Sandstone Necrons vs Ultramarines REMATCH: 500 point Warhammer 40,000 Battle Report

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after their recovery mission was thwarted by a devastating surprise attack the ultramarines have mobilized in retaliation to the Merrit uprising relics from darkness are now firmly in the hands and claws of the nekron forces and the Emperor's finest have but one chance left to retrieve this Lost Ark EOTech the adapter societies returned with fresh interpretation of their codex unmatched Walther discipline and a hunger for revenge before they can make a strike on the necrons stronghold they must first stake their claim on this forgotten moon the merit exclave bane of ultra mah hence was known as track savea's hi everyone guy and ant here from midwinter minis back for our 500 point rematch of Space Marines vs. necrons we decided to go for a sort of winner stays on set up so my nekron force will remain unchanged since last time but ant space moon force has been tailor-made to take care of my pesky necrons so just to recap my 499 point necron force is a cryptic and he's armed with the veil of darkness chronometer on staff of light and his warlord trait is merciless tyrant I have 10 immortals with Tesla carbines 10 necro warriors and 3 can of tech wraiths and if you watch the last episode you'll know that they are the Meffert dynasty so I get plus one ap at half range so this time I've made a few adjustments to my ultramarines force first up I've got a captain in gravis armor so he's my warlord and his warlord trait is iron resolve which will give him an additional wound and he's carrying the relic of the armored indominus again just because it's too good not to take next up I've got a primary slew tenant or is it a left it's a lieutenant and then I've got three five-man squads of intercessors and they're all packing the standard rapid fire bolt rifle and lastly I've got three bytes burnin brew so they've also got the rapid-fire twin bolt gun bringing me a heck of a lot of rapid fire Oh so last time I was using the old codex but now we've got some funk and new rules which means I'm using the new codex and we've got some combat doctrines in play and we've also got this funky little rapid fire rule as well so slightly different from last time we are using a four by four table setup and we've cordoned off one foot at the edge of each table using some terrain and some debris just to close in the gap slightly so for this scenario we'll be deploying in the vanguard strike map which basically means we're setting up in diagonal corners of the board and for the mission we'll be using the classic objective beachhead basically means there's an objective in the center and objective in both deployment zones the game will last four turns and at the end of turn two three and four will score points if we hold them the objective in our own zones will be worth one the objective in the no-man's land will be worth two and the objective in the enemy's deployment zone will be worth three points if any of those objectives have contested even if the units have special rules that would otherwise make them theirs it will score no points first blood line breaker and slay the war load will all be in play in this mission and the winner will obviously be the one with the most points at the end of turn four or maybe the only one with any models left and because this is just a friendly narrative game we're gonna take turns setting up our models in our deployment zones which we'll just choose rather than roll off four and then we'll roll off to decide who goes first so just to clarify my nekron force is a simple patrol but ants Space Marines are a battalion so he will have eight command points to play with where I only have a measly three so ant definitely has the tactical advantage in this game that sounds like losses talk to me laying the foundations of loss so we quickly set up my immortals and my cryptic hiding away in the corner away from all that ball to fire my worries up on that building also holding the objective and my rates are poised just at the starting line ready to hopefully swoop around that corner and start hacking the Space Marines to bits I've conveniently positioned most of my force behind a building in some cover tactically I'm looking to kind of try and get around them in two different angles from a couple of different sides the old classic pincer movement so we roll to see who goes first I'm the blue dice and I obviously got a six compared to one there's no debating that one but I think I'm actually going to let and go first because I'm entirely out of range at the moment and I'd like to get him a little bit closer so using the new combat doctrines for my ultramarines means that they start on the Devastator doctrine which means they're heavy weapons and grenades get minus one additional AP I'm going to have your weapons so I'm waiting out until turn to when I can actually switch it over to the tactical doctrine so that all of my rapid-fire guns are gonna get an extra minus one AP okay so ultramarines turn one in ants movement phase he's gonna move his bikes and one at the intercessor squads up along the far flank but he's just gonna leave the rest of his forces where they are just to tempt me a little bit closer silent roles to advance his bikes and scores of five letting him zoom his bikes up next to that galvanic magna vent he also rolls to advance his intercessors but only rolls at once so they just shimmy up a little bit more he pulls the rest of his intercessors in towards that building hiding them from any fire but doesn't move his warlord for some reason and I think he's maybe got a tactic up his sleeve now moving on to the shooting phase and the reason his wards stay put becomes clear and spends three of his command points to play the orbital bombardment stratagem basically it means if the wall or doesn't move or shoot any of his weapons he can choose a spot anywhere on the map and basically blow things near it to smithereens any units that wind up within D six inches of the place he selects will receive D three mortal wounds on a four plus so mmm that could be problematic so enroll to the distance and scores six so that's definitely catching the Warriors and the Wraiths so aunt rolls to cause mortal wounds to the immortals and fails unfortunately and now he rolls to cause mortal wounds to the wraiths and he fails with the two but he's pretty desperate to get rid of those race cuz they cause some pretty big problems for him last time so he uses a command point to re-roll that and still scores a - what a nightmare good for me though so that unfortunately pretty ineffective orbital bombardment has cost ant for command points in the first shooting phase of the game so things are looking a little bit more level now just to round off the shooting phase one of ants bikes is within 24 inches of the Warriors that are on top of that building so he's gonna take some shots of them so ant rolls to dice needing two's to hit scores two hits and then fours to wound and he scores one wound now the way we generally play our friendly games is that if units are on top of buildings it basically counts as ruins so these will get a plus-one to their armor save so I'll be saving this on a three plus and failed roll over - we got the first casualty of the game so one of those warriors is out so with nothing in charge range that is the end of ultramarines turn one not hugely effective but that was my sneaky hope all along by letting him go first so onto necrons turn one guy's nekron Warriors are gonna do the reanimation protocol and going needs a 5 in order to actually bring that dead one back to life and he scores - so he's stayin dead guy is gonna be pushing his raif's further up towards my force so he's chosen to advance them and he's got a 5 obviously they're going on top of a building which means they're gonna have to take in that vertical movement into consideration as well God chooses to leave his warriors exactly where they are perched atop that building still in range of that objective marker guys moved his cryptic and his immortals to within 9 inches of me doesn't need to roll any dice or anything it's this veil of darkness so that's quite threatening and easy for guide to do so yeah I'm gonna have to deal with that somehow so guys got two warriors we've been ranged so they're gonna try and get off a couple of shots against the bikes and needing threes to hit hits twice but guy needs is fives in order to wound because of the strength four of the Gauss flyer versus the toughness five of dem bikes unfortunately guy yoni rolls fours so fails to wound in this case so next up it's the Immortals to shoot into the squad of intercessors so hitting on fries but the Tesla carbines also got this overall which says that on a roll of a six it causes an additional three hits of course it does and guys Rod six sixes which yeah that's a few extra yes so we're string five on the Tesla carbine and the toughness four of the intercessors guy only needs fries in order to actually wound so that's nineteen wounds that actually go through and because it's metric dynasty it means that they are actually ap minus one half range so that's fun unfortunately I roll nineteen dice to try and get fours and I don't get nearly enough at all so yeah that's one dead unit and that's first blood to guy and the necrons so next up guy's going to be shooting the cryptex staff of lights at my warlord no although he's actually out of range because of the warlord trait merciless Tyron the kryptek gets the number six inches to his range on his staff of light so that's free shots and needing freeze to hit and guy hits twice so strength five versus toughness five with a Gravatar mercaptan and going needs fours to wound scores two wounds so now I need to make the saves I'm gonna have to revert to the captain's floor up in volun so I save one but one goes through and just one damage that's one wound off but that's okay because it's the additional wound that the captain had anyway that still means he's got seven wounds left and with no units inside charging range so that means that is the end of necrons turn one the necrons they're securing a valuable point for first blood at the start of ultramarines turn two and is going to be changing the combat doctor from Devastator to tactical so basically that means all rapid-fire weapons now have an AP of -1 so they'll be much more effective at clearing out some of my neck runs but that's what he hopes at that start at the ultramarines movement phase and is going to move his bikes a little bit closer to the warriors to try and take some of them out he's gonna shimmy the farthest away intercessor squad a little bit closer to those Warriors so they'll be in range but also to the wraiths just in case and then he's going to move the remaining squad of intercessors up on top of the building to be closer to that objective so he scores at the end of this turn but also to benefit from the +1 save he'll give him and then he's going to move his HQ units back so they are not the closest units to my necrons just in case they get any shots off at them moving on to the shooting phase one of those bikes is within rapid fire range they'll be doing four shots with its bolter and the two bikes at the back will be doing two each so that's eight shots altogether needing three is to hit and only misses on one so seven shots go through and fours against fours will need force to wound and slightly unlucky at rolling this time he scores three wounds and because they're just normal bolt guns they have AP minus one because of this doctrine that he's just played so that negate the +1 save I get for being on the cover so just a four up save I failed on two of those dice so two of those necrons are now toast so those rooftop intercessors are going to be targeting my immortals down below now because of the nearby lieutenant and the captain and we'll get to re-roll ones for hitting and wounding so 10 dice coming in and he rolls one one Andrey rolls it into a hit so all of those 10 shots make their mark now no one's unfortunately to re-roll but he does make six of those wounds so six say to me to make with -2 AP fives needed to save luckily enough I actually make three of them so three immortals are dead but hopefully they'll come back in the next reanimation phase or haha so the left hand is now going to target the immortals with his master crafted auto bolt rifle hitting on three three rolling ones all the way so three shots coming in to make them mark one is one so he gets to re-roll it but still fails so now we're trying to wound with those two dice and one of them rolls with one so he gets to re-roll that's but fails again so one wound goes through whether to I fail that save and another one of those immortals bites the dust so the captain is unable to shoot because he only has 12 inch pistol range on his weapons and he's 14 inches away now it's time for the central unit of intercessors to choose their target and now it chooses to target the immortals 5 shots coming in hitting on threes and only to go through now with equal strength and toughness they'll need force to wound and one of those goes through and because they have an AP of -2 now with this combat doctrine I'll need a 5 plus to save it and on a 4 fail so another one of those immortals is dead so that's the end of the ultramarine shooting phase and ant is choosing to bypass the charge phase because he doesn't really want to face all that overwatch from those Tesla carbines so you because we're now on turn 2 and we'll score one victory point because he is in control of the objective that's in his deployment zone bring his total victory points up to one guy needs to roll him around for his immortals they lost 5 say leadership 10 on a 5 or 6 that means another one's gonna run away luckily everything is good so at the beginning of necrons turn two and guy needs to roll for his reanimation protocol so he's gonna roll for the immortals and because the kryptek is nearby it means that any mortals are gonna be coming back on a 4 rather than a 5 so guy rolls for the 5 that was slain and three are coming back so now I need to roll for the Warriors that were destroyed and they're gonna be coming back on a five and now the free only one is coming back so first off in the necrons movement phase guys gonna try and move his race down to try and take that objective in the center of the board and unfortunately guy rolls a two first time around but I've got a sneaking suspicion he's gonna come and point roll this so guy uses a command point one of the pressures free that he has and unfortunately he only gets a one that's worse than what it was before so they're not going to be in range of that objective next guy's just gonna shift his warriors around ever so slightly so he can try and get as many as possible within rapid-fire range while still staying within 2-inch unit coherency so guy needs to also make sure that he's keeping close to that objective so he can continue to score the points the next up the immortals are going to be pushing a little further up the board just so they can make sure that we're in half range of their weaponry and the crib tech is also then moving up to join them merry band of necrons so whilst they got a little bit closer to it the reefs are still 5 inches away from that objective next let's go on to the shooting phase guys give me shooting his worries at the bike squad that are zooming towards him so guys managed to get four in rapid fire range and three on in rapid-fire range and one is still hiding out behind the building in order to keep close to that objective so guys got 11 shots coming in hitting on freeze wounding on five so six hits managed to hit the mark and now fives to wound unfortunately guys only scored one wound that time with a minus 2 due to the metric dynasty being at half range I'm gonna need a 5 up in order to actually stave off that wound luckily I roll a 6 so the biker is safe next up are the immortals they're gonna be shooting to those intercessors on top of the roof so that is eight immortals they get two shots each and luckily that time no six is thank you so from those 16 shots come ten hits but vitally no success so strength five of a Tesla carbon versus the toughness four of the intercessors there so guys going to need threes to wound so they get a P minus one due to being in half range which means that's going to negate the plus one that the incest is are going to be getting for being on top of the roof which means I'm gonna need threes again to save but I managed to save two wounds but one I'm just gonna let go through so next up the cryptex going to be shooting his staff of light due to the warlord trait of merciless tyrant the cryptex going to get to target the warlord and so even though he's a character and it's not the closest model merciless tyrant care free shots from the staff of lights coming in hitting on freeze so that's all of them hitting the staff of light is strength five and it's toughness five on the captain so falls needed and all for wound so of AP - - I'm gonna revert to the four up save on the captain's gravis armor so we've only one moon being saved that's two wounds that are going to be going through to the captain so even though the immortals are actually within charging distance guys choosing not to charge as immortals in because he's bit scared of the intercessors because the incest has got two attacks whereas the immortals when he got one they're not really geared up for close combat fighting you forgot about the flatulent flail so the rapes really been shut down a little bit there because they're trying to charge up on the objective they're not really in charge and range of any other units so that's kind of what they're built for so they're just kind of sitting around in the middle maybe they're having a game of bridge so the under turn to the necrons are going to be scoring one extra victory point for holding that objective in their deployment zone there's a ring guys total up to two victory points to the one for me and my ultramarines moving into ultramarines turn three an ant is choosing to move his bikers strategically so they are within rapid-fire range of the Warriors that are up on top of that building but plenty far away from the race just to protect them from the inevitable assault if they were too close and it's also choosing to keep his intercessors and his H key in it's stationary so they will benefit from the combat doctrine that he has chosen not to change this turn so it's still tactical giving his rapid-fire weapons - one ap moving into the shooting phase and is going to shoot his bikes at the Warriors now because their heart range and rapid-fire weapons they're shooting twice and each bike has two bolt guns so that's 12 shots coming in hitting on threes that's eight shots making their mark and it'll need fours to wound and only one fails about seven wounds the necrons need to save so the minus one AP of those bolt weapons will negate the +1 save the necrons get for being on that building so it'll just be their regular for class save and of all of those save rolls none were successful slice seven nekron warriors dead leaving just one brave soul defending that objective the intercessors at the back they're only really having one viable target for shooting and it's going to put all of his shots into the race so because they remain stationary and they have rapid-fire weapons they can shoot twice so that'd be ten shots coming in at the Wraiths six of those shots hit three wins cause now let's see how many of those I can save I unfortunately made none of those saves which would normally kill one of those race because they have three wings so I'm going to use one of my two remaining command points to try and save one of those wraiths man I think I'm gonna burn these yellow dice the rooftop intercessors are firing down on those immortals because they didn't move that rapid-fire and obviously minus 2 AP because of the combat doctrines and seven of those shots hit needing force to wound because of those nearby HQ units he can reroll that one three wounds caused so needing a five plus to save these and fortunately fail every single one so three immortals bite the dust so now it's time for the captain to step up to the plate firing three shots hitting on twos only rolling one hit but those two ones can be rear old and turned into two more hits so three hits in total needing Forrester wound he scores all but one which it can re-roll and scores three wounds so on these two save all of these but fortunately they are zero AP so three plus and for once the yellow dice don't betray me and they pick up all of my saves yes sign for the lefthand n't that's peeking out from behind that building to take his shots against the immortals as well hitting on T's all of the left-handed shots make their mark and then on to wounding only one goes through but that one can be rear old making two wounds and minus one AP I'm gonna need force to save these and yellow dice betray me once again two more died that finishes up the ultramarine shooting phase a pretty devastating one it was as well now on to the charge phase so that group of intercessors left Henan and captain are all about seven inches away from those immortals somebody's got to make a charge and now these bikes are 11 inches away from that necron warrior so it's probably worth trying to roll that high charge to get those sweet sweet victory points if he manages to pull it off so before ant rolls to charge I need to overwatch that single warrior and no hits unfortunately so onto the charge roll and roll the five but because one of the dice is a four even if he uses a command point to re-roll that one to get a six you will still not make the charge so unfortunately even though it be cool those bikes don't make it in the ants gonna try and lead the charge of this intercessors up on that roof needing a 7-inch charge to hopefully draw some of that overwatch fortunately I roll two sixes which means each of those sixes actually calls three hits strengths five against toughness four so that's three s to wound and four wounds go through now these intercessors are still in cover so the minus one ap negates the plus one save they get for being on that cover so a 3 plus save needed one of those Marines actually takes another wound and because one was already wounded that means one of them is just dead leaving for intercessors remaining and eating a 7-inch charge the intercessors just about make it with a roll of an eight so now those immortals are how should we say occupied the captain is now safe to try and get in without facing any overwatch the unfortunate he fails the charge now the captain is pretty good in close combat so ants gonna use a command point to reroll that one and he makes the charge bad needs for me now moving on to lieutenant and rolls to make the charge but he fails and because ants already used a command point in this phase you can't use another command point to basically do the same thing so the left hand has to stay behind so a total of nine attacks coming in from the intercessors against the immortals so they'll need three s to hit and seven of those hits go through now strength four against toughness form means he'll need force to wound five of those attacks go through to wound so that'll leave me to make five three plus armor saves ah lucky purple thigh save the day only one of those wounds goes through the captain piles in a little bit to try and take out these last two remaining immortals so five attacks hitting on three zuri rolling ones after the re-roll he manages to get four hits and because the bolt storm gauntlets are strength eight against the toughness four of these immortals he'll be wounding on twos a full house of wounds and I'll take my SAV down to a six plus not looking good for the Immortals lucky purple dice where are you now no saves made so those last two immortals are gone and that means the squad cannot reanimate so nicely played by out there so quickly we want to take care of the morale phase before we move on to necrons turn three so this solitary neck run needs to roll a three or less otherwise he is running away and the squad is gone on a four unfortunately I don't make it but I do have one Command point left so let's use that and try and save this squad and get them reanimating and on a three I make it so everything is good and hopefully I'm not going to lose quite so badly they even know all the Vance attacks are pretty devastating against my neck runs he actually didn't score any victory points because he's nowhere near any of the objectives that we set out at the start so moving on to necrons ten three can I turn the tide maybe not with only four models left so beginning of turn three for the necrons and it's time for reanimation protocols guy scores two fives and a six that means three are coming back to join their mates over there on that objective marker guys choices here are gonna be a lot more limiting than they were when he had his immortals still left guys going to be going for the victory point win so he's gonna be moving his rapes up onto that middle objective to score two points he's also then going to be trying to move his kryptek over onto the opposing objective marker in my deployment zone so he can score three points so there could be some pretty hefty victory points being scored this turn of a guy so guys gonna try and advance his kryptek up to that objective marker and the cryptex gonna need a four to make that distance and unfortunately guy roles are three so it puts him just outside of holding that objective and with no command points left that's unfortunate to see so guys positioned his warriors so that they're all in rapid fire range that means he's going to be getting eight shots in at the bikes so that's eight shots hitting on threes and four hit the mark so strength 4 versus toughness 5 and 5 needed to wound so that's two wounds that ap minus 2 satisfies needed to save these wounds and the dice God is smiling upon me so I get two fives that's incredibly lucky so next the kryptek is going to have a go at my warlord with the staff alight and move merciless tyrant trait he can actually still attack my warlord and character even though it's not the closest enemy model free shots hitting on threes and all free hits all on freeze forced wound and only one wound goes through so at ap minus 2 I'm going to resort to the 4 plus save on the gravis captain so I failed to save I'm gonna come on point reroll that unfortunately it still fails that's one extra damage that goes through to the gravis captain so that's the end of necrons turn 3 no charge is going anywhere so guys going to be scoring 2 points for holding the middle objective and 1 victory point for holding his own objective down in his deployment zone so that additional free victory points is bringing guy up to a total of 5 victory points vs. my lowly 1 victory point now we move on to ultramarines turn 4 and I think this is going to be the end of a pretty sad story for the neck runs in this game the bike squad is going to move up just outside of one inch of the necron warriors to try and blow them off the map but also to easily be able to assault them if they survive the shooting phase the central intercessor Squad are going to be taking all of their rapid fire shots against the rates to try and blow them off that objective the lieutenant is going to be moving up onto the building to try and take on the kryptek while the captain and the four remaining intercessors are going to be staying put on the ground to basically blow the kryptek away before the left hand even gets to do anything now because that doesn't really want to kill these warriors in the shooting phase because then he won't be able to charge and get closer to that objective he's gonna use one of his bikers to shoot at the race they're still within 24 inches so two shots going into the Wraiths needing three s to hit and unfortunately no hits at all so on to the neck run warriors eight shots hitting on threes and five of them go through now ant will lead force to wound two wins going through at ap minus one I'm gonna need five upped to save hay in a bit of lucky rolling and I make both of those saves so all for a necrons standing strong so now it's time for the intercessors to shoot against the rates ten shots coming in but only five hit the spot so because the rates have a higher toughness than the weapons they're gonna need a five to wound and then only scores one which the race will be able to save for the three plus invulnerable so one wound down but the rates are still here still causing problems ants a little bit concerned that I might be able to win on points here so he is going to be a bit strategic with his shooting here choosing to target the kryptek with a lieutenant so three shots coming in and two hitting and out of those two hits only one causes wound a - one ap annoyingly I fail that save down to two runes on the kryptek trying to finish off the kryptek the captain and gravis armor is gonna fly his pistol fists hang on to Zuri rolling ones doesn't even need it all three hit two of those wins go through at zero ap meaning I've got to make two for class armor saves two threes rolls and no command points available that means a kryptek is dead an ant gets a victory point for slay the warlord so that is four remaining intercessors are going to target the rates eight shots coming in and after all re rolls because of the nearby HQ and scores five hits and after a little reroll here and there and scores three wounds on the Wraiths and with a three plus invulnerable I fail on one of those dice taking the already wounded Wraith down to one wound now that is an accidental tongue twister try saying that first the shooting face done we're moving into the ultramarines charge phase the only things really in range are the bikes against those warriors so time for some overwatch rapid-fire weapons mean eight shots coming in and two hits on a six not too bad one wound caused out of those overwatch shots and a minus two AP and needs a five to save and fails the save so one wind is caused on the biker squad now because they're one inch away these bikes are basically automatically in but at rolls for meaning he can move slightly closer to that objective just in case he manages to wipe out all of the necrons two attacks each for the regular bikers and three for the sergeant makes seven attacks in total hitting on threes and five of those hits go through to the necrons man and doesn't get quite as many wounds as he wants so he uses a command point to reroll one of those and scores an extra making two wings in total and with no AP I need four pluses to save these and one of them fails so one of those necron warriors is gone and now those fearsome warriors get to fight back with three attacks coming in against the bikes hitting on threes all of the attacks hit their mark but only one causes a wound now let's see if the bikes can save it and with a roll of a1 that bike is dead as it already has one wound just two bites left at the end of ultramarines turn four even though ant gets another victory point for holding the objective that's within his deployment zone that brings him up to three victory points now even if I do basically nothing in turn four I still have five victory points so really that means necrons win the game I think this just really goes to show you that actually in these kind of small frantic games almost anything can happen short notice during the game it's looked pretty much like the necrons are gonna instantly win and I think in one more turn and honestly I think the necrons would have been tabled but it's only a full turn mission and because of that the necrons are victorious although it feels slightly like a shallow victory so that was much closer this time which is great but now veil of darkness is really really really tricky in such a low point game to try and screen any of that kind of protective units off against it so that is a really tricky one to actually combat against because you know that those immortals are going to be coming in and they're going to be hitting really really hard I had a few unlucky rolls so with the orbital bombardment at the beginning I thought I'd be able to take a few of the refs out um I probably should have had a go at the kryptek if I'm honest it could have taken down a few wounds I like to think that the combat doctrines are a mixture of the new bolt overhauls actually give the ultramarines a bit more firepower and just give them just a little bit more punch that's it for this episode so I really really hope you enjoyed this kind of small format battle reports and if you've got anything to say please leave a comment down below we'd love to read them and reply to every single one and catch you next time bye for now despite how cunning and overpowering the living metal regions of the nefra dynasty the ultramarines failed to muster tactical advantage losing the precious architect to a fast-moving albeit vulnerable nekron force at the primeras marines been afforded a few precious moments the tide of this battle would no doubt have been tipped in their favor but in the Furious unpredictable universe of Warhammer 40000 nothing could be taken for to be kept informed of other skirmish battles in this galaxy of flame subscribed to midwinter minis there will be more to come Berlin the grim darkness at the far future there is only war [Music] you
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Channel: Midwinter Minis
Views: 363,945
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Keywords: warhammer battle report, 40k battle report, 40k game, beginner 40k, 40k for beginners, warhammer for beginners, how to play warhammer
Id: 5Lg8_2SMB8c
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Length: 34min 29sec (2069 seconds)
Published: Tue Oct 15 2019
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