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post #1 of 45 (permalink) Old 01-28-15, 11:52 PM Thread Starter
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Default X-Wing 100pt Rebel List

Hello fellow X-Wing fan(atic)s! I'm just getting started in on this, and only have two X-Wings (core+expansion) and a Z-95. I've been thinking about this loadout, but am open to suggestions.

Luke Skywalker - R2D2, Marksmanship, Proton Torpedoes
Wedge Antilles - R2F2, Marksmanship, Proton Torpedoes
Lieutenant Blount - Ion Pulse Missiles

98 points

Luke's a nuisance thanks to R2's shield regeneration, and Wedge's ability combined with Marksmanship should yield some damaged ships. Add to the mix Blount who bitch slaps damage on a single fighter, sending them into an ion drift which leaves them open to a second round of attacks from all ships. In my mind this seems like a pretty effective way to butcher an enemy ship in the first run of shooting, hopefully leaving me with a ship or two advantage over my opponent. Not to mention hopefully keeping it at 98 will give me the Initiative.

I would like to expand this to include the Millennium Falcon, but every shop around is sold out of them so that will have to wait. Something that blew me away when I went to the shop I was at today was how friggin' huge some of the ships are! I mean, I knew the Decimator would be large but holy crap. And the Tantive IV??!?!?!! HOW DO YOU EVEN USE THAT?!?!! I was blown away. The really big ships seem very strange to me in this setting. I can't even imagine how big the Star Destroyer they're coming out with will be.

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #2 of 45 (permalink) Old 01-29-15, 09:26 AM
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Looks like a pretty solid list.

Depending upon your plan, you could always throw Outmanoeuvre on Wedge and throw him behind your target. -2 Agility? Yes please
Blount with the IPM is a definite, although again you could spend an extra point and throw a munitions failsafe on him just to make sure you hit.



The Imperial Raider will be about the same size as the Tantive IV


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post #3 of 45 (permalink) Old 01-29-15, 10:40 AM
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Blount's ability is that he always counts as hitting, so a failsafe is a little superfluous! Whatever you point him at with Ions IS going to be Ioned next turn, which is nice.

My only comment on the list is that you are wanting to do quite a lot of actions - Wedge in particular is wanting to Target lock, Marksmanship, Focus AND use his R2 unit. While this is good for flexibility, it's bad for efficiency, because every turn you're NOT using R2F2, it's 3pts of dead weight in the list. Every turn you're NOT Target Locked is a missed opportunity to use Torpedoes etc etc.

I know you're on a very limited framework but as the next evolution of the list I would suggest:

Luke Skywalker: Marksmanship
Wedge Antilles: R2D2
Blount: Ion Pulse
Bandit Squadron

Leaves you 4pts spare for a Shield/Hull upgrade on whoever you like - Blount to make him as tough as an Xwing, or whichever X normally attracts the most attention.

The reason behind giving Luke Marksmanship is because he already has a defensive semi-focus ability already, so he doesn't mind taking a Marksman action instead of Focus when under fire. It also means he's a more serious threat that can't be ignored until the end of the game, because he pushes damage through.

Wedge has the defensive R2D2 for just the same reason - it's an action-free ability so he's free to Target Lock or Focus as he needs to, and gives him more survivability because often he'll get targeted first by the enemy.

Blount is fine as-is, but I gave him a wingman to add a bit more firepower and resilience to the list. You can also use the PS1 Z-95 pilot to block enemy movement and threaten things at range 1 with 3 dice.

Glad to see more people picking the game up!

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Wedge has the defensive R2D2 for just the same reason - it's an action-free ability so he's free to Target Lock or Focus as he needs to, and gives him more survivability because often he'll get targeted first by the enemy.
This. Every time I take Wedge he draws so much fire it's almost laughable....


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post #5 of 45 (permalink) Old 01-29-15, 02:46 PM Thread Starter
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Thanks for the input guys!

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Depending upon your plan, you could always throw Outmaneuver on Wedge and throw him behind your target.
I will! ...when I get that card and can use it. What set does it come with?

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Blount with the IPM is a definite, although again you could spend an extra point and throw a munitions failsafe on him just to make sure you hit.
As stated by Sethis, there's no need. Blount hits with his missiles just by stating 'I'm shooting at you!' which makes me very happy.

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The Imperial Raider will be about the same size as the Tantive IV
I am basically going to just cover my entire dining room table with black felt when they release a more classic Star Destroyer. My girlfriend and I are set on reconstructing the escape from Hoth

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My only comment on the list is that you are wanting to do quite a lot of actions - Wedge in particular is wanting to Target lock, Marksmanship, Focus AND use his R2 unit. While this is good for flexibility, it's bad for efficiency, because every turn you're NOT using R2F2, it's 3pts of dead weight in the list. Every turn you're NOT Target Locked is a missed opportunity to use Torpedoes etc etc.
Allow me to explain my tactics a little more here. Those Torpedoes (and Ion Missiles) are going off the moment someone comes into range 3 of all my ships. Basically, the one I pick to go after anyway. Both X-Wings target lock, both use their Torpedoes (to stop that pesky extra evade dice at R3 from rolling) and Blount smacks on that Ion drift/damage. If the ship is still there the following turn, all three ships can (because of the drift) easily predict where it will be and team up to finish it off. Once those are gone the 'need' for a target lock isn't quite as dire and I would be free to use Marksmanship all day with Luke and Wedge for when he's attacking ships outside of their firing arc and doesn't need a Focus. I also feel like R2F2 is more appropriate than Focus for when I'm being attacked and have no ships within my firing arc (more dice=better chance of the result you want?). I know that my models are burdened with upgrades at this point due to my lack of ships and desire to play out at a store, but how are you going to use all your upgrades all the time ever?

Since I don't have any other ships, the suggested list you posted - while useful and effective - doesn't get me in the shop playing, it gets me in the shop spending more money. I do like the list and think that I may just nab up another Z-95 one day (likely with the Most Wanted pack), but not before I get a Millennium Falcon (and likely a Y-Wing) no matter how awesome the possibilities. My love of Star Wars is too strong for me to choose functionality over 'cool' like I do with 40k

In your(s and Tawa's) clearly superior knowledge of this game, how would you make these three ships usable for me until I pick up a YT-1300 and can flesh the list out with models instead of upgrades? I'm down for switching R2 to Wedge cuz that makes good sense, but after that I'm a bit lost without trying to add more ships to the mix.

As a bonus, what would it look like to include a YT-1300 in with these ships? I have been musing that Lando with Nien and the Falcon title would be pretty sweet to have running close to another ship for the Action buff Lando bestows (which is in turn buffed by Nien). I like cascading benefits, but know they aren't always usable in-game.

Seriously though, thanks for the input. Together we will make this section of the forum strong!

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #6 of 45 (permalink) Old 01-29-15, 03:36 PM
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I will! ...when I get that card and can use it. What set does it come with?
E-Wing and TIE Defender.

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Allow me to explain my tactics a little more here. Those Torpedoes (and Ion Missiles) are going off the moment someone comes into range 3 of all my ships. Basically, the one I pick to go after anyway. Both X-Wings target lock, both use their Torpedoes (to stop that pesky extra evade dice at R3 from rolling) and Blount smacks on that Ion drift/damage. If the ship is still there the following turn, all three ships can (because of the drift) easily predict where it will be and team up to finish it off. Once those are gone the 'need' for a target lock isn't quite as dire and I would be free to use Marksmanship all day with Luke and Wedge for when he's attacking ships outside of their firing arc and doesn't need a Focus. I also feel like R2F2 is more appropriate than Focus for when I'm being attacked and have no ships within my firing arc (more dice=better chance of the result you want?). I know that my models are burdened with upgrades at this point due to my lack of ships and desire to play out at a store, but how are you going to use all your upgrades all the time ever?

Since I don't have any other ships, the suggested list you posted - while useful and effective - doesn't get me in the shop playing, it gets me in the shop spending more money. I do like the list and think that I may just nab up another Z-95 one day (likely with the Most Wanted pack), but not before I get a Millennium Falcon (and likely a Y-Wing) no matter how awesome the possibilities. My love of Star Wars is too strong for me to choose functionality over 'cool' like I do with 40k
All absolutely fair enough! I will, however, just comment on the concept of the list - which is totally fine and viable, I'm just going to throw some words around and you can tell me how much you agree!

So, your squadron is PS9, PS8 and PS6. That's great, it means you're always shooting before generics, and aren't THAT vulnerable to being blocked because you're small based ships, so easier to maneuver. However 6 on Blount is not THAT impressive. For 1pt you can whack Veteran Instincts on him for PS8, meaning you can choose to shoot first with him or Luke at certain targets (Rebel Captive, for example). It also means he'll have to be very unlucky to get tapped out before he uses his Ions (multiple enemy PS9s - unlikely).

At Range 3 you will put out 8 unmodified (you spent the Target Lock and can't take Focus without Push The Limit) red dice, which with the Torpedo special rule means you should be getting 3 hits and 2 crits or so. Plus the 1 dmg from Blount. Assuming a non-large Imperial target (3 green dice) with a focus, you're probably going to kill a 3hp ship outright. However the dice are notoriously fickle, so YMMV. However if we take that as a baseline, what you might actually want to do is shoot the Ions at something else, or save them for a later turn, because you're not taking them for the 1 dmg, you're taking them for the control they offer. So, generally, the upshot is that unless you're targeting a Large Ship, you want to pop your Torps at one thing, and your Ions at another. You can then open up at Rng 1 with Luke and Wedge (potentially with MM) on the Ion guy next turn without being worried about overkill, and Blount can perhaps finish off the guy who took the R3 torps, which is where having 2x PS8s is nice, because you can decide who shoots what as you get the results in.

So your ideal matchup is something like a Slave 1 + 1 Escort fighter. The problem is when your opponent is running 7 TIEs! Now obviously you can't answer everything with a single list, but bear in mind that you get progressively weaker the more enemy ships there are. That's just something you have to bear in mind, and the reason I suggested an extra ship, because over the course of a full game then an additional Z-95 will roll more red dice than 2x sets of Protons - ditto an A-Wing (15pts). It's why a lot of people avoid Ordnance as being overcosted.

I think you've made a great list from the models you have - I really only have two things to contribute, which is A. Don't be afraid to print out copies of cards you don't have, such as Modifications or Astromechs or Pilot Skills, and B. Play lots of games, and expect to lose horribly for about the first 10 of them! You will hit rocks. Hit your own ships. Forget actions. Forget Upgrades. Fly into enemy ships. Repeat during every turn "I am getting better, I am getting better..." and save up for some more ships so you have options ASAP! Don't worry at all about winning. I got crushed so many times in my first week of playing (a non-stop week, playing at least 3 games per day for 7-8 days).

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In your(s and Tawa's) clearly superior knowledge of this game, how would you make these three ships usable for me until I pick up a YT-1300 and can flesh the list out with models instead of upgrades? I'm down for switching R2 to Wedge cuz that makes good sense, but after that I'm a bit lost without trying to add more ships to the mix.
If you're happy to print stuff off to proxy while you're building your collection (and every player should be fine with that, or be able to lend you what you need) then just play with upgrades and whathaveyou, to be honest. Wedge is easily one of the top two X-Wing pilots (Wes and Biggs are also good) and Blount is fine for what you want to do. You can also insert Cracken to give Luke an extra action if you want, allowing you to both Target Lock and Focus to make the most of those missiles, or even just the basic attacks. Otherwise just pad it out with shield and hull upgrades etc. The rule of thumb is to increase the defence of offensively minded pilots (like Wedge) and increase the offense of defensively minded pilots (like Luke) so your opponent has to choose between two equally killy, equally survivable guys instead of a survivable guy who does no damage, and a glass cannon.

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As a bonus, what would it look like to include a YT-1300 in with these ships? I have been musing that Lando with Nien and the Falcon title would be pretty sweet to have running close to another ship for the Action buff Lando bestows (which is in turn buffed by Nien). I like cascading benefits, but know they aren't always usable in-game.
My 1300 literally arrived in the post today, I have no experience using it I'm afraid, plus I'm something of an Imperial player... Han Solo + Luke Skywalker is an extremely good answer to things like Interceptors, by just being able to bull through enough dice until the squint makes a bad roll and takes some hits. The only downside of Lando is that if you want to get the most mileage out of the card, you've got to stick to green maneuvers, and the Falcon doesn't actually have *that* much green on it's dial. I'd keep it fairly cheap, and use it with two Rookies if it's going to be your next purchase. Alternatively, run it expensive with a single Wedge.

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post #7 of 45 (permalink) Old 01-29-15, 04:28 PM Thread Starter
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However 6 on Blount is not THAT impressive. For 1pt you can whack Veteran Instincts on him for PS8, meaning you can choose to shoot first with him or Luke at certain targets (Rebel Captive, for example). It also means he'll have to be very unlucky to get tapped out before he uses his Ions (multiple enemy PS9s - unlikely).
My girlfriend has been running Howlrunner w/ Swarm Tactics and a couple Ties in support for part of the Imperial side, so Blount has definitely died miserably a couple times. What I like about his PS is that I have the option of putting his IPMs on someone else/not using them at all because Luke and Wedge attack first, though boosting his PS is a key maneuver.

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YMMV
...? Dice are little bitches. My propensity for 1's in 40k has definitely wormed its way into blanks for X-wing.

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The problem is when your opponent is running 7 TIEs!
That's actually what I will be facing up until I get to the store. My friend has 3 TIEs and my girlfriend has 4. I've been facing four of them with two ships up until now, and have had a pretty solid go at it...but I'm a bit more tactically minded than my current opposition, where for all of them this is their first table top strategy game

I certainly prefer to minimize my points spent on upgrades and put it into more ships, I do a similar thing with my 40k armies. The fleet will grow....but GW also released Codices for both my favourite armies back to back so I'm completely torn with what to spend my hobby money on (plus I want a new amp for shows!!!).

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A. Don't be afraid to print out copies of cards you don't have, such as Modifications or Astromechs or Pilot Skills, and B. Play lots of games, and expect to lose horribly for about the first 10 of them!
I'm just so used to the GW mentality and playing in store there that this didn't even occur to me. I can't even use my Guard models that have Kromlech power axes at the shop (and let's not even get into my other ventures in casting and sculpting) This has been my go-to for finding things out, though it doesn't (yet?) include the Scum and Villainy sets for my browsing pleasure. I can definitely get the images, arrange them for a piece of paper, and print them off. Brilliant. This is going to really open up the game for me.

As for losing....I do that SO well! I'm happy enough to be able to play my namesake in an X-Wing miniatures game, I'm still getting over the nerd-joy of it all to actually think seriously about the game.

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The rule of thumb is to increase the defence of offensively minded pilots (like Wedge) and increase the offense of defensively minded pilots (like Luke) so your opponent has to choose between two equally killy, equally survivable guys instead of a survivable guy who does no damage, and a glass cannon.
I'm taking this to the bank, while it's rolled around in the back of my mind for some time now it shall be key in my squad building.

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The only downside of Lando is that if you want to get the most mileage out of the card, you've got to stick to green maneuvers, and the Falcon doesn't actually have *that* much green on it's dial.
That's where Nien Nunb (1 point) comes into play, all straight maneuvers are treated as green. Again, this comes back to my statement earlier of 'how are you going to use all your abilities all of the time?', in that of course I can't always utilize everything but at least I'm trying to optimize their worth in game. I have noticed that there are definitely instances where you want to fly very quickly away from the action to bring it back around on a proper attack, which is a great time to use the Astromech abilities that I have chosen to keep my X's alive (regardless of who has R2).

In all our musings about abilities being worth it, I have realized that Blount's ability is completely one-trick and could be (relatively) easily made up for by taking either a Tala/Bandit squad pilot with IPMs and Munitions Failsafe to save points to spend elsewhere.

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #8 of 45 (permalink) Old 01-29-15, 08:57 PM
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...? Dice are little bitches. My propensity for 1's in 40k has definitely wormed its way into blanks for X-wing.
Sorry. YMMV = Your Mileage May Vary i.e. your experiences will not necessarily match mine due to different playstyles, opponents etc.

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That's where Nien Nunb (1 point) comes into play, all straight maneuvers are treated as green. Again, this comes back to my statement earlier of 'how are you going to use all your abilities all of the time?', in that of course I can't always utilize everything but at least I'm trying to optimize their worth in game. I have noticed that there are definitely instances where you want to fly very quickly away from the action to bring it back around on a proper attack, which is a great time to use the Astromech abilities that I have chosen to keep my X's alive (regardless of who has R2).
The downside is that you're effectively eating a crew slot in order to use your pilot ability - would you take Lando if he cost 1pt more and had 1 less crew slot? Maybe not. He does pair well with him (possibly why Nunb is included in the pack and is reminiscent of the 2nd Death Star battle) but it means you're not getting the full benefit from 2 extra crew on top of the pilot ability with things like Luke, Tactician, Recon Specialist and so on. Try everything, see what you enjoy, as always! It's not bad, far from it, so give it a spin and find out what happens!

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In all our musings about abilities being worth it, I have realized that Blount's ability is completely one-trick and could be (relatively) easily made up for by taking either a Tala/Bandit squad pilot with IPMs and Munitions Failsafe to save points to spend elsewhere.
He's actually two trick - the first being, as you worked out, to cause munition hits (either Ion or Stress from Flechettes) regardless of dice, but also to break Stealth Devices. If your friends start picking up Interceptors, notably Soontir Fel, you're certainly going to want a surefire way of stripping it off him! Blount means that Fel can't even enter his arc within R1-3 or he's going to lose a Green dice for the rest of the game. However outside of those two circumstances, you're entirely correct about his ability not mattering too much, which is why a nice EPT for him might be taken into consideration - which is something Tala/Bandits can't do. It could be something as simple as Draw their Fire for 1pt, which allows him to suck up a crit from a friendly ship in range 1 (useful when people ignore him in favour of the more tempting X-Wing pilots) or Wingman to take a stress off them. I'd avoid the more expensive ones, simply because you're then edging into the mid-20s in terms of points and he's only a 4hp ship with 2 evades. He's taken because of the certainty of his effect. A Bandit with IPM and Failsafe might be cheaper, but you don't KNOW that he's going to hit what he shoots. With Blount you do. For the tactic you have in mind, then that's worth the points.

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post #9 of 45 (permalink) Old 01-29-15, 09:59 PM
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Bloody work getting in the way of productive conversations.

Yeah, I have no idea why I suggested a failsafe on Blount. My only excuse is I'm pretty hard for them at the minute with my beloved cluster missiles!
As Sethis has already pointed out, the E-Wing and the Defender for the Outmanoeuvre card.


Ugh, Recon Specialist! That is on my own have to have list.......


Good luck getting a 1300 at the minute though mate. I can't get one for love nor money yet the UK/IRL group keeps getting blatted with pictures of "ooh, look! I have a Falcon."......


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post #10 of 45 (permalink) Old 01-29-15, 10:07 PM
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I managed to get one from a site when stock came in a short time ago, and I've just bought one as part of a package deal with someone. If either of you are interested I can send it your way for 30 plus postage? Special Heresy rate, because although I could get 45 for it on ebay I can't be bothered with fees.

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