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Author Topic: Tomb king 8th edition coming in MAY!  (Read 1434 times)
nik_
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« Reply #30 on: April 07, 2011, 02:56:59 PM »

Such awesome models
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« Reply #31 on: April 07, 2011, 03:15:54 PM »

Quote
I just remember someone telling me that the small template could only ever hit 9 models 25mm base. Oh that's right he doesn't own a rulebook.

it depends on how you place your template. if you said "put the template on the model in the center", then yes it will only ever hit 9 models because 3 inches = 76mm. you have to be a bit more specific like "put the template on the top corner of the model in the center" if you want to hit more than 9 25mm base models.


Quote
Tomb Kings Product List, HAVE A LOOK AT THE LIST

the tomb king skeleton warriors boxed set can assemble skeletons with spear, shields, hand weapons and BOWS. click on the skeleton warriors link and view all the pics, the second pic is skeletons with bows.
« Last Edit: April 07, 2011, 03:54:36 PM by Simon » Logged
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« Reply #32 on: April 07, 2011, 03:35:37 PM »

It depends if you use Gw 3" or normal 3" template
Games workshop 3" template actually isn't 3" because they can't measure (though they could because there older 3" templates which are still perfectly valid and legal are actually 3"). Strictly speaking i think you get another 4, so you get 13? Though i can't remember.

So my advice get yourself a new template Smiley
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« Reply #33 on: April 07, 2011, 06:58:46 PM »

rom my reading of the TK army book this afternoon.We still cause fear, can't march, Arrows of the asp, and hold for charge reaction. Unbreakable/unstable special rules etc.

Magic: Must take our Nehekharan lore on heirophant and additional casters can choose either Nehekharan Lore or from the Lores of light or death.
We only use power dice from Winds of Magic now. I am assuming that we can miscast now as well.
Level 1 Liche 70 pts , Lvl 2 upgrade for 35pts
Level 3 high Liche priest 170 pts, Lvl 4 upgrade 35pts

Nehekharan lore:
The restless dead is the lore attribute. D3 + 1 wounds if augment spell is successfully caste on friendly Nehekharan undead target unit.
Khsar's incantation of the desert wind (signature spell). Caste on 8+. all unengaged friendly nehekharan undead units within 12" may make a single move as if in the remaining moves sub-phase (cannot charge). all non engaged friendlies can be instead targeted within 24" for a casting value of 16+. Any unit can only be effected by the desert wind once per turn.(undead construct units can only recover 1 wound per turn)

1. DJaf's Incantation of Cursed Blades. 7+. Augment, range 12". Until the start of your next magic phase close combat attacks gain killing blow or heroic killing blow special rule. If the unit already has killing blow or herioc killing blow special abilty, it will work on a 'To wound' roll of 5 or 6+ while this spell is in play. can increase range to 24" instead on a casting value of 10+
2. Neru's Incantation of Protection 9+. Augment range 12", until start of caster's next magic phase.
5+ ward save on a single friendly target unit. all friendly units within 12" can be targeted instead for 18+
3. Ptra's Incantation of righteous smiting 9+. Augment range 12" until start of caster's next magic phase. Target unit gains 1 attack (mounts, riders, models crewing chariots, monsters and war machines). If armed with a bow or great bow then get multiple shot (2) special rule. All friendly Nehekharan undead units can be targeted instead within 24" for 18+.
4. Usirian's Incantation of Vengeance, hex range 18" 10+. Until start of caster's next magic phase target unit has its movement reduced by D3 to min of 1 & all terrain is treated as dangerous terrain if unit moves. range can be extended to 36" for a casting value of 13+. Until start of next magic phase.
5. Usekhp's Incantation of Desiccation, 11+ hex range 24". target unit suffers -1 strength, -1 toughness (to min of 1) Until start of caster's next magic phase. Can instead choose to reduce by D3 (min of 1) for a casting value of 22+
6. Sakmet's Incantaion of the Skullstorm, Remains in play. magical vortex 15+. small template is placed on the board and a direction is nominated. artillery dice is rolled and the number is multiplied by wizard level = amount template is moved in stated direction. Every model passed over or under the template suffers a single strength 4 hit. misfire = place template over caster and scatter by wizards level in random direction. use large round template for a casting value 25+. on subsequent turns, vortex moves randomly equal to role of artillery dice. if misfire, vortex dissipates instantly.

Units:
There is an impressive mix of special characters.
eg: There is a lvl 5 wizard for 360pts, Arkhan the Black.

From memory skeletons are 4 pts with 30 points for full command
hand weapon and shield is free
spear is 1+ point per model, light armour is 1 pt per model.

Bowmen are 6 pts, 30 pts for full command, 1pt per model for light armour.

heavy horsemen are 12 pts with vanguard

skeleton horsemen 14pts (light cav) scout special rule.

Ushabti are 50 points each. Can add command units and giant bows str 6 30"

chariots are 55 points forming ranks 3 models wide.

a new model that gives undead constructs regeneration within 12"

a new model that acts as body guard to Tomb King except in a challenge, he steps in to take the hit on a 2+

skulls of the foe is now 30 points

Casket now 135 points has 3 wounds and doesn't have a priest as crew
Light of death works differently

It came from below:
Place the marker in remaining moves phase, Buried units are raised using scatter dice but cannot charge. miscast is the same.

Magic items: (from memory)
Destroyer of Eternities 80 pts
Blade of Ankhara 50 pts? every unsaved wound gains 1 wound.
enkhils kanopy 50 pts?
cloak of dunes 50 pts?:character has fly and any enemy unit flown over takes D? damage.


BotuL 50 pts power level 5.
Banner of the hidden sands is 90 points and any reserve troops (not yet deployed) up to 150 points can be deployed within 12" of bearer in remaining moves sub phase.
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richardbarby
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« Reply #34 on: April 12, 2011, 03:58:59 PM »

i read some of the rule book in gw today tomb kings are looking hard as

killing blow or heroic killing blow on just about everything thats big the snake thing with out the rider burrows and has a short range shooting attack atrilery dice hits strengh 1 targeting initive instead for toughnes. no saves armour saves against it

magic wise it looks like a good lore cast a augment spell and heal d3 +1 wounds in general troops 1 wound on monsters
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« Reply #35 on: April 12, 2011, 05:29:25 PM »

Burrowers not being able to charge on the turn they arrive anymore will hurt them. Leaves them vunerable to a face full of close range shooting.
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« Reply #36 on: April 13, 2011, 01:36:43 AM »

Burrowers not being able to charge on the turn they arrive anymore will hurt them. Leaves them vunerable to a face full of close range shooting.

they can do a burrow and shoot if there the one i mentioned above its very hurty
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« Reply #37 on: April 14, 2011, 09:39:43 AM »

Hey fellas

Have the Black boxes arrivied in Auckland yet anddo they have a copy of the army book in them?

Black box arrivied down here in chch without the bloody amry book Angry

Minis are bloody cool though in the flesh

cheers Darren
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« Reply #38 on: April 17, 2011, 01:03:41 PM »

Magic Items
Destroyer of Entities - +2S, heroic killing blow, sweep attack auto-hits all models in BTB (only 1 hit)
Blade of Antarhak - each wound caused regains a wound in unit or him; if full, he gains regeneration
Cloak of Dunes - Gives user fly, if character flies over enemy unit they suffer 2D6 S2 hits, can be used repeatedly, and hit every unit flown over each turn.
Golden Death Mask - causes terror; enemy unit within 6" cannot use General's Ld
Scrolls of Mighty Incantation - One use; gain dice to use on this spell equal to caster level; these are not power dice.
Enkhil's kanopi - bound level 3; dispel all Remains in Play spells on a 2+ each; gain D3 power dice for each successfully removed
Standard of the Undying Legion - bound level 5 - augment that regens D6 +2 skellies (so also regens D3+1 due to lore)
Banner of The Hidden Dead - pick one unit under 150 points; it gains entombed beneath the sands, if the marker is placed within 12" of the banner, may reroll scatter and artillery dice.
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« Reply #39 on: April 17, 2011, 01:04:26 PM »

unsure about the cost of items, but some of them are really good..
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« Reply #40 on: April 17, 2011, 01:05:15 PM »

Lords/Heroes

Tomb King/Tomb Prince
May ride a chariot or Khermian Warsphinx.
The Curse: Killer of Tomb King suffers D6 S5 wounds, Tomb Prince is D6 S4. All units involved in his death suffer.
"My Will Be Done:" King/Prince gives his unmodified WS to a unit he has joined, whether on foot, mounted, etc. The bonus is lost if the King/Prince leaves the unit. This doesn't affect mounts.
-And the tomb kings rode to war- If the Tomb King's/Prince's chariot is destroyed they can remain in the unit, but if they leave they cannot rejoin.
-Can not take a skeleton horse as a mount, but can take a chariot.

Heirophant/Liche Priest-Highest level Liche Priest is the Heirophant.
-Army must include at least 1 priest.
-High Liche Priest maybe upgraded to Lv4 from Lv3
-Liche Priest maybe upgraded to Lv2 from Lv1
-Heirophant must take the Nehekharan lore
-Any other wziards can take either the Light, Death or Nek lores.
-Heirophant gives unit he's in 6+ Regen
-Can take a skeletal steed. (No chariot)

Necrotect (Hero)
-Dirt Cheap
-Gives unit he's in hatred.
-Flammable - has LA and 2HW base
-Gives constructs within 12" Regen.(6+).

SC Nectrotect
-Same as above
-Execpt gives unit frenzy

Khalida (Spec. Lord)
-She gives BS3 and poision attacks to any unit of Skeleton Archers she joins.
-She has I9 and ASF.

Settra the Imperishable (Spec. Lord)
Settra is WS7
-His MWBD is extended to a 6" bubble instead of only his unit.

Arkhan The Black (Spec. Lord)
-LV5 Wizard
-Can be Heirophant
-Uses Lore of Death

Grand Hierophant Khatep (Spec. Lord)
-Uses Lore of Nek- Loremaster

Ramhotep the Visionary (Spec. Hero)

Prince Apophas (Spec. Hero)
-A prince made of Scarabs

The Herald Nekaph (Spec. Hero)
-Has "The Flail of Skulls magic weapon from the old book.

Tomb Herald (Hero)
-May carry a Battle Standard. (Can be a Magic Standard)
-All heralds are oathed to a single king/prince; When the Prince/King takes a wound, on a 2+ the Herald suffers the wound instead (only once per round of combat). This does not work in challenges.

Core

Skeleton Warriors
-Come w/ HW and Shield
-Base cost= Half of VC skellies base cost.
-May take LA, Spears, and FC.

Skeleton Archers
-Cost 2 points more than normal skeletons.
-Can take a FC and LA.

Skeleton Horsemen
-Can take a FC and LA.
-Have the Vanguard Spec. Rule.
-4 points cheaper

Skeleton Horse Archers
-Fast Cav, Vanguard, Scout
-Can take a FC, no LA.

Skeleton Chariots
-Can take a FC.
-15pts more expensive, more impact hits, no longer fast cav.
-Chariot Legions; 3 to a rank, Inflicft D6 Str4 impact hits per Chariot in the front rank that is in base contact at the start of combat on the turn they charge. For each additional full rank of chariots +1 Str to Impact hits (For eg; Base Str4, so 2 full ranks would Str5)

additional full rank adds +1Str to the impact hits. Crew in second rank may make support attacks, but horses cannot.
-One unit can take a magic banner up to 25pts.

Special

Ushabti
-Can take a FC, AHW, GW or Great Bows (Str6, may Volley fire)
-Base strength now Str 4, need GW to back back to Str 6.
-Now significantly cheaper.

Tomb Scorpions
-Same cost as old book, -1 Wound

Tomb Swarms
-Take in unit from 2+ - Max 10 Swarms
-A few points cheaper

Tomb Guard
-Come with HW/Shield
-No magical attacks anymore, they gained killing blow instead.
-May be upgraded to have a FC and Halberds.
-Can have a Magic Banner of up to 25pts.

Sephurcal Stalkers
-Transmogrifying gaze; The unit can target any model/unit within 8". -The model suffers 1 artillery dice worth for each stalker in the unit, S1, roll vs Initiative not toughness(always iniative), no armor save.
-Come with halberds.
-Have Entombed Beneath The Sands

Carrion
- Same as now, but +1 Attack and +1Str

Necropolis Knights
-Snakes have poisioned attacks.
-3+ Save overall.
-Riders Have Killing Blow
-Can be upgraded to have Entombed Beneath The Sands
-Can have a FC group.

Warsphinx -
-Can replace normal attacks for one special Thundercrush attack thundercrush works against infantry, warbeasts, and swarms.;
-Thundercrush Place a small blast template over unit resolve hits like a stonethrower. Roll to hit using WS. Could kill up to 21 models, hordes beware!
-Can be a mount for a Tomb King/Prince
-Ridden by 4 Tomb Guard w/Spears
-Can have a flaming breath weapon
-Can have poisioned attacks

Rare

Casket of Souls
-T10, 3 wounds,
-"Light of Death"-Bound spell- level 5, 48", unit takes Ld test on 3D6, suffers wounds equal to the difference, no armor save; on a 3+ bounces to next unit within 6". This continues, until either you roll a 1-2 or there are no other units in range. Units can only be hit once per turn.
-Gives +D3 Power Dice each turn
-No longer has a attached Liche Priest "crewing" it.
- When the Casket dies, all friends and enemies within 12" suffer D6 S6 hits

Necrolith Colossus (Bone Giant)
-Still has unstoppable assault.
-Unstoppable assault: for every wound that goes unsaved, gets an extra attack; these extra attacks can produce yet more extra attacks, etc.
-Can take a Great Bow, AHW or GW.

Hierotitan - (Bone giant Liche priest)
-Can cast has Shem's Burning Gaze (light) and Spirit Leech (death) as bound spells. - Power level 5.
-Gives +D3 to score to any friendly wizard trying to cast within 12".


Screaming Skull Catapult
-Magical flaming attacks, causes panic if it causes a single wound.
-2x Shot spell does not work on the catapult.

Necrosphinx
-May substitute one of it's attacks for one single S10 Heroic Killing Blow attack. (Like the Archranok Spider's venom surge)
-Can take Poisioned attacks
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Simon
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« Reply #41 on: April 17, 2011, 01:09:16 PM »

tomb king gets free "helm of commandment"

Heirophant gives 6+ regen
 
Necrotect gives hatred

SC Nectrotect  gives frenzy

Tomb Guards become str 5 with killing blow (bloodletters??)

does that look familiar or what??

sounds like undead daemon to me.

« Last Edit: April 17, 2011, 01:19:56 PM by Simon » Logged
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« Reply #42 on: April 17, 2011, 01:15:44 PM »

Yeah just been reading all this.  Sounds like TK are luckily getting some mechanics which directly affect decisive victories in games of 8th.

40 Tomb Guard + king & necrotech.  Lore of sands for buffing them.  Casket of souls boosts your magic phase.  They have a magic item which negates the enemys general/bsb bubble.  Wow.  You pretty much only need to spend your points on those things, and then just have blocks of tarpitting skeletons or warsphinx to tie up the enemy. 
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« Reply #43 on: April 19, 2011, 12:21:58 PM »

Warsphinx - 210 points
Necrosphinx - 225 points
Necrotect - 60 points

what a bargain.
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« Reply #44 on: April 19, 2011, 05:15:09 PM »

*COUGH* what the feck.  I was thinking closer to 300.

But before we all get our panties in a twist about all of this, i've been thinking about where the book might be weak.  In reality, one bad round of combat and your monster is dead, due to crumbling.  It's not like having a stubborn check on LD6 with 3 dice as with a steg, or something like that.  The right circumstances can easily see your guy dead, so you'd have to play them well too.  Despite that, could be a goer though.
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« Reply #45 on: April 19, 2011, 05:46:36 PM »

20 Str 6 or below hits on toughness 8

Needing 4's to hit = 1.66 wounds
Needing 3's to hit = 2.22 wounds

ThunderCrush attack

20mm base, ~21 hits = 17.5 wounds
25mm base, ~15 hits =12.5 wounds

Losing combat when you charge with a under priced gribbly, "Once in a blue moon".
Trying to comp campaign even with enormous statistics against you "Priceless"  Wink

Stole these from Warpy (cheers)



20mm Unit - 5 x 5 - 21 models
40mm Unit - 3 x 3 - 9 models
20mm Unit - 5x5 - with 25x50 Char - 18 20mm + Char.

25mm unit - 5 x 5 - 15 Models
25 x 50mm Unit - 7 x 2 - 8 Models



20mm Unit - 7 x 7 - 45 models
40mm Unit - 4 x 4 - 15 models
20mm Unit - 7 x 7 - with 25x50 Char - 38-39 20mm + Char.

25mm unit - 6 x 6 - 30 Models
25 x 50mm Unit - 6 x 3 - 18 Models



« Last Edit: April 19, 2011, 05:51:49 PM by wouster7 » Logged

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« Reply #46 on: April 19, 2011, 05:54:20 PM »


Losing combat when you charge with a under priced gribbly, "Once in a blue moon".


Bit of a cheap shot don't you think? Smiley

It's possible to charge targets with a unit other than infantry my friend. 
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« Reply #47 on: April 20, 2011, 04:51:17 AM »

To be fair, didn't someone say Thundercrush requires to-hit rolls? (hence "CAN" destroy a horde unit in one go)

If that's true, then there ARE infantry units which can give it a run for it's money (DE spearmen with Bloodshield, maybe? I think it's supposed to be WS 4, right? So 10-11 hits is the average, so about 6 post rolling a 1 and them making 1/3rd of their saves. Throw in return fire of 2 wounds and static 4... okay, still not crumbling, and then it stomps...)


Yeah, the Steg is more likely to fail it's stubborn test, and will kill less guys. Of course, Stegs are underpowered and fluffy, so that's not really a fair comparison, amiright?
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« Reply #48 on: April 20, 2011, 05:09:34 AM »

yes, you do need to roll to hit with thundercrush attacks.. they are not automatic hits.


but don't forget their thunderstomp attacks afterward.
« Last Edit: April 20, 2011, 05:15:30 AM by Simon » Logged
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« Reply #49 on: April 20, 2011, 06:36:20 AM »

and throw on a halder and 4 tomb guard with killing blow...

now if only I liked the model....
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« Reply #50 on: April 20, 2011, 07:24:05 AM »

glad you didnt sell off your tombkings now luke ?
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« Reply #51 on: April 20, 2011, 12:31:12 PM »

I'm not ...anything... I haven't read the book and seen the stats and rules of all the units.  Just sounds like they will be a strong army based on what info is available so far.  I guess i'm the kind of guy that easily gets baited on a forum though, lols Smiley

When I get the book i'll have a read through and write up what I think is the strongest list, then get some models together if I need more than what I have.  To win games i'll need some solid combat units that fit the normal criteria - able to take damage, deal damage, and remove steadfast.  If those big beasties will clearly play a role in my list after reading exactly what they do then i'll take them!

GW is pretty lame, but even they haven't gone as far as putting out any invincible units.  Imagine if nobody had heard of the steam tank, and the empire book came out right now - everyone would be ranting about how broken it is!  But you can 'play warhammer with it' as kitson would say.  It moves a predictable distance each turn and can only fight one thing at a time.  Some other units and spells counter it very well.  Same will go for these sphinx things etc.  If they can't thundercrush cavalry, then I imagine them being inneffective against bret busses and the like.  If they aren't immune to poison, I can't see them doing well against lots of skinks - unless they have a great armour save to boot with their high toughness.  If they don't have magical attacks, then they're vulnerable against wraiths and so on - combat res can kill them at the end of the day.  If they don't have high LD, they'll be the first things to go if your heirophant miscasts and dies.  Can't really 'comp campaign' without any ammo can I?

I'll keep ya posted when I get to view the book though.
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« Reply #52 on: May 14, 2011, 05:14:19 PM »

how did the tk,s get on today

it looked like a baby win and a baby loss

are they loking top 4 or 5 armies ?
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« Reply #53 on: May 15, 2011, 05:38:29 PM »

read the army book quite carefully in the weekend, I think the army book is not actually as broken as I thought it would be, there are a few very powerful magic items which really need to look out for (the death mask and the super power scroll are just insane), other then that I think it is quite balance.

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