There's a lot of speculation about a new edition of WHFB running around at the moment, and I think it's interesting the different things that they want from a new ruleset. I think one of the things that gets forgotten in all of this is that ultimately, the designers had a specific game in mind when they wrote it. Battletech is a game about giant robots; Warmachine is a game that used to be about giant robots, and is now about way the shit too much infantry (though Mk II may be better); and ultimately, WHFB is a game about big damn heroes, scary monsters, and masses of troops fighting and dying for their race's future. I would love to see a lot of changes to the ruleset, but looking at how the newer army books look, I think we're going to see more stylish heroes and the sorts of things that make the Old World different from any other fantasy setting- strange war machines, wacky specialist troops, and powerful wizards. To expect anything else would imply that Alessio had a sudden change of heart about the entire focus of the game, and I don't think that is terribly likely. Fortunately, there are all sorts of other games in this world that ARE about pushing masses of infantry across the table to get stuck into tense fights, where only the brave and the lucky survive, and there are certainly room for both kinds, both in the world, and on my little patch of desert.
Friday, November 6, 2009
Thoughts on gaming in "Real Life"
I've done a bit of gaming this week, in all sorts of forms. Played a couple games of Pandemic and Mall of Horror, an online game of Advanced Squad Leader, two 40K games, Warhammer Ancient Battles, and even a game of Battletech, not to mention enjoying the heck out of the Left 4 Dead demo. I was thinking specifically about finally getting a "real" game of Battletech in after so long, as compared to the games I've played recently online, and how they compare. Granted, the game today was a teaching game, using the introductory rules and only two 'mechs, as opposed to the larger engagements I was playing online, but I think I enjoyed this one more, and not just because I didn't get my ass handed to me this time (still lost, though). There is something about pushing the models, rolling the dice, and seeing the look on your opponent's face when the dice fall one way or the other, even if the gameplay is exactly the same. I think that is why this hobby has survived in the face of smarter, faster video games, and nifty online systems (though those are helpful if you have a friend who insists on becoming a Canoodian). That, and it is somewhat difficult to paint imaginary models.
Thursday, October 15, 2009
Unit Specialization in 40K
For a long time, I've had a theory about 40k army building, adapted from a popular saying about the roles of women and compatriots- Boys before toys. It came about from my Guard army, where in the old codex, it was very easy to spend tons of points on Doctrines and cool hardware, without remembering that at their core, they were still just regular guys with lasguns, a weapon that is really only effective en masse. It does apply, however, to nearly every army, and I played a game a few days ago that illustrated it extremely well.
The Game:
2500 points, Ultramarines on both sides of the table. This kind of matchup is always nasty, as the Space Marine codex is certainly versatile enough to build many different armies, but ultimately you've got two armies both using the 40K baseline stat line, so it becomes less about the dice, as any kind of even fight is going to be a coin toss anyway. Then it comes down to stacking the odds in your favor with either numbers, or hardware.
The Armies:
Mine:
Cato Sicarius and Command Squad (Apothecary, Company Champion, Company Banner, Thunder Hammer, Power Sword/Storm Bolter)
5 Assault Terminators w/ Land Raider Crusader (Sarge w/ Thunder Hammer and Storm Shield, 2 Lightning Claws, 2 TH/SS, LRC has Sergeant Chronus, Multi-Melta, Storm Bolter)
Venerable Dreadnought (Assault Cannon, Extra Armor, Drop Pod)
Tactical Squads I-IV (I and II have Plasma Guns, III and IV have Flamers, all four have Missile Launchers and a Sergeant with Bolt Pistol and Chainsword)
Scout Squad I (Sergeant Telion, Missile Launcher, 3 Sniper Rifles)
Scout Squad II (Sergeant with Power Fist, 2 Shotguns, 2 BP/CCW, Heavy Bolter, 4 Boltguns)
Land Speeder Storm
Vindicator with Siege Shield
Predator Destructor (Autocannon turret, no other upgrades. Discount tank!)
The Enemy:
Chapter Master (digital weapons, melta bombs, artificer armor, plasma pistol, power weapon)
2 Dreadnoughts (Extra rmor, Storm Bolter, Assault Cannon)
10 Terminators (2 Assault cannons)
Tactical squads I-III (10man) Flamer, plasma cannons in I and II, Lascannon in III, Teleport Homers on Sergeants, Razorback with Lascannons and Extra Armor for III)
Land Raider (Multi melta, extra armor)
Vindicator with Sergeant Chronus, Siege Shield
Grey knight grandmaster and retinue (Grandmaster, NFW, Psycannon, Holocaust, Retinue x5 with Holocaust. )
Obviously there are some similar units in our forces, but in general, the opposing force is better equipped compared to my fairly numerous army. The game was a two-flag objective mission, and the opposing force mostly tried to camp their objective, while the front halves of my Tactical Squads advanced across the table, with the back halves providing covering fire. The Dreadnought dropped in right in front of his lines, doing a bit of damage before a lucky Plasma Cannon shot blew him up, and the Vindicator got into a game-long duel with his Land Raider.
The key difference was in the use of our Terminators. While giving his Sergeants Teleport Homers was a good move considering the two expensive teleporting units, he didn't move his Tactical Squads aggressively enough to make the homers worth using. That led to making risky unguided Deep Strikes, which resulted in his Grey Knights being destroyed, and his Terminators spending the rest of the game walking towards the action. My Terminators, on the other hand, enjoyed the comfort of their Land Raider until they were needed, keeping them safe, warm, and well fed (Didn't you know, Land Raiders have a minibar!). They were able to get out towards the end of the game and clean up, while the Crusader meandered around the battlefield blowing the crap out of whatever got too close to it. My investment in my Terminators was much less, and better protected, leaving more points available for the blue guys with boltguns that ultimately will carry the day for any Space Marine force (though they're not always blue, I suppose). Certainly I got lucky with the deep strike mishaps, but ultimately, do you want nearly half of your army depending on whether or not you manage to roll below average on scatter rolls?
The Game:
2500 points, Ultramarines on both sides of the table. This kind of matchup is always nasty, as the Space Marine codex is certainly versatile enough to build many different armies, but ultimately you've got two armies both using the 40K baseline stat line, so it becomes less about the dice, as any kind of even fight is going to be a coin toss anyway. Then it comes down to stacking the odds in your favor with either numbers, or hardware.
The Armies:
Mine:
Cato Sicarius and Command Squad (Apothecary, Company Champion, Company Banner, Thunder Hammer, Power Sword/Storm Bolter)
5 Assault Terminators w/ Land Raider Crusader (Sarge w/ Thunder Hammer and Storm Shield, 2 Lightning Claws, 2 TH/SS, LRC has Sergeant Chronus, Multi-Melta, Storm Bolter)
Venerable Dreadnought (Assault Cannon, Extra Armor, Drop Pod)
Tactical Squads I-IV (I and II have Plasma Guns, III and IV have Flamers, all four have Missile Launchers and a Sergeant with Bolt Pistol and Chainsword)
Scout Squad I (Sergeant Telion, Missile Launcher, 3 Sniper Rifles)
Scout Squad II (Sergeant with Power Fist, 2 Shotguns, 2 BP/CCW, Heavy Bolter, 4 Boltguns)
Land Speeder Storm
Vindicator with Siege Shield
Predator Destructor (Autocannon turret, no other upgrades. Discount tank!)
The Enemy:
Chapter Master (digital weapons, melta bombs, artificer armor, plasma pistol, power weapon)
2 Dreadnoughts (Extra rmor, Storm Bolter, Assault Cannon)
10 Terminators (2 Assault cannons)
Tactical squads I-III (10man) Flamer, plasma cannons in I and II, Lascannon in III, Teleport Homers on Sergeants, Razorback with Lascannons and Extra Armor for III)
Land Raider (Multi melta, extra armor)
Vindicator with Sergeant Chronus, Siege Shield
Grey knight grandmaster and retinue (Grandmaster, NFW, Psycannon, Holocaust, Retinue x5 with Holocaust. )
Obviously there are some similar units in our forces, but in general, the opposing force is better equipped compared to my fairly numerous army. The game was a two-flag objective mission, and the opposing force mostly tried to camp their objective, while the front halves of my Tactical Squads advanced across the table, with the back halves providing covering fire. The Dreadnought dropped in right in front of his lines, doing a bit of damage before a lucky Plasma Cannon shot blew him up, and the Vindicator got into a game-long duel with his Land Raider.
The key difference was in the use of our Terminators. While giving his Sergeants Teleport Homers was a good move considering the two expensive teleporting units, he didn't move his Tactical Squads aggressively enough to make the homers worth using. That led to making risky unguided Deep Strikes, which resulted in his Grey Knights being destroyed, and his Terminators spending the rest of the game walking towards the action. My Terminators, on the other hand, enjoyed the comfort of their Land Raider until they were needed, keeping them safe, warm, and well fed (Didn't you know, Land Raiders have a minibar!). They were able to get out towards the end of the game and clean up, while the Crusader meandered around the battlefield blowing the crap out of whatever got too close to it. My investment in my Terminators was much less, and better protected, leaving more points available for the blue guys with boltguns that ultimately will carry the day for any Space Marine force (though they're not always blue, I suppose). Certainly I got lucky with the deep strike mishaps, but ultimately, do you want nearly half of your army depending on whether or not you manage to roll below average on scatter rolls?
Friday, July 17, 2009
Game vs. Tomb Kings, 6-27-09
Ah, the delay when one has Flickr sets to sort... Or, y'know, is lazy.
Anyway, I played a number of games in preparation for a tourney at the Chicago Battle Bunker this past Monday. This particular one was against John (not of Plastic Legions, though he's a good guy too!) and his Tomb Kings. Those that play against me in WHFB on a regular basis know a basic truism- I *%#$ing HATE the Undead. So any chance to give them a kicking is a good time, though given my record against them, maybe not...

Here's my standard "castle" deployment. Warmachines on the hill, Thunderers on the flank with a Dragon Slayer to discourage people from just rolling up the thin line of shooters, Slayers on the other flank, and my three major combat blocks filling up the center (Left to right, Warriors, Longbeards, and Ironbreakers). The best laid plans, of course...
http://www.flickr.com/photos/conspyre/3676978951/sizes/m/in/set-72157619335123663/
And the view across the table. Chariots on my left (led by his bitchin' flaming Tomb King chariot), more Chariots, a thin line of Skeleton Archers, two Screaming Skull Catapults, some Tomb Guard, and Yet More Chariots. That many S7-vulnerable units should be a Good Thing for my Bolt Thrower and Cannon, but that remains to be seen.

Turn one was a bit more eventful than usual. The Tomb Kings advanced, with a little magical assistance speeding up a couple of Chariot units, and the Screaming Skull Catapults dropping a couple of Slayers, while the Tomb King's unit reminded me that yes, TK Chariots have bows by killing two Thunderers. The Dwarfs retaliated, powdering a Catapult crewman with a cannonball, and destroying a Chariot between the Thunderers and the Organ Gun.

Turn 2: The Slayers square off against the fast-moving Undead
Turn 2 was a quiet Magic phase for the Tomb Kings, as between a Rune of Spellbreaking and some solid Dispel dice, they didn't see a single spell go off. The shooting phase was a bit nastier for them, with a (obviously huge!) shot from the Screaming Skull Catapult demolishing the Organ Gun, leaving the crew a bit puzzled as to what to do with themselves. Like all good Dwarf gun crews, they ended up parking themselves behind the hill to have a quick pint or five until they were needed. The Dwarf shooting wasn't quite so stellar, with the Cannon failing to hit, though the Thunderers and Bolt Thrower each destroyed a Chariot.

Turn 3: It Came From Below!
As is traditional, turn 3 was Interesting. All of John's reserves showed up, namely two Tomb Scorpions and a swarm of three bases. The last chariot in his second unit attempted to charge the Thunderers, only to be gunned down by their Stand and Shoot reaction. Using my last two Runes of Spellbreaking effectively shut down his Magic phase again, leading neatly into one of the Screaming Skull catapults misfiring. His Tomb King's chariot regiment easily cut down the Thunderers, despite their earlier triumph, and overran into the Dragon Slayer. Despite it landing practically on top of them, the Warrors easily defeated the first Tomb Scorpion in combat resolution, and the Bolt Thrower crew bravely defended their machine against the other one. The Slayers, alone on the right flank, managed to hold up against the Swarms and his right-flank Chariot unit. On the Dwarf side of the round, the Cannon managed to do two wounds to one of the Screaming Skull Catapults. The Tomb Scorpion fighting the Bolt Thrower crew cut them down, demolishing the machine, while the Dragon Slayer found his glorious end against the Tomb King. The Slayers were whittled down by the Chariots and Swarms, the Chariots claiming their banner for the trophy halls of Khemri.

Turn 4: Surrounded, the Dwarfs try to regroup.
After the frenzy of combat in Turn 3, Turn 4 was relatively sedate. The Magic phase was again quiet, while the Skeleton Archers dropped a cannon crewman. The Cannon responded by destroying one of the Swarms with Grapeshot, but otherwise it was mostly preparation for Turn 5, which would inevitably be the decisive turn.

Turn 5: I somehow don't have a good picture. Please enjoy this kitten.
The Ironbreakers got charged by both the Chariot and the two remaining swarms. Again the Magic phase was silent, though I can't say the same for shooting, with four Longbeards killed by airborne craniums. One Tomb Scorpion killed off the Cannon crew, overrunning into the Organ Gun crewmen, while the Ironbreakers fled and were cut down.

Turn 6: The Tomb King and his retinue fight the Warriors.
Without the Runesmith to help with magic (he was killed with the Bolt Thrower crew), the Tomb King was able to advance his unit into the Warriors, while the Tomb Guard got the rear of the Longbeards. The Warriors broke and fled, cut down by the chariots, and the Longbeards fled, running into the Skeleton Archers, leaving the table clear of Dwarfs.
This was a tricky game for me. I'm used to the Vampire Counts, where if you can stymie their magic, they're in a great deal of pain. In this game, John didn't get very many spells off, but his Chariots were still more than enough to crush my infantry blocks.
Anyway, I played a number of games in preparation for a tourney at the Chicago Battle Bunker this past Monday. This particular one was against John (not of Plastic Legions, though he's a good guy too!) and his Tomb Kings. Those that play against me in WHFB on a regular basis know a basic truism- I *%#$ing HATE the Undead. So any chance to give them a kicking is a good time, though given my record against them, maybe not...
Here's my standard "castle" deployment. Warmachines on the hill, Thunderers on the flank with a Dragon Slayer to discourage people from just rolling up the thin line of shooters, Slayers on the other flank, and my three major combat blocks filling up the center (Left to right, Warriors, Longbeards, and Ironbreakers). The best laid plans, of course...
http://www.flickr.com/photos/conspyre/3676978951/sizes/m/in/set-72157619335123663/
And the view across the table. Chariots on my left (led by his bitchin' flaming Tomb King chariot), more Chariots, a thin line of Skeleton Archers, two Screaming Skull Catapults, some Tomb Guard, and Yet More Chariots. That many S7-vulnerable units should be a Good Thing for my Bolt Thrower and Cannon, but that remains to be seen.
Turn one was a bit more eventful than usual. The Tomb Kings advanced, with a little magical assistance speeding up a couple of Chariot units, and the Screaming Skull Catapults dropping a couple of Slayers, while the Tomb King's unit reminded me that yes, TK Chariots have bows by killing two Thunderers. The Dwarfs retaliated, powdering a Catapult crewman with a cannonball, and destroying a Chariot between the Thunderers and the Organ Gun.
Turn 2: The Slayers square off against the fast-moving Undead
Turn 2 was a quiet Magic phase for the Tomb Kings, as between a Rune of Spellbreaking and some solid Dispel dice, they didn't see a single spell go off. The shooting phase was a bit nastier for them, with a (obviously huge!) shot from the Screaming Skull Catapult demolishing the Organ Gun, leaving the crew a bit puzzled as to what to do with themselves. Like all good Dwarf gun crews, they ended up parking themselves behind the hill to have a quick pint or five until they were needed. The Dwarf shooting wasn't quite so stellar, with the Cannon failing to hit, though the Thunderers and Bolt Thrower each destroyed a Chariot.
Turn 3: It Came From Below!
As is traditional, turn 3 was Interesting. All of John's reserves showed up, namely two Tomb Scorpions and a swarm of three bases. The last chariot in his second unit attempted to charge the Thunderers, only to be gunned down by their Stand and Shoot reaction. Using my last two Runes of Spellbreaking effectively shut down his Magic phase again, leading neatly into one of the Screaming Skull catapults misfiring. His Tomb King's chariot regiment easily cut down the Thunderers, despite their earlier triumph, and overran into the Dragon Slayer. Despite it landing practically on top of them, the Warrors easily defeated the first Tomb Scorpion in combat resolution, and the Bolt Thrower crew bravely defended their machine against the other one. The Slayers, alone on the right flank, managed to hold up against the Swarms and his right-flank Chariot unit. On the Dwarf side of the round, the Cannon managed to do two wounds to one of the Screaming Skull Catapults. The Tomb Scorpion fighting the Bolt Thrower crew cut them down, demolishing the machine, while the Dragon Slayer found his glorious end against the Tomb King. The Slayers were whittled down by the Chariots and Swarms, the Chariots claiming their banner for the trophy halls of Khemri.
Turn 4: Surrounded, the Dwarfs try to regroup.
After the frenzy of combat in Turn 3, Turn 4 was relatively sedate. The Magic phase was again quiet, while the Skeleton Archers dropped a cannon crewman. The Cannon responded by destroying one of the Swarms with Grapeshot, but otherwise it was mostly preparation for Turn 5, which would inevitably be the decisive turn.
Turn 5: I somehow don't have a good picture. Please enjoy this kitten.
The Ironbreakers got charged by both the Chariot and the two remaining swarms. Again the Magic phase was silent, though I can't say the same for shooting, with four Longbeards killed by airborne craniums. One Tomb Scorpion killed off the Cannon crew, overrunning into the Organ Gun crewmen, while the Ironbreakers fled and were cut down.
Turn 6: The Tomb King and his retinue fight the Warriors.
Without the Runesmith to help with magic (he was killed with the Bolt Thrower crew), the Tomb King was able to advance his unit into the Warriors, while the Tomb Guard got the rear of the Longbeards. The Warriors broke and fled, cut down by the chariots, and the Longbeards fled, running into the Skeleton Archers, leaving the table clear of Dwarfs.
This was a tricky game for me. I'm used to the Vampire Counts, where if you can stymie their magic, they're in a great deal of pain. In this game, John didn't get very many spells off, but his Chariots were still more than enough to crush my infantry blocks.
Labels:
battle report,
dwarfs,
tomb kings,
WHFB
I'm not dead!
Thursday, July 2, 2009
Robots!
Tuesday, June 30, 2009
Terrain: Oasis
I happen to have a desert table. Not a dessert table, mind you, as while delicious, it makes it tricky to play Warhammer. I've been trying to build up a good assortment of the main kinds of terrain (area, linear, buildings, woods, etc), but it's a little tricky to theme pre-made water features to make sense on my board. So I built an oasis. Unfortunately, I didn't think to take pictures during the actual construction, but it's pretty simple, I'm sure you guys can figure it out. It's a board of thin MDF (actually an old forest plate), with a foamcore second layer. The water area is cut out to allow for the depth of the water, and the trees are the Citadel Jungle Trees. A quick coat of sand, and it's on to the paint!

The first step was a quick coat of Tausept Ochre from the spraygun, which is the color I'm planning on using from now on for desert terrain, as the Desert Yellow just doesn't cover well enough.

Not much to look at yet, but I promise, the good stuff is coming. The tree trunks got a coat of P3 Battlefield Brown, as I had some kicking around, and I like the slightly more purple tone that it has as opposed to GW Scorched Brown. The foliage got a coat of GW Foundation Knarloc Green, which is usually my go-to medium green.

That pretty much gets them back to the garish look the bright green and brown plastic had, but now is the fun part. All the foliage gets a coat of GW Leviathan Purple wash. It seems like a funny color, but I really like the dark tone it gets in the veining on the leaves. While that dried, the trunks got a quick overbrush of P3 Bootstrap Brown.

Next, the base and tree trunks got a pair of drybrush rounds, first with Desert Yellow, and then with Bleached Bone. This highlights the sand, and on the trunks works similarly to the Bleached Bone drybrush on the Arcane Ruins- it highlights subtly, and tones them a bit to match the rest of the terrain set. The foliage got a quick drybrush of Knarloc Green to get them back to green, but with the darker veins.

The final touch was the actual water. Over a few days, I did three very thin pours of Woodland Scenics Realistic Water. I am slightly concerned that the second may not have set entirely, as there is still a bit of milkiness to the look of the water, but I'm giving it a few days to cure further before I give up on it entirely. Valten appears again for scale.
The first step was a quick coat of Tausept Ochre from the spraygun, which is the color I'm planning on using from now on for desert terrain, as the Desert Yellow just doesn't cover well enough.
Not much to look at yet, but I promise, the good stuff is coming. The tree trunks got a coat of P3 Battlefield Brown, as I had some kicking around, and I like the slightly more purple tone that it has as opposed to GW Scorched Brown. The foliage got a coat of GW Foundation Knarloc Green, which is usually my go-to medium green.
That pretty much gets them back to the garish look the bright green and brown plastic had, but now is the fun part. All the foliage gets a coat of GW Leviathan Purple wash. It seems like a funny color, but I really like the dark tone it gets in the veining on the leaves. While that dried, the trunks got a quick overbrush of P3 Bootstrap Brown.
Next, the base and tree trunks got a pair of drybrush rounds, first with Desert Yellow, and then with Bleached Bone. This highlights the sand, and on the trunks works similarly to the Bleached Bone drybrush on the Arcane Ruins- it highlights subtly, and tones them a bit to match the rest of the terrain set. The foliage got a quick drybrush of Knarloc Green to get them back to green, but with the darker veins.
The final touch was the actual water. Over a few days, I did three very thin pours of Woodland Scenics Realistic Water. I am slightly concerned that the second may not have set entirely, as there is still a bit of milkiness to the look of the water, but I'm giving it a few days to cure further before I give up on it entirely. Valten appears again for scale.
Wednesday, June 24, 2009
Arcane Ruins painting
If you've spent any amount of time painting in hot, humid weather without air conditioning, you may have noticed an interesting phenomenon- the paint starts acting a lot less like paint, and a lot more like glue until you thin the heck out of it, and then it dries super quickly on the palette. Frustrating, no? I was in the mood to paint yesterday, but rather than ruining a perfectly good model, I took the opportunity to work on a piece of terrain that had been kicking around in the bins for a bit.
The Citadel Arcane Ruins are a great utility piece. Super simple to build and paint, and they stack so well, you don't really have to glue anything unless you have something very specific in mind. My set is currently all loose pillars, as I like the flexibility of just setting them up to suit the game, especially with the True Line of Sight rules in 40K.
The first step was a quick blast with the spraygun, coating them with Charadon Granite. I really, really, really like this color for terrain. It's got a ton of subtle tones in it that you can bring out with different color highlights, and it warms things up nicely from black primer so a drybrush doesn't look too stark.

After the spray coat dried, they got a heavy overbrush of Adeptus Battlegrey. Another good utility color, it does suffer from a similar problem to Codex Grey- if you give a model a solid coat of it, it looks kinda like you didn't paint it at all. Problematic.

The solution to the grey problem also helps tie the piece into my desert themed board a little bit. Bleached Bone, while almost completely replaced in my painting by Dheneb Stone, is really good for a toning drybrush, as it's very translucent. Just a light drybrush, occasionally running a thumb or my palm over flat surfaces to wipe up any excess to avoid brushstrokes, and it's all done.

And the whole thing, with Valten for scale:

Also, be careful about the seams on the sides of the pillars, or you'll be like me, and notice just how bad they show up under bright light just as you post pictures on the Internet for everyone to mock you for...
The Citadel Arcane Ruins are a great utility piece. Super simple to build and paint, and they stack so well, you don't really have to glue anything unless you have something very specific in mind. My set is currently all loose pillars, as I like the flexibility of just setting them up to suit the game, especially with the True Line of Sight rules in 40K.
The first step was a quick blast with the spraygun, coating them with Charadon Granite. I really, really, really like this color for terrain. It's got a ton of subtle tones in it that you can bring out with different color highlights, and it warms things up nicely from black primer so a drybrush doesn't look too stark.
After the spray coat dried, they got a heavy overbrush of Adeptus Battlegrey. Another good utility color, it does suffer from a similar problem to Codex Grey- if you give a model a solid coat of it, it looks kinda like you didn't paint it at all. Problematic.
The solution to the grey problem also helps tie the piece into my desert themed board a little bit. Bleached Bone, while almost completely replaced in my painting by Dheneb Stone, is really good for a toning drybrush, as it's very translucent. Just a light drybrush, occasionally running a thumb or my palm over flat surfaces to wipe up any excess to avoid brushstrokes, and it's all done.
And the whole thing, with Valten for scale:
Also, be careful about the seams on the sides of the pillars, or you'll be like me, and notice just how bad they show up under bright light just as you post pictures on the Internet for everyone to mock you for...
Subscribe to:
Posts (Atom)