other, resulting in an army with tactical flexibility, supported by fast-moving and deadly assault units!

Each platoon must select either a command unit or a hero as its Command Section. Selecting a command unit like The Boss gives the platoon a Medic, Mechanic, and Radioman, along with abilities like Additional Support, which allows the platoon to select an additional Support unit (snipers or spotters only). A The Boss unit leads the Combat platoon in this army list, providing a range of useful support abilities.


Crack Shots and The Boss

Choosing a hero as the Command Section generally results in fewer but more powerful special abilities. For instance, Johnny One-Eye’s Badass ability permits Johnny and any unit he joins to continue fighting even when they have reaction and suppression markers (we’ll discuss reaction and suppression in more depth in an upcoming preview). Leading the Assault platoon into combat, Johnny sets the tone for a platoon that will contain fast-moving, hard-hitting units.

Gathering the troops

For the First Section of a Combat platoon, generals can select from The Gunners, BBQ Squad, Recon Boys, and Grim Reapers. This list includes The Gunners, because they have the option to upgrade to two Bazookas, supplying additional firepower to the army.

Death Dealers and Recon Boys form the Second and Third Sections of the Combat platoon. These units are reliable in almost any situation, and wield versatile weapons like an M9 Bazooka, Victory machine guns, and UGLs, creating a strong backbone for the army.

In the Assault platoon, BBQ Squad, Recon Boys, or The Hammers are available in the First Section. With the Fast ability, brutal short-ranged shotguns, and a flamethrower, the BBQ Squad will make a fine pairing for Johnny One-Eye. Lending speed and vicious Dual Victory machine guns to this fast-moving, rugged platoon, the second choice in the Assault platoon is the Grim Reapers.

Getting the support you need


Allied forces cross the river

Support units consist of crafty specialists (snipers and spotter teams) and powerful walkers, bringing firepower or support abilities to fulfill vital battlefield roles. Each Support choice requires you to have already selected two sections on the platoon list, so you’ll want to make sure you include enough sections in each platoon to purchase all the Support units your army needs. For example, the Combat platoon has four sections and two light walkers in the Support unit slots. The Crack Shots are an upgrade granted by the Command Section’s Additional Support ability, hence a third Support slot.

In the Support slots of the Combat platoon, the Honey blasts enemy infantry and walkers with its energetic 120W Dual Phaser gun. The Wildfire excels at shredding enemy infantry and it also has strong anti-aircraft potential. Both of these light walkers fit nicely into the overall theme of tactical flexibility.

The fearsome Fireball fills the support choice for the Assault platoon. This massive walker not only delivers Napalm blasts to the frontlines, but it can also carry Johnny One-Eye and his BBQ Squad into battle as well!


The Allies and Axis clash in battle

To round out each platoon, you may select a platoon upgrade that gives your troops formidable advantages like additional heroes, better equipment, or even devastating artillery support. The Combat platoon has the Improved Command upgrade, giving the Command Section an additional Radioman to help issue Orders in the Command phase, which will be the topic of an upcoming preview.

Versatile and easy to use, the platoon lists in Dust Warfare give you freedom to build an army that suites your playstyle. With so many options for building your army, the possibilities are almost endless! Gather up your favorite units and prepare to organize them into an unstoppable force when Dust Warfare arrives next month. Until then, check back for our next preview, which will cover the innovative Battle Builder system and the important Initiative phase



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Made in us
[DCM]
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Nice update, with lots of interesting information.

Thanks for posting it Brook!
   
Made in ca
Plastictrees





Calgary, Alberta, Canada

If this is a "normal" sized army, it looks like the original boxed set + the revised boxed set would give you a solid playable force. With only characters as your Commander options though.
Still, $180 (if you play full retail) for both sides in a not-really-skirmish game is pretty nice.
   
Made in gb
Calculating Commissar






Reading, Berks

awesome, thanks Brook. It looks like I'm sorted for massive games if that's what a normal size force is

   
Made in de
Trustworthy Shas'vre





Augsburg/Germany

That´s a nice sized army and it can get bigger .

André Winter
L'Art Noir - Game Design and Translation Studio 
   
Made in us
Zealous Sin-Eater



Chico, CA

While I knew they had to have some sort of FOC, it looks like no Walker only platoon. Ofcourse by the looks of it we would need some Hero pilots first, looking at you SSU. But, it dose seem really flexible and the platoon upgrade sould like alot of fun.

As for army sizes, Andy Chambers said he wanted it to expand from small to huge level games. So lets hope it gose nicely from 100pts (maybe even 50pts) to atleast 1000pts, if not 2000pts or more for team battles.

Peter: As we all know, Christmas is that mystical time of year when the ghost of Jesus rises from the grave to feast on the flesh of the living! So we all sing Christmas Carols to lull him back to sleep.
Bob: Outrageous, How dare he say such blasphemy. I've got to do something.
Man #1: Bob, there's nothing you can do.
Bob: Well, I guess I'll just have to develop a sense of humor.  
   
Made in us
Zealous Sin-Eater



Chico, CA

The next part of the Dust Warfare preview...


[i]Dust Warfare has many exciting, innovative features that set it apart from other wargames. As you saw in the previous preview, platoons offer a unique way to organize troops and supporting units, allowing you to customize your armies to your playstyle. Today, we’ll look as several more intriguing aspects of Dust Warfare, including campaign scenarios, the Battle Builder, and the Initiative phase.

Generating a Scenario

Select from one of the five tense campaign scenarios and start your battle quickly, or use the original Battle Builder rules and create your own unique scenario.

Fight a one-off battle or string several missions together and create a narrative using the campaign scenarios. Clash in a chaotic Night Engagement where units deploy hidden away from enemy sight, or keep your enemy guessing as to your true motives in a Secret Mission where only you know the objectives of the battle. The campaign scenarios offer a variety of interesting missions that let you and your opponent dive into combat, or even stage a multi-game campaign, building to a climatic conclusion!

With the Battle Builder, creating the scenario is a strategic part of the game! Before the game, each player takes turns spending Scenario Points to influence critical game variables. If you wisely invest your points and keep your strategies secret, you could manage to create a scenario that perfectly suits your force. Download the Battle Builder preview (pdf, 213KB), and see how these versatile rules allow you and your opponent to build a unique scenario.

Seizing the initiative

In the Initiative phase, players determine who will go first in the Command and Unit phase and how many Orders each player has for the Command phase. All of this is calculated by counting the number of units in your army and rolling the corresponding number of dice at the start of the Initiative phase. Each player rolls and then shares the results with his opponent. The player who rolled the fewest hits acts first in the Command and Unit phase. In the Command phase, both players can issue as many Orders as hits they rolled. We'll talk in more detail about Orders and the Command phase in the next Dust Warfare preview.



Sometimes it will be vital to your plan to act first in the Command phase. Perhaps you have the opportunity to finish off a bazooka wielding unit before they destroy your Luther, and you’ll only have that chance if you act first in the Command Phase, or maybe you can move an exposed squad into hard cover before they are ripped asunder by the opponent's Grim Reapers.

As you can see, there are many reasons you may want to go first in the Command phase. However, ordering units in the Command phase will cost you precious actions in the Unit phase, as performing actions in the Command phase leads to less actions in the Unit phase.

Saving your actions for the Unit phase can be a useful strategy as well. Units can perform Sustained Attacks or March Moves in the Unit phase, but only if they did not act in the Command phase. This increase in speed and firepower can be decisive in the midst of a hotly contested battle. On the other hand, the opponent's squads will be able to react to your actions during the Unit phase, so you'll have to carefully orchestrate your attack. We will address the Unit phase and reactions in more detail in an upcoming preview.

Dust Warfare offers multiple ways to set up and influence a game with the Battle Builder or you can use campaign scenarios to quickly stage a game…or even an entire series of games. In the Initiative phase, you’ll decide not just who goes first for the turn, but how many preemptive orders players can issue. Be sure to check back soon for the upcoming preview of the Command phase, and pre-order the Dust Warfare: Core Rulebook, which will be available later this month.
[/i]

Peter: As we all know, Christmas is that mystical time of year when the ghost of Jesus rises from the grave to feast on the flesh of the living! So we all sing Christmas Carols to lull him back to sleep.
Bob: Outrageous, How dare he say such blasphemy. I've got to do something.
Man #1: Bob, there's nothing you can do.
Bob: Well, I guess I'll just have to develop a sense of humor.  
   
Made in gb
Sniveling Snotling





I didn't want to start a new topic and this is very much Dust related so for one post I would like to hijack this topic and then we can go back to talking about Warfare.



Worldwide Dust League Website

We now have an interview with Paolo Parente. You can find it by going here.



So about Warfare, it would appear that there are no missions in the book and you make them yourself at the start of every game. I wonder if the Campaign books like Zverograd will have missions?

This message was edited 1 time. Last update was at 2012/04/16 20:20:20


Good? Bad? I'm the guy with the gun . . . 
   
Made in us
Zealous Sin-Eater



Chico, CA

Floris wrote:
So about Warfare, it would appear that there are no missions in the book and you make them yourself at the start of every game. I wonder if the Campaign books like Zverograd will have missions?


No, there will be five scenarios for jumping in the game with out the scenarios builder phase. But, as I can play all 10 in there campain boxes in a weekend, I like the idea of a make your own system, even more so becouse you can't plan for what the other guy will add to it.

Like the Dust League idea will you be tracking Warfare as well.

Peter: As we all know, Christmas is that mystical time of year when the ghost of Jesus rises from the grave to feast on the flesh of the living! So we all sing Christmas Carols to lull him back to sleep.
Bob: Outrageous, How dare he say such blasphemy. I've got to do something.
Man #1: Bob, there's nothing you can do.
Bob: Well, I guess I'll just have to develop a sense of humor.  
   
Made in us
The Last Chancer Who Survived





Norristown, PA

Do they have a release date for the warfare book yet? or still just "coming soon"?

 
   
Made in us
Zealous Sin-Eater



Chico, CA

Necros wrote:Do they have a release date for the warfare book yet? or still just "coming soon"?


No date, but it will be this month. Well, atleast the preview last month said "next month". So that should mean this month.

Peter: As we all know, Christmas is that mystical time of year when the ghost of Jesus rises from the grave to feast on the flesh of the living! So we all sing Christmas Carols to lull him back to sleep.
Bob: Outrageous, How dare he say such blasphemy. I've got to do something.
Man #1: Bob, there's nothing you can do.
Bob: Well, I guess I'll just have to develop a sense of humor.  
   
Made in gb
Sniveling Snotling





Noir wrote:Like the Dust League idea will you be tracking Warfare as well.


Thank you and yes we will.

Good? Bad? I'm the guy with the gun . . . 
   
Made in de
Trustworthy Shas'vre





Augsburg/Germany

Dust Warfare Teaser-Video

http://www.fantasyflightgames.com/ffg_content/Dust-Warfare/dw_web.mov

André Winter
L'Art Noir - Game Design and Translation Studio 
   
Made in gb
Dakka Veteran







Now that's exciting!
   
Made in us
[DCM]
.







I guess I should have known we were going to get 'special' dice in this game, but I'm still sad to see them...
   
Made in us
The Last Chancer Who Survived





Norristown, PA

You can just use normal dice though .. the dice have 2 targets on em, so you can just count every 5 & 6 as a hit or something like that

looking forward to getting the book finally .. never had a chance to play dust tactics at all but I'll definitely be getting into warfare. I have an original box set plus a command squad for axis and allies so I'm hoping that'll give me a good starter army for both sides.

 
   
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Alpharius wrote:I guess I should have known we were going to get 'special' dice in this game, but I'm still sad to see them...
These are the same dice used in Dust Tactics.



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Longtime Dakkanaut




West Midlands (UK)

Alpharius wrote:I guess I should have known we were going to get 'special' dice in this game, but I'm still sad to see them...


As above. They are normal D6 with two sides having a "target" and 4 sides blank. If you prefer standard dice, just say every 5+ is a hit or something to this effect.

   
Made in de
Trustworthy Shas'vre





Augsburg/Germany

There´s actually an extra-short paragraph in the book that explains the use of D6 instead of the Dust-Dice.

André Winter
L'Art Noir - Game Design and Translation Studio 
   
Made in us
[DCM]
.







Duncan_Idaho wrote:There´s actually an extra-short paragraph in the book that explains the use of D6 instead of the Dust-Dice.


Even better - thanks!

I can't wait for this rule set to get released!

Weird War 2 rocks!
   
Made in us
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Buzzard's Knob

That's it! I was resisting diving into a third wargame, but now I am hooked. Despite the toy dice. And yes, this means I am finally over the fact that I submitted a wargame rules set of my own making to FFG years ago and their response was a really patronizing letter about how they don't do miniature games. Such is life.

WAAAAAAAAAAAAAAAAAAAAAAAGGGGGHHHHH!!!!!!!!!! 
   
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Zealous Sin-Eater



Chico, CA

First off, book hits store next week!!!

Now for new preview...


In Dust Warfare, Command Sections and heroes bravely lead powerful armies into battle. During the Command phase, they issue advance Orders, allowing squads to move, attack, or regroup. These unique Orders give players the tools they need to outfox and defeat even the most stalwart opponents. Today, we'll provide an overview and examine the unique Command phase of Dust Warfare.



Taking action

In the Command phase, the Initiating player performs all of his Orders, implementing strategies and developing his plan of attack. Next, the Responding player issues his Orders, giving him a chance to adapt to the changing battlefield conditions. Once both sides have completed their advance actions, the game progresses to the Unit phase.

Delve into the Command phase overview (pdf, 173KB) and familiarize yourself with more details of this innovative phase. As you'll see, Command Sections form a vital part of your army, especially when they are in close proximity to your other squads.

The Command phase overview also outlines the two basic Orders of the phase: Take Action and Regroup. Armed with these versatile Orders, you can preemptively move units, order lightning-fast attacks, or rally broken squads. Now that you know the fundamentals, let's explore the Command phase even further.

Strategic implications

Issuing Orders and performing actions in the Command phase has an enormous benefit for your army. Since your opponent cannot directly react to Orders, your troops can act freely and without fear of immediate enemy reaction. As the battle intensifies, use your Orders to seize vital objectives, bring down enemies in a hail of fire, or even set up a cunning ambush. All of these possibilities become real strategies in the dynamic Command phase.

Acting in the Command phase can also hamstring troops later in the turn. Units that take an action in the Command phase receive a Reaction marker, meaning they can only take one action in the Unit phase instead of two. Also, they can no longer make a reaction for the rest of the turn (we'll cover reactions in the next Dust Warfare preview). As the army's general, you'll have to weigh the options and determine the value of activating units in the Command phase. Choosing wisely could be the difference between victory and defeat.

Improving your Command

Beyond the basic Orders, there are even more ways to increase your strategic options in the Command phase. For example, every platoon type has access to a unique special Order. Fire for Effect! allows Allied Combat platoons to call in devastating Long Tom artillery strikes. Since every platoon has a different special Order, including multiple platoons in a force adds to your arsenal of Orders. Try out all the platoons, and find out which Orders best fit your playstyle.



Gain precious Orders in the Command phase by simply purchasing a Command Section unit with the Command Squad ability to lead your platoons. While heroes do not have this ability, each platoon has access to a Command Section unit that does (read more about Command Sections in the Assembling Your Force for the Tabletop preview). Potentially game changing, this useful ability gives you one extra Order every Command phase! This means you'll have a minimum of two Orders at your disposal every turn. Unfortunately, this bonus does not stack with multiple units with the Command Squad ability; however, redundancy can be good thing if catastrophe befalls one of your Command Sections.

Using strategies unseen in tabletop miniatures gaming, the Command phase of Dust Warfare allows you to preemptively attack enemy units and outmaneuver your opponent. This decisive phase of the game presents commanders with important decisions that can swing the tide of the battle, paving the way to success.

Peter: As we all know, Christmas is that mystical time of year when the ghost of Jesus rises from the grave to feast on the flesh of the living! So we all sing Christmas Carols to lull him back to sleep.
Bob: Outrageous, How dare he say such blasphemy. I've got to do something.
Man #1: Bob, there's nothing you can do.
Bob: Well, I guess I'll just have to develop a sense of humor.  
   
 
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