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RE: Scenario 4 - 8/30/2004 8:01:54 PM   
Hunpecked

 

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quote:

ORIGINAL: KNomad

TURN 8: My northern forces are squaring off against a company of heavy tanks. I use smoke from the support tanks to isolate the enemy LOS, leaving one target for me, which is subsequently destroyed.


Smoke was especially useful in the previous scenario against the eastern Soviet counterattack. After engaging and killing a couple of the T-70s, I laid a line of smoke a few hexes west of their entry hexes, set where most of my tanks had a good line of sight. I also deployed a platoon of infantry adjacent to the smoke hexes, adding possible close assaults to my opportunity fire.

quote:


Rockets, heavy artillery and heavy mortar rounds pounds me badly. I lose two squads, a HMG and a knee mortar. All core units.


I mostly play SPWAW on the Eastern Front, and as the Germans I have learned to HATE Katyushas with a passion! The BM-13 is instant death to infantry in the open. CB has proven ineffective in the past, so when I suspect Katyushas are lurking, I hide behind smoke screens, move a lot, keep mechanized infantry mounted, and dangle cheap units (Kuebels) in plain sight as rocket bait (Katyushas generally have only 1 or 2 reloads).

(in reply to KNomad)
Post #: 31
Broken treads in Stalingrad Campaign 8.2 - 9/7/2004 11:36:48 AM   
Mormegill

 

Posts: 27
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From: Stockholm, Sweden
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Hi.

I started playing the revised campaign a while ago and ran into problems after battle twelve. It seems that the campaign thread are broken on three places.
After battles (node number) 17, 22 and 25 you are moved to nodes 28, 27 and 26. There are no such battle files (txt, cmt or dat files). These will use the same map without enemy troops as the previous with an automatic DV for the player and move on with the campaign afterwards, but you'll miss out on these battles.

_____________________________

-- As a general rule, I try not to let fear of hypocrisy get in the way of my whining

(in reply to KNomad)
Post #: 32
Broken treads in Stalingrad Campaign 8.2 - 9/7/2004 11:41:02 AM   
Mormegill

 

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Oops!
Duplicate removed.

< Message edited by Mormegill -- 9/7/2004 9:42:16 AM >


_____________________________

-- As a general rule, I try not to let fear of hypocrisy get in the way of my whining

(in reply to KNomad)
Post #: 33
RE: Broken treads in Stalingrad Campaign 8.2 - 9/7/2004 9:50:53 PM   
Hunpecked

 

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The full Melvin/Richards Stalingrad campaign (SPWAW 7.1) can be downloaded here:

http://www.wargamer.com/hosted/steelpanthers/spotlightcampaigns.asp

Perhaps the three scenarios in question can be substituted from this version without causing too much disruption.

(in reply to Mormegill)
Post #: 34
RE: Broken treads in Stalingrad Campaign 8.2 - 9/8/2004 9:35:30 AM   
Mormegill

 

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Thanks Hunpecked.
I found the three scenarios in the zip, but I they are from 2002 (while the 8.2 files are from 2003) and I belive that the Stalingrad Campaign was revised for 8.2.

I'll play through the scenarios though and see if they match BryanMelvins description.

_____________________________

-- As a general rule, I try not to let fear of hypocrisy get in the way of my whining

(in reply to Hunpecked)
Post #: 35
RE: Broken treads in Stalingrad Campaign 8.2 - 9/8/2004 9:16:03 PM   
Hunpecked

 

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quote:

ORIGINAL: Mormegill
I found the three scenarios in the zip, but I they are from 2002 (while the 8.2 files are from 2003)


Most likely the changes were limited to OOB, since more extensive revisions would have required playtesting. So far KNomad's descriptions of his 8.2 campaign (4 battles to date) have been consistent with my own experience in 7.1. I suspect the main problem with the 7.1 files will be OOB (e.g. infantry icon for a tank unit, perhaps), although with the other scenarios to use as a guide the changes may be fairly simple.

(in reply to Mormegill)
Post #: 36
sneaky russian gunners - 9/11/2004 9:27:40 AM   
ElSchlocko

 

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i just finished up the the fourth scenario and i have to say its getting really hard to keep my apcs and recon tanks from getting charlie-foxed. especially since the 76.2mm inf guns and the 37mmAA crews wait for my mkIII's and IV's to trundle past and then open fire on the ht's.

also, should it be considered cheap that i've been doing some small airborne ops along the way? for instance, two platoons of well-timed fj dropped on the trench system north of the village not only distracted ivan's infantry from ambushing my tanks but also saved my damaged command tank from the 76mm at guns.

< Message edited by ElSchlocko -- 9/11/2004 7:34:37 AM >

(in reply to Hunpecked)
Post #: 37
RE: sneaky russian gunners - 9/13/2004 10:02:25 PM   
Hunpecked

 

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From: Sunnyvale, CA USA
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quote:

ORIGINAL: ElSchlocko

i just finished up the the fourth scenario and i have to say its getting really hard to keep my apcs and recon tanks from getting charlie-foxed. especially since the 76.2mm inf guns and the 37mmAA crews wait for my mkIII's and IV's to trundle past and then open fire on the ht's.


I had less of a problem with the IGs, since the Germans advanced on a broad front and successfully suppressed/smoked most of them. The AA guns revealed themselves when Stukas bombed the Soviet mortars. What struck me in this scenario was the strange Soviet target selection. In a target-rich environment, Ivan's KVs ignored German armor and fired mainly at transports. As I recall, I lost 3-4 SdKfz 7 & 11 in that fight (all AUX, fortunately) and only 1-2 tanks (all light).

quote:


also, should it be considered cheap that i've been doing some small airborne ops along the way?


No. Against the AI, the only one the player can cheat is himself, by making victory too easy to be fun. Ergo, if the game is fun, no harm done.

< Message edited by Hunpecked -- 9/27/2004 7:00:26 PM >

(in reply to ElSchlocko)
Post #: 38
RE: sneaky russian gunners - 10/5/2004 6:58:42 AM   
pappasmurf


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I too am currently palying the Stalingrad camapign. Got up to the toen suqare battle before I accidently over wrote it with USA vs USSR. It kept getitgn harder so I was looking forward to it. I have built my force into an assult engineering unit. Opel Command x1 10 x Stug III-G, 2 Pnzr Pioneer platoons ( I like having my own transport) 4 x lorriane SPA, 4 x SDKFZ 2/6 SPAA, 2 x towed 88 AAG with SDKFZ-7 lories, 1x recon platoon (250/1 + 6 2man recee teams), 3 x hvy motorcycle sqauds, and an ammo carrier. The Stugs ahve proven critical as they have the armor to go tow to tow withthe T-34's and KV's. I use my engineers to creep forward under the guns of the stugs. The reccee teams at this point are nothing but flank guards. The Lorraines have been pressed into service as tank busters as well. I kinda get tired of Russians jsut popping out of secured areas grrrr.

The battle for the big hill was a nightmare. Those Russian guards just pop outta nowhere, make sure you have your inantry in mutally supporting postions. The 75's of the stugs proved critcal in taking down the bunkers without recourse to direct assult. overalal I am running about half decisive vistories and half marginal.

(in reply to Hunpecked)
Post #: 39
RE: sneaky russian gunners - 10/5/2004 10:47:06 PM   
Hunpecked

 

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pappasmurf,

Good to hear from another Stalingrad campaigner. I assume you're playing version 8.x? I'm sticking with 7.1 until I finish the campaign (or give up on it).

I deliberately chose NOT to optimize my core for city fighting, since 15 of the campaign's (potentially) 25 battles are set in open country (assuming the player escapes the pocket). I did convert four of my Kuebels to flammpanzers and StuIG 33 for street fighting, but hope to convert them to Panzers/StuGs once the campaign moves back to the steppes.

For the first hill battle (ninth of the campaign) I bought a whole company of engineers to supplement the two AUX infantry companies and two engineer platoons already on the map. I prefer AUX engineers over core, since they risk heavy casualties leading my attacks. The battle itself was indeed strenuous. Russian infantry in this campaign seem to have an uncanny ability to move adjacent to German units without being spotted, giving them the first shot. In earlier scenarios I learned to counter this by backing off immediately from a captured victory hex. Infiltrating Soviets have to move an extra hex or two to close with the Germans, negating their stealth and exposing them to opportunity fire.

Currently I'm still setting up for the tenth battle, the one for the railroad station and Red Square. I can see the department store where Paulus eventually put his HQ, and I'm wondering how the heck the Germans ever got that far.

(in reply to pappasmurf)
Post #: 40
RE: sneaky russian gunners - 10/6/2004 12:57:32 AM   
pappasmurf


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I overworte my game grrrr... So i have been forced to start over back up to the assult to split the 64 and 69th armies. I am tinkering with my core force swapping out my Pnzrjgr 38's for stug 33's and changing my infantry into engineers. (going for an assult engineer feel) I have also begun slowly changing my infantry recon platton ( forgot to list it) into a 2x waufrahmen and an another ammo carrier. Once I get back to the towns sqaure battle I will let you know.

I don't mid using engineers as core force because as long as they stay under the cover of the stugs they make a damm near unstoppable force. The satchel charges and flame throwers are also ideal for ambush situations.

(in reply to Hunpecked)
Post #: 41
RE: sneaky russian gunners - 10/7/2004 3:04:15 AM   
Hunpecked

 

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From: Sunnyvale, CA USA
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quote:

ORIGINAL: pappasmurf

I don't mid using engineers as core force because as long as they stay under the cover of the stugs they make a damm near unstoppable force. The satchel charges and flame throwers are also ideal for ambush situations.


Indeed. The flamethrower seems to be the SPWAW close combat uber-weapon.

(in reply to pappasmurf)
Post #: 42
RE: sneaky russian gunners - 10/8/2004 9:09:14 PM   
pappasmurf


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Thats becasue the flame thrower is the close assult uber weapon.

(in reply to Hunpecked)
Post #: 43
Game 7 - 10/11/2004 5:57:37 AM   
KNomad


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Sorry this thread has taken a backseat to my PBEM play. My apologies.

After putting this game game down for so long, Turn 10, halfway through the scenario, is spent in review
of the state of the battle and my forces. Losses seem light and I'm halfway across the board on all fronts.

Ivan is nowhere to be seen, except for two KV heavy tanks. The northern heavy tank is shelled by practically every Panzer in range to no avail. It's crew does bail during Ivan's move however. The southern heavy tank is close assaulted by every infantry able to reach it, whether on foot or via halftrack. Again, the tank remains and the crew bails.
My troopers are close enough the the village to receive ordance fire during Ivan's countermove.

Time to come up with a winning halftime strategy for the end of this one.

< Message edited by KNomad -- 10/11/2004 10:45:08 PM >


_____________________________

The gnome zaps a wand of death. (Nethack)
Don't get hurt! (XCOM: Apocolypse)
Incoming firepower has the Right of Way!
Fire at Will (or Wesley)!

(in reply to KNomad)
Post #: 44
RE: Game 7 - 10/17/2004 9:23:50 PM   
Gabriel Anthony

 

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This DAR has been a really enjoyable read. It gives me half a mind to start something similar for my own "Italy at War" campaign......

Half a mind anyway

(in reply to KNomad)
Post #: 45
RE: Game 7 - 11/6/2004 1:41:06 PM   
maniacalmonkey


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From: The Netherlands
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Nice! It sure is cool to see how others fare in a campaign. This one's popular isn't it?

If you don't mind I'll chip in a little DAR myself.

My core force consists of and FO and two Mortar sections in the HQ group, and although the campaign said I'd be provided with transport, I bought some trucks and an Opel anyway just to make sure the HQ had wheels. An infantry company, stripped of its mortar and AT sections, was up next, as was a platoon of Engineers. My armoured load-out consists of a platoon of five PzIVf2's to take on Russian armour, and a platoon of four PzIVe's to support the infantry, as well as a StuG section intended for upgrade to the heavier StuG models as tank killers. I formed a fairly heavy recon / vanguard group consisting of a Mechanized Scout platoon (three recon teams and three recon sections mounted in three recon halftracks) and a section of PzII. A couple of Flammpanzer II's would certainly prove useful in dense fighting. The remaining points were spent on a Kübelwagen (because it's not a German kampfgruppe unless it has a Kübelwagen).


The First Battle, escorting the truck convoy, went quite smoothly. I bought a platoon of cavalry to aid in clearing the village, and started with some mortar shelling of the houses flanking the road, and the shoulder of the hill. Motorcycles and Cavalry went into the town first, together with my mechanized recon platoon, supported by the PzII's. I sent two of the infantry platoons off to pick their way across the hill and secure the far side so I could have a smooth ride through once the village was secured, accompanied by their company HQ. The third platoon went up after the recon to secure the village, and the engineers stayed with the convoy providing close escort, along with all the armour and the HQ group.

The ambush by Soviet Partisans on the stagnant column was unexpected but the Engineers and armour managed to deal with it quite nicely. Unfortunately, one Soviet squad managed to molotov a StuG into oblivion, costing me a Decisive Recon cleared out the village efficiently and the rifle platoon held the north-western corner against a Soviet push. Across the hill, the rifle company performed a textbook infantry assault aided by mortar fire and secured the farmstead at minimal losses. The first units to come around the bend and aid them were a couple of PzIVe's and the Flammpanzer, who secured their first kills roasting Soviets squads. The convoy was rushed through and picked up the rearguard from the village along the way.

Marginal Victory due to that stupid StuG getting popped


The Second Battle, advancing along a road to Jefrossinowka. From my points allowance I fix a recon team that got peppered and upgrade the StuGs to the effective AT model (G?). I have to say that bypassing the first village would have been a stroke of brilliance. I did not. Weary of the stupid way in which I lost that StuG during the ambush, I carefully pick my way into the village. It is a textbook assault - Recon goes first, infantry follows close, tanks move up where the enemy resists. I suffer practically no losses securing this village, but it takes more time than I have available. I leave a platoon to garisson the village and race the rest of my force through in convy, headed towards Jefrossinowka as fast as wheels will roll. It's not fast enough. What little resistance I meet is dealt with quickly, but in the end I only manage to snatch two VH's in Jefrossinowka with recon units. Worse, the Partisan infaltrators that counter-attack the village manage to stumble onto a VH and switch it to Soviet before I can react. Seems an 18-turn battle ends on turn 17

Another Marginal Victory - I had a good kill rate and suffered practically no losses, but he VH's did me in.

The Third Battle, going head-to-head with a Soviet counter-attack. I do some cosmetic updates on my force but nothing of consequence. I decided to deploy the bulk of my Kampfgruppe in Sector B, on the western flank. Sector C is left to a handful of Snipers just to see if here's something going on there. I buy trucks and HT's, as well as a section of 88's for Sector B. Sector A looks well-stocked with AUX forces and I deploy my HQ group there for mortar support.

All goes reasoanble. As recon picks its way south from Sector A, a Soviet light tank company comes rumbling across the plains. The German armour decides to stay on the ridge for now and knocks out the company from distance, suffering no losses. The lend-lease armour moving up along the western flank causes some trouble for the soft recon, but a tactical retreat leads these tanks into the fields of fire of a PzIVf2 platoon, where they are soon reduces to wrecks. T-34's arrive on either flank in the North and the Sector A forces fight hard to fend them off. In the north-east the close proximity of the T-34's, and their supporting KV-1's, cost me a tank or two from the AUX forces. Most of the time in the north is spent knocking off Russian armour. When the tank assaults wear out, the infantry moves up under mortar support to secure both wood copses. Soviet infantry dug in there proves tough, but not tough enough - although German casualties are heavy the VH's are secured. An unspotted AT gun on the northern edge of Jefrossinowka (as I later learned) knocks out several AFV's moving around the woods to aid the infantry.

In Sector B, the German forces find themselves on the flank of an approaching column of T-34s. A long-range firefight ensues and my PzIVf2's rack up their first kills. Meanwhile, the recon group, the rifle company, engineers, PzIVe's, StuG's, and Flammpanzer all advance on the central town. The fight there gets close and deadly as the Engineers leading the assault cross the stream, backed up by the rifle company. Some unexpected KV-2's take their toll and knock out two Engineer squads. A careless PzIVe gets assaulted as it tried to enter the village from a different flank without infantry suppot. Stupid! On the whole, though, the assault on the village proceeds well and the kill rate is highly favourable. The Flammpanzer especially prove their worth in street fighting, roasting squad after squad of Svoiets.

Another Marginal Victory due to the loss of several AFVs. Core losses are low; a PzIVe and some recon. The loss of two Engineer squads stings though. Still I am left with enough repair/upgrade points to bring my Kampfgruppe back up to full strength for mission 4.

I'm a bit worried about not stacking up enough repair points to buy me some heavier armour later on in the game. T-34s and the KV series are already giving me a headache. Fortunately the Soviets can't shoot for **** and I can take them out at a distance - but it's still iffy. I would like some Tigers when they become available but don't know if I can spare the points by then. We'll see.

Right now I have to start grinding into heavy Soviet defensive positions. I have a heap of support points to spend on killy goodies, but the terrain looks nasty - defendable, fortified positions, overlapping fields of fire, excellent AT kill zones and enough open space for tanks to race about. I'm guessing a northern hook would be best, as that route leads to the most VH's, and a good mix of artillery prep and smoke should allow me to take the postitions by storming them with infantry. I'm worried about AT guns picking off my beautiful tanks.

We'll see!

--MMonkey

_____________________________

When cities burn and armies turn,
and flee in disarray,
Cowards will cry 'tis best to fly
and fight another day,
But warriors know it in their marrow when they
die and fall,
It is better to have fought and lost than not have
fought at all.

(in reply to Gabriel Anthony)
Post #: 46
RE: Game 7 - 11/6/2004 9:03:40 PM   
KNomad


Posts: 339
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From: Buffalo, NY USA
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Y'know, I've never tried to save any upgrade points for later battles.

Does this really work in this campaign? I've never noticed unused points to carry over.

_____________________________

The gnome zaps a wand of death. (Nethack)
Don't get hurt! (XCOM: Apocolypse)
Incoming firepower has the Right of Way!
Fire at Will (or Wesley)!

(in reply to maniacalmonkey)
Post #: 47
RE: Game 7 - 11/7/2004 3:40:10 PM   
maniacalmonkey


Posts: 110
Joined: 7/5/2002
From: The Netherlands
Status: offline
Guh

Now that you mention it, I'm not so sure either.

Ah well, I spend most points on repairs and essential upgrades anyway, so there's not much which goes to waste

_____________________________

When cities burn and armies turn,
and flee in disarray,
Cowards will cry 'tis best to fly
and fight another day,
But warriors know it in their marrow when they
die and fall,
It is better to have fought and lost than not have
fought at all.

(in reply to KNomad)
Post #: 48
RE: Game 7 - 11/11/2004 10:02:12 PM   
Hunpecked

 

Posts: 66
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From: Sunnyvale, CA USA
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In this campaign it isn't possible to accumulate build points from battle to battle, so I concentrate on getting the most out of each batch. This is the opposite of the long campaign, where I often accumulate several battles' worth of points to splurge on the latest tank model when it finally becomes available.

The Stalingrad Campaign has a big point allocation for the fifth scenario; I remember using that batch to promote two panzers and several arty/AA units from kuebels. After that the build points go down again until well into the city fighting.

(in reply to maniacalmonkey)
Post #: 49
RE: Scenario 4 - 11/16/2004 12:21:57 PM   
KNomad


Posts: 339
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From: Buffalo, NY USA
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Whelp - finally finished Scenario Four - Breakthrought the Enemy Lines.

Dunno about the scenario notes saying this would be a moderatly easy battle to win - Ivan's offboard artillery took a heavy toll on my troopers.

In retrospect - I probably would have done better if I had taken a definate break around turn 8-10 to reorganize my scattered troops and spent a few turns reloading my mortars and rockets.

Oh well - 'bout time I got my nose bloodied I guess.

Final Score: Germany 8799 points vs. Soviet 4133 points.
I lost 346 men and 19 AFVS, and inflicted 824 men and 32 AFVs in casualties.

DRAW

< Message edited by KNomad -- 11/20/2004 1:36:41 AM >


_____________________________

The gnome zaps a wand of death. (Nethack)
Don't get hurt! (XCOM: Apocolypse)
Incoming firepower has the Right of Way!
Fire at Will (or Wesley)!

(in reply to KNomad)
Post #: 50
RE: Scenario 4 - 11/17/2004 11:20:51 PM   
Hunpecked

 

Posts: 66
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From: Sunnyvale, CA USA
Status: offline
quote:

ORIGINAL: KNomad

Dunno about the scenario notes saying this would be a moderatly easy battle to win - Ivan's offboard artillery took a heavy toll on my troopers.



This was a tough one. I didn't have KNomad's 8.2 scenario notes, so I had Rarity OFF and perhaps overspent on AUX arty: a 150mm off-board battery, an on-board rocket battery, and an ammo dump. Combined with the scenario artillery and my core tubes, they gave me quite an artillery park. Warned to expect "heavy tanks", I also brought a pair of 88s which earned their keep by nailing 2 KV and damaging 2 others.

I limited losses by advancing methodically behind heavy suppressive barrages and smoke screens. Soviet artillery was annoying, but generally hit behind my advancing forces or landed among AFVs (tanks and HTs), which suffered suppression but little damage. The Stukas were invaluable, killing 3 mortars and 2 ATGs at critical points in the battle. The ammo dump also earned its keep: the Nebelwerfers kept up a lively fire, and the mobile mortars were still full of ammo when they had to move forward to continue supporting the advance.

It was a long, painstaking scenario, and I was glad when it was over.

(in reply to KNomad)
Post #: 51
Scenario 4 Retrospect - 11/20/2004 8:29:52 AM   
KNomad


Posts: 339
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From: Buffalo, NY USA
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quote:

ORIGINAL: Hunpecked

quote:

ORIGINAL: KNomad

Dunno about the scenario notes saying this would be a moderatley easy battle to win.
Ivan's offboard artillery took a heavy toll on my troopers.



<snip>

This was a tough one. It was a long, painstaking scenario, and I was glad when it was over.


I love that last line - illustrates exactly how I feel ...

Scenario 4 was the first of the new scenarios I hadn't played through before under 7.1 H2H.
Really got my toast burnt on that one. Ivan taught me an important lesson about artillery.

Nothing Excedes Like Excessiveness.

< Message edited by KNomad -- 11/20/2004 1:34:03 AM >


_____________________________

The gnome zaps a wand of death. (Nethack)
Don't get hurt! (XCOM: Apocolypse)
Incoming firepower has the Right of Way!
Fire at Will (or Wesley)!

(in reply to Hunpecked)
Post #: 52
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