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![[Post New]](/s/i/i.gif) 2020/04/13 05:31:15
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Fixture of Dakka
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You are correct, i meant if they take OW then they can wait till later. Sorry was in a hurry to type earlier and wasn't paying attention. I do agree with what you said, you shouldn't be charging things that will murder your clowns if you charge and don't fight right away. Kinda why i charge late in the game and don't really multi-charge, charging for me are for cleaning up units.
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This message was edited 1 time. Last update was at 2020/04/13 05:31:23
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![[Post New]](/s/i/i.gif) 2020/04/13 11:19:15
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Shadowy Grot Kommittee Memba
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yukishiro1 wrote:Troupes on foot absolutely work, especially in any format where you're guaranteed good LOS-blocking terrain in the center of the board, as is now standard in most tournaments. 11 points for effectively flying infantry ob-sec with a 4+ invuln is extremely cheap, especially by eldar standards.
Nobody else has anything like flying ob-sec infantry, much less for 11 points and with a 4+ invuln standard.
Not only are they good...they're arguably one of the very best troops choices in the game. Literally every other faction in the game would kill for a troops choice that good. Skyweavers have a reputation for being the best unit in the book but IMO troupes are even better.
That said, what they aren't good for is running in a mono harlequin list, because while they are excellent, surprisingly resilient objective holders...they don't really kill all that much.
But that's true of mono quins generally, and it's why they aren't competitive on their own. They just don't have the firepower 8th edition needs to be top-tier competitive.
Troupes are fantastic in eldar soup, though.
Automatically Appended Next Post:
https://www.warhammer-community.com/2020/04/10/psychic-awakening-deathwatchgw-homepage-post-2/
They posted a preview of the Deathwatch rules, which are pathetic, literally just giving them the exact same stratagems all the other chapters got, with no suggestion of any new rules or content at all. They do say there are 14 strats and they don't list all of them...but they also say they're just the same ones other chapters get. So it looks like absolutely no new content of any kind.
This seems to bode very badly for the quins rules, since we're the other faction they decided didn't deserve its own book.
On the other hand, they can't just give us junk some other faction already has but we didn't get yet, because we aren't space marines. So presumably they have to give us *something* new...I'm just resigned to the idea it's going to be very, very little.
I mean, they super are not the best troop choice in the game. I agree with you that they're better than some on here might be saying, but you can load up a harlequin with whatever melee weapon you want to give them, magically give them the ability to teleport 2" away from a unit of primaris marines and guarantee them the first turn, and the harlequins will lose that melee combat. And intercessors come with a 30" range gun...
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2020/04/13 16:10:54
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Longtime Dakkanaut
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Intercessors cost 17 points each. Obviously if you are evaluating troop quality you have to consider point cost. They also don't move as fast, don't ignore terrain, can't move over other models, can't advance and charge, can't fall back and shoot and charge, and don't have easy access to a 3++ and -1 to wound.
The whole point of my comment was they aren't actually great at killing stuff, but they shine for other reasons. You don't take them to kill stuff (though they aren't terrible at it with the wound reroll aura). 40k isn't only or even mainly a game about killing stuff. And troupes are absolutely excellent at doing what actually wins you 40k games.
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![[Post New]](/s/i/i.gif) 2020/04/14 08:29:56
Subject: Re:Harlequins Codex Tactics - The Laughing God play time!
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Executing Exarch
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I wouldn't worry too much about the Deathwatch rules being, thus far, a bit middling, once again their magic bolter ammo trick just got out-power creeped by other chapters tricks, to the point I'm not sure letting them use spec ammo with Bolter bonus' would be that bad
Harlies are in a slightly better place as they are already better than all (non spear) CWE melee and on par with wychys and inkys, so only need a few new options rather than obvious upgrades, so as long as the minion responsible for the Kabal traits in BoP is kept away should be fine
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This message was edited 1 time. Last update was at 2020/04/14 08:31:05
"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED." |
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![[Post New]](/s/i/i.gif) 2020/04/14 08:42:26
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Combat Jumping Rasyat
East of England
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Honestly I prefer Banshees now! Piercing strike exarchs have added some serious punch to their damage capability, letting them threaten things like centurions, oblits and aggressors, which are exaclty the type of unit they want to be tying up anyway, and they were already an interesting toolbox unit.
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![[Post New]](/s/i/i.gif) 2020/04/14 08:49:22
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Executing Exarch
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grouchoben wrote:Honestly I prefer Banshees now! Piercing strike exarchs have added some serious punch to their damage capability, letting them threaten things like centurions, oblits and aggressors, which are exaclty the type of unit they want to be tying up anyway, and they were already an interesting toolbox unit.
I agree the Exarchs are now rather handy its just the 4 wound sponges that come with it are still mehh, yes they are fast but thats never really been an Eldar issue
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"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED." |
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![[Post New]](/s/i/i.gif) 2020/04/14 17:05:33
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Combat Jumping Rasyat
East of England
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4 wound sponges
Oh btw, brace yourselves clowns, the DW article has been leaked and it's exactly as bad as feared.
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![[Post New]](/s/i/i.gif) 2020/04/14 19:52:24
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Longtime Dakkanaut
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I think it goes without saying that Harles are going to get very lazy treatment.
The only question is what that will be, since they can't just C&P rules onto them the way they could for Deathwatch. They have to give us *something* new.
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![[Post New]](/s/i/i.gif) 2020/04/14 21:49:10
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Executing Exarch
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yukishiro1 wrote:I think it goes without saying that Harles are going to get very lazy treatment.
The only question is what that will be, since they can't just C&P rules onto them the way they could for Deathwatch. They have to give us *something* new.
/open Ynnarirule.txt
Search "ynnari", replace with "Harlequin"
jobs a good 'un
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"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED." |
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![[Post New]](/s/i/i.gif) 2020/04/18 22:01:30
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Fixture of Dakka
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yukishiro1 wrote:
Or do you mean you're charging multiple different units with multiple different units of harles, all of which are threatening enough in combat to kill your harles if they strike first?
Mostly this.
If so...just don't do that? Target something else instead. Unless their whole army is combat, there should be a number of weaker, more tempting targets you'd be better going after instead.
5-man troupe squads are not deadly enough to really go toe to toe with anything in combat, whether they're striking first or not. So they shouldn't be used that way. Use them to bully stuff that doesn't want to be in combat...they're not going to do well thrown into combat specialists.
That's fair. Maybe I'm just stuck thinking of them as melee monsters like in previous editions. Back when initiative was a thing, always swinging first meant that I could throw them into lots of fights and count on surviving by virtue of removing enough of the enemy's attacks back before they swung.
These days, I can throw two squads of clowns at two different shoota boy squads and have the second squad of boyz interrupt and kill enough clowns to make it a bad trade. Against models that don't have good AP, we're basically only as durable as fire warriors or dire avengers, but we tend to cost more.
So then my followup question is: what should I be doing if I face an enemy with decent melee all over the place? Against something like orks, only charging a single clown squad per turn while the enemy lights me up with dakka or Da Jumps units into charge range seems like it surely shouldn't be the way to go. Or is it?
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This message was edited 1 time. Last update was at 2020/04/18 22:01:48
ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
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![[Post New]](/s/i/i.gif) 2020/04/20 04:29:17
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Longtime Dakkanaut
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Well, the question isn't so much what's the best play in the abstract, the question is what do you need to do to win this particular game?
Harlequins aren't a top-tier competitive faction run mono (though they can soup with craftworlds into a top-tier list), but they especially aren't top-tier at killing stuff. If you are trying to win by tabling your opponent, it's really not a good army to pick.
If you're facing an army that will interrupt on you, it may still be the right play if charging multiple squads gets you something important even when one squad gets pasted. But if all it's getting you is that squad being killed in melee instead of on the next turn's shooting...the better play is probably to look for a way to move them somewhere they can't be shot, and ideally somewhere that will get you points while they're not being shot. This is, incidentally, the one thing quins are really good at - playing the mission through mobility.
That said, if you're in a position to trade a 5-man harle squad for a squad of ork boyz that is presumably 20+ models (does anyone take boyz squads of less than that?), that's usually a good trade to be making, because it cost your opponent at least 140 points to your ~80ish (you really shouldn't be spending more than this on a 5-man troupe).
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![[Post New]](/s/i/i.gif) 2020/05/07 15:54:46
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Fixture of Dakka
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![[Post New]](/s/i/i.gif) 2020/05/07 21:39:03
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Longtime Dakkanaut
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They start on page 44, end on page 49, lol. Six pages. Same as Deathwatch got. One page for the cover, that leaves five pages for rules...which could actually be something significant, but it could also be five pages of garbage "make your own troupe" rules like genestealer cults got.
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This message was edited 2 times. Last update was at 2020/05/07 21:41:34
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![[Post New]](/s/i/i.gif) 2020/05/07 23:08:40
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Killer Klaivex
The dark behind the eyes.
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I look forward to at least one of the remaining pages being devoted to a name-generator.
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blood reaper wrote:I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote:Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote:GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
Andilus Greatsword wrote:
"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"
Akiasura wrote:I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.
insaniak wrote:
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet. |
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![[Post New]](/s/i/i.gif) 2020/05/08 11:38:59
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Ladies Love the Vibro-Cannon Operator
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Well, I wouldn't be too negative here.
Hope for some useful stuff.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2020/05/08 14:04:53
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Fixture of Dakka
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vipoid wrote:I look forward to at least one of the remaining pages being devoted to a name-generator.
Those name generators are the highlight of Psychic Awakening!
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tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam |
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![[Post New]](/s/i/i.gif) 2020/05/08 14:10:59
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Ladies Love the Vibro-Cannon Operator
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pm713 wrote: vipoid wrote:I look forward to at least one of the remaining pages being devoted to a name-generator.
Those name generators are the highlight of Psychic Awakening!
Indeed, they are always spot on.
But I've never used them.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2020/05/08 17:57:50
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Decrepit Dakkanaut
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yukishiro1 wrote:They start on page 44, end on page 49, lol. Six pages. Same as Deathwatch got. One page for the cover, that leaves five pages for rules...which could actually be something significant, but it could also be five pages of garbage "make your own troupe" rules like genestealer cults got.
Well at least it can't be as bad and full of holes as the Deathwatch "update", so that's one bright side.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2020/05/08 18:11:52
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Fixture of Dakka
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As long as its not as bad as the Kabal custom traits i'll be fine.
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This message was edited 1 time. Last update was at 2020/05/08 18:12:05
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![[Post New]](/s/i/i.gif) 2020/05/08 19:13:52
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Decrepit Dakkanaut
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One of the reasons the Kabals were bad was because they're basically a range army, were give a bunch of melee benefits, and that's about it.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2020/05/08 19:57:10
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Fixture of Dakka
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Slayer-Fan123 wrote:
One of the reasons the Kabals were bad was because they're basically a range army, were give a bunch of melee benefits, and that's about it.
Were any of the DE custom traits good? What I remember from looking at them is the overwhelming impression they were a waste of my time and I wouldn't look at them again...
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tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam |
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![[Post New]](/s/i/i.gif) 2020/05/08 21:10:54
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Longtime Dakkanaut
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pm713 wrote:
Were any of the DE custom traits good? What I remember from looking at them is the overwhelming impression they were a waste of my time and I wouldn't look at them again...
There were a few combos that were solid, but GW promptly nerfed them via errata.
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This message was edited 1 time. Last update was at 2020/05/08 21:11:06
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![[Post New]](/s/i/i.gif) 2020/05/08 21:47:36
Subject: Re:Harlequins Codex Tactics - The Laughing God play time!
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Fixture of Dakka
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The kabals ones are not even fitting for them in any remote way or used to help them with that they needed. Kabals was the EASY fix and they clearly didn't want to fix them. A few ideas that would not have been powerful, but list changing that and actual DE player could have came up with, examples: -Splinter racks work with Splinter cannons and you get +1 to hit when using them and embarked on a transport with them -Dark lances are now assault weapons when equipped to Kabal warriors -Archon Aura effects <KABAL> units embarked in transports while the Archon is also embarked -Dark Lances when firing at a vehicle when rolling for damage now instead rolls 2D6 and pick the highest -Chain-Snares enemy non-vehicle units when choosing to fallback must roll a D6, on a 4+ that unit may fall back, otherwise it can not etc.. Sadly we got Venom spam is still good, and Talos are better than before, ok... but those were already being spammed, Splinter cannons, Raider + upgrades, Dark Lance, all not being used didn't get touched. Also i know at least 30 DE players that Email them asking to give Mercs the obsession keywords, yeah... that didn't happen So for harlequins i would hope we can get something to give our Voidweavers and troupes a boost. What i am scared of is we will get something along the lines of Kabal a "new way to play them, but in a way that doesn't actually help them" Some traits i would give us are: +6" to all vehicles gun range. This would make Void/Star weavers a slight advantage over Skyweavers, 30" range is huge for quins Great harlequin aura works on shooting as well Troupes always have -1 to be shot outside of 12" range Webway gate no longer has wounds or stats, it is no treated as terrain, aka lifts the placement restrictions and no longer can be destroyed Neuro pistols now have -1 to the enemies invul saves Stratagem: A unit can shoot with as many grenades as it wants instead of 1. This works with troupes and Skyweavers, intent for the skyweavers.
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This message was edited 1 time. Last update was at 2020/05/08 21:48:25
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![[Post New]](/s/i/i.gif) 2020/05/10 14:59:59
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Regular Dakkanaut
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Anyone tried running 12 man troupes On foot geared up for combat and had any luck? I’m designing my list and don’t want to go with soaring spite fusion boats. Planning on runnings 3x5 in Starweavers and 12-18 bikes. I quite fancy frozen stars or midnight sorrow. Just wondered if there’s any tips or tricks?
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![[Post New]](/s/i/i.gif) 2020/05/10 17:16:08
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Longtime Dakkanaut
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1 or 2 10-12 man troupes with fairly limited equipment (i.e. less than half with anything other than the base loadout) are very good in a soup list as an efficient way to hold the middle of the board; the ability to be on a 3++ with -1 to wound from the shadowseer aura for only 1CP, with the potential for -1 to hit and/or a 6+++, is what makes this work as a strategy, combined with all the rules they ignore as infantry that can advance/charge/fallback and effectively fly. This makes the best out of what they do well.
What foot troupes aren't very good at is going toe to toe with anything that's decent in melee - they will even struggle against stuff like intercessors, which cost the same points if you give the troupes a weapon. The basic problem is that there is no efficient weapon for killing T4 infantry with good saves, especially if they have multiple wounds - and given how much of the meta that is, they just don't work out well.
But that's the story of quins generally right now - good in soup where you can supplement them with stuff that actually has damage output and/or durability, not very good as mono.
That said, I'd wait a week or two to do anything re: quins at all, as we should get a preview by then with some idea what if anything they're getting in the WD issue. It'll probably be disappointing and change nothing, but I would wait to see before investing time and money in units that may be about to change.
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This message was edited 1 time. Last update was at 2020/05/10 17:20:04
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![[Post New]](/s/i/i.gif) 2020/05/10 19:29:35
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Fixture of Dakka
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Malefic666 wrote:Anyone tried running 12 man troupes On foot geared up for combat and had any luck? I’m designing my list and don’t want to go with soaring spite fusion boats. Planning on runnings 3x5 in Starweavers and 12-18 bikes. I quite fancy frozen stars or midnight sorrow. Just wondered if there’s any tips or tricks?
It depends on your loca, is there a lot of Ignore LoS weapons? DO you have a lot of LoS blocking terrain? Etc..
But you can make 1x12 work really well with stratagems and powers. You can make them -1, pseudo -2 to be hit, 3++ instead of 4++ and they can move 30" turn 1.
Move 8", Advance stratagem move 6" (14") + D6" with advance, Twilight pathways for another 8+ D6, so on average its 29"
You can also take them to stop OW, now you are -2, 3++, stop overwatch, 29" movement.
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![[Post New]](/s/i/i.gif) 2020/05/11 13:15:31
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Fixture of Dakka
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New quins rules has been leaked
PM me if link breaks
https://imgur.com/gallery/LzGjui1
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![[Post New]](/s/i/i.gif) 2020/05/11 15:05:25
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Ladies Love the Vibro-Cannon Operator
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Thanks for enlightening.
Not bad but not a must-have.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2020/05/11 15:17:06
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Screaming Shining Spear
Russia, Moscow
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Damn that's a lot of power packed just in a few rules. Especially strats with movement/consolidate shenanigans.
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This message was edited 1 time. Last update was at 2020/05/11 15:17:27
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![[Post New]](/s/i/i.gif) 2020/05/11 15:33:21
Subject: Harlequins Codex Tactics - The Laughing God play time!
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Longtime Dakkanaut
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Im genuinely enjoying the character focused nature of the update.
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