Coral Sea (Scenario 3) Human Allies v Hard AI (Full Version)

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Energisteron -> Coral Sea (Scenario 3) Human Allies v Hard AI (9/6/2017 9:10:01 AM)

* SPOILER ALERT * SPOILER ALERT * SPOILER ALERT *

Inevitably, this AAR will potentially spoil any AI surprises for players who've not tried this scenario before!

So, read on at your own peril.

Following on from my 3 games up in the Aleutians:-

As Allies, Post#001; http://www.matrixgames.com/forums/tm.asp?m=4301331&mpage=1&key=

As Allies, Post#143; http://www.matrixgames.com/forums/tm.asp?m=4301331&mpage=5&key=

As Japan, Post#305; http://www.matrixgames.com/forums/tm.asp?m=4301331&mpage=11&key=


and in view of the continuous learning process which this game demands, I am about to start a much more ambitious scenario, 'The Coral Sea', against the AI set on Hard difficulty but with an historical reinforcement schedule while I will face a +/-15 day reinforcement variation.

So, here's how the game is set-up:-

[image]local://upfiles/57059/160DF31DA8ED456AB94879D50CA832B4.jpg[/image]




Energisteron -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/6/2017 9:16:11 AM)

Notice I have set Historical First Turn to OFF just in case the AI would lose a day by planning nothing on Day 01. Also, I want to take control immediately.

I've set my favoured message delays which we should all ascertain through play. Sometimes a player may want to watch every airplane versus airplane dogfight as it unfolds, other times you may just want to know, did we win or did we die in vain, but that's all personal preference.

These are the scenario settings:-



[image]local://upfiles/57059/3800C5103B3B42C2A87AECF54D81EBFB.jpg[/image]




Energisteron -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/6/2017 9:21:33 AM)

The important choices here are that I have chosen to control all submarines myself, every single one will be given a mission to fulfil, and I want to decide which, if any, of my bases will expend supply on war preparations including fortification, port capacity, and airfield capability.

I have already noticed that some of my bases have no defence capability other than government administration. There's not much point in building fortifications for typewriters!

Next I select the scenario:-

[image]local://upfiles/57059/437D6BD795F84C3389D9DCDA1ADF513D.jpg[/image]




Energisteron -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/6/2017 9:22:52 AM)

Once selected, I get my briefings, an historical overview:-

[image]local://upfiles/57059/6BBBFCD1FC494A86AF660F1F386689D2.jpg[/image]




Energisteron -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/6/2017 9:24:39 AM)

And, of course, the all important Allied briefing:-

[image]local://upfiles/57059/D8B6497E71774CBEADFE48783089BF41.jpg[/image]




Energisteron -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/6/2017 10:21:19 AM)

So, this scenario promises to be a real challenge.

If history repeats itself I will lose some significant naval units, but must somehow hold on to Port Moresby at least.

Let's take a look at the map and the opening position.

So, we must defend Australia (the map actually extends all the way down to Brisbane in the South-East and to Noumea in New Caledonia 800 NM due East, and way up in the North to Japanese owned Truk), US and Australian bases North of New Zealand, and, of course, the strategically important base at Port Moresby, plus, if possible, smaller bases throughout the region especially in New Guinea.

That's quite a task!

The opening score is 971-147 in the Allies favour, so it's all there for us to lose and the Japanese AI to take.

To reflect each sides objectives in this scenario, the base values are cleverly differentiated such that small island bases are worth next to nothing, while the Australian coastal cities are of significant value,and each sides primary bases are a must hold for each side. For the Japanese these are Truk, and Rabaul and to a lesser extent Lae in New Guinea. Tulagi, already in their possession is not worth much and hardly worth fighting about.

For the Allies, Port Moresby is of overriding importance, while it would be strikingly embarrassing if the main theatre bases at Noumea and Brisbane were lost!

Port Moresby has a significant defence force so it could withstand an initial assault at least, but many bases have no defensive force at all.

Our Naval units are already deployed (in a sensible tactical array I have to say) so now I have to use them properly! We have the two CV TF in the south Coral Sea, and nearby a small Australian Surface Combat TF.

So, at the start we 'hold the Aces!' but can we keep them?

I will discuss tactical / operational plans in my next entry.



[image]local://upfiles/57059/68DF1A8AD44C4BC990FE4F4401006108.jpg[/image]




Itdepends -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/6/2017 1:05:38 PM)

The whole scenario is designed around the aborted invasion of Port Moresby- they want it, you know they want it. They know you know they want it.

The trick is finding and doing unto them before they do unto you.




BBfanboy -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/6/2017 4:11:39 PM)

+1. Part of this is the importance of naval search. Tulagi may seem unimportant but historically it was already a patrol plane base with a tender and Mavis aircraft. Fletcher's first move was to attack Tulagi and destroy the Mavises. During this raid they observed the start of construction of the airfield at Lunga on Guadalcanal - which set off planning for a Guadalcanal campaign.

You do not want the IJN knowing where your carriers are while you do not have info on their position. Plan accordingly.




Energisteron -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/6/2017 9:37:03 PM)

Hi Itdepends and BBfanboy

Your comments duly noted. Certainly I'm going to keep an eye on Tulagi but I won't be invading it either!




Energisteron -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/6/2017 9:37:59 PM)

Ok, I am just going to cycle through the bases (only those of any importance will be mentioned) to see what needs to be done:-

Port Moresby: Fort 1, Port 1, Airfield 3, 1300 troops, supplies to last a month (without combat) and plenty of fuel. AAA weak. The engineers will start improving the fortifications but the port and airfield can stay as they are until we know the base is securely ours.

There's not a great deal of air capability; just 6xCatalinas and some light bombers (12xWirraways), so we'll use these for Naval Search. The Wirraways will cover the approaches to and from Milne Bay at the SE tip of New Guinea while the Catalinas will range much further, covering an arc from Green Island (near Rabaul) through Onton, Tulagi, Gaudalcanal and as far as Fennel Island.

Noumea: Fort 0, Port 3, Airfield 3, only 50 combat troops, supplies will last forever for such a small force. Again we'll try to improve the defences. There are 12xCatalinas here and these will conduct Naval Search of the area Fennel Island to Duff (near Ndeni in the Santa Cruz Islands) with the intention of guarding any approach into the Coral Sea from the East. Unfortunately that will leave a slight gap between their range limit and Guadalcanal.

Lunga (Guadacanal): Nothing there. Totaly defenceless!

Brisbane: Well I'm pleased we have some defences here! Fort 2, Port 5, Airfield 6, 250 troops manning coastal artillery, adequate supplies and its our primary supply source producing oil and resources.
It has US Mitchells and Warhawks which I will continue to train until any threat is perceived. There's 1xSub just offshore but that is sent towards Milne Point to intercept the expected enemy transport route to Port Moresby.

Rockhampton: Fort 2, Port 3, Airfield 3, 300 engineers, adequate supplies and also produces oil and resources. There's Catalinas, Havocs and Mitchells here. The Catalinas are close enough to cover the area to the south of Milne Bay east of the Great Barrier Reef.

Townsville: Fort 1, Port 3, Airfield 3, 90 troops, adequate supplies, and Havocs and Warhawks are based there. Again these will be kept in training.

Milne Bay: Just a small port (no airfield) with smaller supply and fuel dump. No defence force present. But it is at the strategically important SE tip of New Guinea

The above review has concentrated on Air Naval Search so I will mention the basic set-up of the Carrier Air Search also.

Both CV TFs will maintain a close-in CAP, while its escorting Cruiser Float planes will conduct a 360 degree search. Combat focussed Naval Search will be set approximately in the northern quadrant for each carrier as they move northwards.


[image]local://upfiles/57059/A65BF19B06C3482CA3FFCD109F473F05.jpg[/image]




BBfanboy -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/6/2017 11:16:23 PM)

I suggest a bit of a change to your plans for Port Moresby. The key to keeping it is air power, especially fighters. At level one your fighter numbers will be too small to stop Japanese attacks from Rabaul. At level two you can have another squadron of fighters and they can do offensive missions. IRL, PM fighters like P-39s and P-40s interdicted Japanese shipping and occasionally bombed/strafed troops marching up the coast from Milne Bay.
SBDs can operate from a level 2 AF, but with a reduced bomb load, I think, and more ops losses.
Level 3 is good for SBDs and minimal for two-engined bombers, which will likely have a reduced bomb load.
Level 4 is good for 2EB and minimal for 4EB.

Building the base also increases storage capacity for fuel and supply and helps reduce disablements from malaria and recovery from disablements. Forts do not help with these things. And if you build forts first it will be more difficult (slower) to build the base, because whatever fortification you have will need to be extended to include the higher level base as you build it.

Finally, consider that a fort level one adds .15 to the defensive multiplier and a level two fort adds another .25 - not that much really. PM is already jungle terrain (X2.0 defensive value).

As for Brisbane et al, I would not be too concerned about reinforcements and engineers there - the scenario is only two weeks long and the chances they will go there are practically nil. Reinforce PM with everything you have, and Milne Bay too if you have enough. If you manage to intercept and sink most of the Japanese transports, at that point you can consider offensive operations somewhere.




Energisteron -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/7/2017 6:54:13 AM)

Hi BBf

Thanks for these suggestions.

I have not made definite plans for air group transfers yet but certainly Port Moresby will need some help. I was considering withdrawing the Wirraways and replacing them with fighters. Given the game mechanic aspects you've highlighted it would seem sensible to do things that way round; expand the airfield first.

Ah malaria! My first experience of that. Just how bad can it get? Presumably it will cause increased disruption rather than dramatically reduce numbers?

As regards the Australian coastline and even Noumea, I agree, I am really not expecting enemy intervention there, but it is best to have cover just in case!




Energisteron -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/7/2017 7:37:58 AM)

May 04 1942 - Day 01

Port Moresby switched from fortification to airfield expansion.

Air search set as previously described.

The 3x surface TF are redeployed as shown below; the CVs will 'plug the gap' between the Solomon Sea and Coral Sea, with CV Yorktown keeping an eye on Tulagi but firmly focussed in a northerly direction, while CV Lexington will draw level with Yorktown nearer Milne Bay while it watches for enemy TF skirting the New Guinea peninsula, and the Australian surface combat TF takes up position ready to intercept any enemy Transports which evade the Lexington's bombers. All these TF are given permission to react up to 160 NM to take advantage of opportunities or to avoid threats.

The subs are redeployed as shown with orders to react 40 NM (1 hex) if needed

[image]local://upfiles/57059/D04E5667D2104095A950FA64048EE7BF.jpg[/image]




Energisteron -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/7/2017 7:54:42 AM)

May 04 - Day 1

Wow! Almost instantly we're in action!

A tumultuous day results in several air attacks from both our CVs towards targets in their designated zones, and CV Yorktown defends itself against a couple of enemy air strikes also. We get by far the better of the exchanges.

I will review the situation and post a few screenshots later.




Itdepends -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/7/2017 2:10:05 PM)

Split your carriers like that against a human player and you will lose them.




BBfanboy -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/7/2017 3:18:29 PM)


quote:

ORIGINAL: Energisteron

Hi BBf

Thanks for these suggestions.

I have not made definite plans for air group transfers yet but certainly Port Moresby will need some help. I was considering withdrawing the Wirraways and replacing them with fighters. Given the game mechanic aspects you've highlighted it would seem sensible to do things that way round; expand the airfield first.

Ah malaria! My first experience of that. Just how bad can it get? Presumably it will cause increased disruption rather than dramatically reduce numbers?

As regards the Australian coastline and even Noumea, I agree, I am really not expecting enemy intervention there, but it is best to have cover just in case!

At a level one base, expect malaria effects in the range of disruption 10-12, fatigue 28-30. That is if the troops are not fighting. I have not tracked how many die from malaria but I think there are a few losses that contribute to the disruption numbers. You will not notice until the number of squads in a unit drops.




BBfanboy -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/7/2017 3:26:44 PM)

Beware the Japanese 8 hex strike. They can attack at that range while your aircraft are limited to seven hexes for SBD3s. I am not sure if the Wildcats can even escort that far.

I would keep my AOs quite a bit further back. Unless you are doing a lot of flank speed runs, your fuel should be good for a week - half the scenario. Refuel when you need to get more ammo. You can also rotate DDs in ones and twos to the AOs to top up so they don't have to refuel from the carriers and use their ops points (250 points used each time refuelling is done).

Looking forward to seeing the results of your combat!




Energisteron -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/7/2017 4:38:55 PM)

Hi Itdepends and BBfanboy

Split Carriers? I had hoped they were mutually supporting at that range but I would pull them together if they made contact with enemy CVs. My assumption was that once the two CVs were 'in line' only a flank attack from the east would unduly expose a single CV, Yorktown, without a retaliatory response from Lexington. We'll see how it works out (probably to my cost!).

I'll be watching for malaria. Do combat units laying siege to a base suffer more?

Yes, I've experienced overwhelming 'longer range' strikes from Japanese CVs in other games, so I am advancing to reduce the range. That's the plan!

Again I agree about the oilers and the DD rotation plan is a good one. I'm not too sure about having so many Cruisers stuck with a CV either. I suppose it automatically gives them a CAP but equally the CV will draw enemy aircraft in like a magnet! If the enemy can't make a run on the CV they may well have a go at a CA!




Energisteron -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/7/2017 5:34:49 PM)

OK, let's review this 'tumultuous' first day of combat!

The night passes quietly as all 3 of our TF move northwards, but in early daylight both our Carriers and Yorktown's Oiler are spotted by enemy aircraft. Soon after, our Naval Search from CV Yorktown spots enemy TF approaching Milne Bay and Tulagi. Yorktown is attacked by 6xKates escorted by 4xZeros. They are met by 17xWildcats losing 3xKates and 1xZero while we lose no aircraft. The strike is pressed home but achieves no hits on our Carrier.

Yorktown responds with a strike against CV Shoho with 15xDauntless which are opposed by 4xZeros and 3xClaudes. The attack gains one good bomb hit on CV shoho which is set on fire but at a cost. We lose 4xDauntless, and 3x damaged. In the afternoon, we launch another strike against CV Shoho but gain no further hits. CV Shoho is seen to be still burning. We lose 2xDauntless.

[image]local://upfiles/57059/DA1570D511E54AD5B002606E4D717D7B.jpg[/image]




Energisteron -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/7/2017 5:47:25 PM)

But Yorktown had a very busy day!

At dawn many enemy ships had been spotted by coastwatchers leaving Rabaul or moving down the chain of islands leading to Tulagi. CV Yorktown identifies and attacks an enemy TF very near to Tulagi. In three strikes each of 6xaircraft, good hits are made on xAKL Seikai Maru, CL Tenryu, xAK Azumashiri Maru, all of which are last seen ablaze and heavily damaged. We lose just 1xDauntless damaged. The Devastators are unscathed.

By day's end, sighting reports from land based Recon and Subs suggests there's a LOT of enemy TF out there!

[image]local://upfiles/57059/BA28A59F45114C389477A555F089AECD.jpg[/image]




Energisteron -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/7/2017 9:53:17 PM)

May 05 - Day 02

Here's the situation as we see it before today's operations.

Our subs will continue to redeploy and observe the movement of enemy TF moving from the vicinity of Rabaul towards Milne Bay.

CV Yorktown will briefly continue to near Tulagi before turning west towards Milne Bay. It's objectives will be to hit the enemy Supply TFs near Tulagi and then in the afternoon draw closer to CV Lexington SE of Milne Bay to intercept approaching Surface TF and if possible to destroy CV Shoho.

CV Lexington will move slightly further west than intended with the same objectives except it will not target Tulagi which is out of range. Both CVs will thus be in a position to assist each other and to co-ordinate their air strikes.

The small Surface Combat TF will continue to take up station to the west of Lexington.

Air Naval Search is unchanged.



[image]local://upfiles/57059/F65620E132EF4508BF29706FF362DD4E.jpg[/image]




Itdepends -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/7/2017 10:14:24 PM)

Carriers in game are normally kept in single taksforces if operating together. They are split by type (not mixing CVE with CVL/CV). The only other reason you would split them would be to avoid the penalties for uncoordinated strikes or because you have so many carriers that you cant get enough escorts in and stay under the 25 ship tf limit. Even then, if operating in separate TF's they are normally kept in the same hex to provide mutually supporting CAP.




GetAssista -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/7/2017 10:54:54 PM)

quote:

ORIGINAL: Energisteron
I'm not too sure about having so many Cruisers stuck with a CV either. I suppose it automatically gives them a CAP but equally the CV will draw enemy aircraft in like a magnet! If the enemy can't make a run on the CV they may well have a go at a CA!

CA are the best AA platforms you have in the area so far, and also large enough to attract some aircraft attention. If the enemy plane is making a run on CA it does not make it on a precious CV of yours. Many players both Japan and Allied routinely put fast BBs into CV task forces for specifically this purpose -attract attention away from CVs




Energisteron -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/8/2017 7:30:19 AM)

Thanks, Itdepends. Your advice and warnings were very prescient as you will see shortly!

Thanks, GetAssista. Again your observation was confirmed by events in this upcoming day. Equally, so were my cations about risking Cruisers near CVs!




Energisteron -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/8/2017 7:59:08 AM)

May 05 - Day 02

As it happened:-

After a quiet night, coastwatcher reports again indicate significant enemy shipping traffic between Rabaul and all the way down the island chain to Tulagi. CV Yorktown turns towards the tip of New Guinea as ordered in order to close-up on CV Lexington and to cover Milne Bay. She has no time, or no inclination, to attack enemy shipping around Tulagi, as she sails serenely west.

Shortly after, CV Lexington mounts two early morning strikes against an enemy TF about to round the peninsula towards Milne Bay. Either the CV Shoho is operational again or there's another CV nearby because today there's a good CAP of Zeros. In the first strike an unescorted raid by 18xDauntless and 6xDevastators is met by 12xZeros with predictable results. Both types of aircraft suffer 50% losses in making an attack on CL Yubari and get not even one hit. The Zeros take no losses!

The second strike by 12xDauntless is met by just 2xZeros. 2xDauntless go down, no Zeros are damaged, and again we score no hits. The enemy TF is identified as 1xCA 1xCL 1xDD which would be a curious match-up with the Australian TF if they met. However, the latter's target must be transports when we spot them!

[image]local://upfiles/57059/A15737C6F7124FD9AE2F0A0BAD98FD3D.jpg[/image]




Energisteron -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/8/2017 8:38:08 AM)

May 05 - Day 02

We left CV Yorktown sailing west to meet CV Lexington, and having a quiet morning. Well she certainly did not have a quiet afternoon! Late in the morning our spotter aircraft are reporting enemy ships in swarms all over the map. Most of these reports seem to be genuine. We also observe plenty of Carrier Naval Search planes. They've found us, and found us first, because all we've located is a tenuous sighting of a CV (possibly Shoho?) well to the rear of CL Yubari's TF near Milne Bay.

Then it comes. A massive, overwhelming wave of enemy aircraft appears heading straight for CV Yorktown. As soon as it is detected it is obvious CV Yorktown is in big trouble. In fact the whole TF is at risk! We have a big CAP because we have found no worthwhile targets but not enough to stop this lot!

The Japanese air strike is well co-ordinated and comprises 29xKates, 33xVals and an escort of 11xZeros. We put up 18xWildcats. For what seems like an interminably long time, our Wildcats fight it out with the Zeros before breaking through to attack the strike aircraft which do prove vulnerable. The enemy lose 4xKates and 6xVals. No fighters are lost by either side. However, nothing is going to deter, let alone stop them, from attacking CV Yorktown. Flak takes down a few of the attacking aircraft, but inevitably CV Yorktown is hit, and a fire takes hold as the enemy aircraft turn for home.

We already had a retaliatory strike airborne. Twelve Dauntless were heading to attack an enemy TF near Shortlands. However, there's a good CAP of Zeros, 4xDauntless (from 12) are lost and the enemy CV is not located. Our dive-bombers have nowhere to go, can't reach CV Lexington, and drop into the sea. Many good pilots are lost.

With her deck out of action, her surviving fighter aircraft, already airborne, head for refuge on CV Lexington which is soon crammed below deck. CV Yorktown has suffered 4xbomb hits and 1xtorpedo strike BUT she stays afloat and the fires are got under control. CA Chester is also hit by a torpedo. The TF Commander steers for home base, Noumea.

[image]local://upfiles/57059/3119D74092E84EECA93CF6515B9D2D37.jpg[/image]




Energisteron -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/8/2017 8:43:59 AM)

So, Day 03 arrives with our plans in total disarray. We may even have lost this operation already, but we'll regroup and fight on.

I'll outline my revised plans and reaction to these dramatic events in my next post.

Night will be a blessing and may even allow CV Yorktown and CA Chester to escape!




Bif1961 -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/8/2017 8:54:46 PM)

You learned a good lesson the Japanese coordinate well and have longer range search aircraft. Your West would have worked out better if it had been a move SW or South taking you out of his range.




Aurorus -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/8/2017 9:36:31 PM)

As others have observed a lone CV is very vulnerable. It is generally a good idea to keep CVs in the same hex: either in one TF or two. There are various schools of thought as to how to form CVTFs from a couple smaller TFs (which I prefer) or 1 large TF. There are advantages and disadvantages to both. Strike coordination can be an issue in one large TF, but a splintered strike can also result from 2 smaller CVTFs as well. The advantage to 2 smaller TFs is that the enemy strike may focus on 1 TF and only a hanful of planes strike the other. One disadvantage to multiple TFs is that they separate because one TF commander reacts to an enemy and the other does not. If you use multiple CVTFs, try to have CVTF commanders with a similar aggression rating.

There are occassions when I do separate CVs when I expect a CV engagement, but this requires a special set of circumstances. There are occasions when I like to split a CVL group off as diversion and move them closer to where I expect the enemy CVs to be to dilute the enemy strike. This is complex and depends on my opponent and many other things. Generally, I do this as Japan if my opponent flies his CAP too high, and I think that I can set the CVLs to a low torpedo strike to either sneak through the enemy CAP or draw it down before the other CVs' strike reaches the target. Again, this is a tactic that I use only under a certain set of circumstances, and this is mostly for Japan, because the CVLs have a nice strike package composed only of torpedo planes and is more effective at very low altitudes. A strike containing dive bombers should never come in below 10K on enemy CVs.

One other thing as well. All variants of the F4 are outclassed by the Zero. As you noticed the Zeros put up a good fight before allowing your F4s through to the bombers. You really need a 3:2 numbers advantage or better with F4s against Zeros to achieve parity in any air combat.




Bif1961 -> RE: Coral Sea (Scenario 3) Human Allies v Hard AI (9/9/2017 1:24:57 AM)

I have learned, in order not to have one of my separate CV TFs, not to over-react and end up in a different hex then anohter is to set their reaction at zero and have the faster CV TF follow the slower. Until I did that I would frequently have one commander of a CV TF react more than another, setting them to reaction 0 stopped that.




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