Grimdark Future Battle Report (4000 pts) - Alien Hives vs. Battle Brothers

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hey everyone bill here welcome back and CBS is back my next-door neighbor and good friend I was at mace the other week and several people came up and commented about you perfect which I'm sure you hear a lot we're gonna play grim dark future tonight version 2.7 it's an unconventional battle brothers army invading in alien hives planet here did we play in aliens yes there'll be battle brothers excited to debut my new jungle terrain that was the previous tutorial I just put out this past week we're gonna be house ruling a few things so victory conditions we're gonna use the objective cards that we've used in the past few battle reports those are always really fun games and you can download them in the video description below if you want also at the end of turn 4 we will roll and on a 4 up will go to a turn 5 there will be no turn 6 ok it's about it so you have any dad no no okay the field looks fantastic and ready to get this game going Rocking let's check out the armies for those of you new to these battle reports we play grim dark future which is a simple fast playing fan-made ruleset inspired by Warhammer 40k the rules and army lists are totally free and there's links in the video description below in one corner we have 4000 points of alien hives first up we've got two units of assault grunts and each of them has been doubled up so 20 models each 40 models total these are the chaff but the hope is that once they do close in they'll carve up anything in their way just based on sheer quantity wing it grunts 10 models ambush furious and flying one of them has been upgraded with a bio flamer venom floaters doubled up so six models three wounds each they have the shrouding mists special ability so when it's activated two friendly units within six inches gets stealth the next time they are shot at a unit of soul Snatchers 10 models scout and Strider and upgraded so they have four attacks each two for their razor pincers two for their razor claws they'll be grouped and accompanied by a soul snatcher lord this is a three wound hero it's been upgraded to psychic - the only psychic in the army and to burrowers fear fearless impact regeneration and surprise attack allowing them to pop up much closer than 9 inches 3 sword claws stomp jail scythe they should make mincemeat out of anything they come up against and finally the hive Lord he is a hero ambush fear flying fearless pheromones regeneration upgraded with sword claws also has stomp and tail scythe 12 wounds to boot and basically he gets to help out nearby friendly units with their morale tests those are the alien hives now let's look at the intruders just shy of 4000 points battle brothers aka the brick house this is a very unconventional army first up two units of assault brothers although we may combine him at game time not sure we'll decide anyway they've been upgraded so they have ambush fearless veteran infantry and flying first squad of destroyers 5 models this is a squad one's been upgraded with a minigun and two of them have been upgraded to chainsaw fists and the leader with an energy sword so sort of a Swiss Army knife likewise here's B squad this one's been given a heavy flamethrower and also one of them has been upgraded with a cyclone missile launcher for good measure [Music] finally a d-squad these have been upgraded with energy hammers and shields so they're gonna be - one to hit and those hammers deadly three for every wound that connects nice that would be enough to handle but why not bring two so yes we have ten total models with energy hammers the leadership of this crack team of specialists we have a psychic I think it's the first time I've run a psychic and a battle brothers list on my channel anyway he's been upgraded to psychic - also has ambush flying and fearless and finally two captains they are identical they've been given destroyer armor so they have advanced tactics War Chant veteran infantry six wounds total very likely they're going to be grouped with the D squads so that is the team of veteran specialists who have come to this planet to seek out some crucially vital information this is our table for the night it's a jungle planet belonging to the alien hive so there's a specialist envoy coming in to raid and pillage and get some sort of intel on them here's how we're gonna handle terrain the crags are called terrain so being at least half on them counts as cover the rock piles count is difficult terrain so no more than six inches on any sort of move through them unless you have Strider which a bunch of your units do the jungle pieces block line-of-sight so even if you can truly see through them we're saying these are solid and the base is extent infinitely so basically the jungle pieces are obstacles okay you can't move through them you have to move around them and they have infinite height and you can't see through them I think that's about it for to rain all the water will call that difficult terrain sound good when you're moving up the crags you get one inch for free so from here to here cost you know vertical movement to go from here to here would cost you one inch a vertical movement plus the horizontal as we've done before I think that's about it let's let's get the objective markers put down six markers have been placed they are numbered it does matter which is which so here is marker number five that's the number of spikes that are on it here's marker number two marker number six over here number one is directly in the middle of the table up on this crag as marker number three and then down here is marker number four so not a lot of shooting lanes for my shooting army not a lot of charging lanes for your charging army this should be very interesting so let's each roll and see who's gonna pick which side they get five for me five for you for cocked four for me six for you which side do you want this side taking that side okay you'll be over there and you'll deploy I will be on this side with the battle brothers right now seabass is thinking working on deployment I am ambushing everything because that's sort of what the narrative is here I have a veteran specialist unit on a black op to this planet they're not beamed in yet but they've detected us coming so they're gonna have the advantage basically gonna have a whole turn to run roughshod and control the board before I drop in and all hell breaks loose tokens and dice and cards the instruments of war all right it's done so over here you've got your hive Lord some swarms piled in crawling through the jungle you have kept in reserve the two burrowers and the wingman grunts I've kept in reserve everything and sitting here in the functional teleport areum is one of the units of destroyers waiting to be blasted down to the surface of the planet [Music] [Music] objectives are drawn so at the beginning of each turn if we don't have three we draw up so that we do have three i've got giant slayer destroy an enemy with tough tough 12 or higher control marker five at the beginning and end of the same round and then seize three control marker three you have infiltrate have at least one unit within the enemy's deployment zone control marker two at the beginning and end of around and control marker one at the beginning and then it around so those are what we have to achieve and we will check if they were met at the end of the round you ready right here we are at the end of turn one you moved your hive Lord up here to oversee things and deny me marker three or at least make it harder because I'm gonna care about three you move these guys around this jungle terrain to have their sprouting mist affecting both the snow soul Snatchers who are now swarmed around this marker as well as these guys over here swarming around this side over here your last unit moved up to yet marker 4 so yeah oh it real quick so one thing we forgot to mention earlier there's two other ways to get points the first person to kill an entire unit will get a point and at the end of the game if you have at least one model within the enemy's deployment zone you'll get a point at that time okay we forgot to mention those but we've done that in the past alright that's the end of round 1 let's check the victory conditions are not Viktor the objective markers infiltrate you do not have that and hold you can't possibly have because you didn't have any markers at beginning of the round I haven't done anything because I don't have any units on the field but that's about to change we're both ambushing let's roll to see who is going to put ambushers out first by for me and a for for you I will ambush first put down a D squad with some hammers you're targeting the hive Lord now each of us has multiple ambushing units that we want to bring in and actually we're not clear on how the rule is written it just says that you're all off to see who deploys first I don't know if you then start alternating so what we've decided to do is just guess that it mean since I won the role I'm gonna deploy all the rest of mine and then you'll deploy any that you want to and we'll just do it that way ambushers have been put out first I dropped in this unit here so that they could draw a line of sight on those Soul Snatchers over here these guys came in to get the first half of marker five so I'm on my way to holding that harassment unit dropped in over here has lined a site on end range on both these units back here hammers and over here hammers in response you dropped in a burrow war which is about to do some crashing and deal some damage and over here you also drop the burrow in 3 inches away you put winget grunts here and I think that was all your ambushers right yeah okay let's roll to see if those burrowers are going to carve us up so four dice for uh two of them were successes there were two that were four up so that six dice coming in at this unit I assume yes okay at ap two so saving up force it's too safe so one wound got through so far and then the other one all saves all right one wound so you got one damage on that unit coming over here for dice for this burrower any one of them so that's gonna be three and which one are you putting it on easy they're the only ones on that's right yeah okay so they're the elements within three right okay one save two wounds so one of these guys is down to one wound oh we forgot to do this so at the end of round one you clear everything you achieved which was nothing you also get to discard well up to one if you want to did you want to discard any yes okay go ahead all right so hold three interesting so now we're at the top of two you just drew hold three actually you have started the round round two with number three I've started the round with number five I finished activating first less turn because I didn't have any units so I'm gonna activate first this turn this unit which includes a captain with advanced tactics as plus three range as a result for their charge will charge fifteen inches to scale this cliff and all of them have enough movement to pile in around him that's done that charged in there ready to swing now this is our first game running the new rules some significant changes first of all that captain is War Chant so the whole unit has furious which works very differently than it used to various means they get to add one attack with a weapon of my choice and all of them only have one melee weapon so obviously I'm gonna choose that first we'll do the captains energy sword he's also given given veteran so he's hitting on twos okay that's two hits at ap one in offering maybe not three I'll save one wound and he has regeneration he knows try and shake it off on five nope okay one wound one down oh and I forgot the extra attack due to charges so this again is with the sword on its a wanted to miss now the whammer's two dice each 10 dice adding one to each because they're furious so this is fifteen dice there we go these are hitting on three armor-piercing one I'm gonna get through now those are deadly three each so you need to regen fifteen wounds wow that's a good regen roll okay five save so ten more damage ten more down what's he down to down oh man alright well that seems about about right now he gets the swing back to sword claws hitting on force is it freeze okay but these guys have shield wall so it's minus one so you're hitting on force okay armor-piercing to to saving up force okay for get four of them get through those up deadly no okay stop okay stomp two attacks well hit one saving our priests one failed up to five wounds fail-safe it's never ending okay all right so it's a key maybe to those five wounds total so you killed one who caused more wounds I think it was me you'd have fear so you get to add to that but I caused 11 you can't possibly overcome that so more out check please and he is fearless so you're adding one more I'll check on the hive Ward two plus one is three what's his quality right all right he does have fearless right yes okay good just barely past morale the swarm of assault grunts that was over here has moved at the double well charged rather their full 18 inches wrapped around come up this hill and has inundated b-squad no that's a supply and I we think there might be one or two that are just outside but with the claws and everything everything is clearly within two inches you're good to go everything's within range you're able to pile in so you're swinging at full force with 20 assault drugs do they have furious oh okay so you get to add one attack to a weapon of your choice so if they had to dice they now have 320 times three would be 60 days 60 dice hitting on fives here we go first batch of 30 dice hitting on fives and with poisons so we're gonna keep track of natural sixes 2 3 4 5 6 plus 15 is 21 hit so far next batch of 30 okay so with poison that's gonna be a total of 39 defense rolls that I have to make piercing so the advantage here is despite the quantity there's nothing special so natural ones will be wounds okay the remaining 19 hits so a total of 6 wounds yes 6 wounds is enough to kill exactly 2 of them all right and you know what flavor-wise I think that that about makes sense to me too alright two of them are dead the remainder are swinging back so first up the one with the energy sword this is two dice hitting on threes with rending no runs and no hits we have then the other two have chainsaw fists these are four dice each chainsaw fists on two of them okay those many and these are armor-piercing three but a natural six is always a success so you're saving on sixes let's say if killed four I caused four wounds you caused six do they have fear no they do not have fear I don't have fear so you straight-up won the melee so I got to make a more I'll check with fearless I just don't have I can't roll a one and it's not alright well that was epic this psychic rushed down he hopped down here and got to be within six inches of both of these units and then is gonna attempt to cast psychic roar he's a psychic too so we're adding two to this no that's a five does not succeed okay the winning it grunts saw the target which opportunity and flew up here to chow down on him so 10 dice coming in video fives and they have poison with poison so I'll track natural sixes yeah we gotta get used to that so they have furious so that's an extra die each for their weapon Wow folks while ox armory dice on sale soon no they're not or should they be I don't know leave a comment below times three is twenty-seven twenty-eight twenty-nine let me just start picking these off so you take the sixes away as I roll them I'm saving on twos all saves take away a six he okay so you carved up the librarian rather than mess up the models well you actually get to move them by three because you killed him also you get a point let's give you a point because you've got first blood you've killed the first unit psychic is dead you get to move your unit by up to three inches okay yeah so he doesn't want to move three inches and rather than mess up the models we're leaving the model there so they can chomp down on his corpse for the rest of the turn okay I specifically set up so that I'd be more than eighteen inches away from them so they cannot charge this unit this turn means I have a little extra time I've done the measuring we get one inch for free so this guy's going to use his six inches of movement and hop up to the top here the rest of them will just turn around and we're gonna fire into the burrower the guy with the cyclone missile launcher is gonna fire his missiles at that guy we're gonna resolve the cyclone missile launcher first so he's firing the 80 version this is gonna be two dice hitting on threes one one but one hit that's armor-piercing three and it's gonna be deadly three if you don't save so saving out of five okay it's a five saves all right everything else is unloading into this burrower four storm rifles coming in three hits no armor-piercing saving on twos okay one wound and then we have the heavy flamethrower saving on threes okay two women so three wounds totals put on this burrower okay down to 15 okay you're activating your venom floaters at the moment of activation these are both within six inches so they're gonna enjoy that shrouding mist and so the next time they're shot at these units get stealth we'll just use these to remind us I think that persist it doesn't say until end of turn so if I don't shoot at them you know for another turn that they're still gonna enjoy that shrouding mist as far as the rules are written and then he's gonna charge with them now I'm in a choke point here which was deliberate so at that mouth you know these have bigger bases but you will be able to get probably at least three of them in combat okay all right so three of them fighting let's have shield wall so your minus one to hit but there's six dice each so eighteen dice hitting on after poison that's 11 hits so any armor-piercing twos Wow my rolling tonight look at that one had two wounds on it so it killed him and then two more wounds went on to the next guy striking back the back row is not within two inches so I think I'd have three that are within range to fight but the question is do I want to do I want to burn these attacks on these dudes or do I want to save them for him I think because it because after I if I were to strike back the next time I charge when they activate because they haven't activated yet they'll be hitting on sixes which kind of sucks I don't think I'm gonna swing back I don't want to waste it so let's see morale because you clearly want it and it's five Morell's good quick housekeeping we forgot this borough or has regeneration so the three wounds he lost earlier are gonna shake them off on fives okay would it shook off one so you get one wound back all right that's fixed here we are on the other side that unit has just charged into this burrower one of them is down so we've got the captain and then the four energy hammer so because a War Chant on the captain they've got furious so the captain's energy sword he's gonna get three dice instead of two and he is hitting on Tuesday is a veteran those all hits no Ren's even though it has rending so ap1 stay round three one wound on the burrower regen does not regen so that's one down and now the energy hammer is twelve dice coming in hitting on threes armour-piercing one and they'll be deadly three each threes saving on threes three of them get through so that's nine wounds to regenerate seven wounds seven plus the one from the captain total of eight all right so he's down to ten I believe right hitting on fours all right fives because a shield wall - hits a P - saving on fours nope deadly three okay so that's gonna kill two of them this guy takes three wounds it over kills him and the other one will be this one that's dope on fives one hit armor-piercing - saved teal sight it's maybe no four doesn't save deadly three kills another one with the tail where elsgood alright your turn coming over here this swarm you think you're gonna double back and go after this harassment squad right okay alright so the swarm came over here and you think you got ten of them able to fight it's furious because they charged yep just give me 30 days 30 days looking for sixes cuz of poison here we go save it on twos four of them dead one is left eat well punch he's hitting on twos threes a veteran oops go off two hits no armor-piercing one save so I killed one you did more wounds so I'm gonna do a morale check morale is good so I have one marine left I will pick out four of them so while we're at it we'll activate the one guy that's left he will attempt to hit these are natural sixes because it's his second melee of the turn and they don't back to you your turn over here in the center of this soulless natural lord has moved up here he is within 12 inches now of this unit which I should have activated before I did that dummy over there anyway he's now he's within 12 inches gonna do a psychic power what is it alright that's I'll give it to you 3 + 2 5 that goes off what to do target enemy unit within 12 takes one hit with for indentity three okay saving on a six does not save so deadly three is gonna kill one of them morale check more out whoo morale is good while we're over here I'll activate them first the minigun is firing into this mass so that's gonna be four dice three hits I'm reducing one yeah okay three dead and then he's the other ones storm rifle both hit no armor-piercing once a four of them die okay this borrower is slithering up this cliff face charging in so you've made base contact now I'm gonna move these guys by up to three inches to get base contact as well alright so that's done and yeah looks like they're all within two inches but everybody's hitting on sixes you and me so first your impact you did impact six yes alright so six automatic hits is that correct I'm saving on twos so that's one wound so what the guy had one wound left is dead sword claws three sets of them so they got nine dice coming in they have they do but you're hitting on sixes anyway because it's your second melee no it's no it's alright what else stomp and none of them no nothing all right swinging back first the energy hammers three hits these are ap one threes all things okay and then the captain's sword that's a wrench so it'll save on a six the other one is AP one right oh I'm sorry correction automatic six is only yep so that's not but the automatic six is a wrench so you're saving on the six - no okay one wound I caused more wounds but that thing has fear doesn't it yes okay so roll a d3 all right so you actually caused two wounds as it as it works so that means I take the more I'll check Morales past last unit for the round this burrower is coming in impact six saving on twos there's three ones so that's gonna kill him and another has one has two left sword claws alert cause he attacks three Clovis hitting on for AP - saving on force three of them get through deadly three each yeah okay that's enough to finish the unit oh I'm sorry I forgot yep so there's him up there you still even though he was he was incoherent so you still get to fight so finish your weapons - all right AP - saving on fours one gets through any deadly nope okay one wound he's got two left alright one attack left tail fight hitting home force fail-safe hitting on four it does ap - saving on a four it doesn't deadly through and that will do it so that unit is wiped it is not looking good for this specialist team well he earned his biscuit today that's that's what a seven hundred point unit looks like nice [Music] that's the end of round two lots of carnage so let's go and see if any objectives were met do you control marker three at the beginning and end of the round no marker to hold to you had it you want a way to go and kill some stuff and hold one do you have that there it is dead center of the board's you did you begin the turn with that yes yes so you get a view to victory points for that bringing you to a total of three do you want to discard one of these yeah I'll discard one just because of genitive marker three for me looks a little bleak okay getting rid of that so you're gonna drop - you have to seize marker five and Oh technical precision control all markers to get D three plus three victory points I haven't killed anything tough 12 and I haven't held or seized three so I don't get any markers but I like all of these so I'm gonna keep them I'm up to discarding anything before we go to the top around three ambushers so do you want to you have nothing you have nothing left to ambush I have one unit left I have this unit of assault brothers so I'll figure out where I'm gonna drop them in this final unit has ambushed in they've dropped from the skies nine inches away providing backup in this corner we're going over to here now and this unit is gonna fight one of these two should I go after the hive lord I need victory points I want to take down the big guy he's got what is it nine wounds left yep math I mean I did 11 last time but I had two more models I got to think about go for the guaranteed points this is tough yeah we're gonna shoot for the moon this is really gonna decide the game I think they can do nine wounds that don't regenerate on this dude we can get some of their two victory points so War Chant extra attack for each first we're gonna do captain's sword he is a veteran so he's hitting on twos all three hits no Ren's so that's armor-piercing one hang on threes okay when the one goes through regen does not pay eight to go energy hammers nine dice hitting on threes not too bad ap one on threes [Music] four of them get through that is deadly three each that is 12 to save 12 to region yep 12 to try and regenerate oh my god and one oh my god three that's not what we call the math oh I just take them head that take a break there okay you're hitting back we won't have impact cuz you're not charging but here at full strength so sword claws first okay or I could just remove the home unit salt resolves it so taste the wall correct have a shield hitting on five sides okay - good armor piercing I'm rehearsing - saving on fours one saves one doesn't deadly three okay kill one stomp three - text okay we're piercing - saved and last is one attack for tailslide okay all right uh let's see I think I caused more wounds you have fear so roll a D through it your fear right yep roll of d3 add that to it that's - so you caused five wounds what I caused on you so I did four wounds you did five after your fear so I have to take the morale check or elles passed I love the way fear works now by the way I think that's all it's so much easier to remember and I like the variability it used to be so hard to keep track of you have these weird / model anyway whatever good stuff good job game creator so highly disappointing these brothers have let us down alright you're attacking here okay we'll just skip the rolling he's good to go you'll get him so now you can move them three inches as you like perfect okay while you're doing that we'll come over here because this backup group is going to come in and charge these guys now this is where the micro is important because you now get to move by up to three inches to make base contact to the extent possible so a bunch of yours that wouldn't be able to strike back would so move your guys by up to three inches here we go okay chain swords come in and these are veterans so they're hitting on twos nine hits no armor-piercing maybe on fives five of them die bugs go burst strike back if you want we'll you might as well since there's you could but if they if you don't you can charge the terminators later if you think you're your full strengths would be better saved for them oh yes yes so if you killed the terminators yeah these guys are not within three inches I would not have marker five that's correct so yeah that's a good I forgot more out so I did five wounds so let's have more I'll check you gotta get a five it's not alright pinned I'll take that okay you're gonna go right ahead and use your activation to deepen them so they're done it's back to me the remnants of this d-squad that we're down here you have just enough to charge up they are gonna try and get the job done on this guy I've got I cannot tolerate him charging at full strength I just can't he's got to go down right now the captain is a veteran he's hitting on Tuesday ureas because a war chance so three days hitting on twos of course there's a one so two hits no Ren's ap one okay one fails regen does not regen okay that was enough to do it alright I'll take that so he is dead now they get to the comment and now they get to move by up to three inches so then I'm floaters you're looking at floating them up they actually have range 12 inches the leader could get over to here okay so you got four of the venom floaters within range of this unit of three yes okay so we're gonna have 24 dice looking for sixes because of poison shield-wall so you're at minus one two hit no armor-piercing saving on twos five wounds get through that killed one of them and leaves one wound on another right now punching back first the energy hammer so this is gonna be a sixes because they've already fought this turn none and then the captain's energy sword none right you've caused more wounds so a more I'll check where L is good coming back to this corner I just realized something earlier we did in melee you didn't strike back and then you failed the and then they were pinned right but they were down to less than half and they lost in melee so we were mistaken actually they routed units and melee don't take more out test from wounds instead whoever lost mate takes the test if the test is failed while down to let half or less of total size than it is routed so they weren't pinned they were routed so we're gonna remove them and that simplifies my decision over here cuz there is no u Penniman here I'm gonna use these terminators excuse me destroyers and I guess we'll fire at the soul Snatchers even though we're at minus two because they are in cover and they have this minus one persisting because of that shrouding missed earlier in the game again we don't think that that goes away at the end of the turn so hitting on three becomes hitting on five because of cover and the cloud all right two hits at ap one this is the minigun okay two of them die then we have the storm rifle one hits no armour-piercing saved okay so we're gonna move them eighteen charge one of these two you're not sure but the point is you'll be within six inches and then cast shriek I'm going to attack this unit here there my charger okay and I'm going to do my psychic right now okay second unit this unit first six hits at ap two each so saving on fours three get through so three die more I'll check for them is passed then the this unit up here the terminators saving on what was it force was of AP - one two three of them get through which kills a terminator more I'll check for that morale is failed so he will remove will remove the minigun and the other one is pinned rolling the soul snatcher Lord first so - piercing claws for dice with rending so look for sixes one six okay that's gonna save on a six and that's saved how many hits so a normal hit any armor piercing - okay so you know for does not so that's a wound he is down to two now the rest of the little guys you have four of them with in fighting range yep threes rendering - these are saving on sixes one saved one didn't so he's down to one wound and how many normal hits those just know EP okay saving on twos they do it more at razor claws okay and no armor-piercing uh nice saving on twos they all save somehow he survived now he gets to swing back one woman left he's swinging back he's only hitting on sixes he doesn't he lost more melee so take a more I'll check more out is failed he's already paying what does that mean oh yeah he's done in less than half he's Brauchitsch yes okay he's gone so that's done now you'll move that unit up to three inches yeah yeah so assessing the situation here that's not gonna end well and the only other models I have are up here they might be able to kill this dude in the next turn but you've got three victory points I've got well I'm gonna get one at the end of this turn for having killed the hive Lord but still I'm down two and I've only got a few models left on the entire field and look at this over here so you know what I think we're gonna have our first conceded game on the channel good game what have we learned here I think we've learned that quantity is very important I wanted to do this experiment because the alien hives bring in huge quantities I had some bad rolling and you had some good rolling I don't think anyone watching would disagree there was some flukes here yes really fun interactions going on over here in this alley and stuff oh yeah he's still in here being sustenance the thing is we've run games that seem to be unbalanced before we did a Titan Lords game and I've done a custody's game those all went down to the I think there was just some dice rolling tonight or maybe there were some decisions that I made that weren't excellent I don't know I still had a lot of fun plus I got to use my teleport areum for the first time that was nice I will say I remember the last games we've played with the alien hives and the big bugs have been fixed I think I mean they just carved things up I think that they behave the way that they're supposed to despite how they performed I don't think they're overpowered I think by and large we saw pretty much what they're supposed to do thanks for coming over and I am wild luck thanks for joining me and we'll see you next time you [Music]
Info
Channel: Wyloch's Armory
Views: 9,117
Rating: undefined out of 5
Keywords: warhammer, battle report, ultramarines, tyranids
Id: yvOBoT-2fBs
Channel Id: undefined
Length: 42min 27sec (2547 seconds)
Published: Sun Dec 08 2019
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