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T.G. Xarbala posted:My God... it I have no way of describing this, it is actually believable to a degree...
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# ? Jul 3, 2011 15:39 |
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# ? Apr 27, 2024 19:23 |
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AtomikKrab posted:
I have to agree with the crustacean. Very well done. Especially the picture and its description.
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# ? Jul 3, 2011 16:18 |
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That's beautiful.
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# ? Jul 3, 2011 16:44 |
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That is epic. I think we need to see the River Dragon and the Gauss Flail canonized, or at least PTNCanonized. I mean, the alternatives to that are the ER Hatchet, which would be more accurately called a poleaxe anyway... A Pulse Laser Sword, and that would be just retarded, since lightsabers don't fit in the BTech canon at all.... Or that some Clan is actually insane enough to have Elementals, those scions of subtlety and death-dealing, cling on to the hull of freaking space fighters and drop off as they swoop over hexes filled with enemy 'mechs, which is just plain suicidal.
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# ? Jul 3, 2011 17:44 |
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ShadowDragon8685 posted:Or that some Clan is actually insane enough to have Elementals, those scions of subtlety and death-dealing, cling on to the hull of freaking space fighters and drop off as they swoop over hexes filled with enemy 'mechs, which is just plain suicidal. Goliath Scorpions actually do this. One star of fighters, two stars of Elementals. Ten fighters, ten groups of five elementals... all suddenly appearing in your hex, swarm or leg attacking you. The Diamond Sharks aren't the only Clan proficient in trolling the other Clans. VVV The best part is, the Goliath Scorpions, most of whom are high as a kite on Necrosia, are the only ones coordinated enough to actually pull it off. PoptartsNinja fucked around with this message at 17:58 on Jul 3, 2011 |
# ? Jul 3, 2011 17:51 |
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PoptartsNinja posted:Goliath Scorpions actually do this. One star of fighters, two stars of Elementals. Ten fighters, ten groups of five elementals... all suddenly appearing in your hex, swarm or leg attacking you. That's not just a troll, that's a swift kick in the ballsack wearing steel-toed boots with cleat spikes. Just imagine that being your first experience of Elementals.
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# ? Jul 3, 2011 17:56 |
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PoptartsNinja posted:Goliath Scorpions actually do this. One star of fighters, two stars of Elementals. Ten fighters, ten groups of five elementals... all suddenly appearing in your hex, swarm or leg attacking you. Isn't this what the Kirghiz C is for? I thought it was a Ghost Bear thing, as well.
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# ? Jul 3, 2011 18:10 |
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House Call: Tactical Update 4 Movement Phase Combat Phase R1 King Crab fires Gauss Rifle at F2 Unknown Quad 1 (2 base + 2 movement + 3 enemy movement + 4 range + 2 EM Interference = 13): automatic miss! R1 King Crab fires Gauss Rifle at F2 Unknown Quad 1 (2 base + 2 movement + 3 enemy movement + 4 range + 2 EM Interference = 13): automatic miss! R1 King Crab fires LRM 15 at F2 Unknown Quad 1 (2 base + 2 movement + 3 enemy movement + 4 range + 2 EM Interference = 13): automatic miss! R1 King Crab gains 9 heat, sinks 13! R2 Flashman holds fire! R2 Flashman gains 2 heat, sinks 30! R3 Black Knight fires ER PPC at F2 Unknown Quad 1 (2 base + 2 movement + 3 enemy movement + 2 range + 2 EM Interference = 11): rolled 10, miss! R3 Black Knight gains 17 heat, sinks 32! R4 Exterminator holds fire! R4 Exterminator gains 16 heat, sinks 20! R5 Lynx fires ER PPC at F2 Unknown Quad 1 (2 base + 3 movement + 3 enemy movement + 2 range + 2 EM Interference = 12): rolled 8, miss! R5 Lynx gains 17 heat, sinks 30! R6 Starslayer holds fire! R6 Starslayer gains 2 heat, sinks 22! F1 King Crab IIC holds fire! F2 Unknown Quad 1 fires ER Large Laser at R5 Lynx (2 base + 2 movement + 3 enemy movement + 2 range + 2 EM Interference = 11): rolled 9, miss! F2 Unknown Quad 1 fires ER Large Laser at R5 Lynx (2 base + 2 movement + 3 enemy movement + 2 range + 2 EM Interference = 11): rolled 10, miss! F3 Dervish IIC holds fire! F4 Hunchback IIC holds fire! F5 Unknown Quad 2 holds fire! End Phase: Physical Combat Phase: End Phase: “drat this interference!” Acolyte XI Cherenkov cursed as his targeting computer lost its lock at the last instant. His PPC sailed up and over the bizarre horse-shaped ‘Mech with a double-barreled unicorn-like horn jutting from its head-shaped prow. It was a deceptive design—the head was actually mounted on a vaguely man-shaped (if tiny and stylized) tower jutting from the middle of the horse-like design’s back; the jutting prow was all armor and armament—a tempting target for an inexperienced pilot. Cherenkov had thought his shot was good, but the interference from the HPG—well, that was something unusual. In all his eleven years serving with ComStar, never once had he seen an HPG do that. Only his commander’s utter certainty that this was nothing out of the ordinary quelled his growing mistrust. Perhaps the HPGs simply had defenses of which he was unaware. Enemy Forces / Next Turn’s Movement: F1 King Crab IIC walked 3 to hex 0913! F2 Unknown Quad 1 held position in hex 2119! F3 Dervish IIC jumped 5 to hex 0920! F4 Hunchback IIC walked 3 to hex 1712! F 5 Unknown Quad 2 ran 6 to hex 1817! Mission Objectives Defeat the Hell’s Horses (0/5 completed!) KGC-001 King Crab Weight: 100 tons (Assault) HD A(S): 9/9 (3/3) LT A(S): 30/30 (21/21) LT R A(S): 10/10 CT A(S): 44/44 (31/31) CT R A(S): 15/15 RT A(S): 30/30 (21/21) RT R A(S): 10/10 LA A(S): 34/34 (17/17) RA A(S): 34/34 (17/17) LL A(S): 40/40 (21/21) RL A(S): 40/40 (21/21) Heat: 0/30 Overheat Penalty: None Heat Sinks: 13 Movement: 3/5/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Demi-Precentor XXIX Kelly O'Donnely Mechwarrior Player: DatonKallandor Mechwarrior Status: OK! Armament: LRM 15 – LT (Heat: 5, Ammo: 7, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Large Pulse Laser – RT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!) Gauss Rifle – RA (Heat: 1, Ammo: 30, Range: (L:22 M:15 S:7), Status: OK!) Gauss Rifle – LA (Heat: 1, Ammo: -, Range: (L:22 M:15 S:7), Status: OK!) Streak SRM-2 – RT (Heat: 2, Ammo: 100, Range: (L:9 M:6 S:3), Status: OK!) Streak SRM-2 – LT (Heat: 2, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!) CASE – LT CASE – RT Critical Damage: None! Notes: 2 hands FLS-8K Flashman Weight: 75 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 22/22 (16/16) LT R A(S): 10/10 CT A(S): 25/25 (23/23) CT R A(S): 16/16 RT A(S): 22/22 (16/16) RT R A(S): 10/10 LA A(S): 24/24 (12/12) RA A(S): 24/24 (12/12) LL A(S): 27/27 (16/16) RL A(S): 27/27 (16/16) Heat: 0/30 Overheat Penalty: None Heat Sinks: 15(30) Movement: 5/8/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XIV Erica Mars Mechwarrior Player: Uberjew Mechwarrior Status: OK! Armament: Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – LA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – CT (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) REAR Medium Laser – LT(REAR) (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Flamer – HD (Heat: 3, Range: (L:3 M:2 S:1), Status: OK!) Anti-Missile System – RT (Heat: 1, Ammo: 12, Status: OK!) Critical Damage: None! Notes: no hands BL6b-KNT Black Knight Weight: 75 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 24/24 (16/16) LT R A(S): 8/8 CT A(S): 29/29 (23/23) CT R A(S): 10/10 RT A(S): 24/24 (16/16) RT R A(S): 8/8 LA A(S): 24/24 (12/12) RA A(S): 24/24 (12/12) LL A(S): 24/24 (16/16) RL A(S): 24/24 (16/16) Heat: 0/30 Overheat Penalty: None Heat Sinks: 16(32) Movement: 4/6/0 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte IX Guy Lesable Mechwarrior Player: Gothsheep Mechwarrior Status: OK! Armament: ER PPC – RA (Heat: 15, Range: (L:23 M:14 S:7), Status: OK!) Large Pulse Laser – RT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!) Large Pulse Laser – LT (Heat: 10, Range: (L:10 M:7 S:3), Status: OK!) Medium Laser – RA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – RT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Beagle Active Probe – CT (Status: OK!) Critical Damage: None! Notes: 2 hands EXT-4NS Exterminator Weight: 65 tons (Heavy) HD A(S): 9/9 (3/3) LT A(S): 20/20 (15/15) LT R A(S): 8/8 CT A(S): 21/21 (21/21) CT R A(S): 8/8 RT A(S): 20/20 (15/15) RT R A(S): 8/8 LA A(S): 18/18 (10/10) RA A(S): 18/18 (10/10) LL A(S): 19/19 (15/15) RL A(S): 19/19 (15/15) Heat: 0/30 Overheat Penalty: None Heat Sinks: 10(20) Movement: 6/9/9 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XXVI Evelyn Rush Mechwarrior Player: W.T. Fits Mechwarrior Status: OK! Armament: ER Medium Laser – RA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) ER Medium Laser – RA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) ER Medium Laser – LA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) ER Medium Laser – LA (Heat: 5, Range: (L:12 M:8 S:4), Status: OK!) Anti-Missile System – RT (Heat: 1, Ammo: 12), Status: OK!) LRM 10 – LT (Heat: 4, Ammo: 11, Range: (L:21 M:14 S:7 Min:6), Status: OK!) Small Laser – HD (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) Critical Damage: None! Notes: 2 hands LNX-9C Lynx Weight: 55 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 20/20 (13/13) LT R A(S): 6/6 CT A(S): 28/28 (18/18) CT R A(S): 8/8 RT A(S): 20/20 (13/13) RT R A(S): 6/6 LA A(S): 18/18 (9/9) RA A(S): 18/18 (9/9) LL A(S): 26/26 (13/13) RL A(S): 26/26 (13/13) Heat: 0/30 Overheat Penalty: None Heat Sinks: 15(30) Movement: 5/8/5 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XI Pavil Cherenkov Mechwarrior Player: Revenant Threshold Mechwarrior Status: OK! Armament: ER PPC – RA (Heat: 15, Range: (L:23 M:14 S:7), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LA (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – CT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Streak SRM-2 – HD (Heat: 2, Ammo: 100, Range: (L:9 M:6 S:3), Status: OK!) Streak SRM-2 – RT (Heat: 2, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!) Critical Damage: None! Notes: no hands or arm actuators STY-3C Starslayer Weight: 50 tons (Medium) HD A(S): 9/9 (3/3) LT A(S): 19/19 (12/12) LT R A(S): 5/5 CT A(S): 26/26 (16/16) CT R A(S): 6/6 RT A(S): 19/19 (12/12) RT R A(S): 5/5 LA A(S): 16/16 (8/8) RA A(S): 16/16 (8/8) LL A(S): 24/24 (12/12) RL A(S): 24/24 (12/12) Heat: 0/30 Overheat Penalty: None Heat Sinks: 11(22) Movement: 5/8/5 Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Acolyte XIII Gunter Lorraine Mechwarrior Player: Xmas Future Mechwarrior Status: OK! Armament: Large Laser – RT (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) Large Laser – RA (Heat: 8, Range: (L:15 M:10 S:5), Status: OK!) SRM 4 – LT (Heat: 3, Ammo: 25, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) Medium Laser – LT (Heat: 3, Range: (L:9 M:6 S:3), Status: OK!) REAR Small Laser – HD(REAR) (Heat: 1, Range: (L:3 M:2 S:1), Status: OK!) CASE – LT (Status: OK!) Critical Damage: None! Notes: 1 hand / no right arm hand or arm actuators Enemy Status F1 King Crab IIC Weight: 100 tons (Assault) Mechwarrior: Pilot 1, Gunnery 0 Mechwarrior Name: Star Colonel Grier Seidman Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! F2 Unknown Quad 1 Weight: 80 tons (Assault) Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Ed Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! Notes: F3 Dervish IIC Weight: 55 tons (Medium) Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Simmons Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! Notes: F4 Hunchback IIC Weight: 50 tons (Medium) Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Fitzgerald Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! Notes: F 5 Unknown Quad 2 Weight: 40 tons (Medium) Mechwarrior: Pilot 3, Gunnery 2 Mechwarrior Name: Dash Mechwarrior Status: OK! Armament: Unknown Critical Damage: None! Notes: PoptartsNinja fucked around with this message at 19:23 on Jul 3, 2011 |
# ? Jul 3, 2011 18:17 |
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The Merry Marauder posted:Isn't this what the Kirghiz C is for? I thought it was a Ghost Bear thing, as well. The Ghost Bears do it on occasion, yes. The Goliath Scorpions have entire Clusters dedicated to this tactic.
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# ? Jul 3, 2011 18:21 |
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Clan Jade Falcon did it on at least one occasion, too
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# ? Jul 3, 2011 18:27 |
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Uh, Poptarts? I specified no shooting in my orders this turn.
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# ? Jul 3, 2011 19:01 |
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drat that HPG +2 is incredibly powerful. Fast moving mechs can stack up some crazy to-hit numbers.
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# ? Jul 3, 2011 19:07 |
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Yeah, this is going to be a lot less shooty than I imagined it would be from the loadouts of the mechs involved... That HPG EM Interference is pretty killer. Still, it should pick up once the CrabGuard and the Hell's Horses get a bit closer to each other. At least, I hope. Also, that was an awesome pic last page, T.G. Xarbala. I;d hate to meet a Gauss Flail at close range in this timeline or anyone else... In addition, the thought of airdropping Elementals makes me shudder involuntarily. Since the Goliath Scorpions are invading, will Goon Lance have to face this tactic in a later mission? I'd hate to see the havoc they would create, given what we saw Elemental Marines (not even conventional Elementals) were capable of. Showing up out of nowhere and ripping you to pieces? Sure, the Elemental Marines did that as well, but that was with the benefit of cover. Since they're being airdropped, these Airborne Elementals probably don't even need cover to be effective in tearing up your poo poo.
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# ? Jul 3, 2011 19:16 |
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W.T. Fits posted:Uh, Poptarts? I specified no shooting in my orders this turn. That was a typo. You held fire.
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# ? Jul 3, 2011 19:23 |
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DatonKallandor posted:drat that HPG +2 is incredibly powerful. Fast moving mechs can stack up some crazy to-hit numbers. Keep in mind that +2 mod is actually just making everyone on the field Gunnery 4 rather than Gunnery 2 (except that gunnery 0 guy) which is still 'clan pilot' level, so there's nothing special going on here really. Also I'm running to 1424 and firing large lasers at the pony that didn't move. Should actually be a good TN to hit, and be a lot of pain if the King Crab and Black Knight both keep rushing and fire at it too.
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# ? Jul 3, 2011 19:23 |
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T.G. Xarbala posted:
I knew this was fake because Clan Ghost Bear lost Seriously though, great stuff.
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# ? Jul 3, 2011 19:32 |
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It's kind of hard to read the numbers on the yellow background like this. Can you change the drop shadows to actual outlines, or is that out of your hands?
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# ? Jul 3, 2011 19:34 |
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King Crab aiming to mess up F2. Let's kill a pony.
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# ? Jul 3, 2011 19:43 |
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Bobbin Threadbare posted:It's kind of hard to read the numbers on the yellow background like this. Can you change the drop shadows to actual outlines, or is that out of your hands? I use a program to generate them, but the options for numbering are very simplistic (numbers, or numbers with shadows); both of which are harder to read on the yellow desert map than I anticipated. Needless to say, we won't be seeing it again.
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# ? Jul 3, 2011 19:53 |
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Edit. Fixed a missing feature and rehosted on lpix for much better quality. Longinus00 fucked around with this message at 21:58 on Jul 3, 2011 |
# ? Jul 3, 2011 20:38 |
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That 3d perspective is really helpful. It'd be nice to have an image like that for reference on future maps as well.
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# ? Jul 3, 2011 21:32 |
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Incidently one of the best mechs is the AWESOME, which is an 80 ton assault with a boatload of ppcs.
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# ? Jul 3, 2011 22:30 |
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Yeah, that 3D isometric view of the map is a helluva lot better than what PTN is currently using. I support it's further usage to clear up any hex confusion.
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# ? Jul 3, 2011 22:32 |
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Remora posted:That 3d perspective is really helpful. It'd be nice to have an image like that for reference on future maps as well. It's less useful then you'd think, since it can completely block hexes.
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# ? Jul 3, 2011 22:46 |
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Alright then. For my next move, I'm thinking of moving my Black Knight up to hex 1626 (That's one north and one northwest) and turning north so that I have both F2 and F3 in my front firing arc, and then firing my PPC and LPLs at F3. I might not even be able to make the shot with the LPLs, but I'm hoping that putting some heavy fire in that direction will draw their attention to me and give the rest of you a chance to sneak around.
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# ? Jul 3, 2011 22:49 |
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It is a shame you guys have already broken Zel. It could have been an effective ace to keep in pocket until you had clean shots on one mech.
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# ? Jul 3, 2011 23:16 |
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T.G. Xarbala, that was a great, legitimate sounding report on Gauss Maces. I knew it was fake as I was reading it, but it was worded in such a way (and the picture was of such a quality) that in the back of my mind I was thinking "... maybe in an old timey source book...". It's a shame there wasn't a contest on at the time, you'd have taken first prize hands down.
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# ? Jul 3, 2011 23:33 |
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Zaodai posted:T.G. Xarbala, that was a great, legitimate sounding report on Gauss Maces. I knew it was fake as I was reading it, but it was worded in such a way (and the picture was of such a quality) that in the back of my mind I was thinking "... maybe in an old timey source book...". There's only one problem with what you said: the drawings of mechs in the old sourcebooks suck.
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# ? Jul 3, 2011 23:37 |
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KnoxZone posted:It is a shame you guys have already broken Zel. It could have been an effective ace to keep in pocket until you had clean shots on one mech. How did we break Zel?
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# ? Jul 3, 2011 23:51 |
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elitebuster posted:There's only one problem with what you said: the drawings of mechs in the old sourcebooks suck. I should have said style more than quality.
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# ? Jul 4, 2011 00:03 |
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Gothsheep posted:How did we break Zel?
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# ? Jul 4, 2011 00:16 |
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Xmas Future posted:The Lynx and King Crab both fired at F2. I'm not sure whether that means the King Crab is fair game, however, or whether the Hell's Horses will drop it altogether. It depends entirely on how the commander is feeling. They never declared a challenge, so they might just let it go figuring we're barbarians who didn't know any better. You raise a good point, though. They didn't declare any challenges. Why didn't they? Normally they're on the radio as soon as hostilities are engaged, but this time they didn't even give a quip. Something's up. Way up. EDIT: I'm going to suggest we keep our distance and try and draw them out. They might be using this EM interference to hide more Elementals. Or tanks, or anything. Our safest bet might be to keep a lot of open ground between us and the enemy so they can't spring anything on us.
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# ? Jul 4, 2011 00:19 |
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Zell has not been broken, they have never offered a challenge, and they are actively preventing communications from working properly with the jamming, accuse them of deceptive practices and that they jammed your challenge (lie through your mandibles)
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# ? Jul 4, 2011 00:33 |
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Gothsheep posted:It depends entirely on how the commander is feeling. They never declared a challenge, so they might just let it go figuring we're barbarians who didn't know any better. Keeping the range open against a Bane is a bad idea. Doing it against a bane with 0/1 pilot in bad "weather" conditions is even worse.
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# ? Jul 4, 2011 00:33 |
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raverrn posted:Keeping the range open against a Bane is a bad idea. well, if its the 10 uac/2 bane, it has 180 ammo, x2 = 360 total possible damage, if you can cause it to miss shots due to the range and interference (6 to shoot at long range against a target that has moved less than 3) while killing its companions, it will eventually exhaust its guns, if you have one mech left and it is out of ammo, you win, it is now a delicious target.
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# ? Jul 4, 2011 00:37 |
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raverrn posted:Keeping the range open against a Bane is a bad idea. Hmm, point. I wish I could use my active probe.
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# ? Jul 4, 2011 00:52 |
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I'm considering radioing a challenge to, and engaging, the Dervish, even if only to see how they react.
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# ? Jul 4, 2011 01:31 |
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F2 is standing still. There is absolutely no reason why all six of you should not close, concentrate fire, and blow it into tiny pony bits this turn.
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# ? Jul 4, 2011 01:36 |
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Tempest_56 posted:F2 is standing still. There is absolutely no reason why all six of you should not close, concentrate fire, and blow it into tiny pony bits this turn. This, do this, scuttle over and kill
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# ? Jul 4, 2011 01:38 |
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# ? Apr 27, 2024 19:23 |
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Tempest_56 posted:F2 is standing still. There is absolutely no reason why all six of you should not close, concentrate fire, and blow it into tiny pony bits this turn.
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# ? Jul 4, 2011 01:49 |