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RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 12:19:57 AM   
HardLuckYetAgain


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Turn 1 End of Soviet Turn

All other HQ's are set to 100% TOE. I would never set below that for any active HQ.

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Post #: 31
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 12:23:41 AM   
HardLuckYetAgain


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Turn 1 End of Soviet Turn

I know probably everyone does the same thing, or maybe they don't. But I set all the forts to the lowest TOE possible, 20% here. I want as much manpower coming to me as possible. I know this is worthless for many of these forts since they will be gone in turn 2 but this way I know they aren't going to get more men. New fort areas I build I will max out TOE for entrenching.




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Post #: 32
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 12:26:39 AM   
M60A3TTS


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quote:

ORIGINAL: HardLuckYetAgain

Turn 1 End of Soviet Turn

Ended the turn with 784,726. Could end up being bad or good on what I got rid of but I know that I start building the new Soviet Army turn 1. If replacement is like the German side it takes awhile to fill up to full & I see that as a situation that I need to address by setting up correctly.





Depends on the context. When you say it takes a while, what do you mean?

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Post #: 33
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 12:30:01 AM   
HardLuckYetAgain


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Turn 1 End of Soviet Turn

I set armor and mech to 50% ToE. Now I do set some Armor and Mech to higher ToEs but you have to have a base TOE already at 85 or better. I am basing this on how I handled armor and mech division in WITE1 and will adjust accordingly once I get turn 2 back. But lets just say these divisions seem to be equipment hogs. Thus many I disbanded.




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Post #: 34
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 12:31:44 AM   
HardLuckYetAgain


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quote:

ORIGINAL: M60A3TTS


quote:

ORIGINAL: HardLuckYetAgain

Turn 1 End of Soviet Turn

Ended the turn with 784,726. Could end up being bad or good on what I got rid of but I know that I start building the new Soviet Army turn 1. If replacement is like the German side it takes awhile to fill up to full & I see that as a situation that I need to address by setting up correctly.





Depends on the context. When you say it takes a while, what do you mean?


Not setting on a depot, setting on a depot without a HQ. All things that can add more men to fill up but when defending don't always have the luxury of setting on a depot on the front line. Thus it will take longer for a unit not on a dept with an HQ.

(in reply to M60A3TTS)
Post #: 35
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 12:33:20 AM   
HardLuckYetAgain


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quote:

ORIGINAL: HardLuckYetAgain


quote:

ORIGINAL: M60A3TTS


quote:

ORIGINAL: HardLuckYetAgain

Turn 1 End of Soviet Turn

Ended the turn with 784,726. Could end up being bad or good on what I got rid of but I know that I start building the new Soviet Army turn 1. If replacement is like the German side it takes awhile to fill up to full & I see that as a situation that I need to address by setting up correctly.





Depends on the context. When you say it takes a while, what do you mean?


Not setting on a depot, setting on a depot without a HQ. All things that can add more men to fill up but when defending don't always have the luxury of setting on a depot on the front line. Thus it will take longer for a unit not on a dept with an HQ.


Could also send to reserve but takes time for that. Rather keep on map digging in.

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Post #: 36
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 12:38:35 AM   
HardLuckYetAgain


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Turn 1 End of Soviet Turn

I set all artillery to 50% TOE. Artillery I deal with on Turn 2 after they all have travelled up to Stavka. In WITE1 I would disband many tubes. I haven't looked at what I have but I had a set template of what I wanted in each Army HQ. Anything beyond that I got rid of. I will do that next turn.




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Post #: 37
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 12:44:15 AM   
HardLuckYetAgain


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Turn 1 End of Soviet Turn

Here is the big one. I set the infantry TOE at 65% for the 1st turn. Yup, 65%. I do have key infantry divisions in key places at 100% and in refit mode so that is covered.




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Post #: 38
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 12:47:00 AM   
HardLuckYetAgain


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Turn 1 End of Soviet Turn

I set the infantry on the Southern Front border to 50% TOE along with the Mountain divisions on that border, along with the Cav since they were frozen. Yes you can change the TOE. (normal Mountain Divisions I set at 100%)

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Post #: 39
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 12:47:48 AM   
carlkay58

 

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A few things:

1. HQs that are below 100% TOE have negative modifiers. I know you said you were keeping your active HQs at 100% but this is for other people's information that this can be a dangerous setting.

2. Forts can be disbanded as long as they are not isolated. So I disband them when I have another unit in the hex to maintain the fort level.

3. Almost all of your refitting that will do anything for the first five or six turns will have to be in the Reserve Theater Box. All of the other Theater Boxes are understrength and will have priority on refitting back up to strength before your on-map units will get anything.

Of course, the above have been my experiences and may not reflect reality.

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Post #: 40
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 12:53:41 AM   
HardLuckYetAgain


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Turn 1 End of Soviet Turn

Air

I did "NO" bombing!! To me bombing for the Soviets just has to wait. All but 11 Squadrons are either in Reserve or resting. I ran only two Air Directives for the first turn. Will have to wait to see the outcome if any.

(in reply to HardLuckYetAgain)
Post #: 41
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 12:58:06 AM   
HardLuckYetAgain


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quote:

ORIGINAL: carlkay58


2. Forts can be disbanded as long as they are not isolated. So I disband them when I have another unit in the hex to maintain the fort level.


Of course, the above have been my experiences and may not reflect reality.




Yes, all forts can be disbanded. But the MG forts can not :( Thus you are going to have a ton of the MG Forts not able to be disbanded per this picture. Many will consider them forts




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Post #: 42
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 12:59:57 AM   
HardLuckYetAgain


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quote:

ORIGINAL: HardLuckYetAgain


quote:

ORIGINAL: carlkay58


2. Forts can be disbanded as long as they are not isolated. So I disband them when I have another unit in the hex to maintain the fort level.


Of course, the above have been my experiences and may not reflect reality.




Yes, all forts can be disbanded. But the MG forts can not :( Thus you are going to have a ton of the MG Forts not able to be disbanded per this picture. Many will consider them forts





Once unfrozen from turn 1 should be able to disband

(in reply to HardLuckYetAgain)
Post #: 43
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 1:01:48 AM   
HardLuckYetAgain


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Turn 1 End of Soviet Turn

One of the weakest units I have seen in a long time :-)




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Post #: 44
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 1:03:51 AM   
M60A3TTS


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quote:

ORIGINAL: carlkay58
3. Almost all of your refitting that will do anything for the first five or six turns will have to be in the Reserve Theater Box. All of the other Theater Boxes are understrength and will have priority on refitting back up to strength before your on-map units will get anything.


I can't agree with this.

On turn 1 you need to be getting under-strength rifle units onto depots and into refit mode. Ideally these are your high morale rifle divisions but their numbers are obviously limited. On turn 2, these will be at full strength of 14k being 41a divisions and ready for use because the initial mobilized manpower is enough to fill them, TBs or no. You need units with prep points and you don't get them in the reserves.

As soon as rifle divisions arrive in the SR box, those you refit, in order to kick them out as soon as possible onto the map.

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Post #: 45
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 1:04:58 AM   
HardLuckYetAgain


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Turn 1 End of Soviet turn

Well M60 gave awesome advice on the Air in his pearls of wisdom. I have considered the information and have made my mind up on the fighter that I will be using the most quantities permitting.






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Post #: 46
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 1:07:36 AM   
M60A3TTS


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quote:

ORIGINAL: HardLuckYetAgain

Turn 1 End of Soviet Turn

One of the weakest units I have seen in a long time :-)





Yeah, better get used to it. You're in the Red Army now.

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Post #: 47
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 1:07:49 AM   
HardLuckYetAgain


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Turn 1 End of Soviet Turn

The Mig is just not for me. Granted they are produced faster than cockroaches the durability & light armament just isn't doing it for me. I have a hunch that the Lagg is going to shoot down more because of the armament. But hey I could be eating crow in a few turns.

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Post #: 48
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 1:13:21 AM   
M60A3TTS


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quote:

ORIGINAL: HardLuckYetAgain

Turn 1 End of Soviet Turn

The Mig is just not for me. Granted they are produced faster than cockroaches the durability & light armament just isn't doing it for me. I have a hunch that the Lagg is going to shoot down more because of the armament. But hey I could be eating crow in a few turns.


Yes, it has the best armament with the worst max speed, durability and maneuverability. Still, you may show me something here, but wouldn't bet my life savings on it.

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Post #: 49
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 1:13:28 AM   
Aurelian

 

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quote:

ORIGINAL: HardLuckYetAgain

T1 End of Soviet Turn

I set ToE of Corps HQ's to 50. The few that I do keep I set to 100. I believe I kept a whopping total of 4 Corps HQs. This is my preference on how I do things and the administrative nightmare that are Corps HQ's dictate me to get rid of them as quickly as possible. So I do so since it is easy to do.





But there are Corp HQs that become Army HQs

21.11.8. Headquarters Conversions and
Upgrades
In the course of the game a number of HQs will change
their designation. Some of these will have little impact on
gameplay such as the early German motorized corps being
re-designated as Panzer Corps.
However, a number of Soviet armies will be created
by converting some of the at-start rifle and mechanized
corps HQs.
Equally Soviet Guards armies will be created
according to the historical OOB and almost all will be
converted from an existing HQ.

_____________________________

If the Earth was flat, cats would of knocked everything off of it long ago.

(in reply to HardLuckYetAgain)
Post #: 50
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 1:13:34 AM   
HardLuckYetAgain


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Joined: 2/5/2016
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quote:

ORIGINAL: M60A3TTS


quote:

ORIGINAL: HardLuckYetAgain

Turn 1 End of Soviet Turn

One of the weakest units I have seen in a long time :-)





Yeah, better get used to it. You're in the Red Army now.


Oh yeah, notice a great many hurt units :(

(in reply to M60A3TTS)
Post #: 51
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 1:15:11 AM   
M60A3TTS


Posts: 4014
Joined: 5/13/2011
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quote:

ORIGINAL: Aurelian


quote:

ORIGINAL: HardLuckYetAgain

T1 End of Soviet Turn

I set ToE of Corps HQ's to 50. The few that I do keep I set to 100. I believe I kept a whopping total of 4 Corps HQs. This is my preference on how I do things and the administrative nightmare that are Corps HQ's dictate me to get rid of them as quickly as possible. So I do so since it is easy to do.





But there are Corp HQs that become Army HQs

21.11.8. Headquarters Conversions and
Upgrades
In the course of the game a number of HQs will change
their designation. Some of these will have little impact on
gameplay such as the early German motorized corps being
re-designated as Panzer Corps.
However, a number of Soviet armies will be created
by converting some of the at-start rifle and mechanized
corps HQs.
Equally Soviet Guards armies will be created
according to the historical OOB and almost all will be
converted from an existing HQ.


+1. You may have just shot yourself in the foot with an SMG.

(in reply to Aurelian)
Post #: 52
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 1:16:10 AM   
HardLuckYetAgain


Posts: 6987
Joined: 2/5/2016
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quote:

ORIGINAL: Aurelian


quote:

ORIGINAL: HardLuckYetAgain

T1 End of Soviet Turn

I set ToE of Corps HQ's to 50. The few that I do keep I set to 100. I believe I kept a whopping total of 4 Corps HQs. This is my preference on how I do things and the administrative nightmare that are Corps HQ's dictate me to get rid of them as quickly as possible. So I do so since it is easy to do.





But there are Corp HQs that become Army HQs

21.11.8. Headquarters Conversions and
Upgrades
In the course of the game a number of HQs will change
their designation. Some of these will have little impact on
gameplay such as the early German motorized corps being
re-designated as Panzer Corps.
However, a number of Soviet armies will be created
by converting some of the at-start rifle and mechanized
corps HQs.
Equally Soviet Guards armies will be created
according to the historical OOB and almost all will be
converted from an existing HQ.


Yup. I know. I hate Corps HQ's that much as Soviets.

(in reply to Aurelian)
Post #: 53
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 1:17:28 AM   
HardLuckYetAgain


Posts: 6987
Joined: 2/5/2016
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quote:

ORIGINAL: HardLuckYetAgain


quote:

ORIGINAL: Aurelian


quote:

ORIGINAL: HardLuckYetAgain

T1 End of Soviet Turn

I set ToE of Corps HQ's to 50. The few that I do keep I set to 100. I believe I kept a whopping total of 4 Corps HQs. This is my preference on how I do things and the administrative nightmare that are Corps HQ's dictate me to get rid of them as quickly as possible. So I do so since it is easy to do.



But there are Corp HQs that become Army HQs

21.11.8. Headquarters Conversions and
Upgrades
In the course of the game a number of HQs will change
their designation. Some of these will have little impact on
gameplay such as the early German motorized corps being
re-designated as Panzer Corps.
However, a number of Soviet armies will be created
by converting some of the at-start rifle and mechanized
corps HQs.
Equally Soviet Guards armies will be created
according to the historical OOB and almost all will be
converted from an existing HQ.


Yup. I know. I hate Corps HQ's that much as Soviets.


But thank you for pointing that out for others that may not know. I never seem to run out of Army HQ's in WITE1 and I bet you don't here. If I do need one I can always build one. Plus Assualt HQ's help a great deal. Will be doing that shortly with the Soviets.

Edit:

Note to people reading, you can't build more HQ's and I assumed something from WITE1 :( My own fault. I will get burned because of it in my game but please know that disbanding Corps HQ's can jeopardize future HQ's. Learn from my mistake since I am new to the Soviet side myself. Thanks all for pointing this out.


< Message edited by HardLuckYetAgain -- 4/11/2021 1:39:52 AM >

(in reply to HardLuckYetAgain)
Post #: 54
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 1:19:14 AM   
Beethoven1

 

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quote:

ORIGINAL: HardLuckYetAgain

Well M60 gave awesome advice on the Air in his pearls of wisdom.


Are there other pearls of wisdom posted somewhere that you are getting this from?

(in reply to HardLuckYetAgain)
Post #: 55
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 1:19:52 AM   
HardLuckYetAgain


Posts: 6987
Joined: 2/5/2016
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quote:

ORIGINAL: M60A3TTS


quote:

ORIGINAL: Aurelian


quote:

ORIGINAL: HardLuckYetAgain

T1 End of Soviet Turn

I set ToE of Corps HQ's to 50. The few that I do keep I set to 100. I believe I kept a whopping total of 4 Corps HQs. This is my preference on how I do things and the administrative nightmare that are Corps HQ's dictate me to get rid of them as quickly as possible. So I do so since it is easy to do.





But there are Corp HQs that become Army HQs

21.11.8. Headquarters Conversions and
Upgrades
In the course of the game a number of HQs will change
their designation. Some of these will have little impact on
gameplay such as the early German motorized corps being
re-designated as Panzer Corps.
However, a number of Soviet armies will be created
by converting some of the at-start rifle and mechanized
corps HQs.
Equally Soviet Guards armies will be created
according to the historical OOB and almost all will be
converted from an existing HQ.


+1. You may have just shot yourself in the foot with an SMG.


Nice! Lesson learned. You can still build Army HQ's?

(in reply to M60A3TTS)
Post #: 56
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 1:20:47 AM   
HardLuckYetAgain


Posts: 6987
Joined: 2/5/2016
Status: offline

quote:

ORIGINAL: Beethoven1


quote:

ORIGINAL: HardLuckYetAgain

Well M60 gave awesome advice on the Air in his pearls of wisdom.


Are there other pearls of wisdom posted somewhere that you are getting this from?


He is doing 10, one per turn for 10 turns. The wise one has only given us one at the moment :(

(in reply to Beethoven1)
Post #: 57
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 1:23:54 AM   
HardLuckYetAgain


Posts: 6987
Joined: 2/5/2016
Status: offline

quote:

ORIGINAL: HardLuckYetAgain


quote:

ORIGINAL: M60A3TTS


quote:

ORIGINAL: Aurelian


quote:

ORIGINAL: HardLuckYetAgain

T1 End of Soviet Turn

I set ToE of Corps HQ's to 50. The few that I do keep I set to 100. I believe I kept a whopping total of 4 Corps HQs. This is my preference on how I do things and the administrative nightmare that are Corps HQ's dictate me to get rid of them as quickly as possible. So I do so since it is easy to do.



But there are Corp HQs that become Army HQs

21.11.8. Headquarters Conversions and
Upgrades
In the course of the game a number of HQs will change
their designation. Some of these will have little impact on
gameplay such as the early German motorized corps being
re-designated as Panzer Corps.
However, a number of Soviet armies will be created
by converting some of the at-start rifle and mechanized
corps HQs.
Equally Soviet Guards armies will be created
according to the historical OOB and almost all will be
converted from an existing HQ.


+1. You may have just shot yourself in the foot with an SMG.


Nice! Lesson learned. You can still build Army HQ's?


So next time I will just re-assign all unit to Army HQ's then move them far to the rear. Thanks for the info.

(in reply to HardLuckYetAgain)
Post #: 58
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 1:24:52 AM   
M60A3TTS


Posts: 4014
Joined: 5/13/2011
Status: offline

quote:

ORIGINAL: HardLuckYetAgain


quote:

ORIGINAL: M60A3TTS


quote:

ORIGINAL: Aurelian


quote:

ORIGINAL: HardLuckYetAgain

T1 End of Soviet Turn

I set ToE of Corps HQ's to 50. The few that I do keep I set to 100. I believe I kept a whopping total of 4 Corps HQs. This is my preference on how I do things and the administrative nightmare that are Corps HQ's dictate me to get rid of them as quickly as possible. So I do so since it is easy to do.





But there are Corp HQs that become Army HQs

21.11.8. Headquarters Conversions and
Upgrades
In the course of the game a number of HQs will change
their designation. Some of these will have little impact on
gameplay such as the early German motorized corps being
re-designated as Panzer Corps.
However, a number of Soviet armies will be created
by converting some of the at-start rifle and mechanized
corps HQs.
Equally Soviet Guards armies will be created
according to the historical OOB and almost all will be
converted from an existing HQ.


+1. You may have just shot yourself in the foot with an SMG.


Nice! Lesson learned. You can still build Army HQ's?



Ummmm... nope.

(in reply to HardLuckYetAgain)
Post #: 59
RE: Order of Victory Dodo98(G) vs HLYA(S) - 4/11/2021 1:27:11 AM   
HardLuckYetAgain


Posts: 6987
Joined: 2/5/2016
Status: offline

quote:

ORIGINAL: M60A3TTS


quote:

ORIGINAL: HardLuckYetAgain


quote:

ORIGINAL: M60A3TTS


quote:

ORIGINAL: Aurelian


quote:

ORIGINAL: HardLuckYetAgain

T1 End of Soviet Turn

I set ToE of Corps HQ's to 50. The few that I do keep I set to 100. I believe I kept a whopping total of 4 Corps HQs. This is my preference on how I do things and the administrative nightmare that are Corps HQ's dictate me to get rid of them as quickly as possible. So I do so since it is easy to do.





But there are Corp HQs that become Army HQs

21.11.8. Headquarters Conversions and
Upgrades
In the course of the game a number of HQs will change
their designation. Some of these will have little impact on
gameplay such as the early German motorized corps being
re-designated as Panzer Corps.
However, a number of Soviet armies will be created
by converting some of the at-start rifle and mechanized
corps HQs.
Equally Soviet Guards armies will be created
according to the historical OOB and almost all will be
converted from an existing HQ.


+1. You may have just shot yourself in the foot with an SMG.


Nice! Lesson learned. You can still build Army HQ's?



Ummmm... nope.


Oh, very nice :) All the ones in the pockets are still there ;-P Nice lesson, learned the hard way.

(in reply to M60A3TTS)
Post #: 60
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