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RE: New to the game - Basic Questions - 11/29/2016 8:03:54 PM   
IBender

 

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Very helpful guys thank you

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RE: New to the game - Basic Questions - 11/30/2016 8:11:18 PM   
IBender

 

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Ok here we go with another round of questions, they are from a solo global war I am playing. I do try and look things up in rules as coded but I dont always find what I want or understand what I read...so you get those questions here (arent you lucky lol):

1, Production - naval repair vs naval construction ? I don’t understand what this is…I can see ship counters in both for usa in naval repair I see the cv saratogoa, bb Maryland and bb colorodo, all good ships in naval construction I see cv Langley (which I do not want) and the bb wyoming (also I don’t want) however the costs and times for repair and construction are different by a lot. Please explain repair vs construction

2. What are the circumstances for …”unit move cannot be undone” Sometimes I can undo a move sometimes I cant.

3, Pros / Cons of allowing or denying ussr claim to Bessarabia I have asked before (looking for any more thoughts regarding this) and am currently playing it both ways allow and deny, to see how it goes.

4. What affects movement..specifically does rain effect movement or am I confusing map stuff with weather. Here is my specific example. Japanese Motorized 5-5 infantry corps. Moves 1 space into forested hex with rail in it, then one hex clear terrain, then cross river into another clear hex. Then cannot move anymore. Is this weather? Or is this result of me not counting terrain correctly.

5. Red Factories / Blue what is difference and where is this in the rules

6. Another movement question : German 7-3 infantry corps. Moves left 1 space into clear hex, then moves left again into clear hex, but there is a river between the two hexes…Does that river add to movement costs? Also, the game allows me to move into the next hex but the unit ends up disrupted. Why is it disrupted? Where are the rules explaining this also?

7. During the End of turn time period there are two windows that open up that I don’t understand.
1. neutrality pact information Germany Basically I choose offensive twice even though I don’t know why, I could as easily choose defense. Basically I don’t get this part.
2. russia - I just pick the defense one ...but I really dont know what this is about

8. Us Entry options. Where are they explained. Basically I don’t get this either. Do I only pic one thing from the chart? Can I pick more than one? There is a German/ Italy entry number and a japan entry number - any clarification on this would be great. Also the choices don’t seem clear to me. For example if I chose Embargo on strategic materials…where does it explain what that means? Etc? Also when I choose an option that seems to raise tension…how does this work? In my current game I just picked embargo strategic materials and Occupy Greenland. cool, but ...whats this doing or effecting etc. Clearly tension rose, but also the number of points to spend went down.

8. Resource – Production Summary and Details – am I correct that there is nothing I can do on these screen , that they are entirely informational?

9 Production Commonwealth can spend / cost -1 to retrain pilot. (1 available) note this is after fall of poland. What is this about” USA has no pilots to retrain. Germany has 1 pilot for retraining. Yes I am confused. At first I thought this must have been a polish pilot or something then I thought that cant be it as Germany gets to retrain a pilot.


Thanks again guys



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RE: New to the game - Basic Questions - 11/30/2016 10:57:04 PM   
paulderynck


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1. There is a repair pool and a construction pool. Ships that are damaged in combat go to the repair pool. But to build ships (other than convoy points) and subs, they have to go to the production spiral twice. The first time they get off, they go to the construction pool. The second time they go to the map as reinforcements. A ship that is sunk must be built again from scratch. This will take two rounds of either 4, 5 or 6 turns, depending on the ship, and 2 rounds of three turns for subs. But a ship or sub that gets damaged takes only two turns to come back to the map once you pay to repair it. When building, the game lets you see what is in the pools.

2. There are several. They pertain to doing things where undoing them after would be beneficial to one side or the other once the result of doing the 'thing' is a known. FREX: choosing not to intercept moving enemy ships, or anything that generates a chance for US entry. There are others. This is similar to playing over the board and allowing take-backs, but not after dice are rolled.

3. That's a lengthy, lengthy subject. There are a number of threads discussing this on the forum but you won't find them all unless you first set the filter at the top right to see all posts not just the last 365 days of posts. Then use the Search tool (although you will get lots of duplicate hits on the same threads.) Early on there were some good AI threads that cover this too.

4. Weather affects hex costs - terrain costs are doubled in rain, storm and blizzard. Watch for the weather zone lines or turn on visible weather. There's also the motorized movement option which just about everyone uses. There's also the horrid railway movement bonus and HQ movement options. You should be able to bring up the Terrain Effects Chart (TEC) from the top menu somewhere.

5. Red produce for everyone, Blue for home country only. Rules are in Production (13.6) and Strategic Bombing (early on in 11). You can also rail your blue (only!) factories away when the enemy is in your home country. That's in rail movement (also early on in 11).

6. Rivers don't cost but Straits do. Again see the TEC. You can always enter a hex if you have at least one movement point left but if it costs more than what's left, then entering it will disrupt you. Movement rules are in 11.11.

7. You are very likely doing the right thing but it needs a lengthy explanation. Read about Neutrality Pacts in Section 9 first and then maybe more specific Q & A will do the job.

First 8. Again a huge area to learn and understand. Covered in 13.3. Essentially actions by either side give or remove entry chits. Options the US takes can move chits from entry to tension. The US needs certain combinations of entry and tension values before it can declare war on anybody. See the "It's War" chart.

Second 8. It will change depending on what you do in your production, but yes it is informational. Edit: Here I don't mean what you build, I mean how you configure your production to deliver resources to factories. Ideally, you want all your factories producing, although when your production multiplier is less than one, there are cases where this doesn't matter because fractions of a half or greater round up anyway.

9. Retraining pilots is a desperation move to get a few build points when the writing is on the wall and your country is going down the drain. Maybe you've had lots of planes shot down and an excess of pilots. Or maybe you can't afford planes anymore because you desperately need to build Militia. Basically you trade pilots on the pilot track back and get 50% of their original build cost to use for production.

Edit again: When I refer to rules sections I mean Rules As Coded, not the Players Manuals.

< Message edited by paulderynck -- 11/30/2016 11:07:28 PM >


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RE: New to the game - Basic Questions - 12/1/2016 12:53:52 AM   
IBender

 

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Very helpful. Thank you

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RE: New to the game - Basic Questions - 12/1/2016 10:28:10 AM   
juntoalmar


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Long ago I had some of the same issues.

FYI the "It's war" table I couldn't find on the manual, only in a WiF pdf that contains a summary of all the tables in the game (you can access it through the "Help" menu in the game).

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RE: New to the game - Basic Questions - 12/1/2016 5:39:24 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: juntoalmar

Long ago I had some of the same issues.

FYI the "It's war" table I couldn't find on the manual, only in a WiF pdf that contains a summary of all the tables in the game (you can access it through the "Help" menu in the game).

It's on page 69 of the Players Manual volume I (section 3.10.2). Yes, that's an obscure place in the manuals.

However, section 3.10 has a really important analysis of US Entry that new players should read before starting the Global War scenario. It covers US Entry Options, US Entry Actions (by both sides), and the very unusual game device of Tension affecting US Entry.

I would recommend reading all of section 3 once you have played through Barbarossa and Guadalcanal. Indeed, rereading that section from time to time as you gain more experience playing MWIF will improve your understanding (and play?). Section 3 was created in response to suggestions from members of the World in Flames forum, 3 or 4 years before the game was released. It has a half dozen of so different authors and numerous editors - with myself having the final edit (arguments about the text were frequent and some differing viewpoints were fiercely held).

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RE: New to the game - Basic Questions - 12/1/2016 11:53:17 PM   
IBender

 

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Excellent I will definetely read this before continuing to play thanks a bunch.

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RE: New to the game - Basic Questions - 12/5/2016 8:38:41 PM   
Orm


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quote:

3, Pros / Cons of allowing or denying ussr claim to Bessarabia I have asked before (looking for any more thoughts regarding this) and am currently playing it both ways allow and deny, to see how it goes.

The majority of players allow the USSR claim to Bessarabia. The risk with denying the claim is huge. But, of course, this depends on how well prepared USSR is before the demand. If the Soviet forces are not ready for a war with Romania, then I would consider rejecting the claim. And if a war with Romania would guarantee that US can never declare war on Germany or Italy (not enough US entry chits to handle a USSR dow on Romania), then I am likely to go with war as well.

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RE: New to the game - Basic Questions - 12/5/2016 10:51:53 PM   
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Another consideration is if you are playing with the oil option because rejecting the claim - even if the USSR doesn't look all that ready to attack - can lead to devastating strategic bomber raids on Ploesti and the at-start Russian strategic bombers are pretty good.

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RE: New to the game - Basic Questions - 12/6/2016 12:36:37 PM   
Centuur


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quote:

ORIGINAL: paulderynck

Another consideration is if you are playing with the oil option because rejecting the claim - even if the USSR doesn't look all that ready to attack - can lead to devastating strategic bomber raids on Ploesti and the at-start Russian strategic bombers are pretty good.


15 factors at least is what the Soviets have available to bomb the oil fields to oblivian. And guess what: if they use their HQ to reorganise one bomber, next impulse that one will finish the job...


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RE: New to the game - Basic Questions - 12/16/2016 1:51:56 AM   
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2D10 CRT Question, specifically modified die rolls 18 & 19 on the assault table.

I have included three "forms" of the 2D10 CRT in the graphic below. The top is the form you get within MWiF when you conduct a land combat and hit the CRT button. The middle and bottom are two graphics provided in the manual portion of the install, from the WiF boardgame I assume.

If I look at the bottom of the three tables for a modified die roll of 18 on the assault table any surviving defenders become disorganized in place. And for a modified roll of 19 the result is the same provided the attacker does NOT take an extra loss.

However, when I look at the CRT form I get within MWiF or the middle form I don't see any mention of surviving defenders being disorganized in place. So my question is,

Does a modified die roll of 18 (and 19, if the attacker does NOT take an extra loss) on the 2D10 assault CRT result in surviving defenders being disorganized in place?





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< Message edited by rkr1958 -- 12/16/2016 1:56:25 AM >


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RE: New to the game - Basic Questions - 12/16/2016 5:33:11 AM   
paulderynck


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If the defender retreats or takes more losses than the attacker, the defender is disorganized. That's the universal rule.

"Facing:
Turn all the defending units face-down if they retreated or if they took more losses than the attacker."

The state of the attacker is as per the 2D10 rules either disorganized, half disorganized or all still face-up.

So in 2D10 the answer is: "it depends".

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RE: New to the game - Basic Questions - 12/16/2016 11:28:05 AM   
rkr1958


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quote:

ORIGINAL: paulderynck

If the defender retreats or takes more losses than the attacker, the defender is disorganized. That's the universal rule.

"Facing:
Turn all the defending units face-down if they retreated or if they took more losses than the attacker."

The state of the attacker is as per the 2D10 rules either disorganized, half disorganized or all still face-up.

So in 2D10 the answer is: "it depends".
OK, so the 3rd (bottom) chart captures it best. For a roll of 18 the attacker takes 0 losses, is disorganized and the defender takes 1 loss. So 1 loss for the defender, which is more than 0 for the attacker, means that any surviving defenders are disorganized in place. Now for a roll of 19 the attacker takes 1 or 2 lost, half surviving attackers round down are disorganized, and the defender takes 2. So if the attacker only takes 1 loss the defender is disorganized. If the attacker takes 2 losses, any surviving defender is not.


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RE: New to the game - Basic Questions - 12/17/2016 12:14:25 AM   
Shannon V. OKeets

 

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quote:

ORIGINAL: rkr1958


quote:

ORIGINAL: paulderynck

If the defender retreats or takes more losses than the attacker, the defender is disorganized. That's the universal rule.

"Facing:
Turn all the defending units face-down if they retreated or if they took more losses than the attacker."

The state of the attacker is as per the 2D10 rules either disorganized, half disorganized or all still face-up.

So in 2D10 the answer is: "it depends".
OK, so the 3rd (bottom) chart captures it best. For a roll of 18 the attacker takes 0 losses, is disorganized and the defender takes 1 loss. So 1 loss for the defender, which is more than 0 for the attacker, means that any surviving defenders are disorganized in place. Now for a roll of 19 the attacker takes 1 or 2 lost, half surviving attackers round down are disorganized, and the defender takes 2. So if the attacker only takes 1 loss the defender is disorganized. If the attacker takes 2 losses, any surviving defender is not.


Yes.

I created the 3rd chart and added the (D) result specifically to clarify the situations you asked about.

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RE: New to the game - Basic Questions - 12/18/2016 5:27:33 PM   
IBender

 

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Ok, so I am finally circling back to something that I dont understand and cant seem to find answers to in the rules, and have basically ignored. It is the "initial lend lease" when your setting up the game. I just dont get how it is used. I see planes available, planes in forcepool, country flags to the left. I can click on the flags. Basically I just need someone to please explain what is supposed to occur here and give an example or two. I know what lend lease is...I just dont understand how it works here and what I am to do with this initial chart. (note: please speak to me like I am child would be much appreciated lol)

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RE: New to the game - Basic Questions - 12/18/2016 5:49:22 PM   
paulderynck


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Well it isn't really lend lease - as in the "lend lease" of resources and BPs in Trade Agreements - it's foreign sourced aircraft.

Some powers have aircraft in their force pools that other powers can "borrow". Why? Several reasons, the aircraft might be better than what they have in terms of range or combat factors, or for the Nationalist Chinese, it is the only way they will ever get an air force. And in the case of the USA there are lots of aircraft that won't see combat otherwise.

Even once the US is in the war later on in the game, there are aircraft models with good factors but short range that can be borrowed by Russia. You may as well, since the only way those planes will get into combat is if they take up precious moves and space on US Lift. And the advantage for the US is that they won't be there to waste BPs on if they were to be drawn as a random build.

The way it works is the lender has the plane removed from its force pool and the borrower has it added. Only certain models can be given to certain powers although for some models you have a choice to make because if given to one power, it can't be given to another. The owner can always demand the plane back but this is bad form if the borrower has it in use and/or on the map.

Rules section is: 13.6.4, sub-heading Foreign Aircraft

You can't lend until the plane is in your force pool and in some cases the borrowed "copy" is not available until the next year. The process in the MWiF form is a little hard to understand. The borrower has to request the plane, and then the lender has to grant it.

< Message edited by paulderynck -- 12/18/2016 5:54:21 PM >


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RE: New to the game - Basic Questions - 12/18/2016 5:53:04 PM   
IBender

 

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Super helpful thank you very much that!

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RE: New to the game - Basic Questions - 12/19/2016 5:02:38 PM   
IBender

 

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RAC states in 18.2 "You satisfy the foreign troop commitment limit if there is at least one HQ from the unit’s home country there (any Commonwealth HQ will do for Commonwealth units) and the total number of that country’s non-HQ units there is less than or equal to the total printed reorganization values of the HQs. "

Does this literally mean that if Gort with 2 reorg, is in France that the commonwealth can have only 2 other units there with him? Ie Gort + 2 corp, Gort 1 division + 1 aircraft? Are these two examples equal? Could I have Gort with 4 divisions as that seems to equal 2 corps?

thanks

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RE: New to the game - Basic Questions - 12/19/2016 5:48:26 PM   
Mayhemizer_slith


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quote:

ORIGINAL: Azorn01

RAC states in 18.2 "You satisfy the foreign troop commitment limit if there is at least one HQ from the unit’s home country there (any Commonwealth HQ will do for Commonwealth units) and the total number of that country’s non-HQ units there is less than or equal to the total printed reorganization values of the HQs. "

Does this literally mean that if Gort with 2 reorg, is in France that the commonwealth can have only 2 other units there with him? Ie Gort + 2 corp, Gort 1 division + 1 aircraft? Are these two examples equal? Could I have Gort with 4 divisions as that seems to equal 2 corps?

thanks


In this case unit is unit. It doesn't matter if it's a land unit (division or corps sized), ship or plane.

Normally you see 2 corps in front line and HQ behind them. And units are adjacent to North Sea so that CW Home Fleet can provide defensive shore bombardment it that optional rule is chosen.

< Message edited by Mayhemizer -- 12/19/2016 5:50:48 PM >

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RE: New to the game - Basic Questions - 12/19/2016 10:54:46 PM   
Courtenay


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In particular, ships count. Do not sail a loaded transport into a French port; that will reduce by one the number of CW units that can be in France.

Note that FTC is only calculated at the end of a step. A CW plane that starts a step in England and flies a mission to France does not affect FTC if it lands back in England (or is shot down). The whole CW air force could do so.

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RE: New to the game - Basic Questions - 12/20/2016 1:08:03 AM   
IBender

 

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Yep you guys explained it well thanks. And yep I encountered the ship issue also. Thanks a bunch guys. Oh, and I had not thought of shore bombardment thanks for mentioning it.

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RE: New to the game - Basic Questions - 12/20/2016 2:37:40 AM   
IBender

 

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Regarding calculating odds. I wiped out Poland just fine. Now moving on to attacking France I seem to be struggling to accurately calculate what the odds are of attacks, sometime by a wide margin. I am wondering if you guys have any suggestions regarding this and or comments.

Thanks

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RE: New to the game - Basic Questions - 12/20/2016 5:34:48 AM   
paulderynck


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If you hover over the target hex after declaring attacks the odds show in one of the bottom bars of the Main Form. Then you can go back and change the attacks or not make them if you haven't ended the phase and don't like what you see.

There are also modifiers for bad weather (likely the case here since weather tends to get worse after Poland falls).

There are also mods for armor/mech, engineers and HQs attacking and defending as well as for terrain and if defenders are disorganized. There are two Combat Results Tables to choose from when you pick options, so without knowing a lot of the applicable details it's hard to get specific about the odds deltas.

< Message edited by paulderynck -- 12/20/2016 5:36:40 AM >


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RE: New to the game - Basic Questions - 12/20/2016 7:19:04 AM   
Courtenay


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Just to be clear, the Main Form is the small window with the controls that allow you to pick which major power is currently moving units. The large screen with the counters on it is the Detailed Map.

Do not have the Detailed Map overlap the bottom of the main form -- there is very useful information (like attack odds) there.

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RE: New to the game - Basic Questions - 12/20/2016 2:22:47 PM   
IBender

 

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This has helped a great deal thank you guys.

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RE: New to the game - Basic Questions - 12/20/2016 4:50:59 PM   
IBender

 

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Is there a way to see what is being built? What I built the previous turn What is going to be completed in the upcoming turns...etc Basically to see what in production. I find that if I take my time playing the game, that I forget what I built the previous turn and it would be nice..to see what that way and also to see things like ships...and where they are in the que...etc

Thanks

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RE: New to the game - Basic Questions - 12/20/2016 5:26:11 PM   
Orm


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quote:

ORIGINAL: Azorn01

Is there a way to see what is being built? What I built the previous turn What is going to be completed in the upcoming turns...etc Basically to see what in production. I find that if I take my time playing the game, that I forget what I built the previous turn and it would be nice..to see what that way and also to see things like ships...and where they are in the que...etc

Thanks

Select 'info' and then 'pools' and you can get the information you seek.




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RE: New to the game - Basic Questions - 12/20/2016 5:27:04 PM   
Orm


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Here is the reinforcement for our next turn shown.




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RE: New to the game - Basic Questions - 12/20/2016 5:33:04 PM   
Orm


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And you can look at the different major powers force pools. Or even minor powers. Perfect when contemplating if one consider to go to war with the minor. The force pools only show the units currently available. If you tick the box 'build ahead' the units shown will be those that will be added during the coming years and the 'no builds' for minor nations (marked NB). No builds are units that are not placed when the minor enters the war (the units can be built after the minor enters the war)




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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

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RE: New to the game - Basic Questions - 12/20/2016 11:01:34 PM   
IBender

 

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Ok that was very helpful thank you. I hope to one day meet you upon the face of battle. ;)

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