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    EXP G40 Game 2 Trout vs. JohnnyCat

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    • JohnnyCat
      JohnnyCat @Trout last edited by

      @trout cool. Thanks for that.

      So I can take French Indo China and not get penalized?

      In our game 1 I noticed that you did not take that territory when you could have many turns.

      Why was that?

      And no I’ll keep going. No need to take over jap 1 as I need to learn this game.

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        beelee @JohnnyCat last edited by

        @johnnycat

        No you lose the 10 Bucks Peacetime bonus if JPN attacks FIC. There is a +30 USA bonus in the Pacific only game he may have been referring to

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          Trout @JohnnyCat last edited by

          @johnnycat Yes, you should always take FIC after attacking Allies, since it's an easy 2$ pickup and no penalty

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          • JohnnyCat
            JohnnyCat @Trout last edited by

            @trout German 2 I am bombing London with a bunch of junk.

            Do you fly up to meet said junk?

            1769264810996-6e90a665-e40e-4521-9b19-fef4fbc2c5f6-exp-game-2-jc-GERMAN 2.tsvg

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              Trout @JohnnyCat last edited by

              @johnnycat Nope - no intercept. Can't afford to lose anymore RAF planes the rest of the game

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

                @trout

                German Turn 2

                I spend more time looking up the various abilities of all these units. Some cannot ever ride of boats... Whaaaaaaaat?

                why not?

                2026-1-22-Global-40-Expansion-UHD_Trout_Cat_Game_2_GERMANY_2 NOTES.txt

                This is the saved game:

                1769264810996-6e90a665-e40e-4521-9b19-fef4fbc2c5f6-exp-game-2-jc-GERMANY_Turn_2.tsvg

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                  beelee @JohnnyCat last edited by

                  @johnnycat said in EXP G40 Game 2 Trout vs. JohnnyCat:

                  Some cannot ever ride of boats...

                  yea the ss boys get seasick 🙂 It's for gameplay/balance is my guess and some of the Heavy German Armor can't use Naval Trprt either if I remember right. They can all use Rail movement though.

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                    beelee @JohnnyCat last edited by

                    @johnnycat said in EXP G40 Game 2 Trout vs. JohnnyCat:

                    I spend more time looking up the various abilities of all these units.

                    yep that's what I did too when I first started playing. Still need to sometimes 🙂 So does the Captain for that matter 🙂

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                      Trout @beelee last edited by

                      @beelee James Bond has reported directly to the King of England and Mr. Churchill that he has a Code Red situation and that German production has been diverted to maximum production of transports. British are extremely worried and Mr. Churchill has ordered all available manpower to be trained for Home Defense.

                      Game History

                      Round: 2
                      
                          Purchase Units - Russians
                              Note to players Russians: It is Late 1940 and the Red Army has begun Organizing Army Groups. You may have up to 2 Army Groups. Only 1 may be active per Territory.  
                              Trigger Army GroupUSSR: buyArmy_Group added to productionRussians
                              Russians buy 1 Soviet_Commisar, 2 armour, 2 artilleries, 1 elite and 1 russian_para; Remaining resources: 8 PUs; 3 AirLendLease; 3 TankLendLease; 
                      
                          Combat Move - Russians
                              Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia
                      
                          Combat - Russians
                              Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 111 Sea Zone
                      
                          Non Combat Move - Russians
                              Trigger Wolfpack at111 SeaZones: Germans has 1 Wolfpack placed in 111 Sea Zone
                              Trigger RailMovementAutoPlaceRemoveRussians: has removed 2 Russian_Rails owned by Russians in Eastern Poland
                              Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail owned by Russians in Karelia
                              2 russian_paras moved from Russia to Novgorod
                              1 mech_infantry moved from Belarus to Novgorod
                              2 aaGuns, 1 armour and 9 infantry moved from Belarus to Eastern Poland
                              3 armour moved from Russia to Belarus
                              1 Soviet_Commisar moved from Russia to Belarus
                              1 infantry moved from Western Ukraine to Eastern Poland
                              2 aaGuns moved from Bryansk to Belarus
                              2 infantry moved from Novgorod to Baltic States
                              1 infantry moved from Smolensk to Belarus
                              10 mine_unarmeds moved from Russia to Bryansk
                              1 Russian_Rail and 1 elite moved from Russia to Eastern Poland
                              1 artillery moved from Novgorod to Baltic States
                              1 Russian_Rail moved from Russia to Bryansk
                              1 Russian_Rail and 1 artillery moved from Bryansk to Eastern Poland
                              5 infantry moved from Yakut S.S.R. to Yenisey
                              1 R_Europe_Rail moved from Russia to Sakha
                              1 R_Europe_Rail and 1 infantry moved from Sakha to Karelia
                              1 cruiser moved from 115 Sea Zone to 114 Sea Zone
                              1 submarine moved from 111 Sea Zone to 105 Sea Zone
                      
                          Place Units - Russians
                              1 armour and 1 artillery placed in Novgorod
                              1 Soviet_Commisar, 1 armour, 1 artillery, 1 elite and 1 russian_para placed in Russia
                      
                          Turn Complete - Russians
                              Russians collect 37 PUs; end with 45 PUs
                      

                      d445d86e-4b7e-441c-b355-4c67cc4003c4-exp-game-2-jc-r2.tsvg

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

                        @trout said in EXP G40 Game 2 Trout vs. JohnnyCat:

                        d445d86e-4b7e-441c-b355-4c67cc4003c4-exp-game-2-jc-r2.tsvg

                        There was a huge Yard Sale in Burma and the emperor sent us there to BUY EVERYTHING.

                        SUMMARY: Very standard Jap 2 turn I would imagine. Took some islands... too advantage of your Burma move - dude I made that move and regretted it and lost India. remember? I will remember always to not over-expose the brits outside India.

                        1769182061375-011ca8aa-510c-48ed-bf99-d45d1b19789a-exp-game-2-jc-J1Turn Notes JAPAN 2.txt

                        So we swept everything up in Burma and now it is clean.

                        1769278237749-d445d86e-4b7e-441c-b355-4c67cc4003c4-exp-game-2-jc-J2.tsvg
                        .....
                        India will be next sir.

                        Next up is the EVIL COLONIAL Americans...

                        Then those, according to Mein Fuhrer, faggots and gypsies. No defense will be good enough... mooohahahahahaaaaaa

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                          Trout @JohnnyCat last edited by

                          @johnnycat Game History

                          Round: 2
                          
                              Purchase Units - Americans
                                  Americans buy 1 Heavy_BB, 2 NavyFighters, 2 carriers, 2 destroyers, 1 elite and 2 transports; Remaining resources: 2 PUs; 
                          
                              Combat Move - Americans
                                  Trigger RailMovementAutoPlaceAmericans: Americans has 6 Rails placed in Eastern United States
                          
                              Combat - Americans
                                  Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 111 Sea Zone
                          
                              Non Combat Move - Americans
                                  Trigger Wolfpack at111 SeaZones: Germans has 1 Wolfpack placed in 111 Sea Zone
                                  Trigger RailMovementAutoPlaceRemoveAmericans: has removed 2 Rails owned by Americans in Western United States
                                  Trigger RailMovementAutoPlaceRemoveAmericans: has removed 4 Rails owned by Americans in Eastern United States
                                  2 infantry moved from Brazil to 86 Sea Zone
                                  2 infantry and 1 transport moved from 86 Sea Zone to 89 Sea Zone
                                  2 infantry moved from 89 Sea Zone to Central America
                                  1 Rail and 1 artillery moved from Eastern United States to Western United States
                                  1 Rail and 1 elite moved from Eastern United States to Western United States
                                  4 infantry moved from Western United States to 10 Sea Zone
                                  1 usa_fighter moved from Western United States to 10 Sea Zone
                                  2 infantry moved from Hawaiian Islands to 26 Sea Zone
                                  1 destroyer moved from 26 Sea Zone to 25 Sea Zone
                                  1 battleship, 1 carrier, 2 cruisers, 1 destroyer, 2 infantry, 1 transport, 1 usa_fighter and 1 usa_tactical_bomber moved from 26 Sea Zone to 54 Sea Zone
                                  2 infantry moved from 54 Sea Zone to Queensland
                                  1 Heavy_BB, 1 carrier, 4 infantry, 2 transports and 1 usa_fighter moved from 10 Sea Zone to 26 Sea Zone
                                  1 usa_fighter moved from Hawaiian Islands to 26 Sea Zone
                                  4 infantry moved from 26 Sea Zone to Hawaiian Islands
                          
                              Place Units - Americans
                                  1 elite placed in Eastern United States
                                  1 Heavy_BB, 2 carriers, 2 destroyers and 2 transports placed in 10 Sea Zone
                                  2 NavyFighters placed in 10 Sea Zone
                          
                              Turn Complete - Americans
                                  Americans collect 52 PUs; end with 54 PUs
                                  Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 68 PUs
                                  Trigger Americans Loses Philippines: Americans met a national objective for an additional -3 PUs; end with 65 PUs
                                  Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 75 PUs
                                  Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 80 PUs
                                  Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 85 PUs
                          
                              Purchase Units - Chinese
                                  Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
                                  Chinese buy 2 artilleries and 3 infantry; Remaining resources: 1 PUs; 
                          
                              Combat Move - Chinese
                                  Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu
                                  1 infantry moved from Yunnan to Kweichow
                                  1 fighter moved from Shensi to Kweichow
                          
                              Combat - Chinese
                                  Battle in Kweichow
                                      Chinese attack with 1 fighter and 1 infantry
                                      Japanese defend with 1 mech_infantry
                                      1 fighter owned by the Chinese retreated
                                      Japanese win with 1 mech_infantry remaining. Battle score for attacker is -3
                                      Casualties for Chinese: 1 infantry
                                  Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 111 Sea Zone
                          
                              Non Combat Move - Chinese
                                  Trigger Wolfpack at111 SeaZones: Germans has 1 Wolfpack placed in 111 Sea Zone
                                  Trigger RailMovementAutoPlaceRemoveChinese: has removed 2 Rails owned by Chinese in Kansu
                                  1 infantry moved from Yunnan to Szechwan
                                  1 fighter moved from Kweichow to Szechwan
                                  13 infantry moved from Shensi to Szechwan
                          
                              Place Units - Chinese
                                  2 artilleries and 3 infantry placed in Szechwan
                          
                              Turn Complete - Chinese
                                  Chinese collect 6 PUs; end with 7 PUs
                                  Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 13 PUs
                                  Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 16 PUs
                          
                              Purchase Units - British
                                  Note to players British: It is Late 1940 and the British Army has Formed a Tank Army.     They are Commanded by a Tank General.  You may only have 1 Tank Army at any one time.
                                  Trigger UKTankGeneral: buyUK_TankGeneral added to productionBritish
                                  British repair damage of 4x airfield; Remaining resources: 52 PUs; 3 AirLendLease; 3 NavyLendLease; 
                                  British buy 1 Fortification, 1 UndrgroundFctry, 1 carrier, 1 destroyer, 6 infantry and 1 uk_fighter; Remaining resources: 1 PUs; 3 AirLendLease; 3 NavyLendLease; 
                          
                              Place Units - British
                                  Units in India being upgraded or consumed: 1 factory_major
                                  1 UndrgroundFctry placed in India
                          
                              Combat Move - British
                                  Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa
                                  Turning on Edit Mode
                                      EDIT: British takes Norway from Germans
                                      EDIT: Turning off Edit Mode
                                  2 uk_fighters moved from United Kingdom to 113 Sea Zone
                                  EDIT: 1 uk_para moved from United Kingdom to Norway
                                  1 uk_tactical_bomber moved from India to 38 Sea Zone
                                  2 uk_fighters moved from India to 38 Sea Zone
                          
                              Combat - British
                                  Battle in 38 Sea Zone
                                      British attack with 2 uk_fighters and 1 uk_tactical_bomber
                                      Japanese defend with 1 transport
                                      British win with 2 uk_fighters and 1 uk_tactical_bomber remaining. Battle score for attacker is 6
                                      Casualties for Japanese: 1 transport
                                  Battle in 113 Sea Zone
                                      British attack with 2 uk_fighters
                                      Germans defend with 14 transports
                                      British win with 2 uk_fighters remaining. Battle score for attacker is 84
                                      Casualties for Germans: 14 transports
                                  Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 111 Sea Zone
                          
                              Non Combat Move - British
                                  Trigger RailMovementAutoPlaceRemoveBritish: has removed 1 Rail owned by British in Belgian Congo
                                  Trigger RailMovementAutoPlaceRemoveBritish: has removed 1 Rail owned by British in Egypt
                                  2 uk_fighters moved from 113 Sea Zone to 110 Sea Zone
                                  1 Rail and 1 infantry moved from Union of South Africa to Belgian Congo
                                  1 Rail and 1 uk_armour moved from Union of South Africa to Egypt
                                  2 infantry moved from Persia to 80 Sea Zone
                                  2 infantry and 1 transport moved from 80 Sea Zone to 81 Sea Zone
                                  2 infantry moved from 81 Sea Zone to Egypt
                                  1 battleship moved from 39 Sea Zone to 76 Sea Zone
                                  1 cruiser moved from 76 Sea Zone to 81 Sea Zone
                                  1 destroyer moved from 76 Sea Zone to 81 Sea Zone
                                  1 infantry moved from Persia to Northwest Persia
                                        British take Northwest Persia from Neutral_Allies
                                  1 uk_tactical_bomber moved from 38 Sea Zone to India
                                  2 uk_fighters moved from 38 Sea Zone to India
                          
                              Place Units - British
                                  Trigger Wolfpack at111 SeaZones: Germans has 1 Wolfpack placed in 111 Sea Zone
                                  1 carrier and 1 destroyer placed in 110 Sea Zone
                                  1 uk_fighter placed in United Kingdom
                                  5 infantry placed in India
                                  1 Fortification placed in Sumatra
                                  1 infantry placed in Union of South Africa
                          
                              Turn Complete - British
                                  Trigger BritishParaBoost atNorway: British has 1 uk_paraBoost placed in Norway
                                  Total Cost from Convoy Blockades: 3
                                      Rolling for Convoy Blockade Damage in 41 Sea Zone. Rolls: 3,5
                                  British collect 47 PUs (3 lost to blockades); end with 48 PUs
                                  Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 54 PUs
                                  Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 59 PUs
                          

                          Actually the Fuehrer will be furious with his General Staff who didn't tell him that Churchill could play an evil trick and sink his transports by building an aircraft carrier for them to land in. Not sure how the RAF can fly a mission and land on a carrier that wasn't around when they departed their airfields but as they say in Alabama & Mississippi "dem's the rules by golly". More than makes up for that debacle in the Mediterranean where Churchill lost a battle that was over 95% odds of winning which has allowed Italy to kick around his Tommies in the Med ever since. J is having a bunch of fun in East Asia I see. Hopefully the Chinese can get a bit of revenge before their inevitable demise comes along. Mafia up!

                          5953fbae-5884-4ea9-980d-61a999dc4a93-exp-game-2-jc-uk2.tsvg

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

                            @trout you kidding ?

                            Hahahahah

                            Then no use playing this game.

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                            • JohnnyCat
                              JohnnyCat @Trout last edited by

                              @trout I don’t have a computer near me but if that wipes out those transports then I suggest we just start over. I studied this a million times and figured I beat you cause you didn’t plan for that hahaha

                              Dude I tried defending uk every way. Fleet. Mix of fleet and def troops.

                              Always Uk lose 95% of the time.

                              I had no idea the game has that mechanic. That seems broken to me. @beelee what the Big Bee think ?

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                                Trout @JohnnyCat last edited by

                                @johnnycat I'm with you on Sea Lion being very powerful. In truth, the only games I have beaten Beelee in have been with that. Yes, we can play again if you want. We can start fresh or after R1 if you want to change your J1. If you want to keep your J1, then I suggest we begin with me re-doing UK1. So I am okay with any of these choices:

                                1. Go back to your J1 for a restart
                                2. Go back to my USA/China/UK1 for a restart
                                3. Start over from G1
                                4. Start over with you being Allies

                                All are fine with me sir.

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

                                  @trout. Na I don’t want that. That’s getting into that weird territory I was trying to get you to go to do in “playing out” our previous game.

                                  I suggest we make a policy of any broken games get dropped in their entirety. So no going back to turn-special-to-me cause it’s prob not special to you. Ok?

                                  So I’ll just start another game.

                                  This game is just null and void for many reasons including I got screwed (by my lack of knowledge) on not even knowing the USA could attack those peaceful nippon women on turn 1. You freaking MONSTER YOU !

                                  And this nonesense about magical carriers is another thing I did not know and is stupid.

                                  On top of that I get the feeling that you were unhappy with one of your turns. Sorry mate but I rarely look at your turns since I’m so overwhelmed as it is with this stuff.

                                  You could probably edit in an entire SS panzer division (to the yanks) and I wouldn’t know.

                                  So that brings me to a very important issue that I’m surprised took this long to address: I generally avoid wide-range luck games.

                                  So when I play the ai I’ll set things to low luck.

                                  I recall seeing that in the game options for play by email too but I don’t know if that info really gets conveyed to our widely-accepted-as-sucky marti dice server.

                                  @beelee do you know if we can compress the luck range ?

                                  I first heard about this topic from @beelee and @thedog and others when I first found this group last year.

                                  They told me that they are so bored with playing the ai that they prefer the wide luck swings to “make the game more fun.” And I get that.

                                  But no way I want that playing a person.

                                  So can we get some sort of less luck thing going? I’m cool with things like +-10%. Maybe even 15 …

                                  But having a 80% win turn into a complete loss even once seems not fun to me.

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                                    Trout @JohnnyCat last edited by

                                    @johnnycat Totally good with just starting over. Yeah it takes awhile to get familiar with the different rules for sure. For first two turns transports don’t fight back so got to be really careful with them. Some people do play “low luck” games where the variability of the dice is mitigated. I don’t like to play that way though. One reason is my teen-age son and me are planning on playing in the tournament some day so I need to learn how to plan for the dice when I play. I am a little pissy about how my UK1 combat turned out but it is true that generally the dice rolls don’t determine who wins in the games I play as they tend to even out over time

                                    JohnnyCat 1 Reply Last reply Reply Quote 0
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                                      beelee last edited by beelee

                                      @JohnnyCat

                                      The hardest lessons are the ones that make the biggest impression 🙂

                                      That is a original Axis and Allies rule. It's not part of the mod. It's been around for two decades.

                                      Dice are part of the game. Sometimes they go your way and sometimes they don't. Over the course of a game, especially a long one, they usually even out or a close approximation anyway.

                                      LowLuck is just seeing who can do math problems better. There is zero appeal to me in that. It can be useful when designing a game or mod though and some people prefer it. I believe the "Total World War" guys use it and that game makes this one look like a Risk game 🙂

                                      If I get bad dice, I look at it as a challenge. LowLuck the Japanese win Midway and hitler gets his ass kicked in 1940.

                                      Those are my views on dice anyway 🙂

                                      At any rate, learning from mistakes is part of learning the game. Panzer and Trout have both defeated me with the strategy you attempted. Trout twice. So it finally made me take the threat seriously and it required me to come up with a minimum defense of UK that most likely succeeds in defeating it. Unless I get bad dice 🙂

                                      OOB also requires a minimum defense of UK. This most likely represents historical accuracy and gives the Axis a turn or two to continue to build up. If UK ignores it it's a gamble whether the Axis go Sealion or not.

                                      Something different in this game is, it's game over if UK falls. Same with USSR. That is not the case in OOB.

                                      The AirBase in W GER can scramble 3 Planes. It should be fully staffed ,usually, just for that reason as the Kriegsmarine starts out low on surface Ships.

                                      Anyway, now you know 🙂 Fire it up and give it another go.

                                      And just keep reading the rules over and over again. Including OutOfBox. I read the rules at least once a day when modding the game for triplea, so got pretty good at it. 🙂

                                      I keep two windows open to this day. One for Table of Contents and the other to scroll where that information is. And I still had to ask a lot of questions. So don't sweat it 🙂

                                      Screenshot from 2026-01-26 05-52-56.png

                                      Edit
                                      The tier one players in the league at the other site and all the top players I've encountered all follow this strategy.

                                      Avoid extremely large battles unless you have to. Especially Naval battles as the TotalUnitValue is so high.

                                      If the odds are in my favor, say 70% or above, I usually say F it and roll anyways. It depends on the situation though. Where do I retreat to ? Do I have reinforcements coming ? etc ... If I'm losing and need to gamble.

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

                                        @johnnycat said in EXP G40 Game 2 Trout vs. JohnnyCat:

                                        But having a 80% win turn into a complete loss even once seems not fun to me.

                                        Well this game might not be for you then as it does happen 🙂

                                        You have 5 battles in one turn. All are 80 %. Odds are you're gonna lose one. But usually you win them all 🙂

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

                                          @beelee thanks sir. I agree with much of what you said. And I started seeing sea lion as a standard threat and this game proved it.

                                          Regarding low luck and dice: the captain introduced me to some tournaments and I’m planning to go ASAP.

                                          WHO ARE: the "Total World War" guys ??????

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                                            beelee last edited by

                                            @johnnycat

                                            These guys 🙂 https://forums.triplea-game.org/topic/3915/tww-3-0-9-ntsh-ax-v-al-ubernaut-game-4?page=1

                                            If it makes you feel any beter 1 JPN Elite just killed 3 of my Aussie Ftrs at no loss to himself lol

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