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Thread: 5. Warfare

  1. #1

    5. Warfare

    If all diplomacy has failed and peaceful union is no longer possible, you need to move your units in order to stop the conflict with military means. You will find out how to do this and what you need to know in the following chapter.
    Last edited by The Challenger; 08-08-2015 at 02:48 PM.

  2. #2
    5.1 Commanding your Armies

    In the following you get an overview of the possible instructions and commands that you can give your troops:

    Select Units
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    Left click on a unit
    Ctrl-left click adds Units to choose from.
    By holding the right mouse button and moving the mouse, a circle can be drawn on the map to select multiple units at once.
    Double clicking on an army selects all armies with the same unit.

    Properties of selected units

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    After selection, the properties of the units are visible. See the next chapters for a detailed explanation of how morale and strength is determined.

    If your own troops are located close enough to your opponent, you can also select these and attain information about the enemy unit, such as for example the position, time of arrival if they are moving or the current morale.

    Moving units

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    To move your units, highlight the desired units and drag them to your final destination while holding down the left mouse button. If you should change your mind on the go, you can use the command by pressing the right mouse button to cancel. Alternatively, you can select the units, click the "March" button and then select the destination with a single click. First, you can find information about the required travel time and the estimated time of arrival.


    Determine your own Road Map

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    To lead your troops on a different path to the goal other than the proposed shortest path, you can activate the "add target". Now you can create your own path individually by clicking the "March" or "Attack" button with a left click of the mouse to add waypoints on the map.

    If you have made a mistake, you can reset the created path with a right-click .

    Time-delayed instructions

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    All march and attack commands can be prepared to run at a later time. In order to achieve this, drag the lower beam as far "right" as you wish the units should wait. Your units will remain on their positions as long as necessary in order to arrive at the specified time in the desired goal. Maximum is 20 hours.

    The arrival time can also be changed retrospectively. Simply select the unit on its way and, in in the window that opens, change the time as described above.

    Forced march

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    In some situations it is necessary that your troops arrive quickly at a destination. You can install a forced march for this purpose. This moves your troops with 150% of the normal speed, but they lose 5% of their morale every hour. You realize this as the arrows on the map are no longer red-and-white, but red and yellow.

    Split armies

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    It is often useful not to launch units stationed in a city all at once, so as to protect the city with a high level of security against hostile takeovers. To launch only a portion of the troops, you can customize the size of the selected units in the "Selected units" Panel, by clicking on the slider to match your preference.

    Should then a movement or an attack command be given, the selected unit separates from the rest and forms a new, stand-alone army that executes your commands.

    Note:

    As soon as several armies reach a common point on the map and either have the same target or job, they unite again to form a new unified army. So it is not possible to place two armies on the same spot.

    Attack

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    Select one of your own armies and drag it to a city or an enemy army by holding the left mouse button. Once a red lightning icon appears at the target you can release the left mouse button and the order will be executed. You can also abort the attack by using the right mouse button.
    As an alternative you can press the "Attack" button and select an enemy army.

    Your army will start moving there and will attack as soon as the enemy is in range.
    If an army contains long-range weapons (for example Artillery), it will approach the enemy only until the weapon with the highest range is in position.

    Notes:

    • Most attacks occur automatically: If your army crosses path with a hostile army, or when its way passes the main city in a hostile province, fights will begin. If your army wins the fight, the remaining troops will execute the previously given command and commence moving into the original direction. Artillery also has an auto-bombardment feature: Idle long-range weapons will start firing at the closest enemy. It is often better to have units select their own target instead of giving an explicit attack order.
    • Even infantry units have a range. Thus it can happen that your army starts fighting before it reaches its target. In this case the fight will be finished before the army commences its way to the target.
    • In some cases more than one country starts an attack on a single enemy province. Should an ally of yours win the province before you do, your units will continue attacking the city and will cause a war between you and your ally. In order to avoid this, you should not attack the city itself in your initial attack order, but the troops stationed in the city. You can do that by selecting the army in the city as a target or, if the army units aren't visible, the flag that marks the city.
    • War-like Operations: Are your troops on their way through a particular nation, they will cause war when they meet troops of the nation they are walking through. This happens, when their status to your country is either "war", "trade embargo", "ceasefire" or "peace". Peace just means that the particular troops won’t start an attack, when they’re in range (in case of weapons with range like Artillery, Railguns or Battleships). The only way for them, to cross roads in one of these statuses without triggering a war is while they’re on international territory (e.g. see).
    • Nations which have a right of way shared map or a shared intelligence, can meet everywhere on the map without starting a fight.
    • Attacking damage / defending damage: An army that is stationary inside a city only does defending damage while the attacking army only does attacking damage. If the army in the city gets a move/attack command or if the battle is taking place outside of a city, both armies attack eachother with attacking damage and retaliate with defending damage (thus those battles are decided twice as fast). Some units have better attacking or defending damage and should be used accordingly.
    Last edited by xfreezy; 01-19-2017 at 02:40 PM.

  3. #3
    5.2 The Units



    If a province has been upgraded with a workshop or factory, it is able to produce advanced weapon technology depending on the upgrade level of the workshop or factory. These allow more advanced strategies and are essential in the later course of the game. To produce units, click on the production button. You can find the button either in the province list on the right side of the screen or in the province menu at the bottom of the screen after you selected a province, as you can see in the following picture:

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    The higher the level of the factory, the more advanced units are available. Higher levels also decrease the production time. Besides the extended units you’ll have infantry units at your disposal by default, as soon as you have built a recruitment centre in a province.

    All damage values and strengths on different terrains can be seen in the unit details panel. You can open it by clicking on a unit portrait in the menu on the bottom after you selected an army.


    Normal Units:

    Normal units are available in every normal game.

    Infantry
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    Requirement: Recruiting Office
    Costs: -
    Upkeep: 20 grain, 5 oil
    Production time: 32h (at 100% province morale, 4,000,000 population, single resource province)
    Speed: 36 km/h / 21 km/h (on sea)
    Attacking Damage: 1.2 (normal) / 0.12 (air) / 0.9 (building)
    Defending Damage: 1.2 (normal) / 0.12 (air) / - (building)
    Attack/defense on sea: 33%
    Hitpoints: 1 (on land), 1 (on sea)
    Size factors: a0=1, a5=0.3, a15=0.1, a40=0

    Cavalry
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    Requirement: Workshop level 1, Barracks level 1
    Costs: £6000, 1000 grain, 1000 fish
    Upkeep: 20 grain, 10 fish
    Production time: 2 days divided by workshop level, with factory: 1 day divided by factory level.
    Speed: 48 km/h / 21 km/h (on sea)
    Attacking Damage: 2.4 (normal) / 0.24 (air) / 1.2 (building)
    Defending Damage: 1.2 (normal) / 0.12 (air) / - (building)
    Attack/defense on sea: 17% / 33%
    Hitpoints: 1 (on land), 1 (on sea)
    Size factors: a0=1, a6=0.6, a15=0.2, a25=0.1, a40=0

    Armoured Car
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    Requirement: Workshop level 1
    Costs: £6500, 2000 iron ore, 1000 oil
    Upkeep: 20 grain, 5 oil
    Production time: 2 days divided by workshop level, with factory: 1 day divided by factory level.
    Speed: 72 km/h / 21 km/h (on sea)
    Attacking Damage: 1.2 (normal) / 0.12 (air) / 1.2 (building)
    Defending Damage: 2.4 (normal) / 0.24 (air) / - (building)
    Attack/defense on sea: 33% / 17%
    Hitpoints: 1 (on land), 1 (on sea)
    Size factors: a0=1, a6=0.6, a15=0.2, a25=0.1, a40=0

    Artillery
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    Requirement: Factory level 1
    Costs: £10000, 3000 iron ore, 2000 oil
    Upkeep: 20 grain, 5 oil
    Production time: 4 days divided by factory level
    Speed: 25 km/h / 21 km/h (on sea)
    Range: 50
    Attacking Damage: 1.5 (normal) / 0.15 (air) / 1.5 (building)
    Defending Damage: 1.5 (normal) / 0.15 (air) / - (building)
    Attack/defense on sea: 27%
    Hitpoints: 1 (on land), 1 (on sea)
    Size factors: a0=1, a50=0

    Tank
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    Requirement: Factory level 2
    Costs: £20000, 5000 iron ore, 3000 oil
    Upkeep: 20 grain, 5 oil
    Production time: 6 days divided by factory level
    Speed: 36 km/h / 21 km/h (on sea)
    Attacking Damage: 4.0 (normal) / 0.4 (air) / 4.0 (building)
    Defending Damage: 4.0 (normal) / 0.4 (air) / - (building)
    Attack/defense on sea: 10%
    Hitpoints: 7 (on land), 1 (on sea)
    Size factors: a0=1, a5=0.6, a10=0.3, a25=0

    Railgun
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    Requirement: Factory level 3 plus railway
    Costs: £50000, 10000 iron ore, 5000 lumber, 5000 coal, 10000 oil
    Upkeep: 20 grain, 5 oil
    Production time: 12 days divided by factory level
    Speed: 13 km/h / 21 km/h (on sea)
    Range: 150
    Attacking Damage: 3.0 (normal) / 0.3 (air) / 3.0 (building)
    Defending Damage: 3.0 (normal) / 0.3 (air) / - (building)
    Attack/defense on sea: 13%
    Hitpoints: 2 (on land), 1 (on sea)
    Size factors: a0=1, a50=0
    Special notes: Can only be moved on railways or sea. Needs a railway in the corresponding province

    Battleship
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    Requirement: Factory level 3 plus harbour
    Costs: £50000, 15000 iron ore, 5000 lumber, 10000 coal, 5000 oil
    Upkeep: 20 grain, 5 oil
    Production time: 12 days divided by factory level
    Speed: 30 km/h (on sea)
    Range: 75
    Attacking Damage on sea: 6.0 (normal) / 1.2 (air) / 6.0 (building)
    Defending Damage on sea: 6.0 (normal) / 1.2 (air) / - (building)
    Hitpoints: 4 (on sea)
    Size factors: a0=1, a50=0

    Heavy Tank
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    Requirement: Factory level 3
    Costs: £30000, 7000 iron ore, 4000 oil and 20 blueprints
    Upkeep: 20 grain, 5 oil
    Production time: 8 days divided by factory level
    Speed: 36 km/h (on land) / 21 km/h (on sea)
    Attacking Damage: 6.0 (normal) / 0.6 (air) / 6.0 (building)
    Defending Damage: 6.0 (normal) / 0.6 (air) / - (building)
    Attack/defense on sea: 10%
    Hitpoints: 9 (on land), 1 (on sea)
    Size factors: a0=1, a5=0.5, a10=0.2, a25=0


    Notes:

    • The strength of a normal infantry brigade (one unit represents 1000 men) which is 1.2 strength at 100% morale. That makes battleships and heavy tanks into the strongest units, as only one of them alone has the strength of 6000 men.
    • While transport units across the sea, the strength reduce to 0.5. Artillery divisions are working like normal infantry units afloat.
    • Size factors: When an army reaches a certain size each additional unit of the same type added to the stack only adds a fraction of its damage to the total damage of the army. a0=1, a25=0.5, a50=0 for example means that starting at 0 units each additional unit adds 100% of its damage, starting at 25 units each additional unit adds 50% and starting at 50 units each additional unit adds 0% of its damage to the total damage of the army.




    Unit Home territory Foreign territory Enemy territory Sea
    Infantry 36 km/h
    (90 km/h)
    25 km/h
    (63 km/h)
    12.5 km/h
    (31 km/h)
    21 km/h
    Cavalry 48 km/h
    (90 km/h)
    34 km/h
    (63 km/h)
    17 km/h
    (31 km/h)
    21 km/h
    Armoured Car 72 km/h
    (90 km/h)
    50 km/h
    (63 km/h)
    25 km/h
    (31 km/h)
    21 km/h
    Artillery 25 km/h
    (62.5 km/h)
    18 km/h
    (43.75 km/h)
    9 km/h
    (21.8 km/h)
    21 km/h
    Tanks 36 km/h
    (90 km/h)
    25 km/h
    (62.5 km/h)
    12.5 km/h
    (31 km/h)
    21 km/h
    Rail guns --
    (12.5 km/h)
    --
    (9 km/h)
    --
    (4.4 km/h)
    21 km/h
    Battleships --- --- --- 30 km/h
    Heavy tanks 36 km/h
    (90 km/h)
    25 km/h
    (62,5 km/h)
    12,5 km/h
    (31 km/h)
    21 km/h

    () Speed when Railway is available


    Additional Notes:


    • The speed of a compound army group consisting of different kinds of units is determined by the slowest unit. For example, if an infantry division is accompanied by an artillery brigade, the resulting army will travel at a maximum speed of 25 km/h.
    • Embarking and disembarking takes some time (3 hours). Harbours speed up that process to 1.5 hours. On enemy shores, these numbers increase to 4.5 irrespective of there is a harbour.
    • Supply costs: Each unit consumes 20 tons of grain and 5 tons of oil per day.
    • Lack of oil slows armies down. All movement that does not happen on railways needs oil to run. If you do not provide enough oil, your mobilization level will drop and your armies will not be able to travel at full speed. The lack of mobility also strongly affects their strength in battle.
    • Grain shortage lowers the troops' morale and thus also their strength.
    • Army view width: Enemy armies can be seen within a radius of 150 km. Details (size, morale) are only visible within a radius of 90 km (double these values for the balloon).
    • If you wish to learn more about the battle system, have a look at the FAQ forum.
    Last edited by xfreezy; 12-01-2016 at 03:29 PM.

  4. #4
    5.3 Special Units

    Special units are only available in games with unit packs enabled. In order to use them, you have to select one of the options in the section "Extra Units" when you create a new game.

    Airplanes

    Airplanes are only available in games with the "Air Pack".

    Fighter
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    Requirements: Factory level 2, Aerodrome level 1
    Costs: £20000, 2500 iron ore, 5000 lumber, 5000 oil
    Upkeep: 20 grain, 5 oil
    Production time: 6 days divided by factory level
    Speed: 21 km/h (on land / sea) – 215 km/h (in air)
    Range: 225 km
    Attacking Damage in air: 1.5 (normal) / 4.0 (air) / 1.5 (building)
    Defending Damage in air: 1.5 (normal) / 4.0 (air) / - (building)
    Attack/defense on land & sea: 10%
    Hitpoints: 3 (in air), 1 (on land & sea)
    Size factors: a0=1, a50=0
    Special notes: Needs an air base to take-off. Uses air strength when stationed in province with air base.

    Bomber
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    Requirements: Factory level 3, Aerodrome level 1
    Costs: £40000, 5000 iron ore, 7500 lumber, 10000 oil
    Upkeep: 20 grain, 5 oil
    Production time: 10 days 8 hours divided by factory level
    Speed: 21 km/h (on land / sea) – 144 km/h (in air)
    Range: 350 km
    Attacking Damage in air: 6.0 (normal) / 0.5 (air) / 6.0 (building)
    Defending Damage in air: 6.0 (normal) / 0.5 (air) / - (building)
    Attack/defense on land & sea: 7%
    Hitpoints: 3 (in air), 1 (on land & sea)
    Size factors: a0=1, a50=0
    Special notes: Needs an air base to take-off. Uses air strength when stationed in province with air base.

    Patrol
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    Fighters give you the possibility to operate in a particular scouting area. During this scouting patrol, aircraft gather information on thickness and composition of enemy armies and also reveal hidden units. Furthermore patrolling aircraft automatically attack enemy aircraft in the area have also an action command ( attack or patrol ) . Airplanes that only fly through the Patrol radius are not attacked.
    The territory of the patrol is shown as a blue circle (see image below). Fighters can patrol within its range (black circle).

    Attack
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    When the command to attack is given, bombing aircraft is your goal until they are destroyed. After each attack, however, they must fly back to the base to charge new bombs.
    Caution!!!
    Watch out, if you face an attack with aircraft, each ground unit can in case of an attack use 10 % of their actual firepower against the aircraft to defend themselves. To be able to defend itself against aircraft, the units must be in the target area of the attacking planes. Aircraft's stationed on the ground will automatically activate and defend against attacking aircraft. As long as the airfield is intact, planes count as airborne and only take reduced damage. However, aircraft stationed on the ground (when no airfield is available) are very easily destroyed by ground units.
    If an aircraft is on an attack run or on patrol while the airfield is destroyed, the aircraft will use another airfield within its' range for landing. If none is available, the aircraft will return to the same province.

    Common rule regarding aircraft:

    Aircraft on patrol provide air support for all fighting armies inside the patrol area and will attack actively any antagonistic aircraft. Antagonistic aircraft flying through the patrol area without a valid target in this radius won't be attacked. An attack order against antagonistic aircraft will only be successful if the target unit is attacked at its home base.

    Move to another base
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    The location of the aircraft can be changed; if the new airbase is in flight range the aircraft will fly to the new base. If it is out of range the aircraft will be loaded on ground vehicles in order to be transported to the destination. During transport the aircraft's are vulnerable and reach the speed of Artillery Units. It is therefore advisable to only change the location of aircraft when they are a great distance away from hostile units. If another nation changes the diplomatic relation to "share map", aircraft can also use that nation's airports. If the relation is set to "Right of way", the aircraft cannot use them and only moves on the ground.


    Balloons
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    Requirements: Factory Level 1
    Cost: £5000, 1000 lumber, 1000 gas
    Upkeep: 20 grain, 5 gas
    Production time: 4 days divided by factory level
    Speed: 21 km/h (on land/sea)
    View range: 300 km
    Attacking Damage: 0.5 (normal) / 0.5 (air) / 0.5 (building)
    Defending Damage: 0.5 (normal) / 0.5 (air) / - (building)
    Attack/defense on sea: 80%
    Hitpoints: 1 (on land), 1 (on sea)
    Size factors: a0=1, a50=0

    Mobility

    Balloons are anchored to the ground via ropes and are not tax free. Their mobility is limited to the routes to which all ground troops are bound.

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    Ships

    Other than battleships that are available in normal rounds, other ships can only be played in games with the "Air & Naval Pack" enabled.

    Submarine
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    Requirements: Factory Level 2 plus port
    Cost: £20000, 3000 iron ore, 3000 lumber, 2000 oil
    Upkeep: 20 grain, 5 oil
    Production time: 6 days divided by factory level
    Speed: 21 km/h (on sea)
    Attacking Damage on sea: 4.0 (normal) / 0.4 (air) / 4.0 (building)
    Defending Damage on sea: 4.0 (normal) / 0.4 (air) / - (building)
    Hitpoints: 4 (on sea)
    Size factors: a0=1, a50=0
    Special notes: Is stealthed when not attacking. Can be made visibly by patroling fighters and spies.

    Capabilities
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    As long as submarines do not attack they are not visible to the opponent. Only if the enemy meets an enemy submarine does it become visible. If the battle ends, they dive back down and can no longer be seen and they are no longer reachable by far-ranging weapons. Submarines do not have weapons for long distances.
    Their tarn properties make them a perfect weapon to intercept enemy battleships and land assault forces. The psychological effect is not to be underestimated, because your opponent will be careful not to send their precious battleships into waters in which many submarines are lurking. Therefore, submarines are ideal for guarding coastal areas and blocking strategically important sea routes.

    Detection of Submarines

    One possibility to detect enemy submarines, is the use of spies. In the moment of execution you provide the exact location of the submarine.
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Size:  913 BytesPatrol aircraft's can also detect submarines, even if they are to dive underwater. Balloons cannot spots submarines.


    Light Cruiser

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    Requirements Factory Level 1 plus port
    Cost: £15000, 3000 iron ore, 2000 coal, 2000 oil
    Upkeep: 20 grain, 5 oil
    Production time: 4 days divided by factory level
    Speed: 67 km/h (on sea)
    Range: 40 km
    Attacking Damage (on sea): 2.0 (normal) / 1.0 (air) / 2.0 (building)
    Defending Damage (on sea): 2.0 (normal) / 1.0 (air) / - (building)
    Hitpoints: 2 (on sea)
    Size factors: a0=1, a50=0

    Capabilities

    The cruiser is an effective alternative to the battleship. Although it is not as strong and has a shorter range, it can be built much quicker, requires less resources and has a higher speed. The cruiser may be a competitive advantage for a game player at the very start of a game.
    Last edited by Lix Tetrax; 11-26-2016 at 10:09 AM.

  5. #5
    5.4 Units and Morale

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    The combat units and morale of your infantry units depends heavily on the mobilization (oil supply) and its moral values. The morale of units is visible as a bar below the unit when you hover your mouse. This can also be read in the Army-Information window, if you have selected a unit. The morale, mobilization and visible Ground strength and resulting total strength are also visible.

    Influencing Factors

    The morale of infantry units depends on several factors:

    • The starting morale of a unit corresponds to the morale of the province in which they have been trained.
    • Supply of grain (20 tonnes per unit per day): If this supply is not met, the morale steadily decreases.
    • Location: All units adapt more and more to the moral of the province in which they are stationed. If this is low, the morale drops, if this is high, the troops morale will increase. The morale drops on enemy territory. The presence of Allies also decreases the morale, but much slower. The sea has a neutral Moral of 50% and the longer units are located on the sea, the more they will approach this 50%.
    • Battle: For each victory over an enemy the army will receive a small Moral boost. Each loss decreases the unit's morale a little.



    Mechanical units

    In contrast to infantry, mechanical units(artillery, tanks, armoured cars, heavy tanks, railguns, battleships, aircraft, submarines, balloons) have no morale, but rather a "Condition". The condition describes how much the unit is damaged. The stronger the unit, the harder it is to destroy them. The condition has also an affect the attacking power. The units condition will increase when it is stationed on own territory (naval units: everywhere). The formula for this is: Current morale + (100% - current morale)/6

    Merging Units

    To merge several infantry units together into larger army, the average value of the morale of the original armies is obtained. Infantry units will be merged with mechanical units, calculated as the overall state of the emerging army from the average value of status and morale.

    Calculation of battle strength

    The strength of the army in the fight is mainly influenced by their mobilization, morale and army size. The influence of these factors on the fighting damage is called "state based damage efficiency" (SBDE).
    In order to ensure maximum mobilization of your units, there must be enough oil in stock, if this demand is not met, your units move slower and fight weaker. Morale on the other hand can be increased by stationing your troops in a province with higher morale or by raising it with Goldmark.
    Note: The effect of the morale on the strength of an army is not translated 1:1, so 50% morale does not mean the unit gets 50% weaker. The morale formula is:
    Actual strength = ((morale value * 0.45) + 0.55) * (((strength * army size factor) * terrain factor) * mobilization factor).

    The influence of army size on the fighting strength is different for each unit and can be seen in chapters 5.2 and 5.3 (size factors).
    Last edited by xfreezy; 01-19-2017 at 02:41 PM.

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