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    EXP Game 1 Trout vs Johnny Cat

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    • B Online
      beelee @JohnnyCat
      last edited by beelee

      @johnnycat

      I would put 3 of the UKR Conscripts in Nogo, Moscow or stalingrad and you'll be good on those.

      So you need 2 Armies and or Corps in order to form a ArmyGroup plus 10 other land units.

      I don't see a Commisar in Korea or Machuria. Remember you can only Rail to Amur. You can't get their in one turn.

      Did you make it to Formosa ?

      Edit
      I'd suggest another Tank Army for SSR. UK can send 3 Tanks from E Persia and they can be converted via LL.

      Caucasus is undefended. You will have to send a Force to deal with whatever he sends there.

      You might consider withdrawing from UKR to Bryansk. You can move the Fctry 1 space via 1 Rail. Right now your 2 Big Armies can't support each other.

      I don't think he's currently strong enough to take UKR but if he flanks you in Cauacasus, which he most assuredly will, that will weaken the UKR stack.

      You should be able to trade UKR even if you withdraw. Idk. Could see staying as well and make him take it. Main thing is to not have the Novgo Army get cutoff.

      You got plenty of Inf. Maybe try and sprinkle in a Arty or two per build but Tanks are gonna be the main buy.

      Rockets can be very effective.

      Idk dude. Looks like you doing good to me. Just keep doing what you think is best 🙂

      You are looking good in the Pacific Theatre. Continue to pressure JPN as much as you can.

      Edit 2
      So the 3 Conscripts to Stalingrad. They will help in the Cauc counterattack

      JohnnyCatJ 1 Reply Last reply Reply Quote 0
      • T Offline
        Trout @JohnnyCat
        last edited by

        @johnnycat Yes, you are doing VERY well in the Pacific. You pulled a trick that I had never seen before with your SZ 6 air raid last turn.

        Game History

        Round: 5
        
            Purchase Units - Japanese
                Note to players Japanese: It is Early 1942 and our Proud Navy has added Transport Capacity to our Destroyers !    Destroyers may now transport 1 Infantry or Elite Infantry.
                Turning on Edit Mode
                EDIT: Removing units owned by Russians from Smolensk: 2 armour
                EDIT: Removing units owned by Russians from Russia: 1 armour
                EDIT: Adding units owned by Russians to Ukraine: 3 armour
                EDIT: Removing units owned by Russians from Russia: 3 Army_Conscripts
                EDIT: Adding units owned by Russians to Novgorod: 3 Army_Conscripts
                EDIT: Removing units owned by Russians from Smolensk: 1 Soviet_Commisar and 1 mech_infantry
                EDIT: Adding units owned by Russians to Novgorod: 1 Soviet_Commisar_1 and 1 mech_infantry
                EDIT: Removing units owned by Russians from Manchuria: 1 aaGun
                EDIT: Adding units owned by Russians to Korea: 1 aaGun
                EDIT: Turning off Edit Mode
                Japanese buy 3 Fortifications, 1 Hvy_Ind_2, 2 armour, 1 fighter and 14 infantry; Remaining resources: 4 PUs; 6 SuicideAttackTokens; 
        
            Place Units - Japanese
                Units in Japan being upgraded or consumed: 1 factory_major
                1 Hvy_Ind_2 placed in Japan
        
            Politics - Japanese
                Trigger DD Transport: Setting transportCapacity cleared for unitAttachment attached to Japan_destroyer
                Trigger DD Transport: Setting transportCapacity to 2 for unitAttachment attached to Japan_destroyer
                Trigger DD TransportPacific: Setting transportCapacity cleared for unitAttachment attached to JPN_Pacific_DD
                Trigger DD TransportPacific: Setting transportCapacity to 2 for unitAttachment attached to JPN_Pacific_DD
        
            Combat Move - Japanese
                Trigger Japanese Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Japanese
                Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu
                1 submarine moved from 20 Sea Zone to 37 Sea Zone
                1 infantry moved from Shan State to French Indo China
                      Japanese take French Indo China from French
                2 tactical_bombers moved from 43 Sea Zone to 42 Sea Zone
                2 fighters moved from 43 Sea Zone to 42 Sea Zone
                1 Japan_destroyer moved from 43 Sea Zone to 42 Sea Zone
                1 infantry moved from Chahar to Hopei
                1 infantry moved from Kweichow to Shensi
                5 armour, 2 artilleries and 1 mech_infantry moved from Burma to India
                2 fighters moved from Yunnan to India
                2 tactical_bombers moved from Yunnan to India
                2 bombers moved from Kweichow to India
                2 armour, 4 artilleries, 8 infantry and 2 mech_infantrys moved from Chahar to Jehol
                      Japanese take Jehol from Chinese
                3 armour moved from Shantung to Jehol
                1 mech_infantry moved from Kiangsu to Jehol
                2 infantry moved from Shantung to Jehol
                1 fighter moved from Yunnan to Shensi
                1 tactical_bomber moved from Kweichow to Shensi
                1 tactical_bomber moved from Kweichow to Hopei
                1 fighter moved from Kweichow to Hopei
                1 fighter moved from Kweichow to Shensi
                1 fighter moved from Kweichow to Hopei
                2 fighters moved from Japan to 6 Sea Zone
                1 tactical_bomber moved from Japan to 6 Sea Zone
                1 fighter moved from Caroline Islands to 6 Sea Zone
        
            Combat - Japanese
                Battle in 6 Sea Zone
                    Japanese attack with 3 fighters and 1 tactical_bomber
                    Americans defend with 1 destroyer and 1 submarine
                    1 submarine owned by the Americans submerged
                    Japanese win with 3 fighters and 1 tactical_bomber remaining. Battle score for attacker is 7
                    Casualties for Americans: 1 destroyer
                Battle in 37 Sea Zone
                    Japanese attack with 1 submarine
                    British defend with 1 transport
                    Japanese win, taking 37 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 6
                    Casualties for British: 1 transport
                Battle in Hopei
                    Japanese attack with 2 fighters, 1 infantry and 1 tactical_bomber
                    Chinese defend with 1 infantry
                    Japanese win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 0
                    Casualties for Japanese: 1 infantry
                    Casualties for Chinese: 1 infantry
                Battle in 42 Sea Zone
                    Japanese attack with 1 Japan_destroyer, 2 fighters and 2 tactical_bombers
                    British defend with 1 cruiser and 2 destroyers
                    Japanese win with 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 16
                    Casualties for Japanese: 1 Japan_destroyer
                    Casualties for British: 1 cruiser and 2 destroyers
                Battle in Shensi
                    Japanese attack with 2 fighters, 1 infantry and 1 tactical_bomber
                    Chinese defend with 1 infantry
                    Japanese win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 0
                    Casualties for Japanese: 1 infantry
                    Casualties for Chinese: 1 infantry
                Battle in India
                    Changer loiter and taunt; Japanese attack with 5 armour, 2 artilleries, 2 bombers, 2 fighters, 1 mech_infantry and 2 tactical_bombers
                    Changer defend; British defend with 1 aaGun, 1 airfield, 1 factory_major, 1 harbour, 5 infantry and 1 uk_armour
                    Japanese converts factory_major into different units
                    Japanese win, taking India from British with 5 armour, 1 artillery, 2 bombers, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 17
                    Casualties for Japanese: 1 artillery and 1 mech_infantry
                    Casualties for British: 1 aaGun, 5 infantry and 1 uk_armour
                Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 110 Sea Zone
                Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 109 Sea Zone
        
            Non Combat Move - Japanese
                Trigger Wolfpack at110 SeaZones: Germans has 1 Wolfpack placed in 110 Sea Zone
                Trigger Wolfpack at109 SeaZones: Germans has 1 Wolfpack placed in 109 Sea Zone
                Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Jehol
                Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 J_Rail owned by Japanese in Burma
                1 aaGun moved from Chahar to Jehol
                1 infantry moved from Chahar to Jehol
                1 J_Rail and 1 infantry moved from Kiangsu to Burma
                1 J_Rail and 1 infantry moved from Kiangsu to Jehol
                1 tactical_bomber moved from 6 Sea Zone to Japan
                3 fighters moved from 6 Sea Zone to Japan
                1 artillery moved from Borneo to 43 Sea Zone
                1 artillery, 2 battleships, 2 carriers, 2 cruisers and 2 transports moved from 43 Sea Zone to 20 Sea Zone
                2 fighters and 2 tactical_bombers moved from 42 Sea Zone to 20 Sea Zone
                1 artillery moved from 20 Sea Zone to Kwangtung
                2 fighters moved from India to Yunnan
                2 tactical_bombers moved from India to Yunnan
                2 bombers moved from India to Yunnan
                1 fighter moved from Kweichow to Jehol
                2 fighters moved from Hopei to Jehol
                1 tactical_bomber moved from Hopei to Jehol
                2 fighters moved from Shensi to Anhwe
                1 tactical_bomber moved from Shensi to Anhwe
                1 tactical_bomber moved from Jehol to Anhwe
                3 fighters moved from Jehol to Anhwe
        
            Place Units - Japanese
                1 Fortification placed in Borneo
                1 Fortification placed in Java
                1 Fortification placed in Celebes
                1 fighter and 11 infantry placed in Japan
                1 armour and 2 infantry placed in Shantung
                1 armour and 1 infantry placed in Kiangsu
        
            Turn Complete - Japanese
                Note to players Japanese: <body><b>It is Early 1942 and Our Shipyards are Hard at Work.<br><br>We will soon Launch 1 new Cruiser and 1 new Submarine. They may only Operate in the Pacific and Indian Oceans.<b></body>
                Total Cost from Convoy Blockades: 3
                    Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 2,5,2
                    Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 4,4
                Japanese collect 44 PUs (3 lost to blockades); end with 48 PUs
                Trigger Japanese Controls Celebes Pacific Expanded: Japanese met a national objective for an additional 1 PUs; end with 49 PUs
                Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 57 PUs
                Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 62 PUs
        

        6b03b86e-ac1c-4a64-9334-826836f713d9-exp-game-1-jc-j5.tsvg

        1 Reply Last reply Reply Quote 0
        • T Offline
          Trout @JohnnyCat
          last edited by

          @johnnycat By the way, I have not been paying attention to what you are doing on your turns much but just noticed that you placed 6 dudes in Ukraine. Can't do that. For normal turns, can only place three max per turn in all factories except Moscow. You can place 10 in Moscow. Also, all special units such as Commissars, Tank Generals, Elite Infantry, Russian Guards, etc. can only be placed in Moscow. Were you doing that on R1-4? If not, we may need to do a restart. That's to your credit, because you clearly are a natural at this as you have me on the run in some parts of the map in your first game and we are not even through turn 5 yet!! So I need to stop letting you get by without following the rules as you are too good for me to let you do that and have this game still be competitive. If you have been following those placement rules for UK and Soviet Union then please just correct that and we can play on. And thanks for finding us here on this board as you clearly are a challenging opponent already in your first game.

          JohnnyCatJ 2 Replies Last reply Reply Quote 0
          • JohnnyCatJ Offline
            JohnnyCat @Trout
            last edited by

            @trout yea mate I’m just trying to get the board back to being accurate after first not understanding the Uk RR and then messing up the Soviet one

            @beelee has been patiently trying to help and I thought I had corrected everything yesterday but then realized I swapped the novo and uk inf 3-6 and not 6-3

            Anyway I think the board is correct after I move those 3 inf but I still don’t get the way the tank general army coexists with the Soviet corps team.

            Apparently both can exist together but only in Moscow???

            But then what’s the goal here ? Should I have a commissar and his three units in
            novo and RR a commissar to the far east? Or sit him
            In Russia? I have literally no idea for how to use these things. Be much easier to have orbital kinetic energy weapons … but I digress lol

            I’ve read the rules, the house rules and the Kama Sutra and I still don’t understand so
            Much of this.

            And I’m
            Back
            In Taiwan so there may be latency.

            THANK
            YOU by the way. I thanked you earlier but seriously love your passion for the game and patience with inter newbie.

            1 Reply Last reply Reply Quote 0
            • JohnnyCatJ Offline
              JohnnyCat @Trout
              last edited by

              @trout YES all special units were placed in Moscow per the rules. Just fyi

              I did, however, expect come turn 6 or 7 to be making massive use of the railroad only to
              Learn that it not possible in this game.

              But that’s ok. It’s just trying to learn. Like that India Burma thing. I had no concept of how strong those Japanese planes were and how weak the land mines were.

              Now that I look at the German hoard I get the feeling that I still cannot effectively judge

              T 1 Reply Last reply Reply Quote 0
              • T Offline
                Trout @JohnnyCat
                last edited by

                @johnnycat Okay then play on sir! USA/China/UK up

                B JohnnyCatJ 2 Replies Last reply Reply Quote 0
                • B Online
                  beelee @Trout
                  last edited by

                  @trout

                  Did the LMs get rolled for in the India battle ?

                  If not, the first units, which would have been taken as casulaties if all 3 LMs hit, missed, so it wouldn't change the outcome other than potentially up to 3 more hits which would need to be taken by the survivors.

                  Should adjust before UK turn if needed.

                  T 1 Reply Last reply Reply Quote 0
                  • JohnnyCatJ Offline
                    JohnnyCat @beelee
                    last edited by

                    @beelee Thanks - to you and Trout

                    But did you say I can move a factory? Via 1 Rail???

                    You also mention the Land Mines - did Japan take India? I figure he would as I said after UK turn 2 - I knew my UK 3 move was disaster but I had no idea and just need to learn.

                    Speaking of learning - how do I even look at the dice roles? Like how do any of us know what happened with the Land Mines?

                    Sorry but I am in Taiwan again and so access to Internet is sporadic. I will download Trout's Japan turn but would really like to know more about what you said about tank armies so I will just direct chat you

                    1 Reply Last reply Reply Quote 0
                    • T Offline
                      Trout @beelee
                      last edited by

                      @beelee Okay. I actually missed that there were LMs there but my fault. Two LM's hit. Hey JC. You can just remove them in Edit Mode before your UK turn if you intend to attack there. If you don't attack there, I will make the adjustment on my next turn.

                      1 Reply Last reply Reply Quote 1
                      • JohnnyCatJ Offline
                        JohnnyCat @Trout
                        last edited by

                        @trout @beelee

                        Hey Big Fish,

                        Am I missing something here or are you deliberately giving me a 55% (or more) chance to take Japan and not be able to counter attack?

                        Also wondering how many units we can place in Japan, the USA east and west coasts , and Berlin’s underground factory.

                        For some reason I thought the limit was ten. But mines didn’t count.

                        I ask because I saw the game we are playing placed more than 10 units in Japan and I thought 10 was the limit.

                        Finally, I read the rules and it seemed to say that we can repair damaged carriers or, in this case, my damaged Battleship anywhere on the map by purchasing the $3 bb-repair unit. I just want to make sure that’s true.

                        Thank you.

                        I sure looking forward to this turn.

                        Not sure how to handle a couple

                        T B 2 Replies Last reply Reply Quote 0
                        • T Offline
                          Trout @JohnnyCat
                          last edited by

                          @johnnycat No, you are correct. You got me with your SZ6 air raid plus my navy being too far away. So best I could do was pile stuff on Japan and move naval and air units within range to counter if you don’t attack or lose the attack. There’s a house rule for Japan home defense which we may need Beelee to help with. The rule is that infantry defend with a 3 on the first round of dice rolls and J gets two free infantry to add before the attack. I guess they represent the Imperial Guard or something like that. So that house rule may drop the odds below 50%

                          1 Reply Last reply Reply Quote 0
                          • B Online
                            beelee @JohnnyCat
                            last edited by beelee

                            @johnnycat

                            click on "History" to see the die rolls. You can upgrade a Fctry and get an extra 1 or 2 production spots.

                            If you attack JPN Home Islands, you need to place the "Home Defense" token before any Combat moves.

                            Also, save at end of NonCombatMove and before Combat phase starts for any Big battles so we can make sure everything is rule compliant.

                            Big battles can be tricky and triple does some things differently than the actual physical board.

                            Edit
                            Yes I would just edit in Home Defense token at the beginning of USA turn

                            Edit 2
                            I will try and darken the Yellow LMs some. They are hard to see in JPN TTys. Red for Russia is also hard to see. I tried with it before but wasn't happy with the result

                            Edit 3
                            Home Defense isn't placing the 2 extra Inf. I think it needs to be placed during JPNs turn. I think 2nd place works. Ill check

                            The Inf will defend at 3 correctly though. Don't take the Token as a casualty.

                            The odds look considerably lower with triplea battle calc. This is without the 2 extra Inf or any Bombard hits so probably close to a wash

                            Screenshot from 2026-01-03 12-23-09.png

                            also you still have 2 Elites in HI. Only send 1 into the battle.

                            Edit 4
                            Yea so the HD token needs to be placed at end of JPN NCM for the 2 dudes to spawn.

                            Screenshot from 2026-01-03 12-38-53.png

                            So just add the 2 dudes when add the token. If the attack doesn't take place remember to remove them before JPN next turn

                            Last Edit
                            Yea if I don't add the HD token and the 2 dudes I get close to what you had

                            Screenshot from 2026-01-03 12-54-00.png

                            T JohnnyCatJ 2 Replies Last reply Reply Quote 0
                            • T Offline
                              Trout @beelee
                              last edited by

                              @beelee Thanks Beelee. I’ll try to revise the J turn to add the token and two samurai dudes sometime later today

                              1 Reply Last reply Reply Quote 1
                              • JohnnyCatJ Offline
                                JohnnyCat @beelee
                                last edited by

                                @beelee @Trout

                                Good God Help me but I see a 56% attack success for taking Japan.

                                Hahahahahahaha

                                Ok so I probably can’t actually attack because if I win , and it’s close to 55% without any “House Rules” I’m assuming the game stops right!?

                                Or would you @Trout keep playing just to see what you could do with such a disadvantage? Or is losing Japan no big deal ?

                                I really want to continue this game but a 55% chance is hard to turn down.

                                Also wondering if there is any options for improving the odds for USA by converting more inf to marines. Or anything else.

                                Does Repairing that USA BB improve his bombardment or not?

                                Note I diverted three transports from the main Japan invasion force to go south and spaced moving that elite guy there. I always get caught by those elites not being able to fight together (so weird) so can I just swap that extra elite guy with the inf in Aussie as originally intended ? I actually stated this in the USA post turn 4 notes that one elite was to stay on the transport.

                                So to determine whether or not it makes sense to invade how is this invasion of Jap works what and when are these magical defense units thing handled ?

                                PS Could I invade with one unit just to trigger it but then attack for better a second time ?

                                And I’m still confused by putting more than ten units into Japan last turn because I thought I read ten was the limit. Am I wrong about that ?

                                Thank you gents. This sure is getting complicated.

                                B T 2 Replies Last reply Reply Quote 0
                                • B Online
                                  beelee @JohnnyCat
                                  last edited by beelee

                                  @johnnycat

                                  yea the defender has the option to activate the "Home Defense" rule or not. It doesn't auto happen. So if you make a small attack, he most likely won't activate it.

                                  You can only upgrade Inf to Marines at a Fctry. Allied Fctrys included. You have to use edit when upgrading at a Allied Fctry but unless they are paired at a 1:1 basis with Arty, they don't get any bonus and are just expensive Inf.

                                  Yes it is quite complex and it's easy to miss on the Elites. We have all done it, especially in our first few games.

                                  Post a test save of your attack before you end NCM. I'm not seeing where the 35% odds are coming from.

                                  Edit
                                  He upraded his Fctry to Heavy Industry. Allows him to place 12.

                                  You have to hold Tokyo for a full turn after it falls as well as control all Allied Capitals before game is officially over. Of course if there is no chance of a counterattack one would just surrender

                                  1 Reply Last reply Reply Quote 0
                                  • T Offline
                                    Trout @JohnnyCat
                                    last edited by

                                    @johnnycat HD only works once in the game but I choose when to use it so I would only do it if you were going all out. If you win, then you get all of J’s money but I can counter on my turn and try to take it back. Still worth it even if I successfully counter because of all the money you get. Which would mean that I have 0 dollars on my next J turn which is a big hit.

                                    Game continues if my counter attack succeeds in recapturing Tokyo. Dude you will save yourself a lot of stress if you read the rule book sometime. As good as you are playing without knowing the rules, you may be able to participate in the world tournament which takes place in Denmark each year pretty quickly

                                    JohnnyCatJ 1 Reply Last reply Reply Quote 0
                                    • JohnnyCatJ Offline
                                      JohnnyCat @Trout
                                      last edited by

                                      @trout my friend I assure you that I’ve read and reread the rules, the house rules….

                                      I’m Just not good with these things

                                      T 1 Reply Last reply Reply Quote 0
                                      • T Offline
                                        Trout @JohnnyCat
                                        last edited by

                                        @johnnycat Okay, this one includes the HD token, the two additional imperial dudes, and I removed tank/arty/2 LM from India

                                        c3afe45a-87dd-4378-ac05-f2ed7d655671-exp-game-1-jc-j5.tsvg

                                        JohnnyCatJ 1 Reply Last reply Reply Quote 1
                                        • JohnnyCatJ Offline
                                          JohnnyCat @Trout
                                          last edited by

                                          GOOD MORNING - I just woke up

                                          @trout OK. Thanks - And apologies for all the questions being asked AFTER YOU and @beelee already answered and/or anticipated.

                                          As I said, the Internet here is lame and I am suffering from great latency.

                                          Regarding our wonderful game I would like to make a proposal.

                                          LET DO A BRIEF FORK !

                                          I am referring to let's literally rolling up the Japan attack just for fun to see how it goes. But at 25% or whatever @beelee says it is now, that would not be the best play and I would do something else in our game. But it still is interesting to play out that fork a little I would think.

                                          No matter what though, I will put together a serious USA Turn 5 now - so I am just suggesting we run the attack on Japan just to see on the small chance it wins... But that would just be for fun.

                                          Tell me if I am incorrect, but I would think that GOOD PLAY would dictate that I consolidate the "advantage" I already achieved (If I achieved any at all) and take back the money islands, easily take back India, and basically set back Japan something like 3 turns - which may be plenty of time to get D-Day going - and as recall there is some nice rules for that too.

                                          Anyway, what you guys want to do? I don't think anyone wants to play a game where I win a 25% chance of taking Japan - or just throw away the troops in a loss. This is especially true since @Trout has ZERO counterattack capability right? Or is there some rule that allows a counter attack without transports (the ones he has are easily blocked)

                                          T 1 Reply Last reply Reply Quote 0
                                          • T Offline
                                            Trout @JohnnyCat
                                            last edited by

                                            @johnnycat I think you are playing so well so quickly that you should scrap the learner mode and play it out without a test. So if you want to do a test, just play out the combat once or twice off the record then make a decision and play it out. The battle calculator doesn’t calculate correctly for big battles very well. I would not attack but I tend to play conservative unless I fall behind in a game and then are forced to take risks to catch up. Attacking India is a no-brainer though

                                            JohnnyCatJ 3 Replies Last reply Reply Quote 1

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