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    Posts made by sp111kg

    • RE: NEW UNIT….SHAPEWAYS Naval Shipyard for HBG's "Global Warfare 1939" game

      Hmm. Nice. Would you want a simple air base piece as well? I have one that I designed for Seelowe, though Seelowe has been postponed. I would like to see it go to use though.

      posted in Customizations
      S
      sp111kg
    • German Japanese Meet Up

      I was wondering what has been your tactic for this.
      By turn 3 Japan was losing in Mainland Asia, while Germany (Me) was winning in Europe and Russia. I was actually able to blitz move to India from Russia.
      I forget which game it was Though I think it was 90s one (If there is one)

      My tactic was to send a small force of tanks and infantry, while doing bombing runs from Occupied Russian Airbases (yes, I get into Axis and Allies) and landing in Occupied China, then RTB to Germany via the same route bombing as well. Even hit the Allied Factory in India a few times. By turn 4 My forces were advancing into India to help retake what Japan had lost.

      My question though is, in addition to what you would do, how do you treat Liberated Zones. Would I as Germany keep them, or return them to Japan?

      posted in Player Help
      S
      sp111kg
    • Air War Europe Idea (feed back)

      Wasn’t sure where to put this, but I decided to get some input from the community. IL gave me the idea after the discussion on operation SEELOWE, which is still slowly building up for the expected invasion this August.

      Any ways, ill post the rules I have here, which are reinterpreted Luftwaffe rules with some optional add ons. ANy feed back is appreciated.

      Plans are
      Cold War scenario
      What If game play (bit of it is already in place.)
      More in-depth rules.

      Thanks again for any feed back.
      Version 1.1
      Spelling Corrections
      Rule Changes
      YB40 now has a penalty to use.
      Aircraft now have Targets
      Hybrid Bomber added (includes penalty)

      Planned In Next Update
      How to Attack Allied forces.
      Ground units expanded?
      AA Battalions may be modified (May add to)
      Allied Units Cost
      German Units Cost

      -Objectives
      German Luftwaffe
      Don’t allow 9+ cities to be bombed.
      Allied Air forces
      Bomb 12 or more cities
      Tie
      10/11 cities bombed

      -Parts List
      Needed
      Aircraft Markers
      See Aircraft List

      AA Battalion Markers
      See Aircraft List

      Fuel Markers 60
      Bomb Markers 60

      Fuel Dumps

      Additional
      Damage Markers 60

      *No suicide missions can be launched
      As in launching fighters on missions that will take them farther than they can go as indicated.

      -Turn Limit
      20
      Turns consist of two parts
      German Missions launched
      Allied Missions launched

      Following Subject to change
      All aircraft of the same type must be aloft at once. This is due to keep tracking easier, all 109s are aloft and time tracked at the same time. This avoids having to track 5 or 6 aircraft types at once, then multiply that by 10+ per plane launched at different times.
      Alternative. Numbers assigned to each plane. Then there would be a fuel token for that plane with a matching number.
      EX…
      Me109 Number 1
      Me109 Fuel Count 1
      And so on and forth for each plane.

      -Bombers
      They do not have a fuel counter, as the bombers head directly to targets. They launch and get to targets on the same turn.
      Each defender they go across fires at them. Any suriving bomber ends its turn with the bombing run.
      On the next turn (the players turn who launched the mission) The bomber then returns to base (or regress line) with the defender firing when possible.

      -Aircraft Types
      Fighters
      Equipped with fuel tanks. Attack on a 4 or less.
      Heavy Fighters
      Attack on a 3 or less
      Bombers
      Bomb on a 3 or less, defend on a 2 or less.
      Intruders
      Intruders are used in secret missions (Explained later)
      Intruders attack on 4 or less. They can be used to attack refueling aircraft (at airbases) or other targets. They can be intercepted and defend on a 2.

      -Target Types
      Fuel Depots
      German fuel depots are used to store fuel. The fuel is then distributed to surrounding airbases. Attacking this will hammper German air missions to defend the Fartherland.
      Airbases
      These are vital to the effort. attacking them keep down mission launch capabilities and refuel. They also reapir aircraft (current wip)
      Cities
      Cities are the main objective. They contain the factories that feed the German Luftwaffe. Weather your bombing the Me109 ball bearing plant, or the Messerschmidt plant, they are your tagets. At a later time, they will have a larger impact other than victory points. Ideas currently include loss of reinforcements, fuel.
      Also, cities defend on a 2 (AA guns. Airbases and other targets have this capability. Expansion to this will include AA battalions that can be positioned at certain locations.
      At the moment, the game is very Allied favored, though this will be offset with German technology advancements. I plan on two modes, historical (units are used depending on the time frame.) The next version is Alternative Timelines.
      In this mode, both players will gain tech points to spend. There will be a research tree, to avoid players going into Jet ages (of thats what you want.) This mode will have a extended time limit to 40 turns to allow full tech up.

      -Reinforcements
      -Repairs
      At the moment repairs to targets are made using fuel tokens (representing trucks carrying material to repair. This can be used to restart the production of the German forces.

      -Combat
      Basics
      AA
      AA guns can fire at all aircraft. They attack on a 2.
      They can target units at will. They can chose to attack anything they wish.
      Fighters
      Fighters can attack all aircraft, but not targets.
      Fighters have two fuel tokens.
      They have a base fuel (no tanks) and tank fuel.
      At any time they can drop fuel tanks to attack at a normal attack. With fuel tanks they attack on a -1 die. (Example. With fuel tanks, instead of attacking on 4, they attack on a 3.)
      Heavy Fighters
      They attack normal fighters at a -1 die (represents less agility) but attack bombers on a higher die roll.
      Intruders
      Attack any targets at any time. Can pick to attack fuel reserves, landed aircraft or returning aircraft.
      Expanded
      AA battalions
      Available only to the defender at the moment
      They start off in cites with factories. They can be used in conjunction with AA fortifications (They add a die to defending AA.) Alternative they can be used alone, moving at 2 hexes a time. They use one fuel for each 2 turns. They can be attacked by certain aircraft which will be listed later.
      -Aircraft included
      Key
      T- Tank Movement
      M- Base Movement
      TRG- Targets

      -Allied Aircraft List

      Fighters
      P-40
      T
      M
      TRG All Aircraft

      P-39
      T
      M
      TRG All Aircraft

      Spitfire
      T
      M
      TRG All Aircraft

      Hurricane
      T
      M
      TRG All Aircraft and Ground

      Heavy Fighters
      P-38
      T
      M
      TRG All Aircraft

      Mosquito
      T
      M
      TRG Aircraft and Airbases, Ground Units

      Beaufighter
      T
      M
      TRG Aircraft

      Bombers
      All Defend against aircraft
      B-17
      M
      TRG All Ground

      B-24
      M
      TRG All Ground

      B-25
      M
      TRG All Ground

      A-26
      M
      TRG All Ground, Shipping

      Lancaster
      M
      TRG All Ground

      Halifax
      M
      TRG All Ground

      -Luftwaffa
      Fighters
      Me-109
      T
      M
      TRG All Aircraft

      Me-163
      M
      TRG All Aircraft

      Me-262
      M
      TRG All Aircraft

      Fw-190
      T
      M
      *TRG All Aircraft

      Heavy Fighters
      Me-110
      T
      M
      TRG All Aircraft

      Me-210
      T
      M
      TRG All Aircraft

      Ar-234
      T
      M
      TRG All Aircraft

      Bombers
      TBA

      Intruders
      TBA

      AA Battalions
      M
      TRG All Aircraft

      • Special Aircraft
        Allied
        YB-40
        The YB40 gunship can be added as a escort for bombers. Doing this makes it so that bombers have fighter die rolls all the way to the target. At the moment there is no way to simulate the 40s short comings (reduced speed due to weapons and ammo) However, the bomber that is converted to this role can no longer bomb.
        Unlimited
        Targets All Aircraft

      B-29
      Acts as a normal bomber, but only able to be intercepted by SAMS and certain aircraft. Uses Fuel when Allied Fuel is implimented.
      Is limited to 4 aircraft at a time.
      Targets Aircraft able to reach it

      B17/24 Hybrid
      The Hybrid is a B24 with a B17 nose. This allows you to have B17 pilots covnert to the new aircraft easier. Defends and attacks as a B24. Penalty On your reinforcement phase, you lose a B17 and B24 to gain the Hybrid. However, it costs less to upgrade a Existing B17 unit to this aircraft.

      German
      SAMS
      The Germans had experimental SAMS. In this version they became operation before the war ended. The sams attack  one hex around them, but are only mobile at one hex at a time. In addition they use a fuel token to launch. Be wise, as a attack on a SAM before launch can cost you the token as well as the SAM.
      Limited to 3 Battalions
      Targets Bombers

      Tribefugel
      Acts as a heavy fighter
      Moves has a range of 5. May land anywhere but must be fueled before each use.
      Unlimited
      Targets All Aircraft

      -WIP
      The Current list is work in progress
      At the moment Im playing with a map of Europe, using 1 inch to determine movements.
      Targets are at the moment player determined (Solo play will be implemented with target cards

      -Example
      For Allies
      Allied-Target Berlin Aircraft Factory
      German Defense 4 Me-109s and AA
      Ignore and draw another card if target is destroyed (Applies to factories only)

      For Germans
      Allied- Target Berlin
      Allied Force 4 B-17s and 2 P-51s
      Germans Any available forces to defend.

      -Mission Types
      Bomber mission
      Simple. Bomb target you have selected or told. Targets damaged by missions receive one bomb marker. 4 Markers render target useless. At the moment there is no production loss unless its bombed 4 times.
      Intruder missions
      The Attacking player selects a target. at the start of the German turn, the allied player informs that a intruder mission will be done. At the start of the allied turn, the intruder mission is launched. (WIP)
      Intercept Mission
      Missions are launched depending on the situation. Allied missions cards determine the German intercept missions (Solo Allied)
      The same goes for solo German play (Allied attack Missions).

      -Future Expansions.
      Im still incorporating the Luftwaffe game rules into this.
      The Idea is to create a free version that you need to incorporate other things into the game. At some point in time I may do Units that will be free to print.
      If you like this idea, I recommend you look for Luftwaffe, as it will undoubtedly be better play tested than this.
      This work is free to use and distribute freely. At no time may this be sold for profit.
      By sp111kg

      Recommended Parts
      AnA parts
      HBG
      Pico Armor
      Field Marshal Games
      Anything in 1/600 scale for fighters.
      Any parts you can scavenge.
      Hand Drawn chips

      posted in Other Axis & Allies Variants
      S
      sp111kg
    • RE: Warcraft III A&A Europe!

      There is a modded map with ww2 era units that is fun to play.
      Has alot of nations as well.
      Ill link it. Thinks its world in flames or somthing along that lines. Really fun though i have no one to play with, so i just invade the other nations.
      You start off with units and a few factories, oil drills and defenses.
      Also has a nice year counter that opens up new unit production. Think there are a few super weapons (germany has V2 installation. Cant recall the others. Check it out and maby we can play some time.

      posted in Other Axis & Allies Variants
      S
      sp111kg
    • RE: WIP Seelowe

      Im still working on this, just slowly as real life has taken hold.
      I shifted my priority from Seelowe, to a European air war, with a possible expansion to the air war on the east.
      One thing Im working on is air base cards.
      The reason behind this is that Im not using chips and counters, but rather HBG and picoarmor air units.
      Thus, in order to reduce the clutter, I decided to use air base cards.
      As of right now, the air bases are generic runway and hanger pictures. Though I hope to create more detailed cards of individual airbases.

      The map. Having trouble making the map. I been using AnA Europe as my map.
      Just thought to give a small update on the progress.
      Once I get the airbase cards done, Ill upload them so you guys and gals can download them.

      Till the next update, Ill be testing when I can.
      Thanks for reading this.

      posted in Customizations
      S
      sp111kg
    • WIP Displaying HBG minis. (The "Living Boards."

      Im working on a display for my HBG Minis.
      But I decided to make a small table.

      But i picked a different way of making it. Instead of picking out where to place tanks and etc… I played a small war game on it. Hence “Living boards” as each bored is determined by the outcome of a battle.

      ORBAT
      Allied-3 M4 Sherman/ 1 F-86 Sabre
      OPFOR-4 T-34/ No air

      Rules
      Tanks
      Rear- Die roll of 2
      Sides -4
      Front-5
      Top-2
      To defeat a shot you have to out roll the die.
      Air support is a single sweep of 3 die. Air is called in rolling 4 die and getting 12 and up.

      Turns
      First 3 turns were moving. Turn 3 had the first M4 fire at a T34.
      At the end of turn 3, 1 Sherman had been lost.
      Turn 4 saw the loss of one T34
      Turn 5 saw the loss of another M4
      Turn 6 saw the loss of another T34 and a filed Allied air support call in.
      Turn 7 saw no losses despite the Successful role for a Sabre air support.
      Turn 8 saw the lose of the Last M4.

      Result.
      The Bridge leading out of town (Occupied by OPFOR) is blocked with the remains of the M4s.
      The ORBAT forces lost half their strength, and must await engineers to clear the bridge.
      The Bridge is still intact, but may have some damages due to the exploding tanks.
      Allied forces failed to establish a front line on the other side of the bridge.
      Images
      Is they dont show up, right click and view image. Ill work on fixing them ASAP.
      Turn 1

      Turn 2

      Turn 3

      Turn 5

      Turn 6

      Turn 8

      Out Come
      OPFOR can push towards a Allied Airbase, where hopefully the Allies can hold to keep Air Support close (12 or Higher. If lost, the die role becomes 18 or higher.)
      ORBAT
      4 Allied Tanks
      1 Allied Air
      6 Opfor Tanks
      1 Opfor Air
      Any comments on how im making my displays? Also hope this is a proper area to post this customization, or would it fall in minis.

      posted in Customizations
      S
      sp111kg
    • RE: WIP Seelowe

      I have been working out some background story.
      Since the war turned from where it was in 42, to something completely different such as
      Russia is on the brink of losing, Moscow having fallen, Kursk taking place earlier than expected, resulting in a Russian defeat. Japan has landed in parts in Russia. Stalin launched a failed attack to take moscow, resulting in even greater losses.

      German and Italy, have been planning the invasion since 1940 instead of the spontaneous suggestion. Japan, has sent advisers “via uboat” to help plan the invasion.

      This lead to captured french ships being put to use as cargo ships or troop carriers.
      Dedicated landing ships are built in Germany using Italian materials.
      The Luftwaffe invest in gliders that can carry light tanks. Hitler, despite his desire to do so, is persuaded to not switch from attacking the RAF to attacking civilians.

      Thus, Germany should have the following objectives.
      Control X amounts of supply centers.
      The UK, would be the same.

      I might have to abandon France from the game, as it just added unnecessary fluff. The UK is the main focus of attention, as is Ireland. This would allow me to make a larger map.
      With this being said, I am trying to make two games, a new version of Luftwaffe, and another of AnA variant.

      posted in Customizations
      S
      sp111kg
    • RE: WIP Seelowe

      Update. Been doing play test missions own my own using luftwaffe.
      Turn Play EX

      4 B17
      2 Spits
      Target Uboat Pins

      Defenders
      4 Me 109s (110s were destroyed a bit earlier in a mission into London on a “randomn mission” card i made.
      Some things added
      Radar roll. Germany can roll a radar check to see if they can scramble aircraft before the Allies get in range. This failed.
      The 109s were on low fuel rations, thanks to a earlier bomber raid. This meant that they could only do 1 attack sweep,

      The Spits went in first, engaging the 109s
      1 109 was downed, while the other 3 continued to the b17s.
      1 b17 was damaged, forcing it to return home, in which it was not pursued.
      The spits turned and engaged the 109s, who were on thier last round of combat. the second b17 was untouched.
      The spits chased the 109s down, damaging one, other 2 safely returning.
      The damaged 109 was out of the fight until supplies could reach its air base.

      Still dont have a good map yet. using a drawn one.
      Still working on implementing the rules from Luft. Real life takes time away from the seelowe plans unfortunately.
      Just though id give a little update on the status, to show its not dead and gone.
      Still working on the land, but that might have to wait till a later time, as the air war seems a bit easier and funner.

      posted in Customizations
      S
      sp111kg
    • RE: Need help identifying Classic ed 1939 variant

      I have a copy of that game, complete with everything. First board game I played after the original shogun.
      Ill see if i can help out. Im assuming you really need the deployment part, correct?

      posted in Customizations
      S
      sp111kg
    • RE: WIP Seelowe

      Thanks alot IL, this will go a long way in solving alot of things. I really like the wide range of possiblities with missions and the small tactics (basing aircraft farther from air raids) that can affect the out come.
      In this case, I think Ill switch the role of Germany and America, Germany being the attacker, and America (Now the UK for Seelowe) being the defender.
      Thankfully, I know of a place to get the extra missing aircraft in the same scale as AnA and HBG. And at a good price too.

      posted in Customizations
      S
      sp111kg
    • RE: Stop motion setup

      I have a bit of experience doing this.
      I tend to photograph 2 things, over all set up, such as the start of the game and etc…
      The Sd thing is points of interest, such as a critical fight or large stacks of tanks fighting etc…
      Other things could be units that are not built in numbers, like warships.
      Speaking of which, naval fights are a nice thing to photograph.
      Its really up to you in the end, what do you think is highly important and interesting.
      Any Ways, good luck and have fun with your conquest (or liberation) of the world.

      posted in Customizations
      S
      sp111kg
    • RE: WIP Seelowe

      Thanks for the support, to both of you. Hopefully I can order a copy of Luftwaffe as it looks fun, and use it as a base line.

      posted in Customizations
      S
      sp111kg
    • RE: WIP Seelowe

      Update
      I have started work on the gameplay concepts for the Seelowe game.
      Using a made up map for the time being, till i can create a UK map.

      On other notes, the Air War Game is a bit complicated.
      I like the idea of mission based game play, but I dont want to limit the players to only that.
      Any ideas here would be intresting.
      I been watching videos about the following
      Avalon Hill Luftwaffe
      Night Fighter - A really neat idea, but it seems more “local” based game play than theater like seelowe is.

      Im going to be testing both with HBG items and the 41 AnA game.
      On thing i ran into is, how do you hide your units (if this is not wanted, let me know.) As in, both players will always know where your units are. I was thinking of perhaps airbase cards, where you place the planes on the corresponding card. This would help with board clutter as well.
      Any Ideas are welcomed.

      Things to do at the moment (Will be part of a updated first post)
      Maps-1 for seelowe and air (Will need help with this part.)
      Game-play Testing
      Victory Set up- Air (At the moment, it seems like a gain x amount of points.)
      Possible rules for modern warfare?

      posted in Customizations
      S
      sp111kg
    • RE: WIP Seelowe

      Bit more thinking
      The Air War can be point based, each objective granting points. Each card is drawn at random.
      Failed missions are returned to the mission pile, while each side had a continuious mission.
      German Examples
      Mission Title
      See Krieg
      Objectives
      Be on the watch for hostile convoys along the UK coast and target any armed warship.
      Targets
      Escort Ships, armed merchants, capital ships.

      UK
      Mission Title
      Hamilton
      Objective
      The Germans are using a bridge in sector x to move supplies across a river. Taking out this bridge will add more time to the resupplying of certain airbases.
      Targets
      Bridge in Sector X and Targets of Opportunity (Supply trucks etc…)

      Continuous will be simple
      Destroy the enemy ability to wage war on the X nation.
      Destroy X amount of Radar, X amount of Aircraft, X amount of bases.

      Special scenarios like Dunkirk can be added, though Ill expand on this later.
      Each card will have a turn limit, or can be done at will. Though I like the done at will since it allows the player to do them depending on what he has.
      Besides adding victory points, the cards can add ICP points, depending on the mission. Destroying a fighter is less rewarding than attacking a Factory for example.

      Movement points. If fuel tokens are used, then i think the set up can be like this
      Single engine aircraft, 1 fuel per mission.
      Dual, 2
      Multi, 3
      The only free movement you get is flying from a staging field (Where German planes are “built” or a Factory/Harbor (UK). Though planes can leave those areas with ammo if ammo is used.
      Transports Planes, im not sure if they should be included, or if bombers can double as transports when needed.

      posted in Customizations
      S
      sp111kg
    • RE: WIP Seelowe

      @Imperious:

      I would rather something be made dealing only with planes. Battle of Britain and 1943-45 air war over Germany…something like old Avalon Hills Luftwaffe.

      You got lots of planes by HBG and AA games including AA1941 He-111

      The map would be large hexes.

      Ill look into that possiblity as well. Perhaps ill make two maps, one for the invasion, the other for air combat.
      The air one could have two scenarios
      First
      The battle of Britain. Not much to explain there.
      Objectives
      UK holds out for x turns
      Germany has x turns to destroy x amount of ICPs in the ways of bombing factories, cities and destroying RAF units. This one would make use of counters for fuel and etc…
      Example
      RAF bombs a German Airbase in France, targeting the German bombers and fuel stocks, destroying 2 bombers and 5 fuel out of 7.
      Also, as optional rules, could include convoys straffing (attacking fuel leaving supply depots/0 perhaps commandos (Attacking airfields and destroying x amount of items"
      It could include radar sites, and downed pilot set ups
      Pilot set up could be
      Example
      Germany loses one ME109 and roles a die. 1 or 2 means pilot surived. Germany has 2 turns to rescue the pilot, gaining a single ICP. UK can capture pilot, gaining the ICP.
      It could help the UK when it needs all the ICP it can get.
      Also could include mission cards, such as attacking a certain hex with a port, or event cards, protect the bismarck etc… Perhaps weather cards, though im not sure how to add that.
      Second set up
      V1/V2 busting.
      Not sure what the goal here would be for Germany, UK would be to destroy the V1/2 sites before losing X amount of ICP. Might have to think about this one a bit more.
      Any ways, thanks for the reply. Any ideas you have feel free to shoot them my way.

      posted in Customizations
      S
      sp111kg
    • WIP Seelowe

      Hello there.
      I wanted to start a discussion on a custom map im going to make. It is a simulation of Seelowe.

      I got the idea from Fortress America and similar games, but I wanted a diffrent map lay out, so thus Seelowe.

      I plan on trying to include factions, Germany, UK, Italy, and US. In that turn order if it works.

      The Set Up

      Germany will be based out of the coast of France, where its units will be starting. Italy will be coming from thee south of the UK, and I know that Italy was never part of Seelowe in any way.

      The Story
      1942
      Germany made great strides against the Soviets, crushing the Red Army in heavy combat early on, Japan attacking Soviet forces in the east. Italy, seeing the power of Germany, and realizing that it was slowly becoming isolated by it, proposes a joint invasion of the UK. Germany agrees and prepares for the landings.
      The UK has lost the air war, Luftwaffa bombers roam freely targeting the last of the RAF in reach of the bombers. Ireland remains safe, where the RAF hides while not defending the homeland.
      The United States is slowly building up its forces in Greenland, and the UK. the USAAF fights along side the RAF defending what it can.
      1943
      Germany Naval forces are sighted, the Royal Navy moves to intercept.
      Reports of Italian Aircraft straffing South UK come in at the same time.
      The UK is obvious, while the US will be out of Greenland.
      The Game will last 8 turns (subject to change) and will result in victory in two ways.
      1 Axis controls majority of UK
      2 Allies hold off the invasion, and optional counter invade France and hold for 1 turn post landings.

      Its early in the making so dont expect too many rules and indepth detail.
      Some things I thought of is how to control the German/Italian flow, thus the 8 turns. Though, Both will be limited to a set amount of points they can use per landing, gaining points depending on what they occupy.
      Example
      45 points starting, Gemany gains control of a UK port, adding 2 points simulating a port being used for landing.
      The UK will have more than Germany and Italy on a one to one basis, but will have to split between two fronts.

      Italy will have a slight advantage naval air wise, using the Aquila as a mobile airbase to launch fighters or dive bombers.

      The Untied States will slowly send units to Ireland to aide the UK, and hopefully launch a counter invasion.
      Units
      Naval
      All ships will be modified to take into the account they cant be built or cost (subject to change)
      Carriers and BB 4 hit points
      Cruisers Destroyers 2
      Transports 2
      Subs 1
      Carriers and Transports can carry double (2 tanks, 2 infantry/ 4 planes)

      Cities and ports
      Cities and ports will, though not a new idea, be a separate zone. It can be possible to encircle a city, making the defenders attack on a -die role, except for units attacking on a one already.

      Other changes
      Secret Weapons
      The same rules from Axis and Allies will apply here, Super submarines will be a bit useless as the ground war and air support is more important.
      I dont have any plans for fuel or ammo supplies, but that is subject as well.

      Just a rough idea, any comments or ideas welcome. Criticism is ok, but none of that (nope, stupid idea no one cares) bull please.
      Thanks for reading. Hope to have a map up soon.

      posted in Customizations
      S
      sp111kg
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