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Benevolent Dictator
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Discussion Starter · #1 · (Edited)
Alright guys, I'm going to get this started. I've discussed it earlier, and there seemed to be some interest - it is one of the most viewed threads on LO, so we should have no problem getting this running. I'm starting this thread in order to explain the rules, submission guidelines, and what I will be expecting from entrants.

Entrants

Forces of Order:
1. Brettonians, Miko de Adamyetz
2. High Elves, Karl Stahlfeld
3. Wood Elves, Digger
4. Empire, ZhuPei
5. Ogre Kingdoms, mpdscott

Forces of Disorder
1. Beastmen, Blackheart
2. Warriors of Chaos, Antithesis
3. Vampire Counts, Deadstar_MRC
4. Orcs and Goblins, Roferl
5. Tomb Kings, Lasso290391
 

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Benevolent Dictator
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9,222 Posts
Discussion Starter · #2 · (Edited)
The Map, Weekly Turns, and Upkeep

The Map


Terrain Features:
::Capitals - Located at A1, and G1. These provide each player on their team with 250pts in the Upkeep phase.
::Villages - Located in hexes B1, D4, and E1. Villages provide each player on the team with 50pts during the Upkeep phase.
::Cities - Cities are located in C3 and F2. Cities function exactly like Villages, but provide an additional 50pts to any player who successfully defends or attacks the City during their turn.
:: Rivers - players who attack a River fight their battle as though their regiment is in the water, described on page 120 of the Warhammer rulebook. There will not be any Mysterious Rivers in this game.
:: Bridges - players who are attacking or defending the Bridge at D2 may not have a frontage greater than 150mm, (seven 20mm bases, six 25mm bases, three 50mm bases).
:: Castles - players who attack the Castles at B2 and E2, treat their opponent as being behind a Defended Obstacle, as described on page 122 of the Warhammer rulebook. All Obstacles are treated as Mundane.
:: Sacred Site - The team who controls the Sacred Site gains +1 to Combat Resolution. The Sacred Site is located in hex D1.


The Turn
I will give players 1 week for general "strategery" with their comrades, and to submit orders for their army. The Submission Form should look like this:

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1. Upkeep From Last Turn:

2. Defending Hex:
3. Attacking Hex:

4. Regiment Width:
5. Maximum Width:
6. Break Point:
7. Pursue?:
8. Issue Challenge?:
9. Accept Challenge?:

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1. Upkeep: this won't matter for the first turn of the campaign, as nobody will have suffered and casualties. I will explain upkeep later in this post.

2. Defending Hex: choose any hex that your team controls in order to defend it.
3. Attacking Hex: choose a hex which borders any hex that your team controls in order to attack it. This hex does not have to border the hex you are defending. You could elect to defend Hex A1, while attacking Hex G1, provided your team own a hex which borders G1 (F1 or F2).

4. Regiment Width: How many models you are putting into each rank of the regiment. I can figure out how many ranks you'll have, just tell me the width, 5 models, 6 models, 10 models, etc.
5. Maximum Width: If you would like your regiment to optimize it's width to have as many models in base contact as possible, you can set the upper limit for width. For example, if you are playing as Warriors of Chaos and want your regiment to go into combat 5-wide, but are willing to expand your frontage to meet a Horde so that you get the most out of your attacks, you could set this total to 10 or 12. If you do not want to expand your frontage under any conditions, you may leave this field blank or set it equal to 'Regiment Width'.
6. Break Point: Regiments may flee from combat simply by being defeated during a round. However, you can declare at point at which you will call off the attack and flee automatically. This is usually a good idea, as it means that your regiment won't be wiped out in combat. Make this clear please, something like "After 13 models are killed" or "after my general is reduced to 1W", etc. Note that you will still count as fleeing, and can be pursued and wiped out.
7. Pursue: If your opponent Breaks, will you attempt to Pursue them? There is no need to test to Restrain Pursuit unless your regiment is Frenzied or has Hatred, in which case you must pass a Leadership test in order to hold your ground. If you elect to Pursue your enemy, you no longer count as Defending your chosen 'Defended Hex'. It's a gamble, but if you successfully Pursue your enemy, you can potentially wipe them out.

8. Issue Challenge?: Specify which of your characters - if any - will issue a challenge. You may specify multiple characters, so that if one is slain, the next in order may issue a challenge, and so on. If you elect to issue a challenge with any character, then he is assumed to issue a challenge in each round of combat.
9. Accept Challenge?: Specify which of your characters - if any - will accept an enemy challenge. If you have elected to Issue a Challenge, then you will automatically accept with that character. If you choose not to accept a Challenge, then your character with the highest Leadership is sent to the back of the regiment. If all of your characters have the same leadership or there is a tie, then the character who costs the most points will be sent back. You may specify multiple characters to accept a challenge, so that if one is slain, the next character in order will accept, and so on.

I know that it seems like a lot to fill in, but it is because I can't talk to you guys face-to-face, and you can't see your opponent to react to their deployment etc, so I need as much information as I can get.

Upkeep
Over the course of your battles, models will fall casualty, and you will need to spend resources from your empire in order to replace them. At the end of each turn, after all battles have been resolved, I will post how many points each team has available to spend on recovering lost models. At the start of the campaign, with the Capital, Village, and City, each player will have 350pts to spend on recovery.

--Regimental Casualties
When models are removed from the regiment as casualties during the battle, I will let you know. They are replaced at cost. For example, if you have a regiment of Empire Spearmen, equipped with Shields for 1pt/model, it will cost you 6pts to replace each lost model. If you lose your Champion, Musician, or Standard Bearer, he will cost the price of the base model, and the upgrade to champion - in this case, 16pts to recover your fallen Champion. The only items which do not need to be replaced are magic items. For example, if your Standard Bearer was carrying a 25pt Magic Banner, you would only have to replace the Standard Bearer, not the Banner.

--Character Casualties
Characters are assumed to regain any lost wounds at the end of the battle. Items which are 'One Use Only' will be used at the first available instance during the battle, but you will need to specify during Upkeep if they will be refilled (Potion of Speed or Potion of Foolhardiness, for example).
If Characters are reduced to 0 wounds (Killed) during battle, I will roll a D6. On a 4+, the Character's equipment was recovered, and you only need to pay the base cost of the character (without equipment, wargear, gifts/upgrades, etc) to replace them. On a 1-3 however, they have been utterly destroyed, and you will need to repay their full cost. Characters either come back, or they don't. If you can only afford to bring back a portion of a character's cost, you may specify that you are putting a number of points towards his recovery, but you cannot return a character with a portion of his wargear missing.
:: Example - the Orc Boss you are using a BSB is slain in battle, and rolls a 2 for his recovery, he is lost entirely. You will have to replace his equipment, and his magic banner or any magic items that he was carrying. His total cost is 250pts. You only have 200pts to spend on Recovery this turn. You decide to put 50pts towards his recovery. Next turn, you can put another 200pts towards his recovery (total, 250pts) and restore him to your roster.

--Losing your General
If your General falls in battle, it's a little more forgiving. I will roll a D6. On a 4+, he returns to the regiment for free. He was just knocked out, or having a rest. On a 2-3, you will only have to replace his base cost, with no wargear, magic items, or gifts/powers factored in. On the roll of a 1, he has been killed. You will have to replace his full cost, as above. While he is out, you may select another of your characters (if you have one) to be your general.

Wiped Out!
It's rare that a regiment is wiped out entirely, but if it happens, you're not out of the match. Instead, your team's Capital restores your regiment to full health, but at a cost. Every other player on your team has their Upkeep Points reduced by 100pts, representing the extra load required to bring your army back to strength.
If the campaign continues on after the initial rounds, players who have been wiped out at some point will be the first to be "bumped" if new players would like to sign on. This will only become an issue if we decide to extend the length of the campaign and there are several new players who would like to join, but it is bad form to have your regiment wiped out. Don't do it.
 

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Benevolent Dictator
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9,222 Posts
Discussion Starter · #3 ·
Claiming Territory, and How Combat Works

Claiming Territory
Claiming territory is simple, but a tad abstract. The best way to think of it, is that you have a 'Defense Token,' and an 'Attack Token'. If you win your game, I place each of your tokens on the corresponding hexes - one token on the hex you attacked, one token on the hex you defended. At the end of the turn, after all combats have been resolved, I will tally up the number of tokens on each hex. If there are more Attack tokens than Defense tokens on a hex, then the attackers gain that tile. Defenders win ties.
Remember that if you elected to Pursue your enemy, you do not get to place a Defense token on your hex. It is the price you pay for the opportunity to wreak immense carnage among the enemy ranks.

Example:
'Team Order' Players A, B, and C all elect to attack Tile E1
'Team Destruction' Players D and E elect to defend Tile E1
After all of the fights are rolled, player A and B have won their games, and player D and E have both won their games well. There are 2 'Attack' tokens on Tile E1. Player D won his game, and therefore adds a defense token to E1, but player E decided to pursue his enemy, therefore he cannot place a tile.
When the dust settles, there are 2 Attack tokens to 1 Defense token - Team Order claims the tile.
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I will try to pair fights so that players are facing an opponent who they are either attacking or defending against. However, it doesn't always work out evenly. It is better that you think of the Attack and Defense tiles as the territories that you are gambling in your game. It doesn't matter which opponent you face, all that matters is that you win your game. This is why all of the defensive obstacles such as Rivers and Castles are dependent upon the attacker. It would be unfair to give players a bonus for defending a particular feature, when their opponent might not even be attacking that particular location.

How Combat Works
Combat for the campaign will be worked out similarly to the Arena of Death, with a few notable exceptions.

First Round:
Who Gets the Charge? - the regiment with the longest charge distance will always get the charge. The exception to this, are units of Infantry who are armed with Spears, or regiments armed with Missile Weapons. Infantry armed with Spears will only count as charging against regiments armed with Missile Weapons. Regiments armed with Missile Weapons will never charge, except against other regiments armed with missile weapons. In cases where both regiments are armed with Missile Weapons, they will each fire 1 round of shooting, and then may not stand-and-shoot against each other.

When determining charge distances, it is usually the slowest movement of the regiment +7". For regiments with Swift-Stride, it is the slowest movement +9".
If both models have the same movement, I will roll an actual charge for each - 2D6 or 3D6 as normal, and whichever regiment scores highest gets the charge.

All charges are assumed to come from the front arc, and are resolved as Front-to-Front, standard combats. Models armed with Missile Weapons are assumed to Stand-and-Shoot. Models who charge are assumed to have the first turn in regards to who issues challenges first, shooting attacks into combat, etc.

Who Strikes Who? - with the exception of Challenges, characters (Sergeants and Lords/Heroes) may not be singled out by attacks. All attacks will be directed at the regiment. If the regiment is wiped out, then attacks will be directed straight forward, at the model directly to the front. Standing positions for the regiments are always as follows:

Character 1 | General | Character 2
Character 1 | General | Character 2

The General always goes in the center of the regiment. The Champion fills in gaps if one player has more character than his opponent, or deploys beside character 1.

Resolving Combats
Combats carry on as normal, and are resolved just as they would be in a standard battle. Points are accrued for Overkill in challenges, Standards, Battle Standards etc. At the end of the round, the loser takes a Break Test, following all of the applicable rules such as Steadfast, Crumble, Instability, etc.

Fleeing From Combat
Unlike the Arenas, it is possible for a regiment to flee from combat. This can happen either because the regiment lost a round of combat and failed their Break Test, or because they reached their Breaking Point and automatically fled at their general's command.
Fleeing is worked out as usual, the enemy may elect to Pursue if they have specified it as part of their orders for that round. If the Fleeing regiment is caught, a D6 will be rolled. On a 4+, the regiment suffers 50% losses from it's remaining troops, and characters take wounds equal to half their starting wound value. On a 1-3, the regiment is destroyed, and will need to be replaced from the Capital as explained in the Upkeep section.

Psychology
Panic - Panic caused by Stand-and-Shoot reactions will still break a charge. The missile-regiment will get to make a regular shooting attack during their "turn", and then they may be charged again. They may not Stand-and-Shoot against this second charge unless their weapons are described as 'Quick to Fire'.

Fear - Fear works as normal. Charging models must take a Fear test - if the test is failed, they are charged in return. If they are charging a regiment of Fear Causers with a Shooting attack, the missile-weapons will get an extra round of shooting, and the attackers may attempt to charge again in the next turn. If charging a regiment of Infantry armed with Spears, then the attackers still make the charge, but are reduced to WS1 in the first round as if they failed a Fear Test in an ongoing combat (units with Spears will never charge).

Terror - Terror works just as normal. The exception is that if a regiment charged by a Terror-causer fails their Leadership as is forced to make a Flee reaction, they roll a D6. On a 4+, they hold their ground. Otherwise, they flee as normal. To represent the longer range required for a pursuit roll, the pursuing regiment only rolls 1D6 when determining distance.

Stupidity - Models which fail their Stupidity Test are treated just as models who failed a Fear check when attempting to charge. They do not charge, they are either charged in return, or shot for a round. Models who fail their Stupidity Test against a regiment of Infantry armed with Spears will still carry out the charge, but will automatically Strike Last in the first round of combat.

Special Rules

Stand and Shoot - models who are armed with Missile Weapons will get to make a Stand and Shoot reaction as normal. If this reaction breaks the enemy charge, or the enemy fails a Fear/Terror/Stupidity test when declaring the charge, then they may make a normal Shooting Attack (resolved at close range) before the enemy charges again. This second charge does not yield a Stand and Shoot unless the weapon is listed as 'Quick to Fire'.

Brettonian's Blessing of the Lady - Brettonians who Pray still charge as normal against anything that is not cavalry. Against Cavalry (and Monstrous Cavalry) Brets roll a D6. On a 1-3, they are automatically charged by the enemy. On a 4+, they still charge as normal.

Ogre Impact Hits - Ogres determine their charges as usual. If the Ogres win, and get the charge, I will roll their Charge Range to determine the number and strength of their Impact Hits, as normal.

Warriors of Chaos, Eye of the Gods Roll - The WoC general begins the game with a roll on the EotG table, at the time of army creation. This roll may be rerolled once, at the player's request, just like in the Arenas. Any other WoC characters, including unit champions, will get EotG rolls in the same situations where they would normally generate rolls (defeating enemy characters). These rolls last for the duration of the battle, and are lost at the end of the combat. Models who are removed from play as Spawn, or by Dark Apotheosis results, are returned to the list and are not counted as casualties (unless they were slain while in Spawn or Daemon Prince form). Regiments of Chosen get a single roll at army creation, which may be rerolled once, just like in the arenas.
 

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Benevolent Dictator
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Discussion Starter · #4 ·
Regiment Rules, Teams, Entry Guidelines, and Timeline

The General
The General of your "army" must be an arena-legal character worth up to 300pts. Rules for Arena Characters can be found here
http://www.librarium-online.com/forums/fantasy-community-games/230314-generic-aod-rules-etiquette.html

Notice that the rules are different regarding the maximum points values (you may field 300pts rather than just 250pts) and the rules for combat have changed, obviously. I also have no need for a fluff description of your character, though it's always welcome.

Also, bear in mind that your character must fit inside your regiment. I don't mind if you take a Chariot mount, Ridden Monster, etc, as long as it can join the regiment following the rules for Characters on page 97 of the Warhammer rulebook.

When Footprints Collide-
These rules are modified somewhat. While a character who would normally not fit inside a regiment (25mm in a 20mm, etc) will not count towards ranks etc, as the normal WFC rules, he is always assumed to be placed front-and-center of his regiment when determining who can strike, as per the rules given above about models attacking one another.

The Regiment
Regiments may be valued at up to 600pts, including points spent on up to 2 additional Characters (lords/heroes). Regiments may include all of the normal upgrades and wargear options allowed to them, provided those upgrades are part of the regiment's footprint (Skaven may not take Weapons Teams, for example).

There are minimum requirements for the size of the regiment, by type, as follows:
Core Regiments - must be worth at least 150pts
Special/Rare Regiments - must be worth at least 300pts
this is done to prevent players from taking the small Unit Size 3+ regiments from their Special and Rare and then using the rest of the points for Characters. The idea is to limit players so that they cannot "spam" characters just by fielding incredibly small regiments, or take an elite regiment and still have room for several characters.

Regimental Characters
The 600pts allotted for your Regiment may include two other Characters (Lords/Heroes) to lead them. These characters also follow all of the rules for Arena of Death characters. However, they may only have legal amounts of Wargear, meaning that Heroes are restricted to 50pts of Magic Items and their usual value of Gifts/Mutations/Powers, unless they are the BSB, in which case they may carry a magic banner worth up to any amount, as normal (and go above their 250pt limit) provided they do not carry any other magic items.

Teams
Teams are divided following the Alignment Summary given on page 139 of the Warhammer rulebook. Unaligned Armies will be used to balance the teams, although they may state which side they would prefer to be on during their submission.

Entry Guidelines
I'm going to clear out my PM inbox from the Arena that I just finished. Players will need to submit their entries to me, on a first-come, first serve basis. I am willing to accept up to 8 members, but will settle for any even number. The minimum cut off is 6. Once I have the 6th entrant and even teams, I will put a deadline on subsequent entries. I'm looking for 8, ideally, and might accept more based on interest.

Guidelines will need to be legal entries. If the entry is illegal, I will message you with the problems and you may resubmit - I will not hold spaces for you however.
The qualifications for a legal entry:

:: Cost per model including any upgrades (Spearmen w/ Shield, 6pts etc)
:: Cost for the Command elements (Champion, 16pts, Standard Bearer, 16pts, Musician 11pts) - note, this is the total cost of the model, base+upgrade, not just the price of the upgrade to champion.
:: Base (naked) cost, and total cost for all characters. This is important for upkeep that I know how many points your model cost before upgrades.
- please make it apparent who your General is, if there are multiple characters with the same leadership. No special characters allowed.

I do not own up-to-date copies of all the books. If you submit an army from:
Dark Elves, Daemons, Lizardmen, Skaven, or Tomb Kings
I would appreciate it if you could also send me the following with your submission:

1. Statlines for each model (if they do not follow those given in the Beastiary at the back of the core rulebook)
2. What special rules your models have, and the effects of any rules and magic items which are unique to your armybook.

This is most important for Daemons, as they are the hardest for me to get a hold of via any nefarious means.


Time Line
I have a list of entrants at the top of this thread which I will keep updated. I will provide a map based on the number of entrants (the number of 'no-mans' squares in the middle changes based on number of players) and will also set up the Campaign section so that this thread, and well as a thread for each army to discuss tactics, is stickied at the top.

I plan to run this campaign for 6 weeks. That works out to about 3 campaign turns spread out over 2 months. Because of the increased amount of dice rolling on my end, I'm not going to provide fluff write-ups for every single match. Rather, I will maintain a thread (or use this thread) to cover highlights and an overall story line for the campaign. At the end of the 6 weeks, if we're not all burned out, we can discuss possibly continuing the campaign for a few more turns, or making it an ongoing feature of LO (in which case I would create a larger map, allow open submissions, and allow players to rotate in and out each week).

The faster you guys get your tactics submitted for each turn, the faster I can post pairings, complete the rolls, and update the map. This means that I'm looking for dedicated players. I know that life happens, you guys have other commitments and surprises beyond LO - it happens to me as well. But please, if you don't think that you'll have the patience or the ability to stick through this to it's conclusion, please don't sign up. I'm taking a limited number of entrants so that I don't get burned out by the rolling, but that means that there will be people who get benched and have to sit this event out. If you drop off the face of the earth mid way through, I will try to bring another player in to replace you.

If anyone would like to help me with the dice rolling, I would appreciate it. Contact me via PM and I'll send you matches that you can roll up.
 

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Will the 3+ re-rollable 1's ward save still be allowed?
 

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Before I submit my band, I must ask how the Random Movement works with these rules?

I mean, Random Movement takes place in Compulsory Movement phase, so the other unit has a chance to charge first, but 3D6" is possibly more than 2D6+4", and no Stand and Shoot is allowed.
 

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Benevolent Dictator
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Discussion Starter · #10 ·
A Little Q&A Time

Q. Will the 3++ reroll 1's still be allowed for Warriors of Chaos?
A. Yes. While future Arenas will ban this combo, I will still allow it in the campaign. The Campaign is less about killing characters than it is about killing their unit and winning combat on CR. You can force an enemy to flee, so even if your Chaos Exalted is running the "unkillable" combo, just like in a standard game of Warhammer, he can be defeated in combat through other means.

Q. Can we use Magic in this game?
A. No. You may include designated casters, and they will have 35pts reduced from their base cost per starting wizard level.

Q. My army requires I take a character - TK Heirophant, Bret BSB, etc - do I have to take those characters in my regiment?
A. No. It is assumed that they are somewhere else in the wider battle. Armies which rely on having a character in order to prevent Crumble, will put this burden on their General instead.

Q. How does Random Movement work?
A. For Random Movement I will roll the charge ranges for both regiments. Whoever gets the highest result will get the charge. In terms of Stand-and Shoot: if the random movement is higher than the enemy shooting range, they won't get to fire. If the random move is less than their range (normal) then they will get to make 1 shooting attack worked out at long range (-1 to hit), to keep things fair, and to represent the turn you are moving into charge range. This shooting attack isn't a Stand-and-Shoot, so it can't break the charge. They'll only ever get 1 shooting attack against a Random Move opponent.

Sorry guys for the handful of oddball situations that are cropping up. Nobody else on the internet that I know of has ever attempted anything like this, so I have absolutely nothing to base this stuff on other than my own intuition and as much common sense as I can muster. I've received a few more entries, so I'll be updating the thread. We need some more Order players! Otherwise it's going to be Disorder versus Tomb Kings and Ogres! Remember, this isn't an arena, so some of the armies who traditionally don't fare as well in a Character vs. Character fight might still do astonishingly well in this setting (here's looking at you, 450pt White Lion horde).
 

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Sir Proofreader
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Provided I've not done anything monumentally silly in my entry, I've just submitted my PM. Another Disorder entry, this time with Vampire Counts :)

I am kind of hoping we get some order players in on this soon, otherwise we're all just going to have to fight amongst ourselves!
 

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ISIS Secret Agent Squishy
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I wouldn't worry about that, Chaos is always fighting amongst itself.

And even if it comes down to 4 Chaos armies and 4 unaligned, that's still going to work.
 

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Benevolent Dictator
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Discussion Starter · #13 · (Edited)
Well, I've got 3 Disorder, 2 Unaligned, and 0 Order players. I got a qualifying PM from Mico, currently O&G, but he says he can throw in Order if needed, so I've given him the 6th spot. I'd really like to get some Order v. Disorder play going on, but I'm willing to change up the split to keep it interesting. I'm going to try messing around with the user groups a little bit, and I'll post up the final split of the teams once that's done (plus send out invites to the groups). Once those are up, I'll leave 1 week for strategic list-changes, and to see if we can drum up another two entries or so. Then we'll greenlight this thing and get moving!

--edit: well, I set up the group threads, and you can set them to "super secret, secret club" mode, invite only and only users can see the posts. Unfortunately, they keep popping up error messages and won't let me invite anyone... fantastic. I'm working it out with the site techies, hopefully sooner than later.
 

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It would be nice to see some Empire or HE up there. Even treekin would be welcome, we need some do gooders!
 

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i am da Wahhchief
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i want to submit a Wood elf band, but i need a few days to get my armybook back. It's at my cousin's place.
 

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Benevolent Dictator
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Discussion Starter · #16 ·
Digger - how soon would you be able to get your book? Check your PM inbox ;)

Also, as I cannot get the private user groups set up (and nobody who runs the site feels like helping me at all), how many of you have Facebooks or would be willing to do the discussion pages as FB groups?

We're running ahead of schedule for when I wanted to start this, which is certainly not a problem. I have already started compiling all of the rules and information that I'll need on each of your entries, and validating them, so once we sort out how you guys are going to talk back and forth, we can get this up and running.
 

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I have FB and wouldn't object.
 

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Sir Proofreader
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I would have preferred to keep things on-site if possible but if that's not going to work then I suppose some manner of facebook organising could suffice.
 

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I would have preferred to keep things on-site if possible but if that's not going to work then I suppose some manner of facebook organising could suffice.
I feel the same way, I wouldn't want anyone to take offense at this but essentially I'll just create a Blackheart Yahoo e-mail account and then a Blackheart FB page. That's easy enough and then Blackheart remains Blackheart.
 
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