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    EXP G40 Game 3 Trout vs JCat

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    • B Offline
      beelee @JohnnyCat
      last edited by

      @johnnycat

      ParaBoost is explained in in Game Notes

      Screenshot from 2026-02-09 20-41-53.png

      it is unique to triplea as it is what triplea uses to give the Para a +1 in the first round combat for Attack and Defense.

      Captain's Rules page 18 https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view

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

        @beelee said in EXP G40 Game 3 Trout vs JCat:

        https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view

        Right but NO MENTION of the term "boost" in the Captains rules.

        I just assumed that TripleA knew what to do when rolling dice.

        OK now I have to wonder why there ever was those paratrooper units with the red dot still on the map. What I just read in the Game Notes (something I had not even thought to check OMG) it states that these are just first turn markers that get automagically removed - but they did not get removed so is that a known bug or a Mac thing?

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

          @trout Much the same turn but now knowing about those upper boxes some obvious changes...

          PS I guess we have to hunt down all those paratrooper boost units and remove them - or is that a Mac thing? Do you ever see the red boost guys still sticking around the map like I do? How do you handle those?

          trout-cat-game-3-ITALY_5_REDONE.tsvg

          Look at Trans Jordan to see what I am referring to. There is a new paratrooper guy there in red but he should have done away right?

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          • B Offline
            beelee @JohnnyCat
            last edited by beelee

            @johnnycat

            yea the red boost is for triplea only. They auto remove during phases and reappear. That is when they are by themselves or only a AA Gun present, as any other unit negates there 1st rd +1 combat bonus.

            So if you end your turn with only Para units, triplea will automatically deploy the red boost so you will defend correctly if attacked without anyone then having to do anything.

            Offensively they behave the same. Paras only and the red boost will show up.

            e.g. if you have 2 Paras and 2 Tanks in S Italy the red Boost will not showup. If the 2 Paras attack Syria by themselves you need to add a red Boost at start of CM and then move them to Syria to attack.

            Basically, you need to move the red boost when attacking with Paras only to get the bonus.

            Defense pretty much auto works

            Edit
            You don't take the red boost as a hit. It will auto die after first rd of combat and then respawn after combat if conditions are met

            Edit 2
            Yes so Jordan is correct. triplea auto spawned red Boost so if the Para gets attacked, it will automatically get it's defensive bonus of +1

            Note that if other axis non Italian units show up in Jordan, it will not negate red Boost and you will heve to edit him out as your Allies have to be Para units only also or it negates the Bonus.

            For the most part they work pretty good and you don't need to do much

            Attacking with Paras only is risky because if they miss they only attack at 1. That's why i like to send air with them or LCV support.

            Defense they just basically work except for the rare above circiumstance with their Allies present.

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

              @beelee OK thanks that makes sense now

              Is there some way that I could help to teach this wonderful game because without you helping me I doubt I could have made sense of half of this.

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

                @johnnycat

                heh heh

                When modding for triplea I read the rules at least once everyday for 3 years. Yep I got a life 🙂 The last year I may have had to take both shoes off to count the number of days I didn't read them but I didn't have to drop my trousers 🙂

                I have a few examples at the other site. Ideally one would make a Tutorial similar to what triplea has but for HRE specific.

                Edit
                You can download the tutorial in download maps

                Screenshot from 2026-02-09 21-27-05.png

                It's an idea that I haven't really put any effort into yet 🙂

                Edit 2
                But with the number of new players showing up it's something i should probably do. You know how these things go, start small and then boom a buncha people are playing.

                So a tutorial would be best I think. That and isolated situations of which of I have a few.

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                • T Online
                  Trout @JohnnyCat
                  last edited by

                  @johnnycat Game History

                  Round: 5
                  
                      Purchase Units - ANZAC
                          Turning on Edit Mode
                          EDIT: Changing ownership of Northwest Persia from Italians to Neutral
                          EDIT: Turning off Edit Mode
                          ANZAC buy 2 infantry and 1 transport; Remaining resources: 1 PUs; 
                  
                      Combat Move - ANZAC
                          1 transport moved from 54 Sea Zone to 63 Sea Zone
                          1 infantry moved from New Zealand to 63 Sea Zone
                          1 infantry and 1 transport moved from 63 Sea Zone to 54 Sea Zone
                          1 infantry moved from Queensland to 54 Sea Zone
                          2 infantry and 1 transport moved from 54 Sea Zone to 46 Sea Zone
                          2 infantry moved from 46 Sea Zone to New Guinea
                  
                      Combat - ANZAC
                          Battle in New Guinea
                          Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Bulgaria
                          Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Slovakia Hungary
                          Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Trans-Jordan
                          Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 115 Sea Zone
                          Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 97 Sea Zone
                  
                      Non Combat Move - ANZAC
                          Trigger Wolfpack at115 SeaZones: Germans has 1 Wolfpack placed in 115 Sea Zone
                          Trigger RussiansParaBoost atBulgaria: Russians has 1 russian_paraBoost placed in Bulgaria
                          Trigger ItaliansParaBoost atTrans-Jordan: Italians has 1 italian_paraBoost placed in Trans-Jordan
                          Trigger ItaliansParaBoost atSlovakia Hungary: Italians has 1 italian_paraBoost placed in Slovakia Hungary
                          Trigger Wolfpack at97 SeaZones: Germans has 1 Wolfpack placed in 97 Sea Zone
                          1 carrier, 1 cruiser, 1 destroyer and 1 transport moved from 54 Sea Zone to 62 Sea Zone
                          1 fighter moved from India to Java
                          2 infantry moved from New South Wales to Queensland
                          1 artillery moved from New South Wales to Queensland
                  
                      Place Units - ANZAC
                          1 transport placed in 62 Sea Zone
                          2 infantry placed in New South Wales
                  
                      Turn Complete - ANZAC
                          ANZAC collect 14 PUs; end with 15 PUs
                  
                      Combat Move - French
                  
                      Combat - French
                          Trigger Remove All RussiansParaBoost: has removed 1 russian_paraBoost owned by Russians in Bulgaria
                          Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Slovakia Hungary
                          Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Trans-Jordan
                          Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 115 Sea Zone
                          Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 97 Sea Zone
                  
                      Non Combat Move - French
                          Trigger Wolfpack at115 SeaZones: Germans has 1 Wolfpack placed in 115 Sea Zone
                          Trigger RussiansParaBoost atBulgaria: Russians has 1 russian_paraBoost placed in Bulgaria
                          Trigger ItaliansParaBoost atTrans-Jordan: Italians has 1 italian_paraBoost placed in Trans-Jordan
                          Trigger ItaliansParaBoost atSlovakia Hungary: Italians has 1 italian_paraBoost placed in Slovakia Hungary
                          Trigger Wolfpack at97 SeaZones: Germans has 1 Wolfpack placed in 97 Sea Zone
                  
                      Turn Complete - French
                  

                  Combat Hit Differential Summary :

                  26b3c6f9-b972-4eab-864d-c80576033bca-trout-cat-game-3-f5.tsvg

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

                    @trout

                    Good Morning, I feel like I just earned a college degree in Axis and Allies so future turns and games will be much easier now. Thanks again for being patience.

                    HOPEfully this version of Italy 5/Germany 6 will suffice. My entire mental process with all the games we have played has been to build a good start so that there is an interesting mid game and even longer.

                    Trout-cat-game-3-GERMANY_6_FEB_10.tsvg

                    But I also learned that we do have to keep track of quick exits like Sea Lion or losing Berlin on turn 6! As we started this game I kept thinking that Germany would be able to block any early (Turn 6) Russian assault but obviously I was not seeing the actual situation.

                    Hopefully now we will be able to play out a reasonably interesting game now unless I have still miscalculated but your 24 units versus 35 plus 7 mines should be strong.

                    GAME NOTES:

                    1. First edit was to correct the forgotten move of those two Mafia tanks from Holland to Berlin - they did not participate in the attack upon West Germany and the entire point of redoing Italy turn 5!

                    2. I had to use edit to move those amazing super weapons (Landing Craft) and

                    3. The paras did a daring paratrooper invasion deep into Russia in Winter; which was probably a waste of 8 Deutsch Marks or whatever... Please return their frozen bodies after the end of the war.

                    4. I moved and armed 4 Land Mines on the Border of Slovakia-Poland (The RED mines correctly labeled). And, of course, armed the 7 new Land Mines (These are RED and armed but have no specific label) forthwith on the Berlin-Poland Border.

                    5. I also converted 4 inf in Berlin to jacked-up-on-Meth super soldiers bringing my total to 10, the max allowed.

                    6. And I built 3 Atlantic Wall forts in Normandy.

                    Mostly this was a move-things-around-the-chess-board type of phase and stack up on defense stuff.

                    What an amazing game.

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

                      @johnnycat Hi there. Your Berlin defense looks sufficient now. But still need a couple of more classes before getting your degree bestowed. I see 10 evil SS guys but G can only build six max for them. You had six at beginning of the turn, so can't build any more until some of them die. I only glanced at this but that's the only issue I see. At some point, you may want to learn how to form a Waffen Army or Panzer Army. Those things are powerful and G gets to build lots of them.

                      JohnnyCatJ 3 Replies Last reply Reply Quote 0
                      • JohnnyCatJ Offline
                        JohnnyCat @Trout
                        last edited by JohnnyCat

                        @trout ok that is weird as the game tells me I can build 10 - I mean the actually buying info by hovering over the units in the purchase menu.

                        I believe you but please tell me where to find this information. So I can better memorize it.

                        I’ll want to reallocate the 4 I paid for them to be something else but I’m driving.

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                        • JohnnyCatJ Offline
                          JohnnyCat @Trout
                          last edited by

                          @trout Screenshot 2026-02-10 at 11.32.26 AM.png

                          Here is what I see regarding max number of Waffle House Fanatics.

                          And I just found on page 15 of the Captain's Rules it says max of 6.

                          How do you keep track of all this stuff when it is not consistent?

                          I am uploading a new map with just the 4 Waffle House guys replaced with if and using the 4 IPU spent on something else.

                          Thanks for catching this

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                          • JohnnyCatJ Offline
                            JohnnyCat @Trout
                            last edited by

                            @trout

                            Trout-cat-game-3-GERMANY_6_FEB_10 FIXED WAFFLES.tsvg

                            I changed 4 Waffle House nuts to regular inf and added the 4 bucks as one of those Panzer Grenadier things that defends with 3

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

                              @johnnycat

                              Good Afternoon

                              Yea sadly triplea isn't able to enforce the max build correctly for the Waffen Inf. Waffen Panzergrenadiers either. The reason being is that those units upgrade into other units and their upgrades are placed first place phase.

                              so the "Waffen Oberst" replaces a "Waffen Inf" that was present in Berlin at the start of Germany's turn. You can have up to 4 Oberst.

                              By rule, any Waffen Inf after being upgraded no longer counts as part of the maximum of 6. So if you have a wehrmacht Inf present in Berlin it can be upgraded at the same time the Waffen Inf is upgraded.

                              The only way for triplea to allow that is by adding the max number of Oberst to the max total of waffen Inf.

                              This is one of the more difficult things to keep track of and all players should help check for rule compliance. It is easy to miscount, especially later in the game when large number of units are all over the board.

                              Panzergrenadiers are also hard to track. 6 regular Army but 4 can be upgraded to Waffen SS status, so same situation.

                              I tried to code in a way to track them and have a notification popup saying you over purchased and not allowing placement .

                              However that was unsuccessful as the upgrade units only place in Berlin.

                              Anyway, it is something one has to keep an eye on same as you would on the physical board.

                              I think it is explained in Game Notes. Haven't looked in a while.

                              Screenshot from 2026-02-10 14-22-36.png

                              I will add a extended explanation in next update.

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

                                @beelee OK Thank you for that update. I will add to the basic strategy guide that I am building another parallel guide that is a DETAILS OF PLAY type of TripleA guide that also works for playing on the game board. Like a list of things to keep watch for and "player enforce" as you say

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

                                  @johnnycat

                                  Yes the Game Notes mention some at the start of Notes and then are explained in more detail in their individual "Note" explanation.

                                  It's an ongoing process but yea rules that you think need hilighted are good to point out. Victory and Panzer have mentioned things that they thought important.

                                  I just spent 4 hours last night updating how LMs work and am still only half done lol

                                  https://www.axisandallies.org/forums/topic/36998/global-1940-and-1943-expansion-for-use-with-triplea/251?page=11

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

                                    @johnnycat Okay. Looks like you fixed it. Yeah, only way to keep up with it is to know the rules. The 10 max is because that is the max for placing on a major complex. Unless you upgrade to 12 and the rulebook explains that. Anyway, looks like you did it right and yes, Berlin is very well defended while you still have quite the menacing push into Middle East and even added some navy to the Med :astonished_face: So looks like a well revised turn. Will work on getting R6 out today.

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

                                      @trout Game History

                                      Round: 6
                                      
                                          Purchase Units - Russians
                                              Note to players Russians: It is Late 1942 and Our Factories have Begun Mass Tank Production !    You may now purchase 3 Tanks for 12 PUs. They can only be placed in Moscow.
                                              Trigger BuyMassTanks: buyMass_Tanks added to productionRussians
                                              Trigger Army ConscriptRemove: buyArmy_Conscript removed from productionRussians
                                              Trigger AlliesFtrAce: buyFighterAce added to productionRussians
                                              Turning on Edit Mode
                                              EDIT: Turning off Edit Mode
                                              Turning on Edit Mode
                                              EDIT: Removing units owned by Germans from Yugoslavia: 1 waffen_infantry
                                              EDIT: Adding units owned by Germans to Yugoslavia: 1 infantry
                                              EDIT: Removing units owned by Germans from Germany: 3 waffen_infantrys
                                              EDIT: Adding units owned by Germans to Germany: 1 Panzer_Grndrs and 3 infantry
                                              EDIT: Turning off Edit Mode
                                              Russians buy 1 FighterAce, 3 Mass_Tankss, 1 Tank_General, 1 UndrgroundFctry, 2 artilleries, 1 elite, 3 guard_infantrys and 1 russian_para; Remaining resources: 20 PUs; 3 AirLendLease; 3 TankLendLease; 
                                      
                                          Place Units - Russians
                                              Units in Russia being upgraded or consumed: 1 factory_major
                                              1 UndrgroundFctry placed in Russia
                                      
                                          Combat Move - Russians
                                              Trigger RailMovementAutoPlaceRussians: Russians has 1 R_Europe_Rail and 2 Russian_Rails placed in Russia
                                              Turning on Edit Mode
                                              EDIT: Turning off Edit Mode
                                              Turning on Edit Mode
                                              EDIT: Turning off Edit Mode
                                              1 infantry moved from Eastern Poland to Slovakia Hungary
                                              1 tactical_bomber moved from Novgorod to Slovakia Hungary
                                              1 guard_infantry moved from Western Ukraine to Slovakia Hungary
                                              1 guard_infantry moved from Belarus to Nenetsia
                                              EDIT: 1 Soviet_Commisar moved from Belarus to 3rd Corps
                                              EDIT: 1 Soviet_Commisar_3 moved from Overflow to Nenetsia
                                              EDIT: 1 armour moved from Urals to Nenetsia
                                              EDIT: Russians undo move 7.
                                              EDIT: Russians undo move 4.
                                              2 armour moved from Belarus to Nenetsia
                                              1 guard_infantry moved from Belarus to Nenetsia
                                              1 guard_infantry moved from Belarus to Nenetsia
                                              1 armour moved from Urals to Nenetsia
                                      
                                          Combat - Russians
                                              Battle in Slovakia Hungary
                                                  Changer loiter and taunt; Russians attack with 1 guard_infantry, 1 infantry and 1 tactical_bomber
                                                  Changer defend; Italians defend with 1 italian_para and 1 italian_paraBoost
                                                  Russians win, taking Slovakia Hungary from Germans with 1 guard_infantry and 1 tactical_bomber remaining. Battle score for attacker is 1
                                                  Casualties for Russians: 1 infantry
                                                  Casualties for Italians: 1 italian_para and 1 italian_paraBoost
                                              Battle in Nenetsia
                                                  Russians attack with 1 Soviet_Commisar_3, 3 armour and 2 guard_infantrys
                                                  Germans defend with 2 german_paras and 1 german_paraBoost
                                                  Russians win, taking Nenetsia from Germans with 1 Soviet_Commisar_3, 3 armour and 1 guard_infantry remaining. Battle score for attacker is 4
                                                  Casualties for Russians: 1 guard_infantry
                                                  Casualties for Germans: 2 german_paras and 1 german_paraBoost
                                              Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Trans-Jordan
                                              Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 115 Sea Zone
                                              Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 97 Sea Zone
                                      
                                          Non Combat Move - Russians
                                              Trigger Wolfpack at115 SeaZones: Germans has 1 Wolfpack placed in 115 Sea Zone
                                              Trigger ItaliansParaBoost atTrans-Jordan: Italians has 1 italian_paraBoost placed in Trans-Jordan
                                              Trigger Wolfpack at97 SeaZones: Germans has 1 Wolfpack placed in 97 Sea Zone
                                              Turning on Edit Mode
                                              EDIT: Turning off Edit Mode
                                              Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 R_Europe_Rail and 2 Russian_Rails owned by Russians in Eastern Poland
                                              1 infantry moved from Karelia to Novgorod
                                              1 elite moved from Novgorod to Karelia
                                              1 artillery moved from Novgorod to Belarus
                                              3 Army_Conscripts moved from Bryansk to Belarus
                                              1 artillery moved from Belarus to Eastern Poland
                                              1 1stTankArmy moved from Poland to Eastern Poland
                                              1 2ndCorps moved from Poland to Eastern Poland
                                              1 ArmyGroupActive moved from Poland to Eastern Poland
                                              1 artillery moved from Poland to Eastern Poland
                                              4 aaGuns moved from Poland to Eastern Poland
                                              1 tactical_bomber moved from Slovakia Hungary to Eastern Poland
                                              14 infantry moved from Poland to Eastern Poland
                                              1 infantry moved from Caucasus to Northwest Persia
                                                    Russians take Northwest Persia from Neutral_Allies
                                              2 Army_Conscripts moved from Volgograd to Caucasus
                                              1 guard_infantry moved from Volgograd to Caucasus
                                              1 guard_infantry moved from Western Ukraine to Eastern Poland
                                              11 infantry moved from Russia to Bryansk
                                              1 Russian_Rail and 1 infantry moved from Russia to Eastern Poland
                                              1 Russian_Rail and 1 infantry moved from Russia to Eastern Poland
                                              1 R_Europe_Rail and 1 infantry moved from Russia to Eastern Poland
                                              2 infantry moved from Novgorod to Belarus
                                              1 infantry moved from Russia to Smolensk
                                              1 guard_infantry moved from Volgograd to Caucasus
                                              EDIT: 1 guard_infantry moved from Caucasus to 1st Corps
                                              EDIT: 1 mech_infantry moved from 1st Corps to Caucasus
                                      
                                          Place Units - Russians
                                              1 FighterAce, 3 Mass_Tankss, 1 Tank_General, 1 elite, 3 guard_infantrys and 1 russian_para placed in Russia
                                              1 artillery placed in Novgorod
                                              1 artillery placed in Volgograd
                                              Trigger MassTanksPlace3: has removed 3 Mass_Tankss owned by Russians in Russia
                                              Trigger MassTanksPlace3: Russians has 3 armour placed in Russia
                                      
                                          Turn Complete - Russians
                                              Russians collect 42 PUs; end with 62 PUs
                                              Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 5 PUs; end with 67 PUs
                                              Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 73 PUs
                                      

                                      08e33b1a-43ae-4112-bce4-6329d982ad3c-trout-cat-game-3-r6.tsvg

                                      JohnnyCatJ 4 Replies Last reply Reply Quote 0
                                      • JohnnyCatJ Offline
                                        JohnnyCat @Trout
                                        last edited by

                                        @trout
                                        So given that I got to this turn and am laying NAVAL MINES and your guys cannot stop me for at least a few turns, I will accept your surrender now with dignity and involuntary servitude...

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

                                          @trout OK ok I was kidding... And I said "servitude" only because that word sounded cool. turns out it means slavery or something stupid lol

                                          But seriously these Naval Mines are incredible. One third of every surface ship GOES DOWN and they keep hitting until you run out of ships or the mine goes off.

                                          Anyway this seems to be incredibly powerful so I am spreading them around Caroline Is in. light way mostly to just see them work.

                                          https://www.axisandallies.org/forums/assets/uploads/files/1692452838727-1.g40-naval-mines.pdf

                                          I'll post my turn shortly.

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

                                            @trout

                                            Japan turn is complete but please apply 3 Naval Mines are on the border of sea zones 33 and 48

                                            I do not know how to make that happen and they still appear to be on their little escorts - but they are supposed to be armed in the water.

                                            trout-cat-game-3-JAPAN_6_NAVAL MINE ASSIGN.tsvg

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