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Tigershark AX-0-1

 Post subject: Tigershark AX-0-1
PostPosted: Tue Jan 24, 2006 11:32 pm 
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I would like to point out that I am not debating that five (or two or whatever number it takes) TS couldn't take out a Stompa mob.

I'm also not going to debate that after you break a blitz unit, that your other shots kill big chunks.

Assuming that all of your air units activated, that was Turn One and the Ork Player is now, at a minimum, in mid-field.

What I will debate is that in the list given in the batrep, with 12 flak wagons on the table, blitz brigades that were 12+ in size, an infantry mob that was 30 units strong doubling each turn, a bike unit that was 18 strong, and artillery unit that was 16 or so strong.

What are you going to do to him in Turn Two to keep him out of your HALF of the board?

If I was the Ork player and I saw you wasting your shots at a Stompa mob while 80% of my army enters your half of the board, then it would be a struggle to not sacrifice my sportsmanship score and laugh out loud.

So, when we are considering what "balanced" is, keep in mind that the current TS does not solve all the tactical problems that one is faced with in one shot, which would be my definition of an overpowered unit.

Again, JMO...

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 Post subject: Tigershark AX-0-1
PostPosted: Tue Jan 24, 2006 11:44 pm 
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@Honda,
as I haven?t yet read this particular report ( i do it tommorrow), I agree with you . In the example given , you?ll need Artillery, and a lot of it, to stop them. And no Airforce like the TS will change the approach you pointed out. But , sorry for the question, why you are asking this? I can feel your thoughts: thousands of orks in the range of your very home lines and you have only got a couple of vehicles and men to stop them..... I would say movement is the only viable route to escape , and keep firing. As I don?t faced Orks with Tau yet , this is only a presumption. But isn?t it somewhat OT? Maybe I don?t get it , help me on this.

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 Post subject: Tigershark AX-0-1
PostPosted: Wed Jan 25, 2006 2:53 am 
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Quote (Honda @ 24 Jan. 2006 (16:32))
What I will debate is that in the list given in the batrep, with 12 flak wagons on the table, blitz brigades that were 12+ in size, an infantry mob that was 30 units strong doubling each turn, a bike unit that was 18 strong, and artillery unit that was 16 or so strong.

What are you going to do to him in Turn Two to keep him out of your HALF of the board?

If I was the Ork player and I saw you wasting your shots at a Stompa mob while 80% of my army enters your half of the board, then it would be a struggle to not sacrifice my sportsmanship score and laugh out loud.

So, when we are considering what "balanced" is, keep in mind that the current TS does not solve all the tactical problems that one is faced with in one shot, which would be my definition of an overpowered unit.

Again, JMO...

This was my point a long time ago in the original TS thread.

One abuse against one army and one player does not yield a broken formation. It simply identifies a scenerio in which the unit can be abused.

Equal adversaries and a variety of armies are much more telling.

I mentioned a long time ago that the orks would make any Tau player cringe for taking 5 TS AX-1-0 as it just wouldn't add up for him. Too many points spent in non-objective holding formations, and the orks will roll over the reminents.

Looking forward to the rest of your batrep btw...  :/

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 Post subject: Tigershark AX-0-1
PostPosted: Wed Jan 25, 2006 2:58 am 
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Quote (Steele @ 24 Jan. 2006 (16:44))
@Honda,
as I haven?t yet read this particular report ( i do it tommorrow), I agree with you . In the example given , you?ll need Artillery, and a lot of it, to stop them. And no Airforce like the TS will change the approach you pointed out. But , sorry for the question, why you are asking this? I can feel your thoughts: thousands of orks in the range of your very home lines and you have only got a couple of vehicles and men to stop them..... I would say movement is the only viable route to escape , and keep firing. As I don?t faced Orks with Tau yet , this is only a presumption. But isn?t it somewhat OT? Maybe I don?t get it , help me on this.

Cheers!
Steele

Steele,

Not to speak for Honda, but I think his point is essentially...

before we go hacking up a rules for the TS AX-1-0 unit, based upon feedback where one player abused another less skilled player with a particular list suseptable to the TS AX-1-0 - there are many other tourny viable lists where 5 TS would have a detrimental effect to the Tau and hardly effect the enemy list.

Case and point - Ork horde.

Therefore, if rules changes are in order - so be it, however, lets consider the full gambit of tourny viable lists - not just the ones 5 TS match up good against.

A valid concern IMHO.

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 Post subject: Tigershark AX-0-1
PostPosted: Wed Jan 25, 2006 3:28 am 
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@Steele


But , sorry for the question, why you are asking this? I can feel your thoughts: thousands of orks in the range of your very home lines and you have only got a couple of vehicles and men to stop them..... I would say movement is the only viable route to escape , and keep firing. As I don?t faced Orks with Tau yet , this is only a presumption. But isn?t it somewhat OT? Maybe I don?t get it , help me on this.


My apologies, I think I got a little irritated with some of the ?responses to the tactical problem presented.

My question is what they call a "rhetorical" question, in that there isn't supposed to be an answer, but it is expected to provoke thought.

So, in the given situation, you cannot just stand and shoot, maneuver must play a part in your plan. However, in a 2700 point list, if one took five Tigersharks against the Ork list posted, then 875 points of your list are optimized to shoot at targets that by others admissions, will be gone by the start of Turn 2.

So, then the Ork player only has to focus the remaining 80% of their force, optimized for speed, durability, and HtH capabilities, against the sub-optimized remainder of the Tau 60%, which may or may not have a very effective counter to a horde rush, and very likely be wiped off the board.

All of which points to the fact that the Tigershark is not the one single weapon system that dominates all opponents as it has sometimes been portrayed. There are situations where it can deliver a punishing amount of damage against some opponents. However, in the above Ork situation, which is not all that uncommon or unusual, after the first turn, all the points invested in Tigersharks start to work against you as you cannot put enough shots into the remaining formations (assuming that flak leaves you completely unscathed) to prevent the remaining formations from being over run.

So before we embark on a crusade to "geld" the Tigershark, let us keep in mind that mass usage (which was the original issue that led to this thread) is only situationally effective.

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 Post subject: Tigershark AX-0-1
PostPosted: Wed Jan 25, 2006 3:31 am 
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Quote (nealhunt @ 24 Jan. 2006 (06:38))
Heckler:  Can you elaborate on why you did what you did in those games?  I don't understand what you did or your assertions.

Game 1:  Why fire at a shielded gargant?  You're trading an auto-kill for every hit for simply stripping a shield.


I had a Broadside Contingent garrisoned on OW on the left side of the board, ready to, erm, pounce on the Gargant when it moved and strip its shields.  My opponent, cunning Grot that he is, saw through my plan and delayed moving his Gargant untill the threat had been eliminated.  FIrst, he used 5 FBs on my Broadsides, which I countered with a CAP Squad of Barracudas, so no kills on the Broadsides, but 1 BM.  Then, he engagaed with a Kult of Speed from almost 60 CM away, so I had to trigger my OW or get swamped.  the OW fire pretty much wiped out his KOS but now the trap was sprung early.  To remove the threat permanantly, he then Air Assaulted the Broadsides with a Stormboys Mob in a Landa, killing all but 1 and breaking them.  He used 850 points of units to take out my 300Pt shield strippers, really no way I could have predicted it or prevented it (I didnt have an Orca... then :devil: )

All the units that attacked the Broadsides either died that turn, or took heavy casualties and spent the rest of the game broken.  They were swiftly avenged.

I had no other reliable AT shooting formations on that side of the table, and none would arrive till turn 3 (The AMHC) So I had to attack a shielded Gargant with TSs.  I could have targeted the Stompa Mob with them, also on the left side, or perhaps the Battle Fortress or the Blitz Brigade /w GunFortress on the  right side, but I feel justified in not doing so:  The Stompa Mob really didnt contribute much, not nearly as much as the Gargant, and the units on the right side were delt with decisivley by the AMHC (in passing) and the Crisis Cadre there, by the end of turn 2.

Whatever the reason, aside from 1 shield being stripped by another formation, 2 TS single-handedly took a Gargant with max shields down to half DC.  That's a 350 point formation that stripped 5 shields and took the DC to half on a 650 point unit.  I would consider that more or less getting their points back with average rolls and (to current appearances - apologies if you have a good reason) less than optimal use.


Heh, if I used them in an optimal fashion, it was purely by accident. :p  But I think I used them in a considered fashion.

Now my Barracudas.  THOSE I screwed up with...

Actually, with the effects fo the 3 Crits in turn 3, they got the Gargant down to 1 point of damage.  But it was the Orks BTS, and it stayed alive, so getting my points back there depends on your point of view.

If we'd gone to turn 4, if only...

Game 2:  I don't understand your assessment here.  With well below average rolls, the TS killed 3 Landraiders.  Those kill numbers were below average even after the 4.3.3 to-hit reduction.  That's a 175 point unit that killed 300 points.  Discounting for the fact that Landraiders are too expensive, the TS still killed half again its points value with below average rolls.

Why would you not call that a good performance?


I guess, lack of "Wow" factor.  Game 2 turn 1 they produced nothing but a BM when they could have been the most decisive.  Turns 2 and 3 they dribbled out some kills but didnt really effect the outcome  Yeah, they killed 300pts worth, but not in a way to effect the game.  They didnt really live up to the "Dire Warnings" of overwhelming force.

Also, is the Marauder comparison a mistake - 300 points v 175, different roles, etc?

I was referring to both games in general, so 350 Vs 300 and 175 Vs 300.





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 Post subject: Tigershark AX-0-1
PostPosted: Wed Jan 25, 2006 3:39 am 
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Quote (Tactica @ 24 Jan. 2006 (07:34))
OK, shame on you for bunching your AMHC!

I'm a baaaaaaad Shas'O  :(

Anyway - 3 crit rolls on the gargant? You should be thankful!

You got him back for the massive flak rolls on your TS - except you did it with dead planes I fear! (see jink above)


It was his idea, heh.

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 Post subject: Tigershark AX-0-1
PostPosted: Wed Jan 25, 2006 4:30 pm 
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Game 1:  That makes sense.

Game 2:  Fair enough.  I understand the lack of "wow."  It doesn't feel terribly impressive and it did come later in the game.

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 Post subject: Tigershark AX-0-1
PostPosted: Wed Jan 25, 2006 4:54 pm 
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Quote (HecklerMD @ 24 Jan. 2006 (20:39))
Quote (Tactica @ 24 Jan. 2006 (07:34))
OK, shame on you for bunching your AMHC!

I'm a baaaaaaad Shas'O ?:(

Anyway - 3 crit rolls on the gargant? You should be thankful!

You got him back for the massive flak rolls on your TS - except you did it with dead planes I fear! (see jink above)


It was his idea, heh.

LOL, very baaad shas'o indeed. :)~

Oh well, he shouldn't have rolled that good against your planes anyway! With that many saves, you should have made at least one save too - so - you just played it out the way it should have worked.  :alien:




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 Post subject: Tigershark AX-0-1
PostPosted: Wed Jan 25, 2006 11:39 pm 
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Ok, I could not play them yet but I think I understood the tricks.


Formation size:

- Whitesharks seem to overperform currently in squadrons of 1 craft because they place a neat ammount of Blast Markers for just being "shot at". This proves very effective at breaking armoured formations which have a rather low unit count for the points and are more affected by such extra BMs. Lone whitesharks are also quite cheap an activation at 175 pts.

- Whitesharks also overperform in pair, because of the damage capacity trick: by placing the damaged plane in the back of your formation, you can expand the lifespan of the planes quite a bit!

Conclusion: the whiteshark seem to overperform whatever the formation size. :p I would suggest raising the cost per craft a bit and/or downgrade its weaponry or armour. I may be wrong, but it seems that the formation of 1 craft is the one that overperforms the most (cheap activation + extra blast markers).


Resilience:

Due to high toughness & 45 cm range the shark is able to avoid most flak on the approach move.


Whiteshark suggestion:

175-200 pts per craft, depending on formation size.
I would rather see a formation of 1 craft costing 200 pts, and a formation of 2 crafts costing 2*175pts.

Loadout

>Twin-linked< Light Railcannons >30cm< >MW2+< Titan Killer (1), Fixed Forward Arc
Twin-linked Burst Cannons 15cm AP4+/AA6+ -
Heavy Interceptor Missiles 30cm AT5+/AA5+ Fixed Forward Arc
>2x< Aircraft Tracer Missiles 45cm MW6+ Guided Missile


- Railcannons range cut to 30 cm (I've seen the same this has been done in the saim-hann list for the vampire hunter).
- Railcannons merged into one stat. Is more consistant for a railsystem, and is a bit less powerful than 2x MW4+.
- interceptor replaced by an extra guided munition. That's a recurrent topic with me and maybe a bit off topic here, but I really think that more Guided munitions on flyers would really make them more interesting to play. Guided Missiles are a great tool to make them team-up with ground forces on occasion.


As a side note: in 40K, the tigershark is armour 10-10-10/DC2. Therefore, downgrading armor to 6+ is a serious option to consider if we want to keep the toughtness of the craft low. 6+ save is rather crappy and means that if the craft is allocated two hits, it's likely not to survive (about 75% chance not to survive).






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 Post subject: Tigershark AX-0-1
PostPosted: Thu Jan 26, 2006 12:34 am 
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As a correlation to that, FW's stats for the Marauder are 6+ armor, 2DC.

I'm still against dropping the range of the gun, but I don't have any playtest experience to judge.  If playtest reveals a need to further reduce the railcannon's range, I will (grudgingly) accept the results.  I would prefer to further increase the cost of the AX10, rather than reduce the range, for reasons stated elsewhere.

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 Post subject: Tigershark AX-0-1
PostPosted: Thu Jan 26, 2006 12:35 am 
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In an effort to test out the AX-1-0 I persuaded my usual opponent to have a go with an Eldar list similar to Chroma?s from his battle with Dobbsy. ?(Chroma I hope you don?t mind us pinching your list ?:;): ?)

Haven?t had time for a full batrep, but a summary follows.

Forces.

Tau 4.3.3

Fire Warrior Cadre: 8 Fire Warriors + 4 Devilfish + 1 Skyray. ?375
Fire Warrior Cadre: 8 Fire Warriors + 4 Devilfish + 1 Skyray. ?375
Fire Warrior Cadre, 8 Fire Warriors + Etheral, 275
Mobile Armoured Hunter Cadre: 6 ICHammerheads + Networked Drones + 1 Skyray, 475 (MAHC)
Dragonfish: 1 Dragonfish, 300
Piranha Contingent: 6 Piranhas, 150
Pathfinder Contingent: 4 Pathfinders 2 Devilfish, 175
Strike Craft, A-X-10, 175
Strike Craft, A-X-10, 175
Strike Craft, A-X-10, 175
Strike Craft, A-X-10, 175
Strike Craft, A-X-10, 175
3000 Points

Aspect Warhost, 8 Warp Spiders +Exarch + Autarch, 400
Aspect Warhost, 4 Dire Avengers, 4 Fire Dragons +Exarch +4 Wave Serpents 525
Guardian Warhost, 1 Farseer 4 Guardians 3 Heavy Weapon Platforms 3 Support Weapon Platforms, 225
Rangers, 4 Rangers, 100
Fire Prisms, 3 Fire Prisms, 250
Fire Prisms, 3 Fire Prisms, 250
Jet Bikes, 6 Jet Bikes, 200
Jet Bikes, 6 Jet Bikes, 200
Falcon Troop, 4 Falcons 1 Firestorm, 250
Falcon Troop, 4 Falcons 1 Firestorm, 250
Wraithgate, 50
Aspect Warhost, 8 Swooping Hawks, 300

Turn 1
Mechanised Fire Warriors double forward to mark area with Fire Prisms and Falcons, allowing other mechanized fire warriors and piranhas to break two of the AA units facing me on right side on the board. ?When the second Fire Prism formation moves across to cover the broken formations from the aircraft the MAHC is able to get in range and breaks that formation too. ?At the end of the turn the AX-1-0s are able to finish off both fire prism formations and break the wave serpent mounted aspects with two passes and 5 kills. ?One AX-1-0 failed to activate.

Turn 2
Eldar fight back winning assaults against the fire warriors with ethereal and the MAHC. ?The rangers kill the ethereal with their sniping (grrr!). ?Mechanised fire warriors finish off the DA/FD aspects who had failed to rally. ?Three of five AX-1-0?s fail to activate (so many 1?s). ?The other two manage to kill 1 Warp Spider each.

Turn 3
Avatar leads Guardians in assault on Pathfinders who are defending Tau blitz, the Warp Spiders give supporting fire. ?Predictably the Pathfinders are wiped out. ?Then a Jet Bike unit engages and destroys the Dragonfish. ?Eldar now control the Tau blitz and left objective. The AX-1-0?s try to snipe the last Eldar AA unit (a firestorm), the first plane survives the flak but misses, the second fails to activate, the third is hit twice and take a point of damage before killing the firestorm. ?The other two AX-1-0?s hit the Guardians and Warp Spiders, killing two of each and breaking both units. ?Piranhas move to contest Tau Blitz and mechanised fire warriors return to contest Tau objective. ?End of turn VPs Tau 1 (BTS) ? Eldar 0.

Turn 4
The much-depleted Eldar formations launch desperate last chance assaults on the Tau defenses. ?A Jet Bike assault on the fire warriors nearly succeeds as the Tau failed to score any hits in the combat, but won on the roll off. ?First AX-1-0 breaks the warp spiders again, with 1 kill. ?The second fails to activate. ?The last three target the rangers blocking a Tau march on the Eldar blitz. ?The first misses, the second fails to activate but the third manages one kill, breaking the unit and the second mech. Fire warriors march to the Eldar blitz.

Final Score
Tau 2 (BTS & Blitz) ? Eldar 0

AX-1-0 kills.
Turn 1 ? 1 Wave Serpent, 3 Fire Dragons, 1 Dire Avenger, 4 Fire Prisms.
Turn 2 ? 2 Warp Spiders.
Turn 3 ? 1 Firestorm, 2 Guardians, 2 Warp Spiders
Turn 4 ? 1 Warp Spider, 1 Ranger

Conclusions
My opponent wasn?t really comfortable with Chroma?s list (in no way is this a criticism Chroma, he is just familiar with different force compositions). ?So at first he wasn?t sure how to act. ?Especially as I had placed my objectives in his half on opposite board edges (the Wraithgate was far left), so his off-table formations had to march to position for turn 2 assaults (?no vypers in the Jet bike troopes??). ?That said once he got in close his assault power was way too much for the Tau and he only lost one assault at the end (2 WS vs almost full FW cadre).

The AX-1-0s were not really overly devastating in terms of kills, but it?s just too easy to get the odd kill and break units through blast markers. ?And I didn?t really roll terribly well except for one pass at the mounted aspect host.

Therefore I am moved to think that the stats for the AX-1-0 are not too bad, its just not balanced to have waves of them. ?I would suggest that if they were increased to 200 points each and came in formations of two it could work. ?That would make it a 400 point bomber formation, like the Pheonix.


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 Post subject: Tigershark AX-0-1
PostPosted: Thu Jan 26, 2006 1:28 am 
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Therefore I am moved to think that the stats for the AX-1-0 are not too bad, its just not balanced to have waves of them. ?I would suggest that if they were increased to 200 points each and came in formations of two it could work. ?That would make it a 400 point bomber formation, like the Pheonix.


I could support that proposal.

Edit: However, if we are going to consider limiting the list to only two aircraft, then I don't see a reason to up the cost.




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 Post subject: Tigershark AX-0-1
PostPosted: Thu Jan 26, 2006 12:52 pm 
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Thanks for the comments so far, guys.

- Railcannons range cut to 30 cm (I've seen the same this has been done in the saim-hann list for the vampire hunter).


I dont necessarily have a huge problem with this, and it has been suggested, but there seems to be a lot of resistance to it. However, I am edging towards the opinion that this may actually be the only thing that will help to balance the unit, short to sweeping changes elsewhere across the stats. That said, I am not convinced that dropping the Interceptor Missiles will actually make any difference in real terms. I also like the concept to Guided Munitions on aircraft. However, I am not keen on downgrading the armour on the flyer, as I feel that this will go too far.

I am happy to increase the cost of the aircraft, but this will only go so far in balance terms and I dont think that this line of alteration should be simply taken without serious consideration of whether it will significantly address the issues and whether there are other options. I am also against limiting the numbers of the aircraft, as that appears to be saying that it cant be balanced - and I believe that it can.

The original craft was reduced to formations of one only to stop the issue of 'see-sawing' the formation to spread hits and keep the guns alive.

As far as I can tell, the key issues here are:

- The weapon ranges equal or out-class most ground-based flak units, and this allows it to deliver unchallenged.
- The unit is pretty survivable and can shrug off at least a turn of two without too much worry.
- It is very easy to get a good points-return with the AX-1-0, making it a no-brainer option.
- It increases the emphasis on the aircraft/flak war within EA.

The original changes were made to address the survivability issue, in an attempt to make the player a little more careful about where and when it was deployed, and to tone down the primary armament so that the chance of 'one strike, one kill' was decreased. I would like to know what the relative experience is with the new stat/list compared to the previous version. Does the latest version partially address the issues which were raised, or do they miss the mark completely?

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 Post subject: Tigershark AX-0-1
PostPosted: Thu Jan 26, 2006 2:42 pm 
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How about limiting it at a points level? Say 1 every thousand Points.
Range is almost never an issue to me , as I tend to use the full armament , which means I go toe-to-toe with the target.

Cost increase would lead the TS towards Morays - that shouldn?t be a viable option as well.

Cheers!
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