Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Random Questions from a New Player

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: Random Questions from a New Player Page: <<   < prev  3 4 [5] 6 7   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Random Questions from a New Player - 10/15/2018 11:08:10 PM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline
My understanding is that if they are within normal transfer range for the aircraft, they will automatically transfer; but if they are further than that (i.e. two or more hops), the player has to order them forward.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to inqistor)
Post #: 121
RE: Random Questions from a New Player - 10/16/2018 12:48:42 AM   
brian800000

 

Posts: 225
Joined: 9/15/2010
Status: offline
My solution is to order 21k supplies to Chittagong...will that make it possible to reinforce in Rangoon (it is within the range), or will I need to fly them there first? Either way isn't a big deal.

I could ship resources to Rangoon, but I didn't LR Cap one fleet sailing there and they had a series of unfortunate encounters with Ms. Betty.

(in reply to BBfanboy)
Post #: 122
RE: Random Questions from a New Player - 10/16/2018 9:16:16 AM   
inqistor


Posts: 1813
Joined: 5/12/2010
Status: offline
quote:

ORIGINAL: brian800000

My solution is to order 21k supplies to Chittagong...will that make it possible to reinforce in Rangoon (it is within the range), or will I need to fly them there first? Either way isn't a big deal.

I could ship resources to Rangoon, but I didn't LR Cap one fleet sailing there and they had a series of unfortunate encounters with Ms. Betty.

Unless there is proper HQ at Chittagong you have to fly there. But you can split your Air Unit, and fly only part at a time, to get replacements.

And you should fill Rangoon with supplies anyway, because you can move this supply to China, with some proper management.

(in reply to brian800000)
Post #: 123
RE: Random Questions from a New Player - 10/19/2018 8:58:11 PM   
brian800000

 

Posts: 225
Joined: 9/15/2010
Status: offline
This isn't so much a question as it is a discussion point.

Japanese shipping--AKs and AKLs...by my count there are almost 1500 of them in the game. Beginning shipping is more than the allies. Considering Japan has less to ship, and over far less distance (they own the interior of the map, the allies the exterior), the ships seem rather expendable from a strategic standpoint. Do you guys agree, and did Japan really have so much merchant shipping in the actual war? My understanding was that by the end of it there was nothing left.

(in reply to BBfanboy)
Post #: 124
RE: Random Questions from a New Player - 10/19/2018 9:13:48 PM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: brian800000

This isn't so much a question as it is a discussion point.

Japanese shipping--AKs and AKLs...by my count there are almost 1500 of them in the game. Beginning shipping is more than the allies. Considering Japan has less to ship, and over far less distance (they own the interior of the map, the allies the exterior), the ships seem rather expendable from a strategic standpoint. Do you guys agree, and did Japan really have so much merchant shipping in the actual war? My understanding was that by the end of it there was nothing left.

Japan only opened up to the world in the 1850s, when Adm. Perry made it clear how far behind they were in technology. To get technology you needed industrialization. Determined not to be a vassal to the Western powers as many Asian countries already were, Japan poured everything she had into rapid modernization, with the first aim of building the weapons of modern armies and navies. To do that, they had to begin hauling everything Japan did not have in abundance, especially iron and alloy metals and later oil too. In about 90 years Japan achieved what Western nations spent centuries developing but was not quite caught up. She definitely needed all those ships to fan out to all the places she was hauling resources from.

As for not many ships remaining by the end of the war, don't fret - the same thing will happen in the game!

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to brian800000)
Post #: 125
RE: Random Questions from a New Player - 10/19/2018 10:42:47 PM   
Nami Koshino


Posts: 100
Joined: 4/22/2006
From: Salem, Oregon
Status: offline
quote:

ORIGINAL: brian800000

This isn't so much a question as it is a discussion point.

Japanese shipping--AKs and AKLs...by my count there are almost 1500 of them in the game. Beginning shipping is more than the allies. Considering Japan has less to ship, and over far less distance (they own the interior of the map, the allies the exterior), the ships seem rather expendable from a strategic standpoint. Do you guys agree, and did Japan really have so much merchant shipping in the actual war? My understanding was that by the end of it there was nothing left.


The Japanese merchant fleet ranked third in size by 1940. A lot of the building subsidized by the Japanese government in a popular "scrap and build" program in the 1930s to help keep it modern. A valuable, modern asset which Japan's defective structure for merchant ship protection completely fumbled away. But even given its size it could only marginally meet the demands put upon by Japanese economy and military operations. It probably just seems large because at the beginning of the game it's mostly sitting idle in port and not busy hauling oil from California or silk to the US east coast or any of a huge number of myriad world trade duties it was preforming before war broke out.

If I recall tiny Norway had the world's third largest merchant fleet in 1939 before the Atlantic War starting paring its numbers. Their fleet included a whopping twenty percent of the all the world's tankers. The Germans took a pretty heavy toll on that establishment too.




< Message edited by Nami Koshino -- 10/19/2018 11:01:00 PM >


_____________________________

Rice is a great snack when you're hungry and you want 2,000 of something to eat.

(in reply to brian800000)
Post #: 126
RE: Random Questions from a New Player - 10/26/2018 6:51:39 PM   
brian800000

 

Posts: 225
Joined: 9/15/2010
Status: offline
This is one that probably has been answered many times, and I think I've seen the answer...

I just parked a CV fleet for an extended period in order to train up the pilots. Now that they are trained, it is time to get in the action!

While they were training, I put reserve planes in all the groups, and one carrier now has 97 planes and I got a warning that the max is 90. I thought there was a 10% cushion in that max number. Maybe I'm making it up. But if my active and ready to go planes stay less than 90, am I okay?

(in reply to Nami Koshino)
Post #: 127
RE: Random Questions from a New Player - 10/27/2018 5:55:39 PM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline
There is no penalty if you stay at less than 111% of rated complement, and only a marginal penalty for going to 115%. But after that the carrier cannot operate aircraft (no room to land!). Reserve aircraft are slung in the rafters on the hangar deck, but I am not clear on whether they count toward the total complement on board. There should be a limit to how many you can hang in the rafters!

Don't forget you also have a limit of five squadrons aboard too. You can carry more but can only fly them off (to go to a land base or another carrier with space if the aircraft is capable).

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to brian800000)
Post #: 128
RE: Random Questions from a New Player - 10/29/2018 4:31:17 PM   
brian800000

 

Posts: 225
Joined: 9/15/2010
Status: offline

quote:

ORIGINAL: BBfanboy

There is no penalty if you stay at less than 111% of rated complement, and only a marginal penalty for going to 115%. But after that the carrier cannot operate aircraft (no room to land!). Reserve aircraft are slung in the rafters on the hangar deck, but I am not clear on whether they count toward the total complement on board. There should be a limit to how many you can hang in the rafters!

Don't forget you also have a limit of five squadrons aboard too. You can carry more but can only fly them off (to go to a land base or another carrier with space if the aircraft is capable).

quote:

ar deck, but I am not clear on whether they count toward the total complement on board. There should be a limit to how many you can hang in the rafters!


Interesting, so it sounds like if there is a limit of 90, the limit is really 99!

So here is a new scenario. I'm kicking ass while defending Singapore. I decided to get my fleet involved in pummelling ground troops, and set up a couple bombardment task forces. One had undamaged CLs, which bombarded as planned. However, for the other, I brought the Prince of Wales out of repair--it wasn't sunk on Dec 7 but torpedoed a bunch of times and still had 40 flt damage. I thought, the guns still work, and it is low risk to bombard a hex I own. However, that fleet did not bombard. Do you think that was because the commander thought the BB was too damaged to take part? (i also had CLs and DDs, but nothing from that fleet attacked)

(in reply to BBfanboy)
Post #: 129
RE: Random Questions from a New Player - 10/30/2018 1:10:05 PM   
inqistor


Posts: 1813
Joined: 5/12/2010
Status: offline
quote:

ORIGINAL: brian800000

So here is a new scenario. I'm kicking ass while defending Singapore. I decided to get my fleet involved in pummelling ground troops, and set up a couple bombardment task forces. One had undamaged CLs, which bombarded as planned. However, for the other, I brought the Prince of Wales out of repair--it wasn't sunk on Dec 7 but torpedoed a bunch of times and still had 40 flt damage. I thought, the guns still work, and it is low risk to bombard a hex I own. However, that fleet did not bombard. Do you think that was because the commander thought the BB was too damaged to take part? (i also had CLs and DDs, but nothing from that fleet attacked)

One of the ships used 1000 Operation Points for rearming. If TF have 0 movement listed, it tends to skip both phases somehow, or move not full distance in Day one.

(in reply to brian800000)
Post #: 130
RE: Random Questions from a New Player - 10/30/2018 1:19:42 PM   
GetAssista

 

Posts: 2732
Joined: 9/19/2009
Status: offline
quote:

ORIGINAL: brian800000
So here is a new scenario. I'm kicking ass while defending Singapore. I decided to get my fleet involved in pummelling ground troops, and set up a couple bombardment task forces. One had undamaged CLs, which bombarded as planned. However, for the other, I brought the Prince of Wales out of repair--it wasn't sunk on Dec 7 but torpedoed a bunch of times and still had 40 flt damage. I thought, the guns still work, and it is low risk to bombard a hex I own. However, that fleet did not bombard. Do you think that was because the commander thought the BB was too damaged to take part? (i also had CLs and DDs, but nothing from that fleet attacked)

Sufficiently damaged ships do not take part in bombardments. Damage threshold is somewhere around 25 sys (with no floating or engine damage) from what I observed. Surely 40 flt is deemed even worse

(in reply to brian800000)
Post #: 131
RE: Random Questions from a New Player - 11/6/2018 6:17:29 PM   
brian800000

 

Posts: 225
Joined: 9/15/2010
Status: offline
Guys, thanks so much for your help!

A new topic for you all...I'm beginning to contemplate my first offensive landings, probably around April/May 1942 (I'm now about at the start of February).I want to have amphibious landings both in the DEI and Pacific.

The first question is: do I really need to use APs and AKs, or will xAPs and xAKs do in a pinch? The reason being I don't think I have enough of the military vessels to launch simultaneous operations.

The second question is, how can I get any reading at all on what the Japanese have on distant islands? I was thinking to invade the Marshall Islands, but that is out of the range of my recon planes. Is it really just a guess what the Japanese have there?

(in reply to GetAssista)
Post #: 132
RE: Random Questions from a New Player - 11/6/2018 8:13:19 PM   
GetAssista

 

Posts: 2732
Joined: 9/19/2009
Status: offline
quote:

ORIGINAL: brian800000
The first question is: do I really need to use APs and AKs, or will xAPs and xAKs do in a pinch? The reason being I don't think I have enough of the military vessels to launch simultaneous operations.

The second question is, how can I get any reading at all on what the Japanese have on distant islands? I was thinking to invade the Marshall Islands, but that is out of the range of my recon planes. Is it really just a guess what the Japanese have there?

1. Transport ship classes are different in how much they can carry and how quickly they can unload. So if you bring a lot of xAPs/xAKs you are fine. Sometimes it can mean really a lot, because as far as I remember APA unloads ~10 times as fast as xAP. And invading atolls depends crucially on how many (full prepped!) troops you can unload in one turn. Starting amphibious offensives in March 42 is way too early against any human Japan player in my book, cause he can easily block you there with KB, counter-invade and kill your units. AI is helpless

2. Use SigInt, it is a great tool for collecting info about standing forces. Intel Monkey is a very useful tool, made by one of the forumites https://sites.google.com/view/staffmonkeys/home

< Message edited by GetAssista -- 11/6/2018 8:15:57 PM >

(in reply to brian800000)
Post #: 133
RE: Random Questions from a New Player - 11/7/2018 8:21:23 PM   
rustysi


Posts: 7472
Joined: 2/21/2012
From: LI, NY
Status: offline
quote:

do I really need to use APs and AKs, or will xAPs and xAKs do in a pinch?


It depends. The load/unload rates are in the manual if you are interested. Section 6.3 starts the discussion on TF loading/unloading. Over the beach is specifically discussed in section 6.3.3.3.2.1. The rate for xAK's, xAP's is very slow. AP/AK are a bit better, a little over x2. True assault craft, APA/AKA, etc., unload at >x10 xAP/xAK.


_____________________________

It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb

(in reply to GetAssista)
Post #: 134
RE: Random Questions from a New Player - 11/8/2018 12:42:41 AM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline
Not sure if you can do it in 1942, but if your TF loaded supplies at a US base and has over 20K available (be sure it is supply and not equipment for the LCUs), you may be able to click on a button on the right of the TF screen that says "create barges". Those barges will then help with the offloading. I am not sure off the top of my head how much they can handle in a day.

To ensure you have enough supply for the troops on the day they land you MUST load some ships in a separate TF with supply only, and then move those ships into your main Amphib TF. Otherwise, supply is the last thing to be unloaded and your troops will not get enough to fight with on the first day of landings.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to rustysi)
Post #: 135
RE: Random Questions from a New Player - 11/8/2018 5:29:48 PM   
brian800000

 

Posts: 225
Joined: 9/15/2010
Status: offline
this is enormously helpful. as you know planning has a really long time horizon in the game, and trial and error is difficult considering the time investments in setting everything up.

(in reply to BBfanboy)
Post #: 136
RE: Random Questions from a New Player - 11/8/2018 9:06:38 PM   
inqistor


Posts: 1813
Joined: 5/12/2010
Status: offline
quote:

ORIGINAL: brian800000

The second question is, how can I get any reading at all on what the Japanese have on distant islands? I was thinking to invade the Marshall Islands, but that is out of the range of my recon planes. Is it really just a guess what the Japanese have there?

For islands recon you can send some ships with planes on board. Some of your AVs should be able to operate FPs during journey. However you might be attacked by long range BETTies, so using CV will be probably better (if you know, that KB is at the opposite side of the map).
Or you can try Submarine Invasion. This is little complicated, and you will lose troops, but intel will be perfect, as you will know actual strength of enemy. Just search for your Transport Submarines.

(in reply to brian800000)
Post #: 137
RE: Random Questions from a New Player - 11/9/2018 7:30:18 PM   
rustysi


Posts: 7472
Joined: 2/21/2012
From: LI, NY
Status: offline
quote:

I'm beginning to contemplate my first offensive landings, probably around April/May 1942


TBH with you, this is bit early for offensive ops. You probably won't be able to hold anything you may take, and you'll most likely have to expose some pretty tasty assets. JMHO. YMMV.

_____________________________

It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb

(in reply to inqistor)
Post #: 138
RE: Random Questions from a New Player - 11/12/2018 1:23:06 PM   
Edward75


Posts: 194
Joined: 4/16/2010
From: St. Petersburg, Russia
Status: offline
Are Japanese Divisions better to Rebuild or keep separate units?


(in reply to rustysi)
Post #: 139
RE: Random Questions from a New Player - 11/12/2018 4:16:36 PM   
Uncivil Engineer

 

Posts: 1014
Joined: 2/22/2012
From: Florida, USA
Status: offline

quote:

ORIGINAL: Edward75

Are Japanese Divisions better to Rebuild or keep separate units?




That entirely depends on what you need them to do, or how you use them. It is difficult to reform the 51st Division since most of the sub-units are doing garrison duty early in the game. Of course, you can always ignore garrison requirements and take the hit. I don't. There are several divisions in Manchukuo that you'll want to buy out and redeploy, especially those with high experience. It's faster to buy out the sub-units than a reformed division (which costs upward of 1900 PP). I usually buy them out and move them to Shanghai to train and be part of that garrison, freeing other restricted units to deploy within China. You also receive several brigades as reinforcements at either Peiping or Shanghai; these are paired with other brigades that have been in play since the start, and they can form new divisions. Whether you reform them is up to you; I usually do.

(in reply to Edward75)
Post #: 140
RE: Random Questions from a New Player - 11/12/2018 5:21:42 PM   
Edward75


Posts: 194
Joined: 4/16/2010
From: St. Petersburg, Russia
Status: offline
I mean how best to use in battle? For garrison or other purpose, I myself understand.

(in reply to Uncivil Engineer)
Post #: 141
RE: Random Questions from a New Player - 11/12/2018 6:23:59 PM   
mind_messing

 

Posts: 3393
Joined: 10/28/2013
Status: offline

quote:

ORIGINAL: Edward75

Are Japanese Divisions better to Rebuild or keep separate units?




In almost every circumstance it is better to rebuild units into larger units.

Some of the benefits include

- Some rebuilt units have better equipment. For example, some infantry brigades can be combined into divisions and as a result get some artillery guns.
- Combined units tend to fare better in combat than their equivalent parts left uncombined. The "whole is greater than the sum of its parts".
- The dev responsible for the ground combat aspect of the game has stated that the combat model tends to treat regimental and brigade sized units very harshly.
- Larger units tend to be more robust.

(in reply to Edward75)
Post #: 142
RE: Random Questions from a New Player - 11/13/2018 3:52:38 PM   
rustysi


Posts: 7472
Joined: 2/21/2012
From: LI, NY
Status: offline
quote:

- Combined units tend to fare better in combat than their equivalent parts left uncombined. The "whole is greater than the sum of its parts".
- The dev responsible for the ground combat aspect of the game has stated that the combat model tends to treat regimental and brigade sized units very harshly.


This may be the case when the units are used separately, but when combined in the same hex they perform as well as a combined unit. The Dev reference that I read said they operate to within 2% of one another.

_____________________________

It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb

(in reply to mind_messing)
Post #: 143
RE: Random Questions from a New Player - 11/14/2018 3:19:12 PM   
brian800000

 

Posts: 225
Joined: 9/15/2010
Status: offline

I'm having a ton of trouble loading and unloading on small islands. For example, I'm trying to move an engineering unit to Midway and am getting a message on the ops report that the unit can't fully unload. Does that mean in the turn, or ever?

Also, I've now sent 2 fleets to pick up the unit that starts at Diego Garcia, and despite both indicating they have the troop and cargo space, neither could transport the unit. Some AKLs I now have trying to pick up the fragment are only getting one 6 inch gun each.

For what its worth, the fleets for Diego Garcia can dock, the fleet at Midway can not.

(in reply to rustysi)
Post #: 144
RE: Random Questions from a New Player - 11/14/2018 3:28:18 PM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline
You need naval support squads at midway to load them up with the heavy equipment. At Diego Garcia, maybe larger ships....GP

_____________________________

Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

WPO,WITP,WITPAE-Mod Designer/Tester
DWU-Beta Tester
TOAW4-Alpha/Beta Tester

"Do everything you ask of those you command"....Gen. George S. Patton

(in reply to brian800000)
Post #: 145
RE: Random Questions from a New Player - 11/14/2018 3:48:17 PM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: brian800000


I'm having a ton of trouble loading and unloading on small islands. For example, I'm trying to move an engineering unit to Midway and am getting a message on the ops report that the unit can't fully unload. Does that mean in the turn, or ever?

Also, I've now sent 2 fleets to pick up the unit that starts at Diego Garcia, and despite both indicating they have the troop and cargo space, neither could transport the unit. Some AKLs I now have trying to pick up the fragment are only getting one 6 inch gun each.

For what its worth, the fleets for Diego Garcia can dock, the fleet at Midway can not.

At Midway, break your TF into multiple TFs that are small enough to dock. Consult the base screen to see what the maximum tonnage docked is and the maximum size individual ship. e.g. for a Level 2 Port it would be 12,000 total, 9,000 largest ship. Note that this is ship displacement tonnage, not the cargo capacity tonnage. Look at the right side of individual ship screens to get that.

If a ship is too large to dock, take it to another base with a large enough port and unload the large item. Then try loading that item on a smaller ship that can dock at Midway and send it there.

If something still gives the message "could not unload", leave it up to 3 consecutive days (if it is safe to linger). Some things will in fact unload over a period of days. Otherwise, build the port larger or bring in naval support.

BTW, in my first time playing the game I tried moving the 6" guns at Addu and Diego Garcia and made all the mistakes - too large a ship to dock, not enough naval support, etc. So when the port tried to load the guns (via abstracted "lighters") they kept dropping them in the water. It took me lots of experimenting to figure out how to get it done and I ended up losing 4 of the six guns. But I learned a lot about loading and unloading large items!

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to brian800000)
Post #: 146
RE: Random Questions from a New Player - 11/14/2018 4:28:29 PM   
inqistor


Posts: 1813
Joined: 5/12/2010
Status: offline
quote:

ORIGINAL: brian800000

Also, I've now sent 2 fleets to pick up the unit that starts at Diego Garcia, and despite both indicating they have the troop and cargo space, neither could transport the unit. Some AKLs I now have trying to pick up the fragment are only getting one 6 inch gun each.

Depends from what type of ships those fleets are made. Combat Ships will load only in Fast Transport TF. Also, if there is some supply on-board it may prevent ships from loading, you have first to unload. And lastly - you have to create right type of TF. Transport only load LCU in strat mode.

(in reply to brian800000)
Post #: 147
RE: Random Questions from a New Player - 11/14/2018 8:04:24 PM   
brian800000

 

Posts: 225
Joined: 9/15/2010
Status: offline
Would it be better to just form amphibious task forces and unload over the beach? (if a level 1 port without naval support)

(in reply to inqistor)
Post #: 148
RE: Random Questions from a New Player - 11/14/2018 8:58:58 PM   
HansBolter


Posts: 7704
Joined: 7/6/2006
From: United States
Status: offline

quote:

ORIGINAL: brian800000

Would it be better to just form amphibious task forces and unload over the beach? (if a level 1 port without naval support)



Always.

Never use a Transport TF to make deliveries to level 1 ports, unless its just supply you are delivering.

Even level 2 ports can't handle devices like radar.

_____________________________

Hans


(in reply to brian800000)
Post #: 149
RE: Random Questions from a New Player - 11/14/2018 11:16:26 PM   
dasboot1960


Posts: 389
Joined: 8/2/2009
From: St Augustine, Florida
Status: offline
My limited experience post - Early on as IJ, I still amphib everything that has anything to do with troops or supply to forward areas. I'm only 2/15/42, but often I don't know what changes may be needed en route and units are generally in combat mode anyway. This does complicate units shipping into China, but... I am always seeking further enlightenment beyond my dull bulb.

< Message edited by dasboot1960 -- 11/14/2018 11:17:22 PM >


_____________________________

Down like a CLOWN!

(in reply to HansBolter)
Post #: 150
Page:   <<   < prev  3 4 [5] 6 7   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: Random Questions from a New Player Page: <<   < prev  3 4 [5] 6 7   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.797