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King Kento

PostPosted: Thu Nov 01, 2007 4:24 pm


PyroXTech
I just started 40K A few months ago, so far I have beaten a Tyranid and tied an ork player. Here are my Space Marines:

Hq-
(155)Captain-Artificer armor, Terminator Honors, Storm Bolter, Power Fist, Iron Halo, Bionics.

(75)Command Squad-Five marines with bolters ( This one was actually a combat squad when I got it. )

Elite-
(174)Veterans- Sergeant w/ power fist,bolt pistol, terminator honors, frags, purity seal.
Four veterans-Pair lightning claws, power weapon, two chainswords, three bolt pistols and frags.

Troop-
(70)Scout- 2 Bolters, 2 Close Cmbat Knives, a Chainsword, three bolt pistols and frags.

(195)Tactical- Sergeant w/ chainsword, bolt pistol, terminator honors, purity seal, and frags
Nine marines w/ seven bolters, rocket luancher and meltagun.
(5 cool Rhyno- Storm bolter, extra armor, smoke luancher.

Fast-
(156)Assult Marines- Sergeant w/ Powerfist, bolt pistol, combat shield, terminator Honours, Purity Seals and frags.
Four marines with jetpacks, frags, chainswords and bolt pistols, two melta bombs and two krak grenades.

Heavy-
(115)Predator- Autocannon, Heavy Bolter Sponsons, Extra Armor



Some things i noticed, in the case of say the assualt squads, when you buy grenades for a squad, youre doing just that. So if youre having meltabombs, you need to pay for them the whole way around, not just for two. On that note, might as well drop the krak grenades.

Next off, any reason your scout squad is so mixed up? If you give them a focus, it might help them pay for their points. Youre going kind of points heavy here, does the assault guy really need the combat shield?

Also lots of purity seals, but you have a captain, so their already nice morale is even better, so the seals shouldnt be necessary. Id reccomend a searchlight for the rhino. And just like the scouts, why not choose a role for your tactical squad, such as drop the melta for a plasma, and give the sarge a bolter for more shooting, or drop the missile launcher and make them more of a mobile fire unit.

In the case of the captain, the bionics and artificer armor shouldnt be necessary, hes got a meatchield of 9 marines, and an iron halo is pretty nifty on its own. The artificer armor is still useful, but the bionics are rarely going to come in handy.

Anyways, the army seems more shooty, so perhaps really take it that route, change the tactical and the scout squads to more long ranged stuff, give the rhino to the vets, and sit and shoot while the vets in the rhino and the assault squad get up and close.

That was kind of disjointed, but oh well, hopefully youll get something out of it.
PostPosted: Sat Nov 03, 2007 5:25 am


Thanks Kento, I'll change a few things. Changing the bolters on the scout to more close combat weapons, removing the points for purity seals and bionics, adding searchlight to rhyno and changing the krak greandes to melta bombs on the assults. Other than that, everythings staying, after all I do have some reason for my army list. *Pulls out glue and file* Time to get to work!

PyroXTech

Questionable Genius


King Kento

PostPosted: Sat Nov 03, 2007 11:28 am


PyroXTech
Thanks Kento, I'll change a few things. Changing the bolters on the scout to more close combat weapons, removing the points for purity seals and bionics, adding searchlight to rhyno and changing the krak greandes to melta bombs on the assults. Other than that, everythings staying, after all I do have some reason for my army list. *Pulls out glue and file* Time to get to work!


Well good to hear you liked some of the suggestions. Anyways, what are the reasons for the list? Is the army set up related to some fluff or backstory? Or more just a visual preference.
PostPosted: Sat Nov 03, 2007 3:32 pm


Mostly the visual part sweatdrop . Though the assult marine sergeant has the shield for the purpose that I use them for close combat more than anything, I like to be able to save against power weapons and such. The tactical squad was meant to be a tank hunter, that way they could use the rocket luancher or melta gun to destroy heavy armor or vehicles while they could still be used as anti-infantry on the move. As for the commander, I use him alot being the only Commander, so I wanted to make him a pain to kill with all the extra armor and saves. That's really it, though I do like how all my models turned out, especially my captain, the blending on his cape and parchment, and tactical sergeant, who has a banner on his back.

PyroXTech

Questionable Genius


King Kento

PostPosted: Sat Nov 03, 2007 11:01 pm


PyroXTech
Mostly the visual part sweatdrop . Though the assult marine sergeant has the shield for the purpose that I use them for close combat more than anything, I like to be able to save against power weapons and such. The tactical squad was meant to be a tank hunter, that way they could use the rocket luancher or melta gun to destroy heavy armor or vehicles while they could still be used as anti-infantry on the move. As for the commander, I use him alot being the only Commander, so I wanted to make him a pain to kill with all the extra armor and saves. That's really it, though I do like how all my models turned out, especially my captain, the blending on his cape and parchment, and tactical sergeant, who has a banner on his back.


Descriptions like that help, now i know what you were going for, so the choices make some more sense to me.
PostPosted: Fri Nov 09, 2007 8:47 am


Tau Empire Army List Total Points Cost =1701


Headquarters (HQ) = 413 Points

Commander squad = 350pts
Shas’O Commander = 140
Cyclic Ion Blaster
Air-bursting Fragmentation Projector
Iridium Armour
Shield Generator
Bonding Knife
Hardwired MultiTracker
Shas’vre Bodyguards = 210
FIGURE 1 = 70
Burst Cannon
Missile Pod
Stimulant Injector
Targeting Array
Shield Generator
Hardwired target lock
Hardwired Multi-Tracker
FIGURE 2 = 70
Burst Cannon
Fusion Blaster
Targeting Array
Shield Generator
Hardwired target lock
Hardwired Multi-Tracker
Ethereal = 63
Figure
Honour Blade
EMP grenades



Elites = 172 Points

Stealth Team = 172
3 Figures + 1 drone
Shas’vre
Fusion Blaster
3 Targeting Arrays
2 Hardwired Target Locks
Hardwired drone controller
Marker Drone

Troops = 534 Points

Fire Warriors = 286
SQUAD 1 = 157
12 Figures armed with rifles
1 Shas’ui
Bonding Knife
Marker-light
Photon Grenades
SQUAD 2 = 139
8 Figures armed with carbines
2 Gun Drones
1 Shas’ui
Bonding Knife
EMP grenades
Devilfish = 100
Model
Smart Missiles
Kroot = 148
16 Figures
Shaper
6+save
Fast Attack = 317 Points

Piranha Skimmers = 215
3 Models
Fusion Blaster
3 Flechette dischargers
Vespid Stingwings = 102
5 Stingwings
1 Strain Leader


Heavy Support = 265 Points

Broadside Battlesuit 100
1 Shas’vre
Twin Linked Plasma Rifles
Targeting Array
Hammerhead Gunship = 165
Railgun
Burst Cannons
Multi Tracker
Disruption Pod

I know the Ethereal is illegal because its taking a non-existent HQ spot but nobody seems to care and i dont play at tournaments. The Vespids are there because they like the abundancy of marine players i have and they serve as a good distraction if nothing else (their guns have a habit of scaring marine players). I tend to use the piranhas to rush and cut off the enemy and also tank hunt, the devilfish also serves this purpose quite well. The kroot hide in a forest and shoot their asses off where the cant be shot back at and the stealth team go tank hunting behind enemy lines. The rest set up a firing base and obliterate anything stupid enough to come near.
I welcome constructive criticism towards my army list and strategies as it always helps to have other oppinions =D

Rocking Reaper


PyroXTech

Questionable Genius

PostPosted: Fri Nov 09, 2007 9:17 am


I don't really know much about Tau except that the vespids scare marine players becuase they can move fast and thier guns don't allow the marines thier armor saves.
PostPosted: Fri Nov 09, 2007 10:51 am


Devil_Kenpachi
Tau Empire Army List Total Points Cost =1701


Headquarters (HQ) = 413 Points

Commander squad = 350pts
Shas’O Commander = 140
Cyclic Ion Blaster
Air-bursting Fragmentation Projector
Iridium Armour
Shield Generator
Bonding Knife
Hardwired MultiTracker
Shas’vre Bodyguards = 210
FIGURE 1 = 70
Burst Cannon
Missile Pod
Stimulant Injector
Targeting Array
Shield Generator
Hardwired target lock
Hardwired Multi-Tracker
FIGURE 2 = 70
Burst Cannon
Fusion Blaster
Targeting Array
Shield Generator
Hardwired target lock
Hardwired Multi-Tracker

This unit is all over the place. For starters, never, ever, ever give a Shas'o or 'El the AirFrag Projector. It's a Barrage weapon and is a waste of their awesome BS, because it'll hit just as much if it was mounted on a Shas'vre. If you're going to give your 'O Iridium armor and bodyguards, don't waste the Stims on a bodyguard, give them to your 'O so he's rock hard against small-arms.

Secondly, both of your bodyguards have illegal configurations. They're using four hardpoints when they only have three. Remember, both the Shield Generator and Targeting Array take up hardpoints.

Third, this unit has no direction. It looks like it's mostly kitted out to mow through infantry, but then it has a Missile pod and a Fusion blaster in there too. My suggestion as that this unit be rekitted to have more missile pods, and possibly plasma rifles. Remember, Tau have an overabundance of S5 firepower; don't waste hardpoints on Crisis suits by throwing on more S5 AP5 weapons into your list. To be honest, you should really break this whole team up, and have a Monat commander and two Monat Crisis in your elites section. It'll let you pick and choose targets as well as drawing out deployment and giving your commander IC protection.

Devil_Kenpachi
Ethereal = 63
Figure
Honour Blade
EMP grenades

This is okay I guess. I wouldn't waste the points to equip the Ethereal with anything. He's not going to get to assault a vehicle, and anything that assaults him is going to laugh at the Honor Blade.

Devil_Kenpachi
Elites = 172 Points

Stealth Team = 172
3 Figures + 1 drone
Shas’vre
Fusion Blaster
3 Targeting Arrays
2 Hardwired Target Locks
Hardwired drone controller
Marker Drone

Ouch, ouch ouch. You just used what was in the box, huh? Stealths are mobile harassers, so the Marker Drone will just tie them down with it's heavy weapon. Don't put Fusions in a Stealth Team. Stealths are great at anti-infantry harassment, and Fusions water down that firepower. Plus, whatever you fire the Fusion at, will generally waste the pulse fire from the other suits. Personally, I like my Stealths without Targeting Arrays (or any support systems at all), because I don't feel the boost in utility is worth the cost, but if you need the filler, go ahead.

Devil_Kenpachi
Troops = 534 Points

Fire Warriors = 286
SQUAD 1 = 157
12 Figures armed with rifles
1 Shas’ui
Bonding Knife
Marker-light
Photon Grenades
SQUAD 2 = 139
8 Figures armed with carbines
2 Gun Drones
1 Shas’ui
Bonding Knife
EMP grenades
Devilfish = 100
Model
Smart Missiles

If you want to move your Markerdrone somewhere, move it into squad one, as it probably won't be moving. Drop photons, they really aren't worth it. Squad two makes no sense whatsoever. It's a small carbineer squad that's in a Devilfish? If a squad is in a 'Fish it should have 12 rifles, so that it can pump out 24 pulse shots at close range. Carbineers can move up on foot. The Devilfish needs a Targeting Array, Decoy Launchers and a Multitracker.

Devil_Kenpachi
Kroot = 148
16 Figures
Shaper
6+save

Don't waste the points on a 6+ save. You'll only get in in HtH and against lasguns.

Devil_Kenpachi
Fast Attack = 317 Points

Piranha Skimmers = 215
3 Models
Fusion Blaster
3 Flechette dischargers
Vespid Stingwings = 102
5 Stingwings
1 Strain Leader

Tau Fast Attack is the weakest part of the list, yet you have two units in it. Personally, I'd get rid of the Stingwings. I've already explained why they're pants on a couple other threads. Once the stingwings are gone, split up the Piranhas into three separate squads to keep from having hits spill over. Squadron rules are really hard on light vehicles.

Devil_Kenpachi
Heavy Support = 265 Points

Broadside Battlesuit 100
1 Shas’vre
Twin Linked Plasma Rifles
Targeting Array
Hammerhead Gunship = 165
Railgun
Burst Cannons
Multi Tracker
Disruption Pod

Not too bad. Upgrade the Broadside to a Team Leader and give him a Hardwired Drone Controller and a couple of Shield Drones. It'll make him rock solid against small arms, and pretty good against those nasty ID weapons like lascannon. I personally prefer the SMS to plasma, but your Broadside is more mobile and you don't have plasma anywhere else in your list. Hammerhead should have a Target Lock, because those Burst Cannon are mostly going to be out of range of whatever you're firing the Railgun at, so using them on another target of opportunity is pretty common.

Devil_Kenpachi
I know the Ethereal is illegal because its taking a non-existent HQ spot but nobody seems to care and i dont play at tournaments. The Vespids are there because they like the abundancy of marine players i have and they serve as a good distraction if nothing else (their guns have a habit of scaring marine players). I tend to use the piranhas to rush and cut off the enemy and also tank hunt, the devilfish also serves this purpose quite well. The kroot hide in a forest and shoot their asses off where the cant be shot back at and the stealth team go tank hunting behind enemy lines. The rest set up a firing base and obliterate anything stupid enough to come near.
I welcome constructive criticism towards my army list and strategies as it always helps to have other oppinions =D

The Ethereal isn't illegal. You have two HQ slots. One is being used by your Shas'o and his bodyguard, and the other is being used by the Ethereal. Well, Vespids might scare Marine players the first time or two they face them, but then they wise up and you'll just be wasting points. I still advise you to drop them. Looking at this, it looks like you built your first force out of the Megaforce plus a few other models. Not too bad as a first try, but it's still a first try. Lots of errors, lots of places for improvement.

Oryn


Hive_Minded

PostPosted: Fri Nov 09, 2007 3:04 pm


Ive been pretty inactive for a while from here, but I'm back.
I'm trying to get a job to pay for the miniatures (Also trying to get into college) but I have my list for my Death Guard (Or just a Nurgle worshiping army like the Purge, haven't decided yet) written.
Any and all ideas are welcome since I'm pretty much still a noob

HQ-170
Chaos Lord-90
Power Weapon-15
Plasma Pistol-15
Mark of Nurgle-20
Daemonic Steed-30
(I'm planning to model his 'steed' as giant tentacle legs :p)

Elites-500
dreadnought-90
TL Lascannon-35
missile Launcher

Dreadnought-90
2nd close combat weapon

10x Chosen 180
Icon of Nurgle 50
2x Plasma Gun 20
2 TL Bolter 10
1 Hvy Bolter 15

Troops-554
[1st squad]
6x Plague Marines-138
Champion-15
Power Weapon-15
[2nd squad is same as above]
[3rd Squad]
6x Plague Marines-138
Champion-15
Power Fist-25
2x Plasma Pistol-30
^Dedicated Rhino with Dozer Blade and Extra Armor-55

Heavy-155
Predator-70
Lascannon-35
Side Hvy Bolters-30
Dozer Blade-5
Havoc Launcher-15

The whole deal come out around 1429 points...I think. I don't want to add everything up again X_X but it is under 1500pts which it my goal since my group usually plays that much.
PostPosted: Sun Nov 11, 2007 11:43 pm


use either fist or demon weapon on the lord, power weapon is just too puny for him... some obliterators would do you good...

Van Evok

Dangerous Hunter

8,550 Points
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Hive_Minded

PostPosted: Mon Nov 12, 2007 5:00 pm


Van Evok
use either fist or demon weapon on the lord, power weapon is just too puny for him... some obliterators would do you good...

A lot of my friends have suggested that so I will do it. Obliterators are an option (Im doing Iron Warriors when my Death guard is done)
Thanks biggrin
PostPosted: Sun Nov 18, 2007 12:45 pm


Oryn

For starters, never, ever, ever give a Shas'o or 'El the AirFrag Projector. It's a Barrage weapon and is a waste of their awesome BS, because it'll hit just as much if it was mounted on a Shas'vre. If you're going to give your 'O Iridium armor and bodyguards, don't waste the Stims on a bodyguard, give them to your 'O so he's rock hard against small-arms.

I only have what i was given in my megaforce box and a couple of other units like the kroot, ethereal, and broadside. Im building up slowly seeing as i dont get much money


Oryn

Secondly, both of your bodyguards have illegal configurations.

so they do i didnt notice that lol sweatdrop

Oryn

Third, this unit has no direction. It looks like it's mostly kitted out to mow through infantry, but then it has a Missile pod and a Fusion blaster in there too. My suggestion as that this unit be rekitted to have more missile pods, and possibly plasma rifles. Remember, Tau have an overabundance of S5 firepower; don't waste hardpoints on Crisis suits by throwing on more S5 AP5 weapons into your list. To be honest, you should really break this whole team up, and have a Monat commander and two Monat Crisis in your elites section. It'll let you pick and choose targets as well as drawing out deployment and giving your commander IC protection.

the idea was a mobile unit that can plug gaps in my offensive

Oryn

Ouch, ouch ouch. You just used what was in the box, huh? Stealths are mobile harassers, so the Marker Drone will just tie them down with it's heavy weapon. Don't put Fusions in a Stealth Team. Stealths are great at anti-infantry harassment, and Fusions water down that firepower. Plus, whatever you fire the Fusion at, will generally waste the pulse fire from the other suits. Personally, I like my Stealths without Targeting Arrays (or any support systems at all), because I don't feel the boost in utility is worth the cost, but if you need the filler, go ahead.

i need the point boost and the extra BS is worth it i think and i tend to use my stealth to deal with light armour

Oryn

If you want to move your Markerdrone somewhere, move it into squad one, as it probably won't be moving. Drop photons, they really aren't worth it. Squad two makes no sense whatsoever. It's a small carbineer squad that's in a Devilfish? If a squad is in a 'Fish it should have 12 rifles, so that it can pump out 24 pulse shots at close range. Carbineers can move up on foot. The Devilfish needs a Targeting Array, Decoy Launchers and a Multitracker.

the warriors and devilfish are separate the fish is more of a mobile gun platform
Oryn

Tau Fast Attack is the weakest part of the list, yet you have two units in it. Personally, I'd get rid of the Stingwings. I've already explained why they're pants on a couple other threads. Once the stingwings are gone, split up the Piranhas into three separate squads to keep from having hits spill over. Squadron rules are really hard on light vehicles.

the stingwings add points to my army and they have their uses, but ill separate my pirahnas as you say
Oryn

Not too bad. Upgrade the Broadside to a Team Leader and give him a Hardwired Drone Controller and a couple of Shield Drones. It'll make him rock solid against small arms, and pretty good against those nasty ID weapons like lascannon. I personally prefer the SMS to plasma, but your Broadside is more mobile and you don't have plasma anywhere else in your list. Hammerhead should have a Target Lock, because those Burst Cannon are mostly going to be out of range of whatever you're firing the Railgun at, so using them on another target of opportunity is pretty common.
i dont have shield drones and my broadside is already shas'ui

Oryn

Well, Vespids might scare Marine players the first time or two they face them, but then they wise up and you'll just be wasting points. I still advise you to drop them. Looking at this, it looks like you built your first force out of the Megaforce plus a few other models. Not too bad as a first try, but it's still a first try. Lots of errors, lots of places for improvement.


This is pretty much it really. I did do a total revision of my army list after our last conversation.

Rocking Reaper


Oryn

PostPosted: Wed Nov 21, 2007 8:07 am


Devil_Kenpachi
I only have what i was given in my megaforce box and a couple of other units like the kroot, ethereal, and broadside. Im building up slowly seeing as i dont get much money

Yeah, I know, but that doesn't change my suggestion about the loadout of your commander. If you want to give him a piece of Special Issue kit, give him stims. Iridium Armor is okay, but I much prefer to have the guaranteed 6" assault move than a 2+ save and a chance at a 1" assault move.

Devil_Kenpachi
the idea was a mobile unit that can plug gaps in my offensive

Well, you'd be much better off if you take three units of one suit because theyn your firepower won't get wasted if all you need to do is kill off the las Marine or two. And like I said, leave the burst canons to Stealth Suits, since you have plenty of S5 AP5 guns.

Devil_Kenpachi
i need the point boost and the extra BS is worth it i think and i tend to use my stealth to deal with light armour

Well, if you feel the points boost is nesscessary, keep the Targetting Arrays. However, I maintain that you are wasting points and reducing the effectiveness of your Stealths by keeping the Fuson Blaster.

Devil_Kenpachi
the warriors and devilfish are separate the fish is more of a mobile gun platform

Considering it's a squad of 8 and you've given them a Devilfish, maybe you should convert them to be Pathfinders. Just take off the big shoulderpads and add a doohickey to he gun to represent the markerlight. I'd be a better deal than taking carbine Fire Warriors.

Devil_Kenpachi
the stingwings add points to my army and they have their uses, but ill separate my pirahnas as you say

Well, consider that you could add points in other areas to make the list more effective rather than using the Stingwings.

Devil_Kenpachi
i dont have shield drones and my broadside is already shas'ui

You mean Shas'vre, a Shas'ui is what a normal battlesuit is. Fair enough, I missed that. But you don't need to have real Shield Drones. I use Gun Drones with the antennas and guns knocked off for my shield drones. If you really want make 'em look better than that, put a shield generator on the bottom of it.
PostPosted: Wed Nov 21, 2007 3:08 pm


This means tearing apart most of my battlesuits :'(

and the devilfish IS NOT with the fire warriors, besides you have to have two squads of fire warriors as your core force so i cant convert them into pathfinders. I just figured that seeing as i had the same numbers in my squads to begin with why not separate the carbines so that they dont get restricted by the rules on the rifles so i can have a squad as a firebase and another as a more mobile guerilla type squad


What if i did this with my suits:
Shas'o:
cyclic ion blaster
missile pod
shield generator
iridium armour
Stim injector
bonding knife
HW multitracker
Suit 1
fusion blaster
missile pod
targeting array
HW target lock
HW multi tracker
HW drone controler
Shield Drone
Suit 2
fusion blaster
plasma rifle
targeting array
HW target lock
HW multi tracker
HW drone controller
Shield drone

Rocking Reaper


Oryn

PostPosted: Wed Nov 21, 2007 9:05 pm


Devil_Kenpachi
This means tearing apart most of my battlesuits :'(

Pity. Still, this is why most people recommend never gluing your battlesuit weapons or systems in. Use magnets, pins, or even just lumps of blu-tac, but keeping the weapons swappable makes a world of differene.

Devil_Kenpachi
and the devilfish IS NOT with the fire warriors, besides you have to have two squads of fire warriors as your core force so i cant convert them into pathfinders. I just figured that seeing as i had the same numbers in my squads to begin with why not separate the carbines so that they dont get restricted by the rules on the rifles so i can have a squad as a firebase and another as a more mobile guerilla type squad

Okay, one you cannot have a seperate Devilfish. You can run it as seperate and never embark squads onto it, but rules wise it can only be taken as a dedicated transport to a squad. So it's either for the Rifle squad or the Carbine squad. Two, you need two Troops choices, not two squads of Fire Warriors. You're only required to have one squad of Fire Warriors. The other required Troops Choice can be filled with Kroot, which you have. I've experimented with Carbine squads. Yes, you can fire on the move and can pin, but generally the ability to shoot at almost twice the range and shoot twice at 12" is a better deal.



Devil_Kenpachi
What if i did this with my suits:
Shas'o:
cyclic ion blaster
missile pod
shield generator
iridium armour
Stim injector
bonding knife
HW multitracker

Okay, looks alright I don't like the CIB, but that's cause I hate S3. Able to punch marines, able to use range to stay safe, and has a bunch of defensive equipment. Great. Why the bonding knife though? I told you you should break up the command squad.

Devil_Kenpachi
Suit 1
fusion blaster
missile pod
targeting array
HW target lock
HW multi tracker
HW drone controler
Shield Drone

Like I said, put this guy into Elites, since you have Elite slots to spare. As a lone suit, he can lose the Target Lock since he doesn't need it, and he should ditch the Shield Drone. As soon as he loses it, he starts taking All On Your Own checks.

Devil_Kenpachi
Suit 2
fusion blaster
plasma rifle
targeting array
HW target lock
HW multi tracker
HW drone controller
Shield drone

See advice on the suit above, same deal.
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