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RE: Advice, warnings, help, dirty tricks - 12/7/2011 6:38:30 PM   
witpqs


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quote:

ORIGINAL: David The Great

What about defensive actions to prevent a PH strike ? As much TF's as possible ? , a big sc tf with reaction 6 to intercept his KB ?, spread air assets or not ?
The dec 7th surprize is for the am turn only or am i wrong on that one ?



Dec 7th is only a half turn, sort of. You will notice that the TFs you already have at sea only move half as much that first day.

If you are talking about subsequent days then you can certainly hit KB. You'll see that in a few AARs, but it's way from certain. A savvy IJ player will move KB around to be a more illusive target if he is staying to hit PH again.

(in reply to David The Great)
Post #: 31
RE: Advice, warnings, help, dirty tricks - 12/7/2011 7:16:44 PM   
Richard III


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quote:

ORIGINAL: witpqs

In my experience taking the 6 minesweepers at Manila and making 2 x mine sweeper TFs of 3 ships each will clear the mines in one turn.



IMHO, having tried dozens of combinations, witpqs way is the way to go.

Three sweepers up front. The other 3 attached to the high value fast AS + Tanker TF ( padded with AK`s ) P-40`s LRC that TF. B-17`s set to Naval Strike. you _must_ get them out to Darwin via Balikpan (sp) or no sub base there when Manila falls. That would be a very bad thing.

Use the old DD`s as the AS TF escort. Set at High Speed. Form multiple AK TF`s with small AU`s to soak up the LBA/CV strikes.

Against the AI, this doesn`t always work..against even an average Japanese player you could have big problems.

I`ve never been able to get the better LCU`s out of Manila without getting slagged by their LBA/CV air.

Any other ideas I`d love to hear about them...

(in reply to witpqs)
Post #: 32
RE: Advice, warnings, help, dirty tricks - 12/7/2011 7:30:37 PM   
Chickenboy


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quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: David The Great

And what about the allies ? Any thoughts on what they can do to prevent a Japanese victory ?



This won't do that, but put all of your fleeing ships, in their scores and hundreds, into single-ship TFs, and use waypoints to route them in odd ways. The air targeting routines can't make air attacks hit more than one TF per phase. You'll have 30 Betties hitting one xAKL, and it'll sink real good, but those planes will be "consumed" for that phase. You buy time.

I believe CR, in his current game, even routed some escaping PI merchants almost into HI waters and had them exit through the Aleutians. Be creative.

Oh, those RN DDs in Hong Kong will be worth a lot to you in a month or two wherever you send them. Get them moving. They're gold.

+1

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Post #: 33
RE: Advice, warnings, help, dirty tricks - 12/7/2011 7:33:52 PM   
Chickenboy


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quote:

ORIGINAL: David The Great

What about defensive actions to prevent a PH strike ? As much TF's as possible ? ,


Most games play with HRs to prevent forming TFs prior to the onset of hostilities. Putting ships in TFs prior to December 7 surprise attack would, obviously, remove any surprise. Doing so would definitely mess up a 'port' attack, as the attacking KB bombers would attack the port (or airfield if sent to secondary airfield attack) facilities and not the ships ('naval attack') in TFs in the hex.

< Message edited by Chickenboy -- 12/7/2011 7:39:40 PM >


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Post #: 34
RE: Advice, warnings, help, dirty tricks - 12/7/2011 7:40:05 PM   
Yaab


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Against the AI I manage to pull cadres of the two Canadian battalions that start in Hong Kong - Rifles of Canada and Winnipeg Grenadiers. I use one wing (7 planes) from the DC-7 unit at Kunming which moves to Hong Kong to pick up the units and fly them to Nanning. Put the second wing at Nanning, and the third one in Kunming. From Kunming you can air transport them to Ledo. It takes two turns to fly the cadres of both battalions in Hong Kong using this setup.You could also put two wings at Hong Kong and fly away cadres of both units in one turn. I don't know if it's doable against a human though.

I also try to bombard Canton with the three DDs from Hong Kong. Sometimes they hit the Japanese planes located there.


< Message edited by Yaab -- 12/7/2011 7:41:12 PM >

(in reply to Richard III)
Post #: 35
RE: Advice, warnings, help, dirty tricks - 12/7/2011 8:02:33 PM   
crsutton


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quote:

ORIGINAL: Yaab

Against the AI I manage to pull cadres of the two Canadian battalions that start in Hong Kong - Rifles of Canada and Winnipeg Grenadiers. I use one wing (7 planes) from the DC-7 unit at Kunming which moves to Hong Kong to pick up the units and fly them to Nanning. Put the second wing at Nanning, and the third one in Kunming. From Kunming you can air transport them to Ledo. It takes two turns to fly the cadres of both battalions in Hong Kong using this setup.You could also put two wings at Hong Kong and fly away cadres of both units in one turn. I don't know if it's doable against a human though.

I also try to bombard Canton with the three DDs from Hong Kong. Sometimes they hit the Japanese planes located there.



No longer a priority as you can purchase any lost unit back save for Dutch and PI units at very little cost.

_____________________________

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(in reply to Yaab)
Post #: 36
RE: Advice, warnings, help, dirty tricks - 12/7/2011 8:37:00 PM   
Bullwinkle58


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quote:

ORIGINAL: Yaab

I also try to bombard Canton with the three DDs from Hong Kong. Sometimes they hit the Japanese planes located there.



To me a few planes in the bag aren't worth losing the ASW.

_____________________________

The Moose

(in reply to Yaab)
Post #: 37
RE: Advice, warnings, help, dirty tricks - 12/7/2011 8:42:16 PM   
PaxMondo


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quote:

ORIGINAL: crsutton


quote:

ORIGINAL: Yaab

Against the AI I manage to pull cadres of the two Canadian battalions that start in Hong Kong - Rifles of Canada and Winnipeg Grenadiers. I use one wing (7 planes) from the DC-7 unit at Kunming which moves to Hong Kong to pick up the units and fly them to Nanning. Put the second wing at Nanning, and the third one in Kunming. From Kunming you can air transport them to Ledo. It takes two turns to fly the cadres of both battalions in Hong Kong using this setup.You could also put two wings at Hong Kong and fly away cadres of both units in one turn. I don't know if it's doable against a human though.

I also try to bombard Canton with the three DDs from Hong Kong. Sometimes they hit the Japanese planes located there.



No longer a priority as you can purchase any lost unit back save for Dutch and PI units at very little cost.

Yep, in fact waste of assets to do so now.

_____________________________

Pax

(in reply to crsutton)
Post #: 38
RE: Advice, warnings, help, dirty tricks - 12/7/2011 9:15:23 PM   
HansBolter


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quote:

ORIGINAL: crsutton


quote:

ORIGINAL: Yaab

Against the AI I manage to pull cadres of the two Canadian battalions that start in Hong Kong - Rifles of Canada and Winnipeg Grenadiers. I use one wing (7 planes) from the DC-7 unit at Kunming which moves to Hong Kong to pick up the units and fly them to Nanning. Put the second wing at Nanning, and the third one in Kunming. From Kunming you can air transport them to Ledo. It takes two turns to fly the cadres of both battalions in Hong Kong using this setup.You could also put two wings at Hong Kong and fly away cadres of both units in one turn. I don't know if it's doable against a human though.

I also try to bombard Canton with the three DDs from Hong Kong. Sometimes they hit the Japanese planes located there.



No longer a priority as you can purchase any lost unit back save for Dutch and PI units at very little cost.



Everyone keeps stating that it is cheap to rebuild units so we shouldn't worry about saving them from thier fate.

While the PP cost isn't high, do the device pools really have sufficient depth to simply disregard that aspect of the cost of rebuilding?

Are the device pools so deep that a player can flesh out understrength onboard units and afford to rebuild and refill dead units to a degree that losing them doesn't matter anymore?

I'm not trying to play devil's advocate here by shooting down anyone's recommendations, but rather trying to get a grasp on it myself from others who have more knowledge of the depths of device pools.

_____________________________

Hans


(in reply to crsutton)
Post #: 39
RE: Advice, warnings, help, dirty tricks - 12/7/2011 9:35:31 PM   
Crackaces


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quote:

ORIGINAL: crsutton


quote:

ORIGINAL: Yaab

Against the AI I manage to pull cadres of the two Canadian battalions that start in Hong Kong - Rifles of Canada and Winnipeg Grenadiers. I use one wing (7 planes) from the DC-7 unit at Kunming which moves to Hong Kong to pick up the units and fly them to Nanning. Put the second wing at Nanning, and the third one in Kunming. From Kunming you can air transport them to Ledo. It takes two turns to fly the cadres of both battalions in Hong Kong using this setup.You could also put two wings at Hong Kong and fly away cadres of both units in one turn. I don't know if it's doable against a human though.

I also try to bombard Canton with the three DDs from Hong Kong. Sometimes they hit the Japanese planes located there.



No longer a priority as you can purchase any lost unit back save for Dutch and PI units at very little cost.


I think costs in terms of PP's but for example in Jun '42 I am producing 10 squads per day so in one month I can rebuild 1 division if that is the sole purpose of my TO&E factories .. but it is not .. so teh costs are in time and reducing overall capacity to replenish the units in the field. Now I bought out units because 1943 is going to be pure (&(*(* for the IJ .. but I am not engaged right now in a war of attirtion either ..

(in reply to crsutton)
Post #: 40
RE: Advice, warnings, help, dirty tricks - 12/7/2011 10:14:13 PM   
witpqs


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None of the Allied infantry squad types build 10 per day. I guess the overall answer to 'is it worth it?' is 'depends on the exact situation'.

(in reply to Crackaces)
Post #: 41
RE: Advice, warnings, help, dirty tricks - 12/7/2011 10:34:15 PM   
PaxMondo


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Joined: 6/6/2008
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quote:

ORIGINAL: HansBolter


quote:

ORIGINAL: crsutton


quote:

ORIGINAL: Yaab

Against the AI I manage to pull cadres of the two Canadian battalions that start in Hong Kong - Rifles of Canada and Winnipeg Grenadiers. I use one wing (7 planes) from the DC-7 unit at Kunming which moves to Hong Kong to pick up the units and fly them to Nanning. Put the second wing at Nanning, and the third one in Kunming. From Kunming you can air transport them to Ledo. It takes two turns to fly the cadres of both battalions in Hong Kong using this setup.You could also put two wings at Hong Kong and fly away cadres of both units in one turn. I don't know if it's doable against a human though.

I also try to bombard Canton with the three DDs from Hong Kong. Sometimes they hit the Japanese planes located there.



No longer a priority as you can purchase any lost unit back save for Dutch and PI units at very little cost.



Everyone keeps stating that it is cheap to rebuild units so we shouldn't worry about saving them from thier fate.

While the PP cost isn't high, do the device pools really have sufficient depth to simply disregard that aspect of the cost of rebuilding?

Are the device pools so deep that a player can flesh out understrength onboard units and afford to rebuild and refill dead units to a degree that losing them doesn't matter anymore?

I'm not trying to play devil's advocate here by shooting down anyone's recommendations, but rather trying to get a grasp on it myself from others who have more knowledge of the depths of device pools.

Yes, but the old way of saving a remnant, you still have to rebuild. My point is, the PP cost is low enough that it isn't worth the cost of the hassle to arrange to keep a remnant hiding somewhere to replace a garrison.

The cost of rebuilding a division hasn't changed at all. For the allies, it is just time. For the IJ, it is a considerable cost that has to be evaluated. Usually I would rebuild one, but it may end up costing me a depot division later on that I can't build. Neither manpower, arm, veh, or HI are bottomless wells. They get consumed at a frightening rate in the end game. You really have to watch those Tracker plots carefully.


_____________________________

Pax

(in reply to HansBolter)
Post #: 42
RE: Advice, warnings, help, dirty tricks - 12/7/2011 11:24:38 PM   
Bullwinkle58


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quote:

ORIGINAL: Crackaces


I think costs in terms of PP's but for example in Jun '42 I am producing 10 squads per day so in one month I can rebuild 1 division if that is the sole purpose of my TO&E factories .. but it is not .. so teh costs are in time and reducing overall capacity to replenish the units in the field. Now I bought out units because 1943 is going to be pure (&(*(* for the IJ .. but I am not engaged right now in a war of attirtion either ..


To be honest with the logic you must balance the alternate uses for the evacuating vehicles, the risk of them being lost, fuel in some cases, repair time in other cases, and time needed to transport the evacuees to someplace they can rebuild. Getting PI units to the middle of China or even Rangoon might not be a bonus situation. If you let them be captured or killed you can start rebuilding them quickly, or not, but you aren't risking valuable planes and ships to save them either.

_____________________________

The Moose

(in reply to Crackaces)
Post #: 43
RE: Advice, warnings, help, dirty tricks - 12/7/2011 11:36:46 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
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quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: Crackaces


I think costs in terms of PP's but for example in Jun '42 I am producing 10 squads per day so in one month I can rebuild 1 division if that is the sole purpose of my TO&E factories .. but it is not .. so teh costs are in time and reducing overall capacity to replenish the units in the field. Now I bought out units because 1943 is going to be pure (&(*(* for the IJ .. but I am not engaged right now in a war of attirtion either ..


To be honest with the logic you must balance the alternate uses for the evacuating vehicles, the risk of them being lost, fuel in some cases, repair time in other cases, and time needed to transport the evacuees to someplace they can rebuild. Getting PI units to the middle of China or even Rangoon might not be a bonus situation. If you let them be captured or killed you can start rebuilding them quickly, or not, but you aren't risking valuable planes and ships to save them either.

"..but you aren't risking valuable planes and ships to save them either."

Exactly my thoughts, but more eloquently expressed by the Moose. THANK YOU Sir Moose!!



_____________________________

Pax

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Post #: 44
RE: Advice, warnings, help, dirty tricks - 12/8/2011 1:19:25 AM   
Chickenboy


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In the logical calculus of whether or not to extricate troops, one must also consider the VPs [a chorus of BOO is heard] that you are giving to your opponent by allowing these units to be destroyed in situ too. 1 VP per 3 Allied (non-Chinese, non-Filipino) units destroyed can add up to a sizeable VP gift if you don't get 'em out.

_____________________________


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Post #: 45
RE: Advice, warnings, help, dirty tricks - 12/8/2011 3:06:10 AM   
PaxMondo


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quote:

ORIGINAL: Chickenboy

In the logical calculus of whether or not to extricate troops, one must also consider the VPs [a chorus of BOO is heard] that you are giving to your opponent by allowing these units to be destroyed in situ too. 1 VP per 3 Allied (non-Chinese, non-Filipino) units destroyed can add up to a sizeable VP gift if you don't get 'em out.

???
Now I'm confused. Are we still talking about remnants vs paying PP?

Most people when they extract a remnant, it's 1 - 2 squads ... as little as possible so as to not diminish the unit. 3 - 6 VP is of consequence? Maybe for auto-victory (which I do not play). Not sure ... and you jeopardize air units at 2VP / ac and/or ships with even more. No, I pay the PP now.

_____________________________

Pax

(in reply to Chickenboy)
Post #: 46
RE: Advice, warnings, help, dirty tricks - 12/8/2011 6:21:24 AM   
Yaab


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Another thing I like to do is lifting AVG Ground Echelon to China, provided you want to use AVG squadrons in China. This unit is very "light" and consists exclusively of Aviation Support squads whereas Chinese Base Forces have infantry and AA equipment. 14 DC-7s will lift the whole unit in one turn. If you rebase AVG squadrons the Ground Echeleon can follow them by air.

(in reply to PaxMondo)
Post #: 47
RE: Advice, warnings, help, dirty tricks - 12/8/2011 12:26:45 PM   
HansBolter


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quote:

ORIGINAL: PaxMondo


quote:

ORIGINAL: HansBolter


quote:

ORIGINAL: crsutton


quote:

ORIGINAL: Yaab

Against the AI I manage to pull cadres of the two Canadian battalions that start in Hong Kong - Rifles of Canada and Winnipeg Grenadiers. I use one wing (7 planes) from the DC-7 unit at Kunming which moves to Hong Kong to pick up the units and fly them to Nanning. Put the second wing at Nanning, and the third one in Kunming. From Kunming you can air transport them to Ledo. It takes two turns to fly the cadres of both battalions in Hong Kong using this setup.You could also put two wings at Hong Kong and fly away cadres of both units in one turn. I don't know if it's doable against a human though.

I also try to bombard Canton with the three DDs from Hong Kong. Sometimes they hit the Japanese planes located there.



No longer a priority as you can purchase any lost unit back save for Dutch and PI units at very little cost.



Everyone keeps stating that it is cheap to rebuild units so we shouldn't worry about saving them from thier fate.

While the PP cost isn't high, do the device pools really have sufficient depth to simply disregard that aspect of the cost of rebuilding?

Are the device pools so deep that a player can flesh out understrength onboard units and afford to rebuild and refill dead units to a degree that losing them doesn't matter anymore?

I'm not trying to play devil's advocate here by shooting down anyone's recommendations, but rather trying to get a grasp on it myself from others who have more knowledge of the depths of device pools.

Yes, but the old way of saving a remnant, you still have to rebuild. My point is, the PP cost is low enough that it isn't worth the cost of the hassle to arrange to keep a remnant hiding somewhere to replace a garrison.

The cost of rebuilding a division hasn't changed at all. For the allies, it is just time. For the IJ, it is a considerable cost that has to be evaluated. Usually I would rebuild one, but it may end up costing me a depot division later on that I can't build. Neither manpower, arm, veh, or HI are bottomless wells. They get consumed at a frightening rate in the end game. You really have to watch those Tracker plots carefully.




Understood. I was under the impression people were advocating not making an effort to save whole units since the rebuild cost is so low. I never made an effort to save remnants. I felt it was gamey.

_____________________________

Hans


(in reply to PaxMondo)
Post #: 48
RE: Advice, warnings, help, dirty tricks - 12/8/2011 12:30:00 PM   
HansBolter


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Is garrisoning Salt lake City and the coastal bases that an airdrop on SLC could be made from neccessary?
Or is that threat just something that was posited in a thread?

It's not something one has to worry about against the AI.

Is it a real dirty trick threat to be aware of in a PBEM?

_____________________________

Hans


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Post #: 49
RE: Advice, warnings, help, dirty tricks - 12/8/2011 1:28:03 PM   
Chickenboy


Posts: 24520
Joined: 6/29/2002
From: San Antonio, TX
Status: offline

quote:

ORIGINAL: PaxMondo


quote:

ORIGINAL: Chickenboy

In the logical calculus of whether or not to extricate troops, one must also consider the VPs [a chorus of BOO is heard] that you are giving to your opponent by allowing these units to be destroyed in situ too. 1 VP per 3 Allied (non-Chinese, non-Filipino) units destroyed can add up to a sizeable VP gift if you don't get 'em out.

???
Now I'm confused. Are we still talking about remnants vs paying PP?

Most people when they extract a remnant, it's 1 - 2 squads ... as little as possible so as to not diminish the unit. 3 - 6 VP is of consequence? Maybe for auto-victory (which I do not play). Not sure ... and you jeopardize air units at 2VP / ac and/or ships with even more. No, I pay the PP now.

Yes. Sorry for being confusing. I'm outlining the rationale for why evacuating squads (or guns, or engineers, etc.) no matter what number is beneficial. Allowing them to be destroyed (and ultimately repurchased for PP) yields a substantial VP harvest to the opponent. This is less revealing for small fragments than it would be for shipborne evacuation of larger cadres.

For me, VPs are the game "trying to tell me something". If I can evacuate a large engineering unit or base force unit and save 30 VPs from imminent destruction, that's a laudable goal. As the game is suggesting, it's on par with losing a CA. I use this calculus to value the actions that I may or may not undertake.

_____________________________


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Post #: 50
RE: Advice, warnings, help, dirty tricks - 12/8/2011 1:34:39 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
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quote:

ORIGINAL: HansBolter

Is garrisoning Salt lake City and the coastal bases that an airdrop on SLC could be made from neccessary?
Or is that threat just something that was posited in a thread?

It's not something one has to worry about against the AI.

Is it a real dirty trick threat to be aware of in a PBEM?


I think of it as simply playing with a realistic flavor. For example, at the outset, with an attack on Pearl Harbor it became uncertain what was the extent of Japan's capabilities and intentions and west coast bases were fortified. I immediately build forts to thwart any quick adventure before I start on the bases.

(in reply to HansBolter)
Post #: 51
RE: Advice, warnings, help, dirty tricks - 12/8/2011 4:33:45 PM   
HansBolter


Posts: 7704
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quote:

ORIGINAL: witpqs

quote:

ORIGINAL: HansBolter

Is garrisoning Salt lake City and the coastal bases that an airdrop on SLC could be made from neccessary?
Or is that threat just something that was posited in a thread?

It's not something one has to worry about against the AI.

Is it a real dirty trick threat to be aware of in a PBEM?


I think of it as simply playing with a realistic flavor. For example, at the outset, with an attack on Pearl Harbor it became uncertain what was the extent of Japan's capabilities and intentions and west coast bases were fortified. I immediately build forts to thwart any quick adventure before I start on the bases.



Since learning of the gambit, I have taken to making certain I fortify and garrison all coastal bases and even send a unit to garrison SLC. All this against an AI that I know will never pull the gambit. I do it for reasons of historical accuracy, since as you say "invasion fever" swept the West Coast after December 7th, and for the purpose of developing good habits should I ever venture into the realm of PBEM play.

_____________________________

Hans


(in reply to witpqs)
Post #: 52
RE: Advice, warnings, help, dirty tricks - 12/8/2011 9:33:07 PM   
PaxMondo


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quote:

ORIGINAL: Chickenboy

Yes. Sorry for being confusing. I'm outlining the rationale for why evacuating squads (or guns, or engineers, etc.) no matter what number is beneficial. Allowing them to be destroyed (and ultimately repurchased for PP) yields a substantial VP harvest to the opponent. This is less revealing for small fragments than it would be for shipborne evacuation of larger cadres.

Ah, ok. Now I see your point, and well taken for the allies. For IJ, while the VP's for a CA might only be 40, their worth is far more as they are irreplaceable.

Allies and IJ play much different "rules". At start, eveything the allies have can be replaced, so nothing it really sacred. IJ OTOH has a lot of items that can never be replaced: capital ships and pilots. You have to spend those carefully, and the VP's accorded are not a good indication of their true value.

< Message edited by PaxMondo -- 12/8/2011 9:36:59 PM >


_____________________________

Pax

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Post #: 53
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