Player 1 Gary (New York), Star Phantoms
Player 2 Pam (New York), Tyranids (raiders)
1850 points.
Sector 6
Seize Ground, Spearhead Deployment.
Win to the Star Phantoms, 2 -1
On the very outskirts of Sector 6,
Brother Domaine headed out to meet up with his new Squad "5th Raiders" assault squad.
on a Small outpost. Brother Fred was also stationed at the outpost with the 4th Raiders assault squad.
Still needing to prove himself before he would be able to lead his own squad.
The Warning Bells rang loud as a Tyranid force came over the top of the ridge overlooking the lone building and the statue of a long dead hero. A squad of hormagaunts were quickly mowed down by the heavy bolters.
A second swarm of Hormagaunts hit the "4th Raiders Squad" and quickly they awere taken to the arms of the Emperor. Brother Fred managed to "get back up" from his wounds just in time to see a Trygon burst up beside him! Brother Fred was isolated on the South side of the building with no back up other than the scout snipers.
So Brother Fred decided quickly to protect the North Side of the Building with the heavy weapon's Teams.
Brother Kasan (a former jump squad member) was now in a standard troop squad and armed with a Lascannon. Brother Kasan managed to get the kill shot on the Hive Tyrant and 2 Carnifex's. All in a days work for the finest of the Imperium!
Brother Domaine's new squad took out a Termagaunt Brood and a Hive Guard Brood. As Brother Domaine's squad was standing at one of the main points of interest of the Nids. Looking back at the heavy bolters picking off the rest of the little bugs with Ease, Brother Domaine's squad was surprised by a horde of Genestealers which (on turn 5) came in and killed all but Brother Domaine, and with a long personal battle (end of turn 6) Domaine Had his right arm snipped off by one of the genestealers before he was able to break free and rejoin his forces and drive the Tyranid horde back! Brother Domaine is now in transit to the fleet for surgical repairs and a new Bionic arm!
The Heroes generated by Gary - our good friend in New York - for the campaign and with the gracious support of his gaming friends out there!
Brother Domaine (found seriously injured on the battlefield) Special Character Death Table result: Rolled (2) 4
Brother Domaine is now out for the duration of Phase 2 until he can procure Bionics in Phase 3.
Name: Brother Sergeant DOMAINE
Stats: WS, 51 :BS, 40 :Str, 48 :T, 51 :I, 45 :W, 2 :A, 2 :L 95
Special:Eternal Warrior (2D6 -8) Wounds +1
(He now has the Independent Character rule! I believe he rolled a 14 which was increased to 24)
Name: Brother Sergeant FRED
Stats: WS, 43 :BS, 42 :Str, 49 :T, 47 :I, 44 :W, 1 :A ,1 :L 95
Special:Fleet , I'll Be Back.
Name: Brother Devastator KASAN
Stats: WS, 43 :BS, 54 :Str, 43 :T, 51 :I, 42 :W, 2 :A ,1 :L 97
Special:Tank Hunter ( 2D6 - 10) Wounds +1
(He now has the Independent Character rule!)
My site to post things about my gaming, painting and modeling hobbies - they are all inter-connected. I hope everyone enjoys the stories, photos and ideas shared here.
Saturday, February 26, 2011
Tranquility spawns the first cooperation between Seccessionsist and Loyalists!
The Cleansing of Tranquility
Section 2- 5000pts
Raptors- (Loyalists) Jeff
Lamenters- (Secessionists) Justin
Imperial Guard Cultists- (Raider)
Chaos Space Marines- (Raider)
Chaos Undivided Daemons- (Raiders) Jarrod
+++ INCOMING TRANSMISSION+++
+++DECRYPTING TRANSMISSION+++
+++ *&^NSU*~##&%&+++
+ SENDER: Brother Sergeant Hanarius , 4th Scout Recon
+ TO: Lias Issodon, Raptor's Chapter Master
+SUBJECT: Possible Contact with Chaos
++++ TRANSMISSION BEGINS ++++
Spotted heretics summoning altars and cultists while scouting out the terrain before attacking the Lamentors stronghold south of our landing. Recommend a temporary cease fire with the Lamenters to deal with this Daemon threat. Sergeant Hanarius out.
++++ TRANSMISSION ENDS++++
Due to Sergeant Hanarius' exceptional recon of the battlefield,the Raptors were able to co-ordinate with members of the Lamenters in properly dispatching the Chaos menace before it overtook the world. Lias Issodon dispatched Captain Karniath, Forgefather Emillio, and Brother Sergeant Niro to the field, while the Lamenters dispatched Brother Sergeant Testiclees and Chaplain Kane to assist.
The Lamentors Scouts looking to get the first blood charged the Cultist Leman Russ formation getting pounded into the ground. When the dust settled two of them remained hugging the bare earth for all it's worth. On the other side of the battlefield one of the Raptors Razorbacks made the mistake of moving to far forward to get a Defiliers Battle Cannon through the hull ripping the treads out from under it. The Raptors and Lamenters retaliation was swift as Demolsiher Cannons and and Heavy Bolters rained fire upon the Cultists as they were scurrying to protect their Summoning Altars. The Raptors drop pod smashed into the battlefield as Venerable Brother Jarvis unleashed a short salvo into a cultist Leman Russ tank stunning the crew inside from the shock of the las-shots pounding into the armor. The Lamenters Scouts using the cover of the drop pod's decent charged another Cultist tank planting charges around it's main cannon blowing it sky high.
The Space Marines we a little late to stop the ritual as Warp rifts started to open up disgorging Daemons across the open sections of the battlefield and Khorne berserkers charged the Lamenters lines. The enemies Defiler changed targets and launched shot after shot into the Raptors Vindicator tossing it all around doing little in real damage, the crew laughing thinking their brothers in the remaining Razorback was playing demolition derby with the. Meanwhile the Lamenters held their ground pouring as much lascannon shots into a Keeper of Secrets bringing it down to the ground.
Upon seeing the Lamenters line get assaulted Brother Sergeant Niro picked up the Forgefather and hurled him into the Berserkers taking four out upon hitting the battle lines. Overhead the sounds of the Lamenters Stormraven engines could be heard as they brought in reinforcements to take down the dameonic Soul Grinder. Brother Armenias helped by causing the mechanical aspect of the soul grinder with his assault cannon rounds blessed by their chaplains before the Lamenters brought it down. Back on the other side Brother Jerath was not so lucky as his psycho-conditioning waived upon seeing a Soul Grinder up close, fired his Plasma Gun without paying head to the weapons heat meter. The weapon let out a high pitched whine as the plasma guns charge went into meltdown mode. There was a brief flash of light as the charge went melting and cooking Brother Jerath ceramite armor in one go.
The success was short lived as more Warp rifts split the sky open as more Daemons was unleashed onto the world. A lucky shot from the Raptors Predator managed to bring down a Blood Thirster before it could do much damage in its corporeal form. Not wanting to be sent back to the warp the soul grinders tried to take as much people with them before they fell successfully destroying half Raptor Squad Grey.
Just as quick as the battle had started the Lamenters cleansed the Summoning grounds with the blood of the Cultist managing to dispatch the remaining daemons back to the warp. Knowing that battle with the Lamenters was inevitable the Raptors fled the battlefield to someday launch an assault upon the Lamenters when they were more unaware
Loyalist and Secessionist win.
Monday, February 21, 2011
Wednesday, February 9, 2011
The Exorcists attempt to take control in Sector 7!
Mathew and Scott fought three battles in Sector 7 and here are the reports:
1st Battle: *500pt* Exorcist vanguard trying to establish a landing zone colliding with the initial Astral Claw pickett line.
Commanders: Force Commander Leetamus Onus (Matt W.) of the Astral Claws vs. unknown Force Commander (Scott) of the Exorcists.
Battle type: Capture and Control with special rules Infiltrate and Night Fight 1st round.
Report: The Exorcist scouting party had established 2 primary landing zones to begin dropping their heavy equipment for the siege to come and found no resistance establishing the first zone. However, as they moved across the open field to clear the second zone they encountered the Astral Claw scouts tracking their every move with sniper rifles. The battle was fierce as the Exorcists attempted to silence the pickett line and take the second landing zone, while the Astral Claw defenders following the lead of Chaplain Pwnzorus attempted to force the vanguard back off the planet for good. The Excorsist forces were too strong on the initial landing point to be pushed off, resulting in the loss of Chaplain Pwnzorus soon after he had slain the Exorcists Librarian. The scouts defending the second landing zone were able to repel the invaders and hold their position long enough to send a report back to command. Although the Exorcists have established a point to begin landing troops, the Astral Claws would be ready...
Final result: Draw, one objective held by each force. No campaign point award to either side.
______________________________ __________________
2nd Battle: *750* Initial Exorcist attempt to crack the Astral Claws defense network
Commanders: Force Commander Leetamus Onus (Matt W.) of the Astral Claws vs. unknown Force Commander (Scott) of the Exorcists.
Battle Type: Planetfall (Planetstrike rules)
Report: Having established a landing zone, the Exorcists chose to move against the nearby Astral Claws bastion resting on a cliffside overlooking the hilly terrain. Chaplain Pwnstarus of the Astral Claws commanded the troops there, and although the initial orbital bombardment brought a bunker down on his head, he was able to free himself from the rubble and lead the defenders as the enemy forces began teleporting and dropping onto the battlefield. Although Chaplain Pwnstarus fell when he lept into close combat with a force of Terminators that had teleported in behind his defences, the massed fire of his Sternguard Veteran Squad Teabagerus backed by a tactical and devestator squad prooved too much for the Exorcist Librarian leading his tactical squads and their Terminator support. Though losses were heavy (with the exeption of Devestator Squad Smokenemus which walked away unscathed) The Astral Claws emerged victorious, laying the Exorsists down to the last man.
Final result: Victory Astral Claws. (4 campaign points to Astral Claws, 1 campaign point to Exorcists)
______________________________ _____________________
3rd Battle: *750* Astral Claws attempt to move across the plains to retake the Excorcist landing zone and end the battle for Planet Urbase
Commanders: Force Commander Leetamus Onus (Matt W.) of the Astral Claws vs. unknown Force Commander (Scott) of the Exorcists.
Battle Type: Dawn of War (Battle scenario book who's name I forget) Infiltrate and night fight 1st round
Report: Captain Beatdownus moved his forces to engage the now steady flow of Exorcist forces emerging from the landing zones. The new Librarian for the Excorsists saw the approach and readied his men for the assault. Captain Beatdownus immediatly threw himself and his assult squad into the midst of the enemy leader and his terminator support and after several minutes of intense combat finally forced the enemy leader back, though he himself had to fall back as several tactical squads had rushed to their leader's support and overwhelmed him. The apothecaries on both sides had their work cut out for them, quickly mending the troops and sending them back into the frey, even both the leaders made a reapprerance for a short time. However, the Exorcists having felt the wrath of the Astral Claw Chaplains twice now were looking for Chaplain Baitus, sending him back to the apothecary every time he tried to rejoin the battle, the morale he inspired when winning soon crumbling the spirit of his forces with his repeated defeats. Though Captain Beatdownus was loath to do so, he pulled his men back to the unbroken bastion to recover their losses.
Final result: Victory Exorcists. (4 campaign points to Exorcists, 1 campaign point to Astral Claws)
Current Status of Sector 7, Split evenly between Loyalist and Seccessionist forces. The next battles should seal the fate of the sector for one side or the other.
*This report was produced from the veiwpoint of Apothecary Couchtaterus of the Astral Claws, thus the document may seem one sided in its descriptions to future historians.*
Updated Chart of the sectors and the campaign to date:
1st Battle: *500pt* Exorcist vanguard trying to establish a landing zone colliding with the initial Astral Claw pickett line.
Commanders: Force Commander Leetamus Onus (Matt W.) of the Astral Claws vs. unknown Force Commander (Scott) of the Exorcists.
Battle type: Capture and Control with special rules Infiltrate and Night Fight 1st round.
Report: The Exorcist scouting party had established 2 primary landing zones to begin dropping their heavy equipment for the siege to come and found no resistance establishing the first zone. However, as they moved across the open field to clear the second zone they encountered the Astral Claw scouts tracking their every move with sniper rifles. The battle was fierce as the Exorcists attempted to silence the pickett line and take the second landing zone, while the Astral Claw defenders following the lead of Chaplain Pwnzorus attempted to force the vanguard back off the planet for good. The Excorsist forces were too strong on the initial landing point to be pushed off, resulting in the loss of Chaplain Pwnzorus soon after he had slain the Exorcists Librarian. The scouts defending the second landing zone were able to repel the invaders and hold their position long enough to send a report back to command. Although the Exorcists have established a point to begin landing troops, the Astral Claws would be ready...
Final result: Draw, one objective held by each force. No campaign point award to either side.
______________________________
2nd Battle: *750* Initial Exorcist attempt to crack the Astral Claws defense network
Commanders: Force Commander Leetamus Onus (Matt W.) of the Astral Claws vs. unknown Force Commander (Scott) of the Exorcists.
Battle Type: Planetfall (Planetstrike rules)
Report: Having established a landing zone, the Exorcists chose to move against the nearby Astral Claws bastion resting on a cliffside overlooking the hilly terrain. Chaplain Pwnstarus of the Astral Claws commanded the troops there, and although the initial orbital bombardment brought a bunker down on his head, he was able to free himself from the rubble and lead the defenders as the enemy forces began teleporting and dropping onto the battlefield. Although Chaplain Pwnstarus fell when he lept into close combat with a force of Terminators that had teleported in behind his defences, the massed fire of his Sternguard Veteran Squad Teabagerus backed by a tactical and devestator squad prooved too much for the Exorcist Librarian leading his tactical squads and their Terminator support. Though losses were heavy (with the exeption of Devestator Squad Smokenemus which walked away unscathed) The Astral Claws emerged victorious, laying the Exorsists down to the last man.
Final result: Victory Astral Claws. (4 campaign points to Astral Claws, 1 campaign point to Exorcists)
______________________________
3rd Battle: *750* Astral Claws attempt to move across the plains to retake the Excorcist landing zone and end the battle for Planet Urbase
Commanders: Force Commander Leetamus Onus (Matt W.) of the Astral Claws vs. unknown Force Commander (Scott) of the Exorcists.
Battle Type: Dawn of War (Battle scenario book who's name I forget) Infiltrate and night fight 1st round
Report: Captain Beatdownus moved his forces to engage the now steady flow of Exorcist forces emerging from the landing zones. The new Librarian for the Excorsists saw the approach and readied his men for the assault. Captain Beatdownus immediatly threw himself and his assult squad into the midst of the enemy leader and his terminator support and after several minutes of intense combat finally forced the enemy leader back, though he himself had to fall back as several tactical squads had rushed to their leader's support and overwhelmed him. The apothecaries on both sides had their work cut out for them, quickly mending the troops and sending them back into the frey, even both the leaders made a reapprerance for a short time. However, the Exorcists having felt the wrath of the Astral Claw Chaplains twice now were looking for Chaplain Baitus, sending him back to the apothecary every time he tried to rejoin the battle, the morale he inspired when winning soon crumbling the spirit of his forces with his repeated defeats. Though Captain Beatdownus was loath to do so, he pulled his men back to the unbroken bastion to recover their losses.
Final result: Victory Exorcists. (4 campaign points to Exorcists, 1 campaign point to Astral Claws)
Current Status of Sector 7, Split evenly between Loyalist and Seccessionist forces. The next battles should seal the fate of the sector for one side or the other.
*This report was produced from the veiwpoint of Apothecary Couchtaterus of the Astral Claws, thus the document may seem one sided in its descriptions to future historians.*
Updated Chart of the sectors and the campaign to date:
sector | Loyalist CP’s | Secessionist CP’s | Required CP’s |
Sector 1 | 0 | 0 | 25 |
Sector 2 | 44 | 23 | 70 |
Sector 3 | 13 | 82 | 100 |
Sector 4 | 0 | 0 | 100 |
Sector 5 | 2 | 0 | 50 |
Sector 6 | 2 | 14 | 40 |
Sector 7 | 5 | 5 | 10 |
Total | 66 | 124 | 395 |
Monday, February 7, 2011
T-Shirt Design for our first Badab War Tournament!!
This is the T-Shirt design for our first Tournament in our Badab War campaign - we try to do T-shirt tournaments every quarter at Action Cards and Comics, we've been lax as of last year, but are back in the trenches swinging this year. This is the first of a series of planned shirts for tournament participants. If anyone is interested in purchasing a shirt, I am certain we could make more to order. The print will be on a Royal Blue shirt. If interested post a comment or send an email! The non-tournament participant price is $30!
Eldar Raiders make things difficult for the Loyalists!
Sector 2
Kevin – Eldar
Erik – Space Marines, Howling Griffins
1500 pts
Mission: Seize Objectives: # of Objectives: 5
Objectives: Communication Arrays and Orbital Weapons Platforms
Turn #1
The Eldar glided gracefully towards the clanking machines of the Howling Griffins. They quickly established control over one Comms arrays with a Pathfinder unit of 5 and moved into contesting the other Comms array with their Wraithlord, Harlequins, and Farseer. The Farseer cast Fortune on the Wraithlord to assist it in its shooting. A unit of Guardians moved into control of one of the weapons platforms. The Falcon moved effortlessly over to take up a firing position opposite one of the Space Marine Razorbacks and lined up a killing shot, while an additional transport glided into position to release its cargo. Their shooting was close to perfect; a bright lance shot took out the Howling Griffons Predator and the Razorback transport, both exploding with extraordinary strength. One Devastator squad member lay dead in the ruins of the Razorback while scouts caught in the blast of the Predator tank were able to survive the ball of fire. There was no other movement from the Eldar at this time.
The Howling Griffons surged forward, resolutely gauging the foe arrayed before them. A unit of Scout snipers moved into the first floor of a ruined structure which housed one of the orbital platforms and lined up shots against their foes. An additional Scout squad consolidated around an orbital platform and readied to pour fire into their opponents. The Devastator squad emerged from the ruined Razorback and sheltered behind it gaining their bearings. A Techmarine attached to the squad stood angrily looking at his beloved machines lying in smoking ruins on the field and moved resolutely towards the foe’s machines to wreak his vengeance upon the foul xenos. A squad of tactical marines moved quickly to support the Techmarine and take up position in a ruined building. The company’s Chaplain detached from the scout squads and lending his voice of condemnation moved towards the fray. The company commander with a squad of Sternguard moved forward towards the Wraithlord and its supporting cast of characters. The marine shooting phase was less than exemplary. The tactical squad missed its mark on the xenos transports; the scout squads scored several hits on the Wraithlord, but failed to wound it. The commander and Sternguard fared better, using Hellfire rounds to score 2 successful, unsaved wounds against the monstrosity.
Turn 2
The Eldar attempted to bring in their reserves, but failed to do so. Movement brought the Eldar transport forward to disgorge it’s cargo of 6 Wraithguard and a supporting seer. The Wraithlord moved forward to engage the marines, but failed to move into assault range. The Guardian squad moved forward towards the scouts in the ruins in preparation to begin contesting the objective on top of the building. The Farseer and Harlequins moved forward in the shadow of their ancient ally, the Wraithlord. The Falcon moved into firing position and prepared to unleash torrents of fire on the marine tactical squad. The shooting phase was spectacular in its destructiveness. The Eldar vehicles took out most of the space marine tactical squad in a blinding flash of light, leaving smoldering piles of ash to mark the downed brothers. The Pathfinder squad took aim and downed a survivor of the Devastator squad from the hilltop objective. The Wraithlord took aim and missed its shots at the Sternguard unit in front of it, the only disappointment from the xenos firing sequence. The guardians took out one scout from the squad sheltering in the ruins. There were no attacks as the units were out of assault range.
The Space Marine reserves failed to arrive to affect this turn of attacks. The space marines continued their march forward. The scouts moved up into the ruins to the floor below the objective and took aim at their foes. The Sternguard stood their ground and prepared to unleash on the Wraithlord. The remains of the tactical squad moved forward and prepared to sell themselves dearly for the deaths of their comrades. The Company commander detached and moved resolutely towards the remains of the tactical squad to bolster the lagging flank of his deployment. The Chaplain, still out of range, raged against the treachery of all xenos as he was still out of range to fire or attack. The Techmarine squared off with the Wraithguard and lumbered forward to seek vengeance for his beloved machines. The remnants of the tactical squad unleashed fire on the Wraithguard, felling one of the xenos constructs. The Devastators sighted the pathfinders on the hill and with well placed plasma cannon shot, incinerated one on the spot. The scouts in the ruined building sighted in on their foes in the guardian squad and felled three, thus pinning the squad in place. The Sternguard opened up on the Wraithlord again and this time felled the construct with well-aimed shots. The Techmarine surged into combat, swinging his power weapon and his servo-arm snapping with a mind of its own. After the attacks settled, the seer and one of the Wraithguard lay on the ground. While this was going on, the Farseer and Harlequins fleeted towards the Sternguard in preparation for the next turn.
Turn #3
Eldar reserves failed to show on the field again. The Farseer and Harlequins continued their foggy movements towards the Sternguard. The Falcon and transport moved into better firing positions and aimed at the remnants of the tactical squad, which they promptly obliterated during the firing sequence. The Farseer fleeted towards the Devastator squad and the Harlequins set themselves up for assaulting the Sternguard. The Farseer shot past the Company commander and assaulted the Devastator squad, felling two and remaining in combat. The melee between the Techmarine and Wraithguard settled with another xenos construct lying in the dirt. The Harlequins unleashed their close combat fury, attacking with 36 hits on the 5 man Sternguard. Successful hits with their foul magic reduced the Sternguard to screaming goo within seconds in their armor. The Harlequins consolidated towards the weapons array held resolutely by the 6 man scout squad. Things looked grim for the Howling Griffons.
The space marine reserves arrived in the form of drop-pod! Justice was served just behind the Harlequins. From the pod emerged a venerable dreadnought, who immediately squared against the flank of the Harlequins. The scouts in the building captured the objective, the weapons array, on the top floor and consolidated to defend it with their lives. The Chaplain continued his march towards his captain and tried to draw a bead on the Harlequins, but failed to penetrate their holo-fields. The captain suffered the same fate, but the dreadnaught unleashed heavy flamer and autocannon fire without hesitation. As the mental fog lifted, all but the leader of the Harlequins lay dead on the field. The assault phase saw the Farseer fell another devastator, but the squad leader stubborningly held on and continued the fight. The Techmarine was finally able to rid the planet of the remaining Wraithguard and moved towards the Falcon with a vengeance.
Turn 4
Final turn
The Eldar reserves finally arrived and made ready to fire on the scouts in the building. The Harlequin leader fired at the scouts in front of him and felled one before bowling into the squad to do what he could. The guardian squad and pathfinders opened up on the dreadnought, hoping to find a weakness with a bright lance; but only succeeded in attracting the attention of the dreadnought in question. The Harlequin leader lashed out, but failed to score any hits on the scouts; who in turn struck him down under their combat blades. The Farseer continued to fight with the Devastator sergeant, but fought only to a draw. The Guardian bikes fired into the scouts in the building and felled three, while taking no injuries. The scouts stood fast in the face of the attacks and didn’t run.
The space marines finally were able to give a good account for themselves. The dreadnought turned and moved towards the guardian squad, roaring vengeance. The commander and chaplain both closed into the combat with the Farseer. The Techmarine successfully attached a melta bomb on the Falcon, but only was able to shake the crew. The two scouts in the building succeeded in downing one of the guardian bikes under a hail of heavy bolter and bolt pistol fire. The Dreadnought unleashed heavy flamer and autocannon fire into the guardian squad, succeeding in taking down 3 Eldar before striding into close combat. The Farseer failed to land a blow on the marines, the captain also failed to hit. Finally, bellowing the Litanies of Hate, the chaplain felled the Farseer with blows from his crozius. The leaders of the company consolidated towards the center of the table. The dreadnought felled one of his foes in combat, but was locked in combat after the dust settled.
The game ended in a draw for the raiders and the Loyalists.
I hope you enjoyed the turn by turn report - thanks Kevin and Erik for the efforts on behalf of the greater good!
In other news, Jarred, running a Seccessionist force fought Colten who ran Dark Eldar raiders and defeated them - no blow by blow battle report, but it was reported by the victor and the points included below! The Seccessionists close in on Sector 3, while the Loyalists continue to close in on Sector 2.
Here are the standings as of February 7, 2011:
In other news, Jarred, running a Seccessionist force fought Colten who ran Dark Eldar raiders and defeated them - no blow by blow battle report, but it was reported by the victor and the points included below! The Seccessionists close in on Sector 3, while the Loyalists continue to close in on Sector 2.
Here are the standings as of February 7, 2011:
sector | Loyalist CP’s | Secessionist CP’s | Required CP’s |
Sector 1 | 0 | 0 | 25 |
Sector 2 | 44 | 23 | 70 |
Sector 3 | 13 | 82 | 100 |
Sector 4 | 0 | 0 | 100 |
Sector 5 | 2 | 0 | 50 |
Sector 6 | 2 | 14 | 40 |
Sector 7 | 0 | 0 | 10 |
Total | 61 | 119 | 395 |
M
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