Its a rare but very cool feeling to be able to go to a GT as defending champion. Having won the GT in 2024 felt duty bound to try and defend my title. Having not felt in love with DG and LGT on the horizon it was time to switch back to favoured army of CSM, especially as I hadn't played them much since the last dataslate and had fun messing around with Lord Discordant/New Vashtor.
After trying a few more builds, I kept missing the tricks of my go to Pack Bound Zealots list so ended up after some tinkering with the below:
Old faithful (1995 points)
Chaos Space Marines
Strike Force (2000 points)
Pactbound Zealots
CHARACTERS
Cypher (90 points)
• Warlord
• 1x Cypher’s bolt pistol
1x Cypher’s plasma pistol
Lord Discordant on Helstalker (175 points)
• Mark of Chaos: Slaanesh
• 1x Bladed limbs
1x Bolt Pistol
1x Baleflamer
1x Impaler chainglaive
1x Magma Cutter
• Enhancement: Intoxicating Elixir
BATTLELINE
Cultist Mob (50 points)
• Mark of Chaos: Nurgle
• 1x Cultist Champion
• 1x Bolt pistol
1x Brutal assault weapon
• 9x Chaos Cultist
• 9x Autopistol
9x Brutal assault weapon
Cultist Mob (50 points)
• Mark of Chaos: Nurgle
• 1x Cultist Champion
• 1x Bolt pistol
1x Brutal assault weapon
• 9x Chaos Cultist
• 9x Autopistol
9x Brutal assault weapon
Legionaries (90 points)
• Mark of Chaos: Slaanesh
• 1x Aspiring Champion
• 1x Chaos Icon
1x Close combat weapon
1x Heavy melee weapon
1x Plasma pistol
• 4x Legionary
• 2x Astartes chainsword
4x Bolt pistol
4x Close combat weapon
1x Heavy melee weapon
1x Lascannon
Legionaries (90 points)
• Mark of Chaos: Slaanesh
• 1x Aspiring Champion
• 1x Chaos Icon
1x Close combat weapon
1x Heavy melee weapon
1x Plasma pistol
• 4x Legionary
• 2x Astartes chainsword
4x Bolt pistol
4x Close combat weapon
1x Heavy melee weapon
1x Lascannon
DEDICATED TRANSPORTS
Chaos Rhino (75 points)
• Mark of Chaos: Slaanesh
• 1x Armoured tracks
1x Combi-bolter
1x Combi-weapon
1x Havoc launcher
OTHER DATASHEETS
Chaos Predator Destructor (140 points)
• Mark of Chaos: Nurgle
• 1x Armoured tracks
1x Combi-weapon
1x Havoc launcher
2x Lascannon
1x Predator autocannon
Chaos Predator Destructor (140 points)
• Mark of Chaos: Nurgle
• 1x Armoured tracks
1x Combi-weapon
1x Havoc launcher
2x Lascannon
1x Predator autocannon
Chaos Vindicator (185 points)
• Mark of Chaos: Nurgle
• 1x Armoured tracks
1x Combi-weapon
1x Demolisher cannon
1x Havoc launcher
Chaos Vindicator (185 points)
• Mark of Chaos: Nurgle
• 1x Armoured tracks
1x Combi-weapon
1x Demolisher cannon
1x Havoc launcher
Possessed (240 points)
• Mark of Chaos: Chaos Undivided
• 1x Possessed Champion
• 1x Chaos Icon
1x Hideous mutations
• 9x Possessed
• 9x Hideous mutations
Possessed (240 points)
• Mark of Chaos: Chaos Undivided
• 1x Possessed Champion
• 1x Chaos Icon
1x Hideous mutations
• 9x Possessed
• 9x Hideous mutations
Possessed (120 points)
• Mark of Chaos: Chaos Undivided
• 1x Possessed Champion
• 1x Chaos Icon
1x Hideous mutations
• 4x Possessed
• 4x Hideous mutations
Warp Talons (125 points)
• Mark of Chaos: Slaanesh
• 1x Warp Talon Champion
• 1x Warp claws
• 4x Warp Talon
• 4x Warp claws
For those new - the list has 2 big sources of damage and the rest of the list tries to support. Possessed - which have Dev wounds once a game and access to re-roll wounds so they can detonate a big tough target, and the Nurgle marked Tanks - with access to Sustained 5's if they pass their pact they can hopefully dominate firing lanes. Most of the rest of the list falls into either chaff/utility/trading (Talons/Legionnaires/Cultists/Rhino, even the Lord Discordant is sort of a big trading piece that's good into tanks) but the secret source is Cypher. A Lone Opp with Vect access, decent if close ranged shooting and ability to shoot back, he's the little gem that makes the list tick, especially against mono-dimensional armies were Lone Opp is great v shooty and Vect helps stop combat armies (especially on my turn when I have control of it. Varients of the list have done well in the past (see other blogs) and this has essentially been my favourite list to run since early Index days.
Round 1 - Sweeping Engagment + Terraform v Tom Heckens Crusher Stampede Tyranid
Tom's List:
Crusher I hardly know her (2000 points)
Tyranids
Strike Force (2000 points)
Crusher Stampede
CHARACTERS
Deathleaper (80 points)
• 1x Lictor claws and talons
Hive Tyrant (195 points)
• 1x Monstrous bonesword and lash whip
1x Monstrous scything talons
Neurotyrant (105 points)
• 1x Neurotyrant claws and lashes
1x Psychic scream
The Swarmlord (220 points)
• Warlord
• 1x Bone sabres
1x Synaptic pulse
OTHER DATASHEETS
Biovores (50 points)
• 1x Chitin-barbed limbs
1x Spore Mine launcher
Exocrine (140 points)
• 1x Bio-plasmic cannon
1x Powerful limbs
Exocrine (140 points)
• 1x Bio-plasmic cannon
1x Powerful limbs
Lictor (60 points)
• 1x Lictor claws and talons
Maleceptor (170 points)
• 1x Massive scything talons
1x Psychic overload
Norn Emissary (260 points)
• 1x Monstrous rending claws
1x Monstrous scything talons
1x Psychic Tendril
Tyrannofex (200 points)
• 1x Powerful limbs
1x Rupture cannon
1x Stinger salvoes
Tyrannofex (200 points)
• 1x Powerful limbs
1x Rupture cannon
1x Stinger salvoes
Tyrant Guard (80 points)
• 3x Tyrant Guard
• 3x Crushing claws and rending claws
Zoanthropes (100 points)
• 1x Neurothrope
• 1x Chitinous claws and teeth
1x Warp Blast
• 2x Zoanthrope
• 2x Chitinous claws and teeth
2x Warp Blast
Pregame Thoughts: Reasonably confident about this, despite a very bad record into Nids historically! Into Invasion Nids with lots of Gaunts - this is a really horrible match up (its one of those go second ona good mission can win but its really, really hard.) However this is a better version of the match up - Nids have much less screens than normal which means I should beat them in chaff wars, even if the Lictor/Deathleaper does make that a bit tougher for Legionnaires and that should allow Possessed to get the first "proper" hit in when the big pieces collide and they should detonate anything they hit - although I do need to bank up some CP due to Swarmlords horrible evil Vect Aura. Meanwhile I can use Cyphers awesome brilliant Vect Aura to hopefully try and stop back engages/interrupts back. Tyreannofex's are the other issue, if I lose the ranged war, then trading might be for Naught (especially as Excorinces just pick up Possessed with a glance.) This is a swingy fight for both of us - Can Tyrannofex's or Vindicators high roll better into each other? Thankfully this is were Nurgle Lone Opp is great - if I can expose only one (key) tank at a time then I can try and keep it safe and ensure that my Vindicators in particular can try and smash them.
 |
CSM deployment - light on the sides given the lack of terrain their and hard in the middle to counter any Nid Push. |
 |
Side on view of battlefield |
 |
Nid deployment - Lictors upfield for early scoring with saves of Monsters much more aggressively positioned. |
 |
CSM go first but have a very quick turn - Predator pokes out to shoot Exocrine and Cultists move up to take objective in shot, whilst rest of army stages as Nids charge forth on the right flank. |
 |
Nids more cautious on my left flank - 5 Possessed went to kill Deathleaper (given they could disrespect its attacks) and whilst they are going to die, Nids can't get onto that objective buying me time. |
 |
Nids take out a Predator to leave the right flank short of assets but are exposed to bulk of forces in the middle. |
 |
Its go time already for Possessed - Nids are all in on my right flank. Immediate greed as I target 2 kills from my squad. |
 |
After not having much fun with Morty's Hammer, scenes like this bring me joy with nasty combat threats charging big monsters. Also Cultists charge in to tie Tyrannofex up. |
 |
I don't want to commit in the Middle so Rhino takes objective from Lictor, Possessed after some tanks soften up Tyrannofex kill it at the Hive Tyrant whilst Legionnaires kill softened up Exocrine - right flank is now securely mine, Nids don't own left (but I can't really stop that for long) and battle in middle is about to kick off. |
 |
Overview of left side of battle going into Nids turn 2. |
 |
Overview from Nids side of table. |
 |
Overview from another side of the table! Lots of bulk for both sides in the middle, but no need for me to push objective 2 with Nids not on it. |
 |
Nid start moving up in the middle - Rhino's and Legionnaires limiting their options to swing round to right of shot. Given the amount of targets on display I feel safe Rapid Ingressing Warp Talons to attack Nids homefield objective. |
 |
Nids murder all my stuff in the middle, but are exposed and most of my heavy hitters are still ready to fight. Importantly Nids don't have enough to interrupt going into my turn with Cypher close by. |
 |
Brutal turn from CSM in the middle, killing Swarmlord as his bodyguard and injuring a Maleceptor that whiffs back. Possessed on the right start the long job of fighting the Tyrannofex without any buffs whilst Warp Talons take Nids home objective. |
 |
Cypher cheers the team on whilst with left flank action busy Lord Discordant redeploys to middle in case of disaster. |
 |
Nids get something on the left flank, Cultists ready to 'pounce' on objective if they can charge the spore mine and pile on. |
 |
Right flank is now rather sedate after its explosive start, Possessed whittle down the Tyrannofex. |
 |
Nids shooting takes out some Possessed, but their last combat threat (Norn Emissary) has to return home to retake the objective. |
 |
Maleceptor falls back but Nids can't deal enough damage to retake the middle. |
 |
With right and middle now secure, CSM go in for the kill moving up to take the left flank. |
 |
Fight on the right flank still going as I ignore the Norn Emissary. |
 |
Tanks move up hold middle. |
 |
Finally got it! Shows the difference between Possessed with re-rolls and mortals and without. |
 |
Technically the turn is a bit of a whiff, only killing couple Zoanthropes but its beyond recovery now for Nids. |
 |
Nids turn is spent doing Recovery Assests as CSM watch on before taking the win. |
Final Score -CSM win 81-49
Postgame Thoughts: Largly to plan - few squeaky moment when Tyrannofex's started shooting but thankfully they weren't too problematic. This was probably the game were CSM really showed their strengths of best - a stat check of a particular type that they could get the first hit on and just detonate key threats and leave Nids in a position were they had to scramble. Very solid first game.
Round 2 - Purge the Foe on Crucible of Battle v Martyn Coopers Combined Arms Astra Militarum
Meme gt (2000 Points)
Astra Militarum
Combined Arms
Strike Force (2,000 Points)
CHARACTERS
Cadian Command Squad (65 Points)
• 1x Cadian Commander
◦ 1x Plasma pistol
◦ 1x Power fist
• 1x Cadian Veteran Guardsman
◦ 1x Plasma pistol
◦ 1x Power fist
• 1x Cadian Veteran Guardsman
◦ 1x Close combat weapon
◦ 1x Lasgun
◦ 1x Master Vox
• 1x Cadian Veteran Guardsman
◦ 1x Close combat weapon
◦ 1x Lasgun
◦ 1x Medi-pack
• 1x Cadian Veteran Guardsman
◦ 1x Close combat weapon
◦ 1x Lasgun
◦ 1x Regimental Standard
Catachan Command Squad (65 Points)
• 1x Catachan Commander
◦ 1x Close combat weapon
◦ 1x Plasma pistol
◦ 1x Power fist
• 4x Veteran Guardsman
◦ 4x Close combat weapon
◦ 3x Lasgun
◦ 4x Laspistol
◦ 1x Master Vox
◦ 1x Medi-pack
◦ 1x Meltagun
◦ 1x Regimental Standard
Gaunt’s Ghosts (110 Points)
• 1x Ibram Gaunt
◦ 1x Bolt Pistol
◦ 1x Gaunt’s chainsword
• 1x Colm Corbec
◦ 1x Corbec’s hot-shot lascarbine
◦ 1x Straight silver knife
• 1x Elim Rawne
◦ 1x Rawne’s lascarbine
◦ 1x Straight silver knife
• 1x Hlaine Larkin
◦ 1x Larkin’s long-las
◦ 1x Straight silver knife
• 1x ’Try Again’ Bragg
◦ 1x Bragg’s autocannon
◦ 1x Straight silver knife
• 1x Oan Mkoll
◦ 1x Lascarbine
◦ 1x Mkoll’s straight silver knife
Ogryn Bodyguard (40 Points)
• 1x Brute Shield
• 1x Bullgryn maul
• 1x Close combat weapon
Rogal Dorn Commander (265 Points)
• 1x Armoured tracks
• 1x Coaxial autocannon
• 1x Heavy stubber
• 2x Heavy stubber
• 2x Multi-melta
• 1x Oppressor cannon
• 1x Pulveriser cannon
Rogal Dorn Commander (265 Points)
• 1x Armoured tracks
• 1x Coaxial autocannon
• 1x Heavy stubber
• 2x Heavy stubber
• 2x Multi-melta
• 1x Oppressor cannon
• 1x Pulveriser cannon
Ursula Creed (85 Points)
• Warlord
• 1x Duty and Vengeance
• 1x Power weapon
BATTLELINE
Cadian Shock Troops (65 Points)
• 1x Shock Trooper Sergeant
◦ 1x Bolt pistol
◦ 1x Chainsword
• 9x Shock Trooper
◦ 9x Close combat weapon
◦ 7x Lasgun
◦ 1x Meltagun
◦ 1x Plasma gun
◦ 1x Vox-caster
Catachan Jungle Fighters (65 Points)
• 1x Jungle Fighter Sergeant
◦ 1x Close combat weapon
◦ 1x Laspistol
• 9x Jungle Fighter
◦ 9x Close combat weapon
◦ 2x Flamer
◦ 7x Lasgun
◦ 1x Vox-caster
Catachan Jungle Fighters (65 Points)
• 1x Jungle Fighter Sergeant
◦ 1x Close combat weapon
◦ 1x Laspistol
• 9x Jungle Fighter
◦ 9x Close combat weapon
◦ 2x Flamer
◦ 7x Lasgun
◦ 1x Vox-caster
Catachan Jungle Fighters (65 Points)
• 1x Jungle Fighter Sergeant
◦ 1x Close combat weapon
◦ 1x Laspistol
• 9x Jungle Fighter
◦ 9x Close combat weapon
◦ 2x Flamer
◦ 7x Lasgun
◦ 1x Vox-caster
Catachan Jungle Fighters (65 Points)
• 1x Jungle Fighter Sergeant
◦ 1x Close combat weapon
◦ 1x Laspistol
• 9x Jungle Fighter
◦ 9x Close combat weapon
◦ 2x Flamer
◦ 7x Lasgun
◦ 1x Vox-caster
OTHER DATASHEETS
Bullgryn Squad (100 Points)
• 1x Bullgryn Bone ’ead
◦ 1x Brute Shield
◦ 1x Bullgryn maul
◦ 1x Close combat weapon
• 2x Bullgryn
◦ 2x Brute Shield
◦ 2x Bullgryn maul
◦ 2x Close combat weapon
Death Riders (60 Points)
• 1x Ridemaster
◦ 1x Death Rider lascarbine
◦ 1x Frag lance
◦ 1x Power sabre
◦ 1x Savage claws
• 4x Death Rider
◦ 4x Death Rider lascarbine
◦ 4x Frag lance
◦ 4x Power sabre
◦ 4x Savage claws
Kasrkin (110 Points)
• 1x Kasrkin Sergeant
◦ 1x Plasma pistol
◦ 1x Power weapon
• 9x Kasrkin
◦ 9x Close combat weapon
◦ 3x Hot-shot lasgun
◦ 1x Hot-shot laspistol
◦ 1x Hot-shot marksman rifle
◦ 1x Melta Mine
◦ 2x Meltagun
◦ 2x Plasma gun
◦ 1x Vox-caster
Kasrkin (110 Points)
• 1x Kasrkin Sergeant
◦ 1x Plasma pistol
◦ 1x Power weapon
• 9x Kasrkin
◦ 9x Close combat weapon
◦ 3x Hot-shot lasgun
◦ 1x Hot-shot laspistol
◦ 1x Hot-shot marksman rifle
◦ 1x Melta Mine
◦ 2x Meltagun
◦ 2x Plasma gun
◦ 1x Vox-caster
Kasrkin (110 Points)
• 1x Kasrkin Sergeant
◦ 1x Plasma pistol
◦ 1x Power weapon
• 9x Kasrkin
◦ 9x Close combat weapon
◦ 3x Hot-shot lasgun
◦ 1x Hot-shot laspistol
◦ 1x Hot-shot marksman rifle
◦ 1x Melta Mine
◦ 2x Meltagun
◦ 2x Plasma gun
◦ 1x Vox-caster
Leman Russ Vanquisher (145 Points)
• 1x Armoured tracks
• 1x Heavy stubber
• 1x Hunter-killer missile
• 1x Lascannon
• 2x Multi-melta
• 1x Vanquisher battle cannon
Leman Russ Vanquisher (145 Points)
• 1x Armoured tracks
• 1x Heavy stubber
• 1x Hunter-killer missile
• 1x Lascannon
• 2x Plasma cannon
• 1x Vanquisher battle cannon
Pregame Thoughts: Aaagh shit. These were my very loud words in the middle of the chippie show next to Martyn when the pairings came through. If a stat check R1 was what I was after, Guard were the opposite, especially on Purge were I thought I had less of chance to dominate primary (this turned out to be wrong.) Lots of screen meant I was resigned to none of my Possessed realistically getting to his tanks and the amount of OC and number of bodies meant I was going to struggle to push.
Still whilst I was outtraded, and at a big secondary disadvantage I had one hope and it wasn't a great one - outshoot Guard. If I can't outtrade them, and I can't get my damage into them I have to go to plan, well C really and try and get janky. This is A - not great, B - not realistic but CSM have a chance to randomly spike with Lascannons thanks to Dark Parts - combined this with Lone Opp possibly with tanks its gives me an out at least - I don't expect Vindicators to ever be in a position to do this, but a Predator or even Rhino with 2 Legionnaires might, might just spike and if they can take out a Dorn at range it gives me licence to just throw Possessed forward, cover objectives in bodies and try to push DG back without fear of reprisal.
 |
CSM deployment - Vindicator in reserve. Warp Talons hang back given the lack of terrain and the mass scout on IG side so wanting to stay safe (retrospectively a mistake.) |
 |
Guard deployment - tanks safe as the first wave of bodies starts to scout up. |
 |
Reverse shot as a million OC's worth of bodies moves up field. A Dorn pokes out to kill some Green Possessed at top of shot which allows a Predator to shoot back at it in my turn. |
 |
Combination of scout, order and advances pins CSM in. My response is to send Legionnaires as close to the Catachan as I can, shoot them off and try a long charge into Kasrkin behind the wall to get to the objective. |
 |
Cultists move up field to try and hold objective next turn as CSM try and stage. |
 |
Good news - Legionnaires make charge into Kasyrkn but combination of mine and failed pact means Guard hold the objective after the fighting's done. |
 |
Send in the next wave! Guard send forward another wave of bodies and OC to drown out the objectives. |
 |
Dorn hides from Predator having lost a few wounds to its Lascannons and wants to avoid the Lone Opp Potential. Guard kill my skirmish pieces, reset screens and score secondaries before passing turn back. |
 |
Possessed go into the Catachan command squad with Ogryn bodyguard. This squad is stupid - I go full re-rolls to wound, sustains and dev wounds and kill 4ish of them due to combination of -1 damage, FNPs and T6. I take the point at least. |
 |
Kasyrkin drop in to overwatch Warp Talon to chip away at them during my turn. |
 |
Left objective is near impossible to get to but I need to stop Guard primary, so I consider trying to and repeat the trick of killing the screen + long charge from a unit (this time Discolord) to try and cap guard primary but its too far. |
 |
CSM are trading down but at least stop guard's primary lead from increasing. |
 |
Just after Guard turn - Vanquisher comes up and snipes a Predator I move up a Discolord - potentially to charge it, but with upside that if Vindicator kills it they can charge around the wall into the Guard behind it. |
 |
Reverse shot - its rare for me to Rapid Ingress tanks but I spot an opportunity to get a Vindicator into range next turn via one here as Guard screen every other option out. |
 |
The good news - Vindicator kills the Vanquishor and Lord Discord gets onto the objective, the bad - it doesn't hold the objective and it out OC'd by 2 Guardsmen. |
 |
Cypher had charged into the Horses to try and take the objective but his failure to do so means that guard get hold more again. |
 |
Vindicator tries to take out the Dorn but largely fails to do anything of note, then charges Guant to try and stop him teleporting around. |
 |
Possessed finally clear the top objective (bottom right of shot) but Guard still have plenty of screen and their guns are largely fine. |
 |
Guard are low, but not out of reserves whilst CSM are all in. Primary they are edging, secondaries are horrendous for me compared to them as all my units have been tied up in trying to stop primary.. |
 |
Dorns combine to take out Possessed as Guard start to charge into CSM lines. |
 |
A high roll on save on Discolord is probably what I need for one last shot at a miracle (and even then probably too late) but when he's taken out by Vanquisher its just playing for pride now. |
 |
Vindicator eventually wins the fight v Ghosts for some late assassinate points but game is long gone. |
 |
Guard stand triumphant having dominated middle of field pretty much all game just coming short of taking my objective. |
Final Score - 97-72
Postgame Thoughts: This was a very particular type of brutal from Martyn - one the score line doesn't really show. This was a surgical dismantling piece by piece without me able to land a single notable blow of note. Martyn ended up winning the event, beating 2 other members of Fire and Dice on the way (all of whom went 4-1) and when discussing it after the game and Zan probably summed it up best
"I think im our game he could win without his tanks its all movement and mostly move blocking which is pretty bad for daemons with a few big guys that rely on being mobile and able to jump key targets"
The specifics are daemons but the same was true here, whilst the Dorns clearly played a key role in Martyns win they also sort of felt inconsequential to the win which is mad. They shot for 5 turns at stuff in the middle, picking off easy targets from safety - no wild swing, no mad tank duels just efficient removal whilst the real hero's were the waves of guard sacrificing themself for points over and again which stopped me from ever really competing. Purge actually ended up keeping the scoreline respectable, but the pressure on primary was always such that whilst that was close, secondaries were brutally in Martyns favour. As for what I could have done differently - well I was too cautious about Warp Talons - I needed a big game from them as I was too passive for fear of losing them and the same was probably true of my tanks to a lesser extent - one more on the top flank pushing forwards early might just allow me to get LoS on Dorns earlier and potentially take them out and stop Guards damage from really threatening me. Still a masterclass in shutting down from Martyn, no complaints.
Round 3 - Search and Destroy, Hidden Supplies v John Swanston's Renegade Raider CSM
Raiders GT (2000 Points)
Chaos Space Marines
Renegade Raiders
Strike Force (2,000 Points)
CHARACTERS
Cypher (90 Points)
• 1x Cypher’s bolt pistol
• 1x Cypher’s plasma pistol
Fabius Bile (85 Points)
• 1x Fabius Bile
• Warlord
◦ 1x Chirurgeon
◦ 1x Rod of Torment
◦ 1x Xyclos Needler
• 1x Surgeon Acolyte
◦ 1x Surgeon Acolyte’s tools
BATTLELINE
Cultist Mob (50 Points)
• 1x Cultist Champion
◦ 1x Autopistol
◦ 1x Brutal assault weapon
• 9x Chaos Cultist
◦ 9x Autopistol
◦ 9x Brutal assault weapon
Cultist Mob (50 Points)
• 1x Cultist Champion
◦ 1x Autopistol
◦ 1x Brutal assault weapon
• 9x Chaos Cultist
◦ 9x Autopistol
◦ 9x Brutal assault weapon
Legionaries (90 Points)
• 1x Aspiring Champion
◦ 1x Chaos Icon
◦ 1x Close combat weapon
◦ 1x Heavy melee weapon
◦ 1x Plasma pistol
• 4x Legionary
◦ 2x Astartes chainsword
◦ 4x Bolt pistol
◦ 4x Close combat weapon
◦ 1x Heavy melee weapon
◦ 1x Lascannon
Legionaries (90 Points)
• 1x Aspiring Champion
◦ 1x Chaos Icon
◦ 1x Close combat weapon
◦ 1x Heavy melee weapon
◦ 1x Plasma pistol
• 4x Legionary
◦ 2x Astartes chainsword
◦ 4x Bolt pistol
◦ 4x Close combat weapon
◦ 1x Heavy melee weapon
◦ 1x Lascannon
Legionaries (90 Points)
• 1x Aspiring Champion
◦ 1x Chaos Icon
◦ 1x Close combat weapon
◦ 1x Heavy melee weapon
◦ 1x Plasma pistol
• 4x Legionary
◦ 2x Astartes chainsword
◦ 4x Bolt pistol
◦ 4x Close combat weapon
◦ 1x Heavy melee weapon
◦ 1x Lascannon
DEDICATED TRANSPORTS
Chaos Rhino (75 Points)
• 1x Armoured tracks
• 1x Combi-bolter
• 1x Combi-bolter
• 1x Havoc launcher
Chaos Rhino (75 Points)
• 1x Armoured tracks
• 1x Combi-bolter
• 1x Combi-bolter
• 1x Havoc launcher
Chaos Rhino (75 Points)
• 1x Armoured tracks
• 1x Combi-bolter
• 1x Combi-bolter
• 1x Havoc launcher
OTHER DATASHEETS
Chaos Bikers (70 Points)
• 1x Biker Champion
◦ 1x Chaos Icon
◦ 1x Close combat weapon
◦ 1x Combi-bolter
◦ 1x Power fist
• 2x Chaos Biker
◦ 2x Astartes chainsword
◦ 2x Close combat weapon
◦ 2x Combi-bolter
◦ 2x Plasma gun
Chaos Bikers (70 Points)
• 1x Biker Champion
◦ 1x Chaos Icon
◦ 1x Close combat weapon
◦ 1x Combi-bolter
◦ 1x Power fist
• 2x Chaos Biker
◦ 2x Astartes chainsword
◦ 2x Close combat weapon
◦ 2x Combi-bolter
◦ 2x Plasma gun
Chaos Predator Destructor (140 Points)
• 1x Armoured tracks
• 1x Combi-bolter
• 1x Havoc launcher
• 2x Lascannon
• 1x Predator autocannon
Chaos Predator Destructor (140 Points)
• 1x Armoured tracks
• 1x Combi-bolter
• 1x Havoc launcher
• 2x Lascannon
• 1x Predator autocannon
Chaos Predator Destructor (140 Points)
• 1x Armoured tracks
• 1x Combi-bolter
• 1x Havoc launcher
• 2x Lascannon
• 1x Predator autocannon
Chosen (250 Points)
• 1x Chosen Champion
◦ 1x Bolt pistol
◦ 1x Boltgun
◦ 1x Chaos Icon
◦ 1x Power fist
• 9x Chosen
◦ 6x Accursed weapon
◦ 9x Bolt pistol
◦ 3x Boltgun
◦ 4x Combi-weapon
◦ 2x Paired accursed weapons
◦ 1x Power fist
Raptors (90 Points)
• 1x Raptor Champion
◦ 1x Plasma pistol
◦ 1x Power fist
• 4x Raptor
◦ 2x Astartes chainsword
◦ 2x Bolt pistol
◦ 2x Close combat weapon
◦ 2x Meltagun
ALLIED UNITS
Noise Marines (145 Points)
• 1x Disharmonist
◦ 1x Close combat weapon
◦ 1x Sonic blaster
• 5x Noise Marine
◦ 2x Blastmaster
◦ 5x Close combat weapon
◦ 3x Sonic blaster
Noise Marines (145 Points)
• 1x Disharmonist
◦ 1x Close combat weapon
◦ 1x Sonic blaster
• 5x Noise Marine
◦ 2x Blastmaster
◦ 5x Close combat weapon
◦ 3x Sonic blaster
Nurglings (40 Points)
• 3x Nurgling Swarm
◦ 3x Diseased claws and teeth
Pregame thoughts - So fun fact this was both the 1st v 2nd/the two unbeaten players from last years GT playing off which was pretty cool. CSM Mirror match but very different styles of lists and we'd already chatted briefly about each others lists before going into the round.
So Pros and cons - In general I much preferred my list (obviously given I brought it to the event) however the Raiders list did trade better than mine and was arguably better list in the mirror with their extra OC, reach. Whilst normally the issue with Raiders is killing anything that isn't on an objectives, they still had more than enough punch to take out just about everything in my army.
There were 3 real exceptions to this however - 2 Vindicators and the Disco Lord. CSM doesn't have great long range anti tank, and 2+ saves with cover is a real to pain to remove so I could potentially use them to force engagements in relative safety. Is this plan the opposite of the one I was banking on in the previous game that I was using as my win path? Yes, but that's either playing to your outs, bad play, and using Nurgle Lone Opp to help swing the game. This was a game I really wanted to go second in, and thankfully did - so I could rely on trading slowly, trying to build up a range advantage and use end of game scoring to my advantage. If I'd gone first then Possessed would have moved up early to try and bait out a response and counter attack that (and not been placed on an objective.)
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Raiders deployment - bikes to contest either rather objective with Chosen and Rhinos in the middle. |
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Raiders win first turn and move up - Bikers auto advancing onto the objective (hidden under wall next to Legionnaires/Rhino.) |
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PBZ deployment - a mass of bodies in the middle! |
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Possessed on far left to take top left objective, hope is then to use Predator to deny access to the space between the Main L and the two objectives in shot. |
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PBZ turn 1 - Raiders didn't do much on theirs and mine is pretty quick - I move up some Legionaires and consider the option of either charging bikers and risking HI or just leaving them as they are. |
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I elect to charge, have to split attacks and low roll - its a bad play when I could just keep them on the objective and stay still to deny primary. As it is Raiders get an easy kill for minimal damage and early primary. |
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Reverse shot from left side as Raptors move up to deny Possessed the objective. |
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With a Rhino full of half full of bodies Predators line up to take it, and its contents out. |
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Both are killed, but it exposes most of Raiders long range firepower my Tanks move up to response and take out two Predators, limiting what Raiders can throw at me and pretty much ensuring i'll win the long range war (although Noise Marines and last Predator keeps my Possessed honest for now.) |
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After guff on right flank I move my Discolord up to take the objective with Cultist and Possessed looking on - it means i'll have 7 OC on objective and Raiders have to commit something proper whilst Cultists on right of shot take middle and force a response (and second biker unit can't just steal it with their OC 6. |
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Overview going into Raiders turn. |
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Reverse shot with all Possessed hiding behind walls. Warp Talons ready to strike if and provide reach to far side. |
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Bikers hold the right objective as Noise Marines fire out the Rhino, but into Vindicators they don't do massive damage |
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Its the fight you've all been waiting for in the middle as Cultists clash.
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Biker provide OC along with Legionnaires on the top left objective - but the combined might of Noise Marines with full re-rolls + Legionnaires charge can't dislodge the Discolord and he holds the objective. Possessed come out to clear bikers from objective. |
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Talons move up to take objective from Bikers as PBZ tanks move across searching for targets. |
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Top left objective is mine, both of us are too cowardly to go into the middle. I mean too tactically minded to let out big 'bully' units get charged first. I really want to kill the Noise Marines but don't have any way to do so. Score is essentially even but I've got end of game scoring on my side. |
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Warp Talons don't clear the objective fully so can't hide but at least deny Raiders the objective. |
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Overview of my top left flank. |
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Raiders are feeling the time pressure and Chosen move up to take the flank. |
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Raiders don't have any answer on the right and pull back to secure resources. |
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Noise Marines blast the Discolord away and Bile + Chosen make short work of the 5 Possessed squad. |
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Cultists watch on as much more powerful troops have the objective. |
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Turn 4 With Chosen committed and time running out I send a 10 squad of Possessed in middle - Chosen can't get me, so I just need enough stuff on objectives to hold a turn of primary. |
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Second squad looks on to make sure I can get a 15 last turn. |
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Raiders Cypher takes objective 2 for some secondary, but thats about it for their turn with their other assets out of position. |
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Turn 5 - PBZ get an easy 15 primary to secure win and that's that! |
Final Score - 69 - 55 Win
Postgame thoughts - So one bad play at the start with the Legionnaires put me unnecessarily on the backfoot at the start, but otherwise solid play. Raiders is a really strong CSM build, but this rather highlighted in a lot of ways why I prefer PBZ - if the game is played off objectives Raiders can really struggle to kill and they lack a big Deathstar combat threat. Yes Chosen are an option, but they are so behind the curve on both durability/damage these days and such an expensive package with Bile + Rhino. To be honest that didn't end up mattering - neither the Possessed or Chosen did anything of note really and the MVP was probably the Discolord holding an objective for a turn thanks to his FNP and I think my first ever use of Eye of the Gods to boost his Toughness/Wounds (amongst other things) to survive the Noise Marines Salvo.
Round 4 - Robby Sweeny's Virulent Vectorium Death Guard
Pregame thoughts - Death Guard always going to be tough, but felt confident about this early with a couple of caveats. In my corner - I should outshoot DG, and be faster, whilst DG have better forward screens thanks to Poxwalkers and a incredibly destructive unit in the Deathshroud + LoC in reserve. I should have enough screens to counter that but Poxwalkers mean I have to commit something first. None of the pros/cons really are strong enough for either side which leaves to the brawl.
On paper its horrid for CSM - most of my attacks are damage 2, and DG have easy access to -1 damage, extra durability and fights first, but I have access to Cypher. Possessed have enough damage to detonate anything on DG side with full Dev Wounds + Reroll combo, but only if DG can't -1 damage and Cypher opens this option up (or if DG hold enough CP to stop this, I can charge 2 units with Possessed and DG can either -1 damage or interrupt, Possessed should have to tank through most of DG units except the Deathshroud and still hit hard enough back with full combo to leave a dent. So screen, try and get DG to commit forward, try and drain of them of CP were I can before the big engagement then use Possessed to brutalise something - oh and ignore the Daemon Prince for as long as possible.
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DG Deployment, Poxwalkers on objectives, drones split out with Plague Marines in the middle. |
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Really not a fan of how open this map is on the bottom right side, but alas is what is it. Tanks spread out evenly to threaten firing lanes, Possessed/Warp Talons in the middle and Rhino on the right to contest objective 6/right flank. |
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Reverse shot. Normally prefer to go second, but going first means I can attack Poxwalkers before they sticky the objective so pretty even. DG end up going first. |
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DG first turn is very quick, 10 secondary points by putting Spawn in middle, done. I get 2 secondaries I can't do so get a challenger card. Yay for me this game, not yay for challenger cards. |
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Early good signs as Warp Talons take out a Poxwalker squad, but does make the Discolord and overcommit - needed in case they failed the charge. |
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So this is both good news, and the biggest misplay ever - Legionnaires advance and charge onto objective and clear enough to hold objective even through an interrupt. |
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So, some good here, but the problem mentioned above will show in next pic. The good - Rhino is empty gets in the way and takes objective from Spawn, Legionnaires screen Possessed from physical charge. |
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The bad? See that massive gap at bottom of shot? Apparently my phone isn't allowed to screen out Deathshroud deep strikes. Before my Legionnaires charged it was screen out but there is a chance for the squad to come in right into my backfield and into my best units to kill them. Ah. |
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Robby starts measuring were the DS can land - brief hope the squad is too big to fit, but alas not the case. |
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DG have lost their scoring pieces so response with full send emerging from their ruin as I spend my time regretting not moving something (Predator probably) to roughly were the Deathshroud are. |
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Plague Marines pop full re-rolls at shoot the Discolord to death - Cypher at least forcing extra CP usage |
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Cultists are at least unharmed at hold objective. |
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2 Drones and PM hose Legionnaires off the bottom right objective, but they overkill them hard enough that they can't charge on. |
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Huge moment 1 - DS start chipping away as Blue Possessed with their flamers and go to charge - but roll a 5! With Cypher having taken DG's other CP earlier they can't re-roll and I breathe a massive sigh of relief. |
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Big moment 2 - Not as big but the Spawn can't clear the Legionnaires screening my Possessed. As such the Plague Marines have to finish them off instead of getting to attack my Possessed, its not as big as the failed DS charge but its another moment of luck and means I've only lost screens and a couple Possessed who are free to act without issue. |
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Subtly is long gone for both of us. Overview going into CSM turn 2. I see my challenger card says "more damage" and don't even bother reading what the VP bit does. |
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Not only are DG exposed but they are low on CP and Cypher means I can do what I want without fear of interrupt/HI especially once Deathshroud go for a 2 CP overwatch to soften up Possessed to not great effect. The Red and Green squad combine to detonate all the PM on objective (minus a Plaguecaster who escapes with 2 wounds) and Spawn. |
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I line all my tanks at the Deathshroud and take them out with enough spare to soften up the fights first squad. The Lord of Contagion comes back to life and what remains of Blue Possessed after Overwatch knock him out. |
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Its a brutal turn from CSM as the scoreboard evens up going into DG turn. |
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DG still have plenty of damage left however as the Possessed in the middle take a brutal a mix of Drones, Plague Marines and Deamon Prince. |
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DG charge in after a nasty salvo from the Drones. |
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PM low roll their damage into Possessed and exactly kill them after some good saves - noting that the PM are on terrain I roll a 50/50 CP re roll and the last one lives keeping the Plague Marines from Consolidating towards the objective off the terrain. Its not as big as the earlier moments but its certainly a boon. |
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CSM tanks start to Line up DG targets. The Vindicator decides to take matters into its own hands and kill all the Plague Marines and characters by himself whilst the Blue Possessed charge onto objective and take out a Drone and tag the other. |
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Warp Talons having left the battlefield earlier after killing Poxwalkers Rapid Ingress back down in DG turn and make a move on their home objective, taking the objective and killing the Tallyman. |
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Score is technically close by DG are spent - to rub salt in the wound when injured Drone at top of shot moves to get close to objectives the Vindicator overwatch's it to death. The Prince is injured and whilst it can be a pain I'll control whatever objectives it isn't on. |
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DG end up conceding at end of turn - they reclaim their home from Warp Talons via Rhino's guns/tank shock but Possessed kill the last Drone leaving them with just Prince and a Rhino. |
Final Score 72-46 Win for CSM
Postgame thoughts - so this was probably the nearest self inflicted stupidity I ever did and got away with. I can't start with anything other than a healthy slice of luck - if the Deathshroud make their charge I almost certainly lose - the Warp Talons and second Possessed blob keep things close for awhile but something has to go really, really wrong for DG for them not to take the entire middle and possibly my home over the next turn or two if DS connect. Rather be a lucky general than a good one.
That giant misplay aside - it was mostly just capitalising on Robby's ill luck. Talons were a real pain and gave me away to keep pressure on DG backfield, even if briefly and keep a plan B alive if I lost the brawl and winning the early scraps did force a committal that went wrong (even if it probably shouldn't have) so yay me? Predators, Possessed and Vindicators punished DG so hard so quickly that it at least showed that if I had screened better I had an avenue to victory if I'd played better.
Whilst not relevant to my game I saw Robby v Nico as the next round - which seemed to be going Robby's way until a Blood Angel Captain by himself on foot did 24 Dev wounds + 8 saves from 5/6 base attacks and through I think a combination of Sustained 2, Dev wounds, best day ever and a miraculous amount of 6's. Seemed his luck didn't improve.
Round 5- Chuck Bailey's Virulent Vectorium Death Guard
I promise I was playing Death Guard in the index too (2000 points)
Death Guard
Strike Force (2000 points)
Virulent Vectorium
CHARACTERS
Daemon Prince of Nurgle (215 points)
• Warlord
• 1x Hellforged weapons
1x Infernal cannon
• Enhancement: Revolting Regeneration
Lord of Contagion (145 points)
• 1x Manreaper
• Enhancement: Furnace of Plagues
Lord of Contagion (130 points)
• 1x Manreaper
• Enhancement: Daemon Weapon of Nurgle
Tallyman (50 points)
• 1x Close combat weapon
1x Plasma pistol
OTHER DATASHEETS
Chaos Predator Destructor (145 points)
• 1x Armoured tracks
1x Combi-bolter
1x Havoc launcher
2x Heavy bolter
1x Predator autocannon
Chaos Predator Destructor (145 points)
• 1x Armoured tracks
1x Combi-bolter
1x Havoc launcher
2x Heavy bolter
1x Predator autocannon
Chaos Spawn (80 points)
• 2x Chaos Spawn
• 2x Hideous mutations
Chaos Spawn (80 points)
• 2x Chaos Spawn
• 2x Hideous mutations
Deathshroud Terminators (160 points)
• 1x Deathshroud Champion
• 1x Icon of Despair (Aura)
1x Manreaper
2x Plaguespurt gauntlet
• 2x Deathshroud Terminator
• 2x Manreaper
2x Plaguespurt gauntlet
Deathshroud Terminators (160 points)
• 1x Deathshroud Champion
• 1x Icon of Despair (Aura)
1x Manreaper
2x Plaguespurt gauntlet
• 2x Deathshroud Terminator
• 2x Manreaper
2x Plaguespurt gauntlet
Deathshroud Terminators (160 points)
• 1x Deathshroud Champion
• 1x Icon of Despair (Aura)
1x Manreaper
2x Plaguespurt gauntlet
• 2x Deathshroud Terminator
• 2x Manreaper
2x Plaguespurt gauntlet
Foetid Bloat-Drone (100 points)
• 1x Fleshmower
1x Plague probe
Foetid Bloat-Drone (100 points)
• 1x Plague probe
2x Plaguespitter
Myphitic Blight-haulers (100 points)
• 1x Bile spurt
1x Gnashing maw
1x Missile launcher
1x Multi-melta
Myphitic Blight-haulers (100 points)
• 1x Bile spurt
1x Gnashing maw
1x Missile launcher
1x Multi-melta
Poxwalkers (65 points)
• 10x Poxwalker
• 10x Improvised weapon
Poxwalkers (65 points)
• 10x Poxwalker
• 10x Improvised weapon
Pregame thoughts - Similar to previous game in short with a massive mental note to screen better given more Deathshroud (although 2 units went on the board to fill the midfield brawler role.) DG's shooting was also lacking a bit more at long range with only 2 Predators and some Blight Hauler Missiles I could potentially disrespect them with my tanks/Lord Discord as long as I wasn't exposing myself to several at once or in contagion range allowing me to push more aggressively with my range units and use Possessed to follow up and bail them out of trouble if needed (although given I wanted to stay out of Contagion range they would hopefully be safe from combat threats as well.)
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CSM deployment - Warp Talons further to the right to go after that objective along with Rhinos for Pressure. Less focused about my top left objective given Predators should be able to kill most of the DG infantry moving their and Possessed I'm hoping can hold it easily. |
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DG deployment, I'd preferred to second but go first - with sticky objectives for DG its not the worst result to stop an easy grab of objective 5 for them. |
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DG deployment side one - Deathshroud for centre battles, Poxwalkers on objective with Predators ready to counter attack. |
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My turn to get diced! Warp Talons charge the Poxwalker squad on the objective and inflict 19 damage after a good pact. Sadly 10 5+fnp are made and the last Poxwalker stops the Talons going into reserve. |
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Similar to game v Raiders Possessed and Disco lord move up to take top left objective as tanks ready to swing around to the right. |
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Overview going into DG turn 1. |
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Reverse shot from other side. Cultists move into middle to get game going/get an early area denial. |
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Spawn, Predator and Blight Hauler move up to shoot Rhino and take out Warp Talons. |
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Spawn and Drone move into middle to take out flamer Cultists. They low roll hits/number of shots and Cultists are able to stop area denial. |
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DG also fail to properly connect with the Talons leaving one alive on a wound (and out of combat thanks to Spawn killing the one in combat with their ability.) In CSM turn he kills the Poxwalker and runs of the table in a great deal of haste! CSM armour comes in to start to take out their Plague Ridden brethren. |
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Reverse shot early hold of primary for CSM and Discolord makes short work of the Drone to help keep objective safe. |
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Predator moves up to the middle to take out the DG spawn - probably should have left both Cultists on objective incase it whiffed, but it ends up killing them and Cultists block out some space forcing the slow DG terminator to move around them. |
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CSM armour takes out most of its DG brethren and deal a really strong early attrition. |
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Overview going into DG turn 2 - CSM have dealt early blow, have early primary and DG decide its time to pull the trigger and go with their Deathshroud in reserve. |
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With option limited on right they deploy ready to charge my Discolord with Predator sending fire into Vindicator to minimal effect. |
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Poxwalkers and Prince provide a daunting wall of Flesh in the middle. |
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Spawn contest the objective back but DG are low of assets on the right flank. |
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DS give out a nasty flamer volley into the Discolord but, for the second game in a row I skillfully manage to persuade the Deathshroud to fail a 6 inch charge (with a re-roll this time as well.) |
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My Rhino is killed and Legionnaires take a spawn charge but live through to my turn. |
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CSM armour comes in to try and clear out DG - I can commit the Possessed but I don't feel I need to, and can charge through the wall if I have to. |
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Overall a very good but up and down shooting phase. The Daemon Prince is taken out surprisingly easily and Poxwalkers die with some help from Cypher which gives me all the secondary points I need, but my shooting into the DS whiff. I charge them with the Disco Lord. |
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Who kills an injured DS and dies. Its a shame but CSM are still in a strong position. |
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Overview going into DG turn 3. |
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DG Predator starts to move and the Vindicator blows it up - DG now don't have any ranged firepower to threaten me in meaningful way and are stuck with footwalking DS. |
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Who smash up my Possessed hear easily |
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Out of options they have to move into the middle now and burn Cypher to death. They charge my Predator and kill it to cap a reasonable turn for them. |
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But Reasonable isn't enough at this stage for DG as Possessed come out to deal final blow - Cypher means DS can either -1 damage or interrupt and they elect to interrupt. They kill a few of the Red Possessed but both squads are killed. |
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Vindicator manges to kill enough DS to take the objective. LoC kill it next turn but its the only objective with any meaningful DG presence and CSM swam middle/right and DG home to cap a resounding win. |
Final Score - 95-62 Win
Postgame thoughts - Hurrahs no deeply embarrassing failure of screening this time to pass off as learnings! So the plan worked much better this time round as CSM pulled off their biggest win at the event. DG had a semi-go turn and CSM punished it hard, and when I cleverly managed to convince Deathshroud to fail another 6 inch charge the game into the Discolord was pretty much over (even if the Discolord managed to completly whiff back into the Deathshroud.) Still felt much in control of this game and it was nice to round the event off with a win were felt like the gameplan worked well throughout!
So overall finished 4-1, I had hoped to podium but when I saw 4 other players also on 4-1 it felt pretty unlikely given I hadn't scored well throughout the event and indeed I finished 6th overall, bottom of the 4-1 bracket. Martyn came top (beating 3 other Fire and Dice Players that all went 4-1, the mirror match and DG,) with team mates Byron and Adam taking 2nd and 3rd.
As for my list - god it felt so much better being back on CSM than the DG Morty's hammer list I ran last even. DG are fun, that list not so much (I'd probably look at something similar to Robby's DG list if I tried them again.) To wax lyrical about CSM - they feel to have so many ways to build and on the tabletop they have different ways to play in each game and at different tempo's. They do feel like they are slowly falling behind the power curve of the game. The amount of high quality damage 3 shooting in the game really makes their Elite infantry suffer - as the start of the edition I could run Possessed up field and be sure that enough would make it to combat to murder something, now I feel even putting all 25 out just result in their death unless I spike saves or similar. General meta problems aside, CSM still hit hard to stay in contention, even if they have to work bit harder for it than some others - you have to trade off speed or damage in a way some other armies don't and the 'resilience' of even their toughest units is a bit of a myth.
So actually as for my list (given I got distracted last time) it felt like it worked well. The staples of Cypher, Cultists, Legionnaires and Possessed all had big moments, Vindicators and Predators behaved themselves well which is always a relief and Warp Talons probably had their best event to date. Lord Discordant was probably the one with the most 'to work on' and just performed ok, little more - a mildly tough thing to remove and start trades. If I had access to say any other Chaos Spawn other than CSM, I'd be tempted to trade him for 2 units of those but alas the CSM ones remain one of the now genuinely rare trash datasheets in CSM. Might just be a Raiders only pick were the strats really turbo charge him. I'd love either another little fast trade piece or some more utility - second Warp Talon squad or some Daemon allies for that and maybe 25 Possessed is 5 to many. Given how quickly they die then possibly dropping the second 10 to 5 and maybe the Discolord as well gives a good amount of points to play with. Other thought would be some allied Flamers - either of the Daemon variety or Rubrics just to help clear little 10 man infantry units and more importantly threaten overwatch to help stop move blocking to the same extent.
Thanks for reading, Next time, LGT probably?
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