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Made in gb
Assassin with Black Lotus Poison





Bristol

 Galas wrote:
...I can't not buy a faction with a ton of crabs.


Well, crabs can be a huge issue for medieval armies.

The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in gb
[SWAP SHOP MOD]
Killer Klaivex







I'm just a little disappointed that the Pirates of Sartosa didn't get added as a faction; given the territory made it into the last update.


 
   
Made in de
Primus





Palmerston North

Voss wrote:

As for little mermaid, I'm not sure what you mean. Does she have transformations between fins and legs, get pregnant or simply die at the end


She traded her fins for legs by chopping them off and replacing them with 2 peg legs.
   
Made in us
Terrifying Doombull




Cylostra background video:
https://www.youtube.com/watch?v=yOGpvRUuK5s

Lore of the Deeps has an interesting spell, apparently. Ghost ship barrage.

Efficiency is the highest virtue. 
   
Made in us
[DCM]
Savage Minotaur




Baltimore, Maryland

Lokhir, Vampire Bloodlines and Kemmler, oh my!


With the launch of the Curse of the Vampire Coast campaign pack comes a new update for Total War: WARHAMMER II. This will be applied automatically to the game when you log into Steam.

The Aye-Aye! Patch introduces some significant changes for the traditional Vampire Counts factions in Mortal Empires, the chief of which is the new Bloodlines mechanic. It also grants Heinrich Kemmler a faction of his own, a new campaign start-position, and extra bonuses.

New Free-LC content is also available in the shape of Legendary Lord Lokhir Fellheart, the Krakenlord. A Dark Elf of noble birth, he is a terror of the sea-lanes and rightly feared for fielding many dread Black Arks. Fellheart can be downloaded from his own Steam Page, here: https://store.steampowered.com/app/835671

The Aye Aye! Patch also brings a plethora of balance changes to factions, Legendary Lords, and units, along with numerous tweaks, fixes, and improvements to a great many areas of the game – full patch notes coming soon.

New Vampire Counts mechanic: Bloodlines
Vampire Counts factions in Mortal Empires can now awaken powerful Lords of the five ancient Vampire Bloodlines: the Lahmians, the Von Carsteins, the Blood Dragons, the Necrarchs, and the Strigoi.

Up to three of these Arch-Lords may be awoken from each Bloodline, and with each awakening a new wave of powerful faction-wide bonuses reflecting the character and focus of their Bloodline is unlocked. These Lords also have unique skill trees designed around their Bloodline’s nature.

These Lords are not easily awoken, however, exacting an increasingly heavy price in Blood Kisses. These unique new tokens are granted by vassalising other factions, slaying faction leaders, and wounding or assassinating characters through Hero actions. For each Lord awoken, the Blood Kiss toll for the next Lord in the same Bloodline rises. Unleash the Banshees!

All Legendary Lords (including Vampire Counts Legendary Lords) have also undergone balance changes and tweaks.

Heinrich Kemmler
Heinrich Kemmler has left the service of the Vampire Counts at long last. Bidding Sylvania adieu, He strikes out west to pursue his destiny! Now a faction leader in his own right in Mortal Empires, he commands the Barrow Legion from Blackstone Post, the new Province Capital of the Northern Grey Mountains bordering Bretonnia.

Kemmler now gains a mount for the first time (Barded Nightmare) and his army is now immune to the attrition usually caused to Vampire Counts armies by Untainted territory. He can also use the new Bloodlines mechanic to awaken the fabled Vampire Lords of yore.

Free-LC: Lokhir Fellheart
The Druchii sea-scourge Lokhir Fellheart leads the faction of The Blessed Dread, and is now playable in the Mortal Empire and Eye of the Vortex campaigns (in which he follows the Vortex storyline). He begins play with ownership of the island of Chupayotl, just south of the Star Tower of Arch Mage Teclis in Lustria.

The Krakenlord does not need to perform Rites in order to raise Black Arks. He can recruit one for each major port settlement he captures, ultimately amassing a fleet of them with which to terrorise the Lustrian coastline and beyond. In addition, his armies enjoy a 50% upkeep cost-reduction for any Black Ark Corsairs they recruit. In place of the usual Black Ark rite, he can perform a sacrifice to Anath Raema, granting Black Ark Corsairs the Cause Fear and Stalk traits, plus bonus AP missile damage, and conferring bonus armour for Kharibdysses.


Love the Kemmler changes the most.

This message was edited 1 time. Last update was at 2018/10/17 14:32:40


"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
 
   
Made in no
Terrifying Doombull





Hefnaheim

I smell there will be a lot of plundering indeed! These News looks like they may tempt me to give the undead of the old world a New spin again.

But its Lokhir Fellhearth whom temps me the most I have to admidt
   
Made in ca
Phanobi






Canada,Prince Edward Island

Nice! I needed a good excuse to start another VC playthrough and this seems like the perfect time to do so.

   
Made in us
[DCM]
Savage Minotaur




Baltimore, Maryland

 Commander Cain wrote:
Nice! I needed a good excuse to start another VC playthrough and this seems like the perfect time to do so.


Ya, that area of the map is going to be crazy.

As I was reading the notes and saw that Kemmler would get a mount, I immediately thought of the weird spider made of bone or some such that Kemmler rode briefly before his demise in End Times: Nagash. Hopes were promptly dashed when I got to the "(Barded Nightmare)" part.

Although I will miss marching out of Sylvania in every direction with all the legendary lords, after biding my time and building up my economy and forces.

This message was edited 2 times. Last update was at 2018/10/17 15:53:26


"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
 
   
Made in ca
Pustulating Plague Priest






A bit surprised about the changes to Kemmler. Heard he doesn't quite stack up to Mannfred or Ghorst in the campaign at the moment, so it's nice to see some tweaks to him.

Glad the FLC is a Dark Elf as well. I guess this makes the pirate lord count 2 vampires, one Sartosan, one Bretonnian(-ish), and one Dark Elf.

Faithful... Enlightened... Ambitious... Brethren... WE NEED A NEW DRIVER! THIS ONE IS DEAD!  
   
Made in us
Terrifying Doombull




Lokhir fits the theme of the DLC, but they really need to give Lizards some love. Any kind of love, at this point.
Truthfully, after Queen & Crone, I don't have much urge to play DE yet again, and obviously the Coast will have priority anyway.

Anyway, here's the important bits from the steam page description for Lokhir:
(Releases the 8th, alongside the Vampire DLC)
The Dark Elf sea-scourge leads his own faction, The Blessed Dread, will be playable in Mortal Empires and Eye of the Vortex campaigns (in which he follows the Vortex storyline). He begins play with ownership of the island of Chupayotl, just south of the Star Tower in Lustria.

The Krakenlord does not need to perform Rites in order to raise Black Arks. He can recruit one for each major port settlement he captures, ultimately amassing a fleet of them with which to terrorise the Lustrian coastline and beyond. In addition, he gains a 50% income boost from Slave Pens and Slave Markets, and his armies enjoy a 50% upkeep cost-reduction for any Black Ark Corsairs they recruit.

In place of the usual Dark Elf Black Ark rite, he can perform a sacrifice to Anath Raema, granting Black Ark Corsairs the Cause Fear and Stalk traits plus bonus AP missile damage, and conferring bonus armour for Kharibdysses.


More slaves, more arks, cost reduction and buffs for corsairs, and a slight buff for Kharbidyss.

This message was edited 2 times. Last update was at 2018/10/17 18:35:27


Efficiency is the highest virtue. 
   
Made in gb
Decrepit Dakkanaut






UK

The next joint DLC is supposed to be Skaven & Lizardmen, so it's a matter of holding out until whenever that drops.

I personally wouldn't mind Wood Elves getting something more at some point. I really like the faction, but having only two LLs and being hamstrung by amber means that every playthrough goes more or less the same.

Clear out Skarsnik and the Dwarves, maybe go after Angrund if you feel like it, befriend the Bretonnian factions and the Empire for Military Alliance amber to upgrade the tree to level 3, confederate the other WE factions--making sure you've got enough stockpiled amber to facilitate their level 4-5 capital buildings, because the AI Wood Elves obviously cheat with amber--then go murderhobo on the entire world with your significant wine-based income and all the buffs you can get to -siege holdout time and the cash you get for razing.

There's really not much room for manoeuvre; even a small dearth of amber is a significant debuff, so you really need to manage it carefully, and by the time you've enough to start striking out in earnest you're already at the point where you have to consciously feth up to lose.

This message was edited 1 time. Last update was at 2018/10/17 18:47:50


Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.

Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.

My deviantART Profile - Pay No Attention To The Man Behind The Madness

"You need not fear us, unless you are a dark heart, a vile one who preys on the innocent; I promise, you can’t hide forever in the empty darkness, for we will hunt you down like the animals you are, and pull you into the very bowels of hell." Iron - Within Temptation 
   
Made in us
Terrifying Doombull




 Avatar 720 wrote:
The next joint DLC is supposed to be Skaven & Lizardmen, so it's a matter of holding out until whenever that drops.


Next year sometime, which is why having a FLC lord to bring it up to 4/3/3/3 would have been preferred to being stuck at 4/4/3/2.
I suspect the campaign pack for Lizards and Skaven will probably revolve around Itza, Sotek and maybe Kroak, but they could have easily stuck someone in the Southlands on the western coast below Araby and above Queek (as Lustria is getting rather packed at this point, especially in ME).

Efficiency is the highest virtue. 
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

They have confirmed on the stream that next old-world factions to get some love will be Greenskins and the Empire.

If they give the Empire two starting points so I can play it with my friend then that would be awesome. Bretonia-Empire campaing is fun too... but sometimes you just want a double empire campaing.


Lizardmen need two more LL. One will be probably the Propeth of Sothek in the pack vs the Skaven, and the other one should be from a FLC, just like has happened with skaven, high elves and now Dark Elves.

 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in ca
Pustulating Plague Priest






So they're giving overhauls for the older factions? Sounds like a cool idea. Glad they're not limiting updates to Vamps anyway.

Wonder how they will update them though. I've heard Grimgor is pretty bad, so I imagine there will be buffs for him. Maybe starting Azhag somewhere else too? Drawing blanks on the Empire however. Maybe Kislev, or something to do with Ulric?

Faithful... Enlightened... Ambitious... Brethren... WE NEED A NEW DRIVER! THIS ONE IS DEAD!  
   
Made in us
Terrifying Doombull




They started with the Dwarves. Between them and the Vamps, it seems like they started with the factions that needed it the least, though moving a lord to a new (more appropriate) location is good..

The vamp changes are pretty minimal to existing lords and units. The big thing is getting additional immortal Lords fairly easily and huge buffs to research and casualty replenishment (through the Van Carstein and Necrach bloodlines, the latter also gives an upkeep discount with enough investment).

Watching the lore and coverage videos was pretty interesting.

But despite saying they (and GW) didn't want a third dreadfleet lord to make it a 'dreadfleet DLC' instead of a 'Vampire Coast DLC,' it totally feels like exactly that. The sum total of the Vampire Coast is Luthor himself; the spells call on Dreadfleet things, Noctilus and Saltspite are Dreadfleet things, and the campaign emphasis is apparently tooling around in ships and the starting locations are... Sartosa, south of Ulthuan, north of Ulthuan, and VC only for Luthor.

One other thing they mentioned in passing is the Ancient Merwyrm will be wandering about in the Vortex campaign, apparently bothering everybody. I'm curious to see how it's handled, since killing it is the focus of the pirate campaign.

Efficiency is the highest virtue. 
   
Made in us
Terrifying Doombull




So, the Everchosen Invitation is going on this weekend, apparently mostly as an excuse to show off (and finish testing) Vampire Coast stuff. As a bonus surprise, Lokhir Fellheart showed up in a match.

The VC is doing fairly well (Luthor on his terrorgheist is pretty effective for his debuffs and his pistol), but Noctilus and the opera singer have real problems on their mounts- she loses ethereal when on her abomination, and on the necrofex, he is just such a ridiculously big target- he dies very fast to cannons and guns.

Lokhir didn't last too long in his match, but looked fairly interesting and has most of his toys. The color scheme for his forces is a fairly nice blue. He can get a dragon mount, has regen, gets a duellist ability and has access to a debuff ability that they compared to one of the Van Carsteins (didn't actually see it in the match).

They also had a black ark map for Lokhir's battle. eh? It was a new map. The Ark itself is mostly background, the battlefield itself was a fairly featureless grey slope with a few (three) blocky squares disrupting line of sight and movement. Looked uninspired to me. There was another new map earlier, bit chaos themed with several streams running through it that looked a lot more interesting.

----

The matches are on a break and they're currently showing off the starting positions. Cylostra is in Grey Rock Point, that spit of land below morathi and above Mazdamundi.

Noctilus is off in the ocean in a new location.

Saltspite... I'm not sure if she actually starts in Sartosa, the screens they're showing off have her in SE Ulthuan.

Their discussion of using the ships as bases (hordes or black arks?) is somewhat confusing.

hmm. Vampire Coast additional lords are saddled with loyalty, which has been reworked a bit.

Infamy is a resource, and apparently they can get 'legendary' additional lords through the tech tree (like tomb kings) if I understood them right, which includes 'names you might recognize'

----
Ah. Random lizard adjustments:
a few stat adjustments (particularly cold one cav)
'Cold blood' ability on characters doesn't heal anymore, it ends rampages. (So if a feral carnosaur starts rampaging in the wrong direction, you can stop it).

This message was edited 3 times. Last update was at 2018/10/21 16:09:20


Efficiency is the highest virtue. 
   
Made in us
[DCM]
Savage Minotaur




Baltimore, Maryland

Loving the Vampire changes:




Vampire Coast will be something that I get around to eventually, but these changes to vanilla factions is what I'm most excited about.

Sylvanian Crossbowmen and Handgunners!? Oh lawd!

This message was edited 1 time. Last update was at 2018/10/24 15:50:05


"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
 
   
Made in us
Terrifying Doombull




The devs made a point to emphasize its 7 total units if you drop three 'awakenings' into Von Carsteins.
A nice nod to the Storm of Chaos list, anyway.

That said, I don't see much point in not exclusively using Von Carsteins and Necrachs, particularly the latter unless you really want to play with some ranged support (though Casualty replenishment is nice).
Magic AND Research AND Upkeep is ridiculous.

This message was edited 1 time. Last update was at 2018/10/24 16:04:59


Efficiency is the highest virtue. 
   
Made in us
Terrifying Doombull




So the Vampire Coast achievements have been added in steam.
Some are the usual 'play for 2 hours' achievements (find a piece of eight, gain infamy), but it does give the faction names and their quirkier goals:

Vampire Coast: restore Harkon's mind by opening the Ancient Vault

Dreadfleet: scavenge the wreck of the Heldenhammer in the Galleon's Graveyard.

Drowned: construct Cylostra's Opera House in Lothern

Pirates of Sartosa: recruit 10 Sartosa Free Company.
(one of these is not like the others)

The most interesting one for all of the VC factions is defeat 'seven infamous pirates,' which implies others are wandering around the map (or maybe counts generic lords as well?)





Efficiency is the highest virtue. 
   
Made in us
[DCM]
Savage Minotaur




Baltimore, Maryland

Voss wrote:


The most interesting one for all of the VC factions is defeat 'seven infamous pirates,' which implies others are wandering around the map (or maybe counts generic lords as well?)


Probably going to be wandering factions, like the rogue armies that wander around the map.

"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
 
   
Made in us
Terrifying Doombull




That seems to be the case. I'm watching the Live team's Lokhir playthrough, and they've got full stack pirate armies romaming around even in the early game (turn 11), and a few more in the turn order bar.

Its particularly bad for Lokhir, as the army can turn around and wreck his black ark at will. Though after declaring war on the players, what they actually do is wander off. Apparently they don't attack cities in general, just fleets. But this one also ignored a vulnerable black ark.

The video is here:
https://www.youtube.com/watch?v=GtUP-tteGpU

But fair warning, its a complete mess. 45 minutes of dead air, and they fail to sort out their technical problems for a good fifteen minutes after that, and things go very poorly in general. Not exactly a good way to show off the new FLC lord.

This message was edited 1 time. Last update was at 2018/10/30 00:31:23


Efficiency is the highest virtue. 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend





Gurnee, IL

A new video on the Necrofex Colossus.





A thing of beauty, truly. I want this army in AOS so bad...

"Fear the cute ones." 
   
Made in us
Terrifying Doombull




More Videos

A (typically short and abbreviated) Luthor Let's Play from the official TotalWar channel.
https://www.youtube.com/watch?v=k5sN5aP8dVA

A 2 hour stream that's a continuation restart of the Lokhir Fellheart stuff from last week:
https://www.youtube.com/watch?v=yrFgyR1JhFc

I'll be very glad when their media blitz is over and they stop trying for the terrible pirate accents.

The VC playthrough has a view of infamy rankings. Getting to #1 takes 20,000, and the player-available factions seem to start <1000, as they're at turn 19, and they're ranked #10 (2189), 12(1493),13 (789), 14 (676)-> which is where the actual player is.

Killing enemies in battle, razing, assassinating and pirate coves all raise infamy.


Post battle options:

Assimilate captives: (bolster the strength of tyour army by introducing your captives to the dark arts): Unit Replenishment

Share the Loot: (Share the spoils with your Lord, improving their loyalty). Infamy -50, Arm gains the following effects (3 turns) Loyalty +1, Unit experience gain per turn +50 (lords army). [Doesn't matter too much for the main character, but will for additional lords]

Ransom captives (Earn some extra loot by ransoming your captives for cold hard loot [Treasury: extra gold]

Missed opportunity in using 'loot' instead of 'booty' there, I feel


Also featured (in the Harkon video): Ship improvement (functions like a black ark/Horde), and the research tree. Which is rather big with few dependencies.
There are four areas, which each require a starting tech [Command, Firepower, Salvage and Legendary Admirals]. After that you can apparently research in any order.
There are 16 techs under command, 12 each under firepower and salvage and 4 under legendary admirals. The latter are the only ones that have a cost, which is 1000 infamy each.
The intro tech to the admirals also makes you immune to reef and storm attrition.

---
Also rites, of course:

Curse of the Bountiful Treasure (free, 15 turn cooldown). Gain 500 gold per building from 'Buried Treasure' chain. So cash in extra money on a regular basis.

Curse of the Sea Mist: (3500 gold, 30 turn cooldown, 5 turn duration) All owned regions cause attrition to foreign armies, monster units gain vanguard deployment, all your armies gain immunity to Cursed Mist attrition.

Curse of Eternal Service (2000 gold, 20 turn cooldown, 5 turn duration): Start of turn: lords have 50% chance to gain loyalty, loyalty won't decline, Public order +5 in all provinces.

Curse of the Queen's Cannon (3000 gold, 25 turn cooldown, 10 turn duration) A 'Queen Bess' becomes available for recruitment, Casualty replenishment +15% (all armies).

Eh. Except for the free gold rite, all of these are pretty familiar, with some extra bonuses. I'm vaguely disappointed the Queen Bess isn't Unique.

This message was edited 5 times. Last update was at 2018/11/01 22:01:30


Efficiency is the highest virtue. 
   
Made in us
Auspicious Aspiring Champion of Chaos





life.

NDA has been lifted. YouTubers have started posting let's plays

I collect:

Grand alliance death (whole alliance)

Stormcast eternals

Slaves to Darkness - currently Nurgle but may expand to undivided.
 
   
Made in us
Terrifying Doombull




So.. Noctilus' initial enemies are Caledor High Elves, who have a small fleet outside his starting area for an initial battle.

Which is fine... but they don't have any ports, so it doesn't make much sense that either side cares about each other.

Would have gone with one of the Araby Bretonnian Knight factions, personally.

The Vampirates vs. High Elves vibe is really strong with everyone but Luthor, and it feels weird, especially since it can VERY quickly result in southern Ulthuan ravaged by vampiric corruption in the early game.
On the other hand, it looks like a united Ulthuan by gobbling up the small starter factions is a lot more difficult.


---
And Vampire Coast do get Raise Dead, which I actually hadn't seen or heard about until now.

This message was edited 2 times. Last update was at 2018/11/05 21:29:44


Efficiency is the highest virtue. 
   
Made in us
[DCM]
Savage Minotaur




Baltimore, Maryland

Curse of the Vampire Coast is live today.

Probably going to do a Kemmler campaign first, to be honest. Always loved that character and his "sidekick" Krell. Or a Crooked Moon campaign, just to see how Kemmlers presence north of Skarsniks starting locale will impact his playthrough. Will probably roll over the dwarf faction that is immediately north now that Blackstone Pass is the province capital. I also want to check out the changes to Vampire Counts.

Once I give them a go, I'll give the Vampire Coast factions a good old college try.

"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
 
   
Made in gb
Decrepit Dakkanaut




UK

*stares at 4 hour download time*

A Blog in Miniature

3D Printing, hobbying and model fun! 
   
Made in gb
Longtime Dakkanaut





 Overread wrote:
*stares at 4 hour download time*


What are you sitting on a 33.6kpbs modem?

My download took no more than 15 minutes or are you downloading the whole game?



"Because while the truncheon may be used in lieu of conversation, words will always retain their power. Words offer the means to meaning, and for those who will listen, the enunciation of truth. And the truth is, there is something terribly wrong with this country, isn't there? Cruelty and injustice, intolerance and oppression. And where once you had the freedom to object, to think and speak as you saw fit, you now have censors and systems of surveillance coercing your conformity and soliciting your submission. How did this happen? Who's to blame? Well certainly there are those more responsible than others, and they will be held accountable, but again truth be told, if you're looking for the guilty, you need only look into a mirror. " - V

I've just supported the Permanent European Union Citizenship initiative. Please do the same and spread the word!

"It's not a problem if you don't look up." - Dakka's approach to politics 
   
Made in gb
Decrepit Dakkanaut




UK

 Whirlwind wrote:
 Overread wrote:
*stares at 4 hour download time*


What are you sitting on a 33.6kpbs modem?

My download took no more than 15 minutes or are you downloading the whole game?




2 hours to go - and naw but its 6.7GB total at around 5-600kbps download speed.
Welcome to the countryside - although last month they DID put the new box down the road, but we've not yet adapted to superhighspeedultra broadband

A Blog in Miniature

3D Printing, hobbying and model fun! 
   
Made in ca
Phanobi






Canada,Prince Edward Island

 Overread wrote:
*stares at 4 hour download time*


9 hours for me, gotta love the country life!

   
 
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