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Warhammer Fantasy 8th Ed Batrep: 750pts Swarms of the Hive Mind playtest VS Orcs and Goblins

Discussion in 'Other Armies Discussion' started by Lord Agragax of Lunaxoatl, Jun 28, 2020.

  1. Lord Agragax of Lunaxoatl
    Slann

    Lord Agragax of Lunaxoatl Eleventh Spawning

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    Next up to fight the Swarms of the Hive Mind in my series of playtesting reports (the first of which you can read here) is a Greenskin force:

    Heroes
    General: Night Goblin Big Boss with Basha’s Axe of Stunty-Smashin’ and light armour - 82 points

    Level 2 Night Goblin Shaman with Power Stone - 100 points

    Core
    24 Night Goblins with Spears, Musician, Standard Bearer, Boss and 3 Fanatics - 177 points

    20 Night Goblins with Bows, Musician, Standard Bearer, Boss and 3 Fanatics - 165 points

    Special
    4 Trolls - 140 points (I only have two of the old GW metal ordinary trolls, so borrowed my Rat Ogres to be the other two, maybe the Night Goblins had captured them and they developed the Stupidity rule due to separation from their Packmasters)

    Orc Boar Chariot - 85 points


    Total: 749 points

    First Impressions: From an opposing force composed completely of more elite troops to one that’s the complete opposite, populated mainly with larger numbers of poorer troops but with a single unit of Monstrous Infantry that could cause a significant amount of trouble if allowed to get into combat unharmed. The Swarms of the Hive Mind will most likely overcome the Night Goblins reasonably quickly, but there are 6 Fanatics and 4 Trolls to worry about, as well as tricksy Night Goblin magic, so the Tyranids can’t get too complacent.

    Deployment

    Battleline was the scenario for this battle, and the Hive Mind forces chose where to deploy this time, choosing the north side of the battlefield as the Dwarfs had done before and deploying the Termagants on the slope of the hill. The Greenskins responded by sending the Boar Chariot up their right flank ready to catch any Tyranids unawares in a surprise charge. The Hive Mind then sent the Gargoyles to guard that flank, for they were the one unit that could traverse the bog without risking injury. The Night Goblins with spears then deployed by the Boar Chariot to provide an anvil for the chariot’s hammer. The Hive Mind then deployed the Zoanthrope by the Termagants to keep them once again under supervision, before the Night Goblins with bows were deployed opposite the Gaunts on the Greenskins’ left flank. The Soldiers appeared alongside the Zoanthrope, and the Trolls deployed behind the Night Goblins with Spears. The big unit of Hormagaunts deployed in the middle of the Tyranid side, and the Night Goblin Big Boss revealed himself to be inside the Spear unit of Night Goblins. The Soldier Prime emerged between the Hormagaunts and the Gargoyles, and the Night Goblin Shaman appeared within the ranks of the Night Goblins with bows. Finally, the two wizards rolled for spells, the Zoanthrope getting ‘Paroxysm’ and the Night Goblin Shaman getting ‘Gork’ll Fix It’ and ‘Curse of da Bad Moon’. When rolling to see who acted first, the Hive Mind scored a 6, which, given that they had a +1 bonus for finishing deployment first, automatically gave them the first turn.
    Tyranids vs Greenskins Deployment.JPG


    Turn 1

    Eager to sink their teeth into some easier prey than the Dwarfs, the Swarms of the Hive Mind poured forward, the Hormagaunts, Termagants and Zoanthrope marching straight forward, the Prime and Gargoyles moving to the right of the Hormagaunts to wait in ambush for their prey and the Soldiers moving at their normal move distance. The Zoanthrope was easily out of range to cast ‘Paroxysm’, so could do nothing in the Magic Phase, and the only shooting came from the Soldier with Venom Cannon firing a crystal at the Night Goblins with bows, but the hard cover afforded by the ruins meant the shot easily missed its target.

    The Greenskin turn began with both Night Goblin units avoiding succumbing to Animosity and moving forward, the unit with bows shuffling forward 4” and preparing to shoot, and the spear unit moving only a couple of inches before both units deemed it a suitable time to unleash their Fanatics, giving them all a good shove to start them off. Mostly the Swarms of the Hive Mind were too far away to be affected by the initial Fanatic assault, but one rolled 11 for his move and span right through the perching Gargoyles, pulverising four of the aliens with his ball and chain. The Trolls only just failed their Stupidity test and shuffled forward 1” and the Boar Chariot, ignorant of the danger the Fanatics posed, sped forward and screeched to a halt in front of the Temple of the Bog-Worshippers. In the Magic Phase, the Shaman rolled a 9 for the Winds of Magic, giving the Swarms of the Hive Mind 6 dispel dice plus one channelled by the Zoanthrope. The Greenskins first managed to cast ‘Gork’ll Fix It’ with four of his power dice, but this was dispelled by the Zoanthrope, before the Shaman just managed to cast the ordinary version of ‘Curse of da Bad Moon’ with the Zoanthrope failing to dispel. A great pale luminescent moon immediately materialised above the Zoanthrope (wounding it but the creature’s Energy Field protected it from harm) and swept down into the Hormagaunts, killing five of their number. Lastly, in the Shooting Phase the Night Goblins with Bows shot one of the Termagants on the hill, as they could easily be picked out above the ruins in which the Goblins sheltered.
    Tyranids vs Greenskins Turn 1.JPG


    Turn 2

    The Hive Mind, detecting the danger a load of drug-addicted Night Goblins with long metal balls on chains posed after sensing the deaths of the four Gargoyles, compelled its forces to behave more tentatively, and only the three Soldiers moved forwards to get a clearer sight at the Shaman’s unit of Night Goblins. The Zoanthrope was still too far away to cast its single spell, but was able to dispel the Curse of da Bad Moon ravaging the Hormagaunts unit. The Shooting Phase began with Hive Mind unit’s all across the board taking aim at various Fanatics. The Soldier-Prime missed the Fanatic that had passed through the Gargoyles, the Gargoyles shooting the nearest one in front of them to ribbons in a brutal display of overkill and the Termagants hedgehogging another with propelled spines. The Soldiers instead aimed their weapons at the unit of Night Goblins behind due to their great size but failed to wound anything.

    The Greenskins began their second turn equally hesitantly, with no charges declared as the Greenskins warily eyed what their Fanatics would do, and the Trolls passed their Stupidity test this time. When the time came to move he Fanatics, the one in the middle of the right-hand stand-off moved dangerously close to the Gargoyles, the one that smashed through them careened into the Soldiers (pulping one of the great Tyranid beasts and wounding another), one of the ones that started close to them moved dangerously close to the Soldier-Prime and the other went backwards towards its parent unit, the Night Goblins desperately squealing at him to go back the way he came as he approached them. In the Magic Phase, the Shaman first attempted ‘Gork’ll Fix It’ again, the Tyranids letting it through this time to focus on trying to dispel ‘Curse of da Bad Moon’ and allowing the Soldiers to be forced to re-roll all rolls of 6, and then cast the Curse with Irresistible Force, causing the Shaman to suffer a wound but also allowing the Bad Moon to return, once again failing to harm the Zoanthrope or Soldiers but sending it toward the Hormagaunts unit and killing two. The Night Goblins with bows then Volley Fired at the Termagants, wounding four, but two were saved by their thin chitin.
    Tyranids vs Greenskins Turn 2.JPG


    Turn 3

    In the third turn, the Swarms of the Hive Mind went on the attack once again, the Hormagaunts bounding across the plain to hit the Big Boss’ spear Goblin unit, the Termagants skirting around the side of the ruins and the Zoanthrope hovering forward to hit the Shaman’s Goblin unit with the full force of its Tyranid magicks. Only the Gargoyles, Soldiers and the Soldier-Prime paused to levy their missile weapons at interfering Fanatics. In the Magic Phase only a 5 was rolled, and the Zoanthrope used all its dice to cast Paroxysm with Irresistible Force, shrugging off the sorcerous detonation and paralysing the Night Goblins with debilitating pulses of energy. In the Shooting Phase, the Gargoyles failed to shoot down the Fanatic spinning his way towards them, but the Soldiers and Soldier Prime both gunned down their targets with ease. Finally, in the one combat the Hormagaunts attacked first, tearing 6 Night Goblins apart before they could even strike, but the Night Goblins hit back unusually hard for their small kind, with the Big Boss killing three and, inspired by their general, the massed ranks of spear gobbos killed seven more. The Hormagaunts retreated, but this time managed to escape their pursuers.

    The Greenskins responded with a general advance forward as once again both mobs of Night Goblins passed their Animosity tests, though the Trolls once again failed their Stupidity test and mooched forward 1”. The Boar Chariot, annoyed that they were forced to keep waiting for so long by an impudent Night Goblin, finally got carried away and sped forward to ram the Soldier-Prime in the back, running over the Tyranid general despite its armoured exoskeleton and overrunning until they got to the bottom of the hill. The Night Goblins with bows attempted to charge the Zoanthrope and end the torment being inflicted upon them, but were too weakened to run and staggered forward 2”. Finally the Night Goblins with spears shuffled back in the knowledge that one of their Fanatics was still quite close by, and awaited a Hive Mind counterattack. That Fanatic staggered 3” over to the nearest ruined building, thinking it was an unusually static Tyranid monster, and the only other remaining Fanatic spun into the rear ranks of his parent unit, killing three Goblins, before zooming off the board. In the Magic Phase the Curse of the Bad Moon moves towards the Gargoyles, but failed to do any damage to them, and the Shaman cast ‘Gork’ll Fix It’ on the Termagants to hamper their shooting ability. With no shooting or combat to be done, that was the end of the third turn.
    Tyranids vs Greenskins Turn 3.JPG


    Turn 4

    The fourth turn began with the Hive Mind attempting to rally the Hormagaunts, but the aliens skittered away another 3”. The Gargoyles flew up and perched up on a ruined building, the Soldiers followed them to keep them within Synapse Range and the Termagants turned to face the Night Goblins with bows in the ruins. In the Magic Phase, the Zoanthrope dispelled ‘Curse of da Bad Moon’ once again and attempted to cast ‘Paroxysm’ but the Night Goblin Shaman dispelled it. In the Shooting Phase the Gargoyles picked off two more Night Goblins from the Big Boss’ unit, the Soldiers slaughtered the last remaining Fanatic and the Termagants failed to wound any Night Goblins in the Shaman’s unit due to Gork’s curse.

    In the Night Goblin turn, both units of Night Goblins came close to failing their Animosity tests but pushed on, while the Trolls tripped forward 4” as a result of failing their Stupidity test, almost stepping on the Night Goblins in front of them. The Boar Chariot drove up the hill and round to the edge of the summit to line up a charge into the Zoanthrope, the Night Goblins with bows shuffled backwards to take aim at the Termagants and the Night Goblins with spears turned to face the Soldiers. In his Magic Phase, the Shaman rolled a measly 4 for the Winds of Magic, meaning he got only 4 power dice and the Zoanthrope got 3 dispel dice. He elected to use them all to once again summon the Bad Moon, and used his Power Stone to give him two extra dice, allowing him to roll a casting value of 24. With the mere three dispel dice it had the Zoanthrope was unable to do anything about this, and the manifestation of the Night Goblins’ deity manifested at the heart of the Termagant unit, killing four, before moving 14” eastwards to inflict a wound on the Soldiers (the Zoanthrope was also hit by the Bad Moon on its travels but passed its Strength test). In the Shooting Phase, the Shaman’s unit added to the damage their leader caused to the Termagants by picking off another with arrow fire.
    Tyranids vs Greenskins Turn 4.JPG


    Turn 5

    The fifth turn began with the Hormagaunts continuing to flee, the Zoanthrope and Termagants launching a combined charge against the Shaman’s Night Goblins, with two of the Termagants being shot on their way in, and the Soldiers charging the Night Goblins with spears. The Gargoyles then flew behind the Trolls to deliver some close-range Fleshborer fire. The Zoanthrope decided not to cast ‘Paroxysm’ this turn as it knew its presence in the combat alone would scare the Night Goblins into submission, but easily dispelled the Curse of Da Bad Moon with all its 10 power dice. The Gargoyles shot at the Trolls in the back with their Fleshborers, but the great beasts’ regenerative hide meant no lasting damage was inflicted. Both units of Night Goblins failed their Fear tests against the Zoanthrope and Soldiers. In the leftmost combat the Termagants savaging four of the Night Goblins with bows thanks to being able to use their Spinefists in melee, and the Zoanthrope failed to wound. The Night Goblins in their terrified state could only kill two Termagants, but the Shaman stabbed another to death with a small knife he carried with him in case anyone considered betraying him. Nevertheless, the Tyranids’ multiple charges and higher casualties inflicted meant they won the combat. The Night Goblins were Steadfast, but still failed their Break Test and tried to flee, staggering back three inches, but the surviving Termagant and Zoanthrope tore them to shreds and blasted them apart with psychic force respectively. In the other combat the Soldiers slashed three Night Goblins to ribbons with precision strikes of their talons, while the Night Goblins could only succeed in killing the wounded Soldier. The Goblins once again lost the combat but, with their Big Boss yelling orders at them, the spear unit held to fight for another round.

    In the Greenskin turn, the Trolls passed their Stupidity test for once and turned back on themselves to face the Gargoyles and the Boar Chariot attempted to repeat the trick it had pulled on the Tyranid general and charged the Zoanthrope in the back, but only managed one Impact Hit that failed to wound. The Shaman and bow Night Goblins were now dead so once again close combat was fought, the Alpha Soldier devouring two Night Goblins and suffering a wound and the Boar Chariot passed its Fear test and inflicted two wounds on the Zoanthrope without suffering any in return.
    Tyranids vs Greenskins Turn 5.JPG


    Turn 6

    The final Hive Mind turn began with the Hormagaunts finally passing a Leadership test and rallying, though while they descended into a slavering Frenzy due to being outside Synapse Range, they could do no more for the rest of the game. The Gargoyles flew into combat with the Boar Chariot in an attempt to protect the Zoanthrope and the Termagant Firstspawn trotted over to the same combat in case the Boar Chariot survived. The Zoanthrope attempted to cast Paroxysm on the Boar Chariot and did so, reducing the Orcs’ and Boars’ weapon skill to 2. In the rightmost combat the Alpha Soldier cut down 3 more Night Goblins and survived the combat with a single wound remaining, but the massed numbers of Night Goblins still held, subverting all expectations of their cowardly species. The Boar Chariot failed its Fear test this time in its combat and failed to finish off the Zoanthrope. While the Gargoyles, swarming in through the doors and windows of the ruins, failed to wound the crudely-built vehicle, their charge into its flank was enough to scare the crew into action, the Chariot driving back up the hill to escape the confined conditions. The Gargoyles pursued hungrily, but fell just short of catching their quarry.

    In the Greenskins’ final turn, the Trolls failed their Stupidity test and, not caring about where the flying bat-like things went, stomped 3” back the way they had come, intending to start off home early. The Boar Chariot rallied and swerved back around to face the Gargoyles now that the crew were outside the claustrophobic conditions of the ruins, but of course couldn’t charge. Three more Night Goblins were savaged by the Alpha Soldier, but the great Tyranid was brought low by the other members of the unit, who all gibbered in a mixture of triumph and relief on top of the creature’s corpse, bringing about the end of the battle.
    Tyranids vs Greenskins Turn 6.JPG


    Greenskin Victory Points: 442 (for killing the Soldier Prime as the Tyranid General and the Soldiers)

    Hive Mind Victory Points: 290 (for running down the Shaman, the Archers and their Fanatics with their standard bearer dying through Last Stand)


    That is a clear Greenskin victory! What’s more, unlike the previous battle where the Hive Mind army still had a lot to play with, if this game were continued I’d reckon the Hormagaunts would have been able to defeat the last of the Night Goblins but would have got stomped by the Trolls, and the Gargoyles may have been able to take out the Boar Chariot if they could avoid getting charged by it.

    I’d say there were three things that particularly contributed to the Greenskins winning that fight:
    1. Curse of Da Bad Moon: This caused heaps of damage in the Hormagaunt unit, meaning when they got into combat with the Night Goblins with spears they were understaffed while their opponents were unharmed. That certainly helped to tip the balance and ultimately allowed that unit of Night Goblins to hold the line throughout the game. If that hadn’t done its work the Hormagaunts could well have stayed in the first round after the Goblins got some lucky kills and torn more apart in later turns. Additionally the last casting of the spell inflicted a single wound on the Soldiers - if this hadn’t happened it would have been a close Hive Mind victory as the Alpha Soldier would have survived with a single wound remaining.
    2. Fanatics: The Night Goblins rolled really well for their Fanatics’ Random Movement this game, as only one decided to come back towards its own side and only killed three Night Goblins, before spinning off the board. The others all stayed around where the Swarms of the Hive Mind were camping out as they waited for them to move on, causing damage to the Soldiers and Gargoyles and generally making a nuisance of themselves (indeed the damage done to the Soldiers also contributed to the Big Boss’ unit of Goblins holding against and ultimately defeating them - even with the death of the Soldier-Prime the Swarms of the Hive Mind would have won a close victory if it hadn’t been for the wearing down of the Alpha Soldier. Talking of which...
    3. The Orc Boar Chariot: How could we forget the Boar Chariot’s finest hour? This thing hasn’t had much of a track record in our previous battles, usually rolling only a 1 or 2 for its Impact Hits and doing very little before eventually getting killed in close combat, and indeed it did only roll a 1 when trying to inflict Impact Hits on the Zoanthrope, but running over the Soldier-Prime with 5 Impact Hits was hilarious and the other big factor that gave the Goblins (and 2 Orcs) the win. But as I mentioned earlier, this wasn’t enough to give them the win alone - it was the decision to send the Soldiers into the sizeable unit of Night Goblins on their own and their eventual demise that cost the Swarms of the Hive Mind the game in the end.
    Now for individual unit analysis:

    Soldier-Prime: If Tyranids could speak human language, this chap would be shouting “I was robbed!” all over the place. Run over by a Boar Chariot. Talk about ‘Stupid Deaths’. The main reason I didn’t get him to join the Soldier unit was to maximise Synapse coverage across as much of the board as possible, but it may look as though he’d be better off joining them. Certainly he would help improve the unit’s combat potential, and I still have the Zoanthrope to supervise anything that strays outside the Soldier-Prime’s Synapse Range.

    Hormagaunts: These chaps performed slightly better than last time given that they managed to outrun the Night Goblins they lost against and managed a cheeky last-turn rally to avoid this game becoming a complete thrashing for the Greenskins, but they still did badly due to a combination of Curse of da Bad Moon and lucky combat rolls for their Night Goblin foes. Plus once again fleeing combat after only one turn of being in it, just because of an unlucky round, was embarrassing. I’m definitely making those changes to the Synapse Creature rule I mentioned in the previous batrep once I’ve played all 5 games with this version of the rules. However, for now at least let’s just hope they get a chance to shine in at least one of the next three games.

    Termagants: Once again these surpassed their melee-oriented brethren by helping to rout the Shaman and his archers, and once again lasted to the end of the game (in part thanks to being Immune to Psychology and not Panicking no matter how hard the archers shot at them - that aspect of the Synapse Creature rule is great, it’s just the leadership test part I need to work on). They did take more of a beating this time, and if it wasn’t for sending the Zoanthrope in to help as well they would have lost it after the Night Goblins shot 2 through a lucky stand-and-shoot reaction, but they survived to the end of the game and thus didn’t contribute any victory points to the Greenskins’ tally (not that they needed anymore given that they won anyway). This time we got to see the Spinefists in action in melee too, and given that I based them on the Brace of Pistols weapon option, this helps to give Termagants some sort of a chance in melee (though they lose much of their weapon range in the process).

    Soldiers: Once again these chaps proved themselves in melee without being too broken (the two Soldiers who managed to get into combat with the Night Goblins managed to kill a good lot of them in part thanks to Fear, and if the third had still been alive they could easily have routed them and the Big Boss to give the Hive Mind some much needed Victory Points), but a wayward Fanatic and Curse of da Bad Moon caused them to ultimately fall short of their target. It was also a shame that the one with the Venom Cannon was killed by the Fanatic before he could do anything with it against the Trolls (who themselves did absolutely nothing throughout the game).

    Zoanthrope: This chap did wonders this time round. As well as messing up the shooting of the Night Goblins with bows, he also supported the Termagants’ charge by bringing Fear into the combat and winning the combat for the Swarm with his flank attack, and repeatedly dispelled the Curse of da Bad Moon before it could do even more damage, forcing the Shaman to keep on casting it again to summon it back into the game. Even though Zoanthropes aren’t much cop on their own in melee, they can use Fear to support the attacks of smaller creatures in this way, and add to the Hive Mind’s potential for magic (which at smaller points values isn’t so high but in games where a Hive Tyrant can be taken, Zoanthropes are a cheap and cheerful way to bring yet another spell to the table).

    Gargoyles: Once again these lads proved hard for the Greenskins to handle, getting in everywhere and proving very difficult to catch. The only thing I’m wondering that they could have done better is if in Tyranid turn 6 they should have charged the Night Goblins in the back by flying over the Trolls. The reason I didn’t do this and instead charged into the Boar Chariot is because while flyers treat all moves as if they were travelling over open ground, and could thus charge over terrain without penalty, I wasn’t sure if the same would apply to charging over enemies, given said enemies have a chance of swiping at them as they fly into their real target, so I played safe, not wanting the Hive Mind army to win by potentially cheating. Could one of the other Fantasy gurus like @Scalenex or @NIGHTBRINGER help out with clarifying this please?


    Without further ado I shall update the scores:

    Swarms of the Hive Mind: 0

    Official GW factions: 2



    Things are actually looking rocky for this Hive Mind army build, but there are three more games to go, against the Lizardmen, Skaven and High Elves, before I finally give my verdict on this army’s performance.
     
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  2. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    oh dang that is cool
     
  3. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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    Yes, I believe you can "fly" charge over an enemy unit into an enemy unit behind them as long as you can draw line of sight to the unit you are charging.

    BRB page 70:
    fdsa.JPG
     
  4. Lord Agragax of Lunaxoatl
    Slann

    Lord Agragax of Lunaxoatl Eleventh Spawning

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    Thanks mate, that answers that question perfectly. I’ll bear this in mind when playing my next batreps :)
     
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  5. Lord Agragax of Lunaxoatl
    Slann

    Lord Agragax of Lunaxoatl Eleventh Spawning

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    If you’re interested in seeing the full army list, you can view it through the link I attached on the thread of my first batrep, and a link to that is in my first post.
     
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  6. Tk'ya'pyk
    Skar-Veteran

    Tk'ya'pyk Well-Known Member

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    ......?????

    Huh. You made... an armylist... for Tyranids... for WFB 8th edition? :wideyed:

    That's... different...

    Have to admit, I kind of like the idea. I have often wondered how various Fantasy armies would hold out against some of the more unusual 40K races. Though I'm guessing the answer is 'not well,' given the track record so far.
     
  7. Lord Agragax of Lunaxoatl
    Slann

    Lord Agragax of Lunaxoatl Eleventh Spawning

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    I certainly did, a link to my unofficial army list can be found in my first of these batreps here.

    While most of the 40K factions wouldn’t fit in Warhammer Fantasy, I felt that the Tyranids wouldn’t look as out of place as the others given their weapons look some of the least futuristic, and they are also the one race that could most easily reach the star system the Warhammer World is in, given they’ve travelled through so many galaxies before reaching the 40K one.

    The list build I’m using so far has actually lost against both Dwarfs and Orcs and Goblins, but I’ve got 3 more games planned for this list against Lizardmen, Skaven and High Elves, and I’ll also be playtesting some bigger lists later on.
     
  8. Lord Agragax of Lunaxoatl
    Slann

    Lord Agragax of Lunaxoatl Eleventh Spawning

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    @Killer Angel could you please move this batrep plus the one I’ve put a link for at the top of this thread over to the new ‘Other Armies Discussion’ section of the forum whenever you get a minute?

    Cheers mate
     

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