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Happiness is success... (Buddha)
Showing posts with label Space Wolves. Show all posts
Showing posts with label Space Wolves. Show all posts

Saturday, November 18, 2017

Ultramarines vs. Space Wolves (2000 pts) Batrep


I had my second league game last night and made a few tweaks to my army list:

Switched out Primaris Ancient for a Primaris Apothecary
Switched out Primaris Librarian for Tigurius

Guilliman is still the go to unit for Space Marines in general but Marneus Calgar is a Chapter Master and quite good in melee as well so I chose him instead to shore up some points for Aggressors. It’s fun to go against the meta a bit and see what you can do. I decided to take Tiggy because of his power to make a unit -1 to hit, casting Might of Heroes for +1T combined with -1 to hit makes a Redemptor or Repulsor very hard to destroy.

Here’s the new army list:

Bound +3CP

1st Detachment: Battalion +3CP
(Imperium - Space Marines) [106 PL, 1909pts]

+ No Force Org Slot +

Chapter Selection: Ultramarines

+ HQ +

Chief Librarian Tigurius [7 PL, 130pts]
Psychic Powers:
Smite, Might of Heroes, Null Zone, Veil of Time

Marneus Calgar [12 PL, 235pts]:
Artificer Armour
+2CP

Primaris Chaplain [6 PL, 85pts]

+ Troops +

Intercessor Squad [5 PL, 105pts]:
Auxiliary Grenade Launcher, Bolt Rifles
4x Intercessor
Intercessor Sergeant - Power Sword

Intercessor Squad [5 PL, 105pts]:
Auxiliary Grenade Launcher, Bolt Rifle
4x Intercessor
Intercessor Sergeant - Power Sword

Scout Squad [10 PL, 111pts]:
5x Camo Cloak
Scout Sergeant - Bolt pistol, Sniper Rifle
Scout - Heavy Bolter
4x Scout - 4x Sniper Rifle

+ Elites +

Aggressor Squad [6 PL, 129pts]:
2x Aggressor
Aggressor Sergeant
Flamestorm Gauntlets

Primaris Apothecary [4 PL, 68pts]

Redemptor Dreadnought [10 PL, 201pts]:
2x Fragstorm Grenade Launchers
Icarus Rocket Pod
Macro Plasma Incinerator
Onslaught Gatling Cannon

+ Heavy Support +

Hellblaster Squad [16 PL, 205pts]:
Plasma incinerator
5x Hellblaster - Plasma Incinerator
Hellblaster Sergeant - Plasma Incinerator

Predator [9 PL, 189pts]:
Predator Autocannon - 2x Lascannon

+ Dedicated Transport +

Repulsor [16 PL, 346pts]:
Ironhail Heavy Stubber
4x Fragstorm Grenade Launchers
Icarus Rocket Pod
2x Krakstrom Grenade Launcher
Lastalon
Onslaught Gatling Cannon
2x Lascannon

Auxiliary Support Detachment -1CP
(Imperium - Officio Assassinorum) [5 PL, 90pts]

+ Elites +

Vindicare Assassin [5 PL, 90pts]

++ Total: [111 PL, 1999pts] ++

7CP total

I don’t have my opponent’s army list so going by memory he had Bjorn the Fellhanded as his Warlord, a Wolf Lord on a Thunderwolf mount with a Frost Axe and stormshield, Iron Priest on Thunderwolf mount, Venerable Dreadnaught with Frost weapon and stormshield, five razorbacks with assault cannons, several six man squads of Grey Hunters riding in the transports and a Stormwolf flyer.

We played mission 6 from the ITC Champions Mission Pack, What’s Yours is Mine. Here is a link to the mission pack:

https://docs.google.com/document/d/1ltQMdeDqYRXOhvdYT3dtUSji3AISvZRM8gDlhOXDaF8/mobilebasic

These are some excellent missions, were used at the recent SoCal Open here in San Diego and are designed specifically for eighth edition. I highly recommend you check them out !

There are two objectives...

Each Player places 1 Take and Hold Objective wholly within their deployment zone, 9” from a table edge. Take and Hold Objectives are controlled by having the most units within 9” of the objective. Note that Objective Secured units gain no benefit in holding Take and Hold Objectives.

What’s Yours Is Mine Bonus Point - If a player controls both Take and Hold objectives at the end of their player turn, he/she gains 1 point.

This is a mission that can turn into a major slugfest over the course of the game going for those two objective markers!

Deployment was table quarters and I got to go first. Note I deployed mostly in a castle around my objective with the scouts and Vindicare far back from the puppies up on a high piece of cover. My opponent chose to spread out his forces.

Here were the secondaries I selected:

Big Game Hunter
King Slayer (Bjorn)
Headhunter

Here is a turn by turn breakdown of the game with some commentary:

Turn 1
Ultramarines
Destroy Enemy Unit - Razorback, Grey Hunter Pack
1 Primary
(3)

SW
Destroy Enemy Unit - Scouts
Secondary - Recon
(2)

Turn 2
Ultramarines
(0)

My opponent’s Venerable dreadnaught was quickly closing the gap and would be able to probably assault either my Redemptor or Repulsor this turn if I didn’t bring it down so I opted to pour all of my firepower into the metallic behemoth. My lascannons all bounced so I had to chip away with everything else and managed to bring it down to just two wounds remaining. Dreadnaughts are not typically bracketed by wound reduction so there is was staring my gunline in the face.

SW
Secondary - Recon
(1)

Wow I got really lucky after the piss poor shooting phase. My opponent rushed up with two razorbacks to charge my Repulsor along with his dreadnaught. Overwatch on the first transport managed to strip some wounds and it failed the charge. Overwatch on the second transport stripped some more wounds and it also failed the charge. I then overwatched the dreadnaught and only managed to strip one wound... Jebus. Luckily it also failed the charge as well by a single inch. Tiggy then it popped it next turn with a juicy Smite in the face. My opponent’s 3++ saves had been just incredible... I was very fortunate to keep my big grav tank intact. Those fragstorm grenade launchers are so deadly !

Turn 3
Ultramarines
Destroy Enemy Unit - Dread, Flyer & RZB (3 secondary)
(5)

This turn the Primaris Apothecary, Aggressors and Primaris Chaplain launched an assault on the Wolf Lord (disembarking from the Repulsor) but couldn’t get through his stormshield... however they did later take him down but he killed my Primaris Apothecary and an Aggressor in return.

SW
Destroy Enemy Unit (Apothecary, Assassin, Redemptor)
Secondary - Headhunter (Apothecary, Assassin)
(4)

Turn 4
Ultramarines
Destroy Enemy Unit - Grey Hunter Pack, WOf Lord, Razorback
Headhunter (WL, RZB)
(4)

SW
Destroy Enemy Unit - Intercessors
(1)

Turn 5
Ultramarines
Destroy Enemy Unit - Grey Hunter Pack, Iron Priest, Razorback, Bjorn (+1)
Headhunter (Iron Priest)
Big Game Hunter (Razorback)
King Slayer (3)
Take and Hold Main Primary (1)
+1
(6)

That ended the game since I had tabled my opponent. The final score was 18-7. My firepower faltered during the second turn, then I got lucky with the failed charge from the Venerable dreadnaught... I’m sure it would have destroyed my Repulsor in melee. As the game progressed the Chaplain and remaining Aggressors were able to reach my opponent’s objective and finally secure by the final turn. Melee is still my favorite phase but long range firepower is still the king of the game.

Sunday, March 05, 2017

1st Crack at Horus Heresy Space Wolves Army List (3500)


New list for Space Wolves... not sure if it's 100% street legal...

+++ Space Wolves (Warhammer 30,000 - The Horus Heresy v61) (3499) +++


+ HQ (1441) +

Legion Centurion (120) /Vigilator
Artificer Armour - Charnabal Sabre - Melta Bombs - Refractor Field


Legion Praetor (601)
Cataphractii Terminator Armour - Digital Lasers - Master-crafted Paragon Blade -Volkite Charger

Legion Terminator Command Squad
3x Legion Space Marine Chosen + Legion Standard Bearer
Cataphractii Terminator Armour - 2x Chainfist - 2x Combi-Melta - Plasma Blaster - Power Fist

Land Raider Phobos
Armoured Ceramite - Auxiliary Drive - Dozer Blade - Extra Armour


Priest of Fenris (720) /Speaker of the Dead
Aether-Rune Armour - Power Fist

Deathsworn Pack
9x Deathsworn - Rad Grenades - Great Frost Blade

Land Raider Proteus
Armoured Ceramite - Auxiliary Drive - Dozer Blade - Extra Armour - Twin-Linked Lascannon


+ Troops (378) +

Grey Slayer Pack (198)
9x Grey Slayer - 5x Combat Shield - Heavy Chainsword - Legion Vexilla - Power Fist - 2x Power Axe
Huscarl - Artificer Armour - Melta Bombs - Power Fist

Grey Slayer Pack (180)
9x Grey Slayers - 5x Combat Shield - Legion Vexilla - 2x Power Axe
Huscarl -Artificer Armour - Power Fist


+ Fast Attack (150) +

Legion Javelin Attack Speeder Squadron (150)
2x Legion Javelin Attack Speeder - 2x Hunter-killer Missile - Multi-Melta - Twin-Linked Cyclone Missile Launcher


+ Heavy Support (875) +

Legion Land Raider Battle Squadron (875)
Squadron Command Tank
3x Land Raider Phobos - Armoured Ceramite - Auxiliary Drive - Dozer Blade - Extra Armour - Multi-Melta


+ Legion +

········Legiones Astartes [ VI: Space Wolves - Loyalists ]

Rite of War [The Bloodied Claws]


+ Lords of War (555) +

Leman Russ (555)

Legion Terminator Command Squad (100)
Legion Space Marine Chosen and Legion Standard Bearer
Tartaros Terminator Armour - Chainfist - Thunder Hammer


+ No Force Org (100) +

The Wolf-kin of Russ (100)
Freki the Swift and Geri the Cunning

Thursday, November 10, 2016

Sunday, September 25, 2016

The Red Hunter

This is work in-progress... my 1st Space Wolf for the Horus Heresy.


His background is he serves the legion as an assassin taking on dangerous solo missions to hunt down key leaders of traitor forces to weaken their command just prior to major engagements.

Sunday, February 14, 2016

Enter the Wulfen



So far the new Wulfen have received mixed reviews. Some say that the game is turning back towards the assault phase while others say they aren't worth their points and this basically an exercise in pulling in the reins on Space Wolves - note the Iron Priest is now selected from the HQ slot and gains an additional wound. Just look to the Wolves Unleashed detachment in the Space Wolf codex - you can field up to six HQ and elites are optional... Nothing has really changed in that regard. Let's remained focused on the role of the Wulfen and how they can play out.

I am a student of the assault phase and that's how I play my armies. I played the 13th Company which was the first appearance of the Wulfen. It was a great army and could beat Chaos back when Chaos Space Marines were a true contender. This was during a phase of the game when transports were not popular and Wulfen had a rule called Animal Rage which basically gave a d6 extra movement that could be used with charging so it was very powerful at the time. The original Wulfen had no options for melee wargear but were WS5, had a high number of attacks and were I5. Basically they could lay down enough wounds it would force enough failed saves versus any unit. You had to attach a Wolf Priest who could control their movement and arm him a thunderhammer so he could take out the big stuff like high armor.

The new Wulfen are only WS4 but are just as fast, have just as many attacks if not more and have access to some really awesome melee weapons such as Frost Claws. The new Wulfen can run and charge which means once they are in range they will devastate enemy lines. The key to their success will rely upon their delivery system. They are bulky too but who is going to attempt to assault out of a drop pod unless it has special rules ? Basically you can fit up to five in a Stormclaw which I think is a good starting point for using this unit. The Stormclaw has a transport capacity of 16 models so up to eight Wulfen can embsrk which is a solid number. Probably one unit of Wulfen is enough... Armed with the right wargear they can take down Stormsurges and Wraithknights on the charge. The new Wulen have two wounds apiece as well so they can weather even Tau Overwatch.

To me the game is changing at a rapid pace right before our very eyes and I think the new Wulfen will be a game winner. Harlequins didn't pan out well because they are so fragile and die to bolters. Wulfen on the other hand are hard as nails.

Thursday, January 28, 2016

Wulfen Tables and Wargear


Wargear

¨Curse of the Wulfen
All non-vehicle models within 6" is affected. For Blood/Sky/swift claws it is 12", for Long Fangs it is 3". Wulfen, Servitors and units that starts in a transport are not affected.

At the start of the player turn, roll a single dice for all units. The effect lasts until your next player round. Units outside of combat gains the Hunt table effect, units in combat gains the Kill effect.

Hunt
1-3: re-rolls failed charges and Hammer of Wrath
4-5: Add 3" when you move, run or charge
6: All models gain Furious Charge and gains 1d3 attacks for charging, unless they have Rage.

Kill
1-4: +1 initiative
4-5: Re-rolls to wound
6: If killed, you may attack before being removed, even if you already fought in an earlier Initiative step

games_workshop_warhammer_40k_space_wolves_curse_of_the_wulfen

Wargear

Helfrost pistol
Grenade launcher
Frostclaw - +1S - AP2 - Shred
Stormhammer - Helfrost

Two Handed Frost Axe - S+3 - AP2 - Strike at normal initiative when charging, otherwise at I1

Wednesday, January 27, 2016

Wulfen Rules


Special Rules
- Berserker
- And They Shall Know No Fear
- Curse of the Wulfen
- Counter Attack
- Acute Senses
- Feel No Pain
- Bulky

Death Frenzy
If a model in this unit is killed it can move up and attack at the end of the current initiative step. This even applies if the model already has attacked.

Leaping Bounds
This unit can run and attack. It also re rolls failed charges.

Options:
May contain up to 5 more Wulfen - 30p/m
Each model may take a salvo grenade launcher - 2p/m

Each model may take one of the following:
Two Handed Frost Axe 8p/m
Two Wolf Claws 12p/m
Thunderhammer and Stormshield 20p/m
One Wulfen can be upgraded to Wulfen-Pack Leader with two Frost Claws 20p

This unit may take a Stormwolf as a dedicated transport.

Thursday, December 10, 2015

Wolf Lords (1850) • Army List


+++ Wolf Lords (1846) +++

++ Space Wolves: Codex (2014) (SW Company of the Great Wolf Detachment) (1466) ++

+ HQ (750) +

Rune Priest (145)
Melta Bombs - Psychic Hood - Rune Axe - Bike
Psyker Mastery Level 2

Wolf Lord (230) /Warlord
Belt of Russ - The Pelt of Balewolf - Thunderwolf - Runic Armour - Storm Shield - Thunder Hammer

Wolf Lord (220)
Belt of Russ - Thunderwolf - Runic Armour - Storm Shield - Thunder Hammer

Wolf Priest (155)
Crozius Arcanum - Healing Balms - Melta Bombs - Wolf Amulet - Bike


+ Elites (325) +

Arjac Rockfist, Grimnar's Champion (115)
Anvil Shield - Foehammer - Terminator Armour

Iron Priest (135)
Bolter - 2x Cyberwolf - Runic Armour - Servo-Arm - Thunder Hammer - Thunderwolf

Iron Priest (75)
Bolter - Runic Armour - Servo-Arm - Thunder Hammer


+ Troops (171) +

Grey Hunters (171)
6x Grey Hunter
5x Bolt Pistol, 4x Bolter - 6x Close Combat Weapon - Meltagun - Plasma Pistol
Drop Pod


+ Heavy Support (220) +

Stormfang Gunship (220)
2x Stormstrike Missile - 2x Twin-linked Heavy Bolter - Armoured Ceramite - Helfrost Destructor


++ Space Marines: Codex (2015) (Formation Detachment) (380) ++

+ (No Category) +

Chapter Tactics * [White Scars]

+ Formation (380) +

Librarius Conclave * (380)

Librarian (165)
Mastery Level 2
Force Axe - Melta Bombs - Armor Indomitus - Bike

Librarian (115)
Mastery Level 2
Force Axe - Melta Bombs - Bike

Librarian (115)
Mastery Level 2
Force Axe - Melta Bombs - Bike

Sunday, November 08, 2015

Ground Force • Ravenwing & Space Wolves


I played in a local tournament yesterday - 1500 points - with a new hybrid list I've developed that is not a Thunderdome list either and I think it can match up well versus the new Tau. As you scroll through the army you'll notice it's not Thunderdome. : )

Here is the new army list:

+++ Ravenwing & Space Wolves (1500) +++

++ Dark Angels: Codex (2015) (Ravenwing Strike Force) (945) ++

+ Fast Attack (495) +

Ravenwing Black Knights (200)
4x Black Knight - Bolt pistol - Corvus Hammer - Frag and Krak Grenades - Plasma Talon - Teleport Homer
Huntmaster

Ravenwing Black Knights (200)
4x Black Knight - Bolt pistol - Corvus Hammer - Frag and Krak Grenades - Plasma Talon - Teleport Homer
Huntmaster

Rules:
And They Shall Know No Fear
Gets Hot
Grim Resolve
Hammer of Wrath
Hit & Run
Jink
Outflank
Rapid Fire
Ravenwing
Relentless
Rending
Scout
Skilled Rider

Ravenwing Black Knight: Unit Type: Bike

|WS:4|BS:4|S:4|T:5|W:1|I:4|A:2|Ld:9|Save:3+|

Ravenwing Huntsmaster: Unit Type: Bike (Character)

|WS:4|BS:4|S:4|T:5|W:1|I:4|A:2|Ld:9|Save:3+|


Ravenwing Darkshroud (95) - Assault Cannon

Rules:
Deep Strike
Fear
Icon of Old Caliban
Jink
Outflank
Ravenwing
Scout
Shrouded
Stealth

Darkshroud:
|BS:4|Front:10|Side:10|Rear:10|HP:3| Type:Fast, Skimmer

+ Elites (250) +

Ravenwing Command Squad (250)
5x Black Knight - Bolt pistol - Corvus Hammer - Frag and Krak Grenades - Plasma Talon - Teleport Homer
Ravenwing Apothecary
Ravenwing Company Banner

Rules:
And They Shall Know No Fear
Feel No Pain
Gets Hot
Grim Resolve
Hammer of Wrath
Hit & Run
Jink
Outflank
Rapid Fire
Ravenwing
Relentless
Rending, Scout
Skilled Rider

Ravenwing Apothecary: Unit Type: Bike (Character)

|WS:4|BS:4|S:4|T:5|W:1|I:4|A:2|Ld:9|Save:3+|

Ravenwing Black Knight: Unit Type: Bike

|WS:4|BS:4|S:4|T:5|W:1|I:4|A:2|Ld:9|Save:3+|

Ravenwing Company Banner:
Automatically pass hit&run tests and roll 4D6 for distance rather than 3D6. All friendly models within 12" reroll failed moral-, fear- or pinning tests.

+ HQ (200) +

Sammael (200) - Iron Halo

Rules:
Grim Resolve
Jink
Outflank
Ravenwing
Scout
Skilled Rider

Warlord Trait:
Rapid Manoeuvre

Corvex (Jetbike) - Bolt pistol - Frag and Krak Grenades - Raven Sword - Teleport Homer - Twin Linked Storm Bolter

Rules:
Eternal Warrior
Fearless
Gets Hot
Hatred (Chaos Space Marines)
Hit & Run
Independent Character
Master-Crafted
Swift Vengeance
Twin Linked

Sammael on Corvex: Unit Type:Unique, Jetbike (Character)

|WS:6|BS:5|S:4|T:5|W:3|I:5|A:3|Ld:10|Save:3+/4++|


Wolves preparing to slaughter Necrons...

++ Space Wolves: Codex (2014) (Allied Detachment) (555) ++

+ HQ (180) +

Wolf Lord (180) - Belt of Russ - Melta Bombs

Rules:
Acute Senses
And They Shall Know No Fear
Counter-Attack
Independent Character

Runic Armour - Frag & Krak Grenades - Power Fist - Storm Shield

Wolf Lord (Runic Armour): Unit Type: Infantry (Character)

|WS:6|BS:5|S:4|T:4|W:3|I:5|A:4|Ld:10|Save:2+/4++|

+ Elites (115) +

Arjac Rockfist, Grimnar's Champion (115) - Relics: Anvil Shield & Foehammer - Terminator Armour

Rules:
Acute Senses
And They Shall Know No Fear
Counter-Attack
Eternal Warrior
Grimnar's Champion
Hammer of Wrath
Independent Character
Stubborn
The Anvil of Fenris

Arjac Rockfist: Unit Type: Infantry (Character)

|WS:5|BS:5|S:5|T:4|W:2|I:4|A:3|Ld:9|Save:2+/3++|

Anvil Shield:
3++ Invul Save - Eternal Warrior - Hammer of Wrath

Foehammer (Melee):
Range:-|Strength:x2|AP:2|Type:Melee, Concussive, Unwieldy|

Foehammer (Ranged):
Range:6|Strength:x2|AP:2|Type:Assault 1, Concussive|

+ Troops (260) +

Grey Hunters (260) - 6x Close Combat Weapon - Wolf Standard

Rules:
Acute Senses
And They Shall Know No Fear
Counter-Attack

Drop Pod - Storm Bolter

6x Grey Hunter - 5x Bolt Pistol - 4x Bolter - 6x Frag & Krak Grenades - Plasma Gun - Plasma Pistol - Power Axe

Wolf Guard Pack Leader - Frag & Krak Grenades - Frost Axe (20pts), Power - Storm Shield

Grey Hunter: Unit Type: Infantry
|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+|

Wolf Guard Pack Leader: Unit Type: Infantry (Character)
|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+|

Drop Pod:
BS:4|Front:12|Side:12|Rear:12|HP:3|Type:Open ToppedTransport|


++ Roster Rules ++

First Huntsman (Ravenwing Strike Force):
May reroll your roll on the Warlords Trait table

Objective Secured (Allied Detachment):
Warhammer 40k rulebook

Speed of the Raven (Ravenwing Strike Force):
On the first turn of the unit, units count as jinking if they moved flat-out or turbo-boosted. May fire their weapons normally in the following turn.

Strike as One (Ravenwing Strike Force):
All units in this Ravenwing Strike Force must be placed either in reserve or deployed as normal. When placed in reserve, all units automatically arrive in your 2nd turn.

++ Selection Rules ++

Acute Senses:
If a unit contains at least one model with this special rule, and that unit arrives on a random table edge (due to Outflank, or other special rules), then you can re-roll to see which table edge they arrive from. (Warhammer 40k rulebook)

Feel No Pain:
Ignore unsaved wounds on a 5+, treat it as saved wound. Does not work against Destroyer or Instant Death.

Grim Resolve:
A model with this rule has Stubborn and therefore ignores negative Leadership modifiers. In addition they may never choose to fail a morale check. Allows overwatch to be resolved at BS2.

Grimnar's Champion:
Arjac Rockfist must issue and/or accept a challenge whenever possible. In addition, he re-rolls all failed To Hit rolls when taking part in a challenge.

Hatred (Chaos Space Marines):
Reroll all misses in the first round of each close combat.

Hit & Run:
Take an Initiative test at the end of the assault phase, if successful choose a direction and roll 3D6, move that far ignoring all models in base contact. If this would take you within 1" of another unit, stop 1" away. Ignore Difficult Terrain, but make Dangerous Terrain tests normally. Enemy units left makes an immediate D6" consolidation.

Icon of Old Caliban:
All friendlies within 6" have Fear and Stealth. Units beginning their assault phase within 6" are not subjective to Overwatch.

Swift Vengeance:
Sammael may fire up to two weapons.

The Anvil of Fenris:
Arjac Rockfist can only join a unit of Wolf Guard or Wolf Guard Terminators. If Arjac Rockfist is included in a Detachment that includes at least one unit of either Wolf Guard or Wolf Guard Terminators, he does not take up a slot on the Force Organisation Chart.

Warlord Trait: Rapid Manoeuvre:
Your Warlord and his unit can add 3" to their maximum move distance when they move Flat Out, Turbo-boost, Run and make charge moves.


The slaughter commences !

I won all three games versus Blood Angels with an Imperial Knight, Necron Decurion and finally White Scars Gladius Strike Force. The last two games were hard fought too. I really like having a Wolf Lord and Arjac together in a drop pod - hard to kill and they pretty much destroyed anything they touched. They work together very well with the Black Knights and Sammael. I actually forgot to use the Darkshroud yesterday... Lol !

At 1850 points I'd add a Ravenwing Support Squadron which has lots of fire power and buffs the rest of the army.

Sunday, March 08, 2015

Wolf Lord mounted on Thunderwolf (WIP)

My first Thunderwolf - overall really like how he turned out. Base is from Dragon Forge.



Still have to choose a name for him and his wolfkin.