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This may be a SSLP but I ain't no Hitler Youth - Let's Play Panzer Corps What is Panzer Corps, exactly? It is a hex-based strategy game set during the Second World War. It initially had several campaigns for the German nation, as well as one-off scenarios, and was expanded upon several times in the form of an expansion for the Germans in the African theater, a campaign for the Allies, as well as a Grand Campaign spanning the entire war as the Germans. The game covers most major battles that occured during the war and even a few that were planned but never executed, or others more that are completely fictional. In order to play through the large number of scenarios available, a wide variety of soldiers, vehicles, aircraft, ships, and nations are available at your fingertips. And if you think you know all their is against the AI, you can always try your luck against other human opponents online. Or use the editor to build your own scenarios or campaigns. Panzer Corps was released in 2011, 17 years after Panzer General came out, and did much to modernize the graphics and present the game to a wider audience. Presented in screenshot format, with some narration, the LP will center around Panzer Corps' Grand Campaign, which includes some ~100 missions, spanning the entire war from the German point of view. We'll be there for the start of Blitzkrieg warfare in Poland, 1939, all the way to the fall of the Reich in 1945. Along the way, we will be able to build up our forces, gain experience and powerful commanders, and try to prevent our elimination any way we can. Seeing as I've never actually beat this game, in fact never making it to the 1943 portion of the campaign, this will be a semi-blind run. Not only that, but several rules or restrictions will be voted on by you, the viewer! As previously mentioned, you will have the option to vote on rules that can hinder my combat effectiveness or decide where we fight (thanks to the campaign having diverging paths as we go along). Not only that, but those of you willing to be a direct part in our Europe-spanning operations can choose to be the commander of an in-game unit. I cannot guarantee survival. E: Please keep names to a maximum of 20 characters (I swear I counted properly this time!) Many of the in-game units lack any info in the game's encyclopedia, and I like reading up and talking about guns, munitions, vehicles, and more. In bonus posts, I'll be talking about units represented within the game. 1 - Must use 1 of every unit, not just type, throughout the entire campaign. 2 - Cannot use elite replacements during a mission. 3 - Must only use elite replacements, for all core units, for the entire campaign. 4 - Elite units cannot use normal replacements. 6 - Never over-strength a unit. 7 - Cannot have over 50% of your core total in tanks. 8 - Cannot have more than 4 of the same version/variant of a unit. 9 - Captured units cannot be upgraded to the most current versions/variants of non-captured type. 10 - Must have 2 of every unit type in our force. (Inf, Tank, AC, AA, etc.) Rules Chosen 1 - Must use 1 of every unit, not just type, throughout the entire campaign. 3 - Must only use elite replacements, for all core units, for the entire campaign. 4 - Elite units cannot use normal replacements. 7 - Cannot have over 50% of your core total in tanks. 10 - Must have 2 of every unit type in our force. (Inf, Tank, AC, AA, etc.) COMPLETE! Technically a cheat in the options, it disables unit permadeath. They can still be disbanded. Should we allow this? YES/NO GC'42 TABLE OF CONTENTS Current Campaign: Grand Campaign '42 Vitebsk Part 1 Vitebsk Part 2 Kharkov '42 Part 1 Kharkov '42 Part 2 Simferopol Part 1 Simferopol Part 2 Sevastopol Assault Part 1 Sevastopol Assault Part 2 Voronezh Part 1 Voronezh Part 2 Novoanninsky Part 1 Novoanninsky Part 2 Ilovlya Part 1 Ilovlya Part 2 Buzinovka Depot Part 1 Buzinovka Depot Part 2 Storming Stalingrad Part 1 Storming Stalingrad Part 2 Storming Stalingrad Part 3 Stalingrad Docks Part 1 Stalingrad Docks Part 2 Stalingrad Ruins Part 1 Stalingrad Ruins Part 2 Grand Campaign '39 Poznan Part 1 Poznan Part 2 Danzig Corridor South Part 1 Danzig Corridor South Part 2 Lodz Part 1 Lodz Part 2 Piatek Part 1 Piatek Part 2 Kampinoska Forest Part 1 Kampinoska Forest Part 2 Modlin Part 1 Modlin Part 2 Warsaw North Part 1 Warsaw North Part 2 Spoils of War Part 1 Spoils of War Part 2 Oslo Part 1 Oslo Part 2 Lillehammer Part 1 Lillehammer Part 2 Narvik Part 1 Narvik Part 2 Grand Campaign '40 Eben-Emael Part 1 Eben-Emael Part 2 Albert Canal Part 1 Albert Canal Part 2 The Hague Part 1 The Hague Part 2 Sedan Part 1 Sedan Part 2 Maubeuge Part 1 Maubeuge Part 2 Arras Part 1 Arras Part 2 Calais Part 1 Calais Part 2 Dunkirk Part 1 Dunkirk Part 2 Reims Part 1 Reims Part 2 Dijon Part 1 Dijon Part 2 Maginot Line Part 1 Maginot Line Part 2 Grand Campaign '41 Belgrade Part 1 Belgrade Part 2 Metaxas Line Part 1 Metaxas Line Part 2 Crete Naval Part 1 Crete Naval Part 2 Minsk '41 Part 1 Minsk '41 Part 2 Smolensk '41 Part 1 Smolensk '41 Part 2 Zhitomir Part 1 Zhitomir Part 2 Zhurivka Part 1 Zhurivka Part 2 Zolotonosha Part 1 Zolotonosha Part 2 Vyazma Part 1 Vyazma Part 2 Streets of Moscow Part 1 Streets of Moscow Part 2 Demyansk Pocket Part 1 Demyansk Pocket Part 2 Equipment Evaluation 37mm wz.36 40mm wz.36 75mm wz.97 105mm wz.29 / 10.5cm K 29(p) 7TP Dornier Do-17Z Panzer I Sd.Kfz. 222 Sturmpanzer I TK/TKS Order of Battle: Japan's Conquest Pearl Harbor Jobbo_Fett fucked around with this message at 14:22 on Oct 18, 2017 |
# ? Oct 10, 2015 06:31 |
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# ? Apr 20, 2024 01:46 |
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Panzer Corps has a number of campaigns available, even without purchasing any DLC. The Grand Campaign is not the 1939-1945 option, but instead hidden in the classified documents in the bottom right Grand Campaign '39 centers mainly around the Polish campaign and ending with the Invasion of Norway. There are 5 diffculty settings in the game: Sergeant, Lieutenant, Colonel, General, and Field Marshal. Each affects the amount of experience and prestige you and your opponent receive. For the purposes of this LP, I'll be playing on Colonel - neither I nor the AI will have an advantage. The Weather box being ticked will allow in-game weather to change dynamically. The Supply box determines whether or not our units can run out of ammo and/or fuel. Each unit has a limited amount of each, and a good commander needs to keep them in check. The Fog of War box will limit how much we can see on the map. The Undo option simply lets us take back a move, if it did not get ambushed or revealed any new enemy units. All of these will be ticked, because they're more fun to play with! Advanced options allow us to change how much of a (dis)advantage we have in our campaign. We won't be touching these sliders. There are two versions of the rules, with 1.20 having some major changes. Players wishing to stick with the older ruleset were given the option to continue playing that way. Some of the changes include: Prestige soft cap, class-specific experience effects, replacements come suppressed, train transportation takes 3 turns instead of 2, and more. Each unit has stats that determine how (in)effective they are in combat, what type of movement they have and how far they can travel, what kind of defensive type they are, their supply and fuel, and so on. Here we have a basic German infantry, on his stat card we can see the following. a) The cost to purchase this unit b) The strength of the unit c) The amount of fuel the unit has to move with d) How much ammo the unit carries e) Their attack rating against soft targets f) Attack against hard targets g) Attack against aircraft h) Attack against ships i) How many hexes he can move j) How far he can see k) How far they can shoot (0 means they must be adjacent to their target) l) Their initiative, which determines who shoots first in combat m) Their defense against hard attacks n) Defense against aircraft o) Defense against soft attacks p) Their defense type Motorized units, or those with a form of transportation such as trucks or half-tracks, have a limited amount of fuel. Infantry start with 0 fuel until given vehicles to move with. Each unit has a limited amount of ammunition, A.K.A. how many times it can attack, or retaliate, in combat. A unit can replenish fuel and ammo quantities by spending a turn to resupply itself. A unit safely behind your own defensive line will resupply more than one surrounded by enemies. Entrenchment is a defensive bonus that occurs when a unit does not move. Infantry units entrench themselves faster than vehicles, and the speed at which they do so and defensive bonus they receive depends on the terrain they stay in. Cities, for example, provide a higher bonus than open ground. Experience is gained by being in combat, and lost if you replace units with standard troops rather than elites. A unit performs better for every 100 experience they have but can only have a maximum of 5 stars (599 experience). For every star a unit has, they may also use overstrength which allows them to go over the normal 10 strength limit. A unit with 5 stars can have a maximum of 15 strength, giving it a massive boost to its combat abilities. Strength represents well... the strength of the unit. If a unit goes down to 0 strength, it dies. Ten is the most strength a unit may have without being overstrength. Each unit also keeps track of how many kills it has (Each point of strength eliminated counts as 1 kill), any special awards, significant battle history, and acquired leaders. Leaders are rewarded after a unit passes a kill threshold or by special event, but they are very rare. Depending on what leader you get (up to a maximum of 3), it can have dramatic effects on how you use your unit. A leader that grants a unit a huge defensive boost may be relegated to defending key objectives or holding the line against your enemy. Similarly, a leader with lots of attack should be focused against tougher units. Suppression is the number in relation to the units strength that is incapable of attacking an enemy unit. A unit is suppressed by die roll outcomes in combat that aren't either a kill or a miss. Artillery is really good for suppressing units. Special units exist, called Elite Units, which are slightly better than a non-elite version of the same unit. These units are so special that they ignore the deployment limit and have their own "tech tree" so to speak. Thus, a non-elite unit can never upgrade to Elite status or vice-versa. Elite units should not be confused with Captured Equipment, which we may receive during the campaign. If we decide to upgrade captured equipment, we must swap them for German products, and this will be voted on during the LP. WEATHER Weather in this game can change at random if the option is selected by the player, and it affects how units perform. The game has a forecast system to give an idea to the player what weather he can look forwrad to, but it is not 100% accurate. The manual states that it will give the wrong information approx. 1 in 5 times. Paying attention to the forecast can be pretty important, as air units in particular are useless in bad weather. Snow or muddy weather/terrain is harder to traverse, thus slowing any offensive you may have planned. DEFENSIVE FIRE Some units have the very useful ability to defend other nearby units automatically, as long as they have ammunition left. Defensive fire is particularly useful as it occurs before combat between the two combatants and thus can seriously help, or hurt, a combat result. Defensive fire can only happen when an allied unit adjacent to the DF-capable unit is attacked. There are 3 classes of units that may perform such tasks: Artillery, Anti-Aircraft guns, and Fighters. Artillery protects ground units from other ground attacks, Anti-air protects all units from air attacks, and Fighters protect any air unit, aside from other fighters, from attacks by air units. Artillery and Anti-aircraft guns have no limit to the number of times they can provide defensive fire, just as long as they have ammo. Fighters, however, can only provide protection once per enemy turn. AMBUSH! Ambushing is possible with Fog of War enabled. An ambush happens when a unit moves into the same hex as an enemy unit, without having any line-of-sight on them first. Ambushed units generally take more damage. RUGGED DEFENSE Defending units have a small chance in any combat to perform a rugged defense, although they must first be entrenched. A higher entrenchment level has a higher chance of a rugged defense. Similar to ambushes, rugged defenses are more likely to cause casualties to the attacker. Engineers are immune to rugged defenses, and this fact should not be lost on aspiring commanders. EVADE Submarines in this game have a chance to dive in order to avoid/escape their attacker. They have a 50% chance to evade all damage that would normally be done to them. This can be a really annoying ability if the dice roll particularly well for the sub. MASS ATTACK A mass attack happens when an enemy unit is surrounded by more than one of your units that are able to attack it. Since the enemy has to defend against several units, they perform worse the more enemy units surround it. Units suffering from a massed attack receive a penalty to their initiative. CLOSE TERRAIN Some terrain types make it hard to fire larger guns, due to the nature of such environments. Cities, forests and mountains impose an initiative cap and infantry perform well in them. In the event that combat takes place in close terrain, the close terrain defense rating is used instead of others. RIVERS These natural obstacles can be very helpful in securing a defensive line because of the difficulties moving through them. It costs a unit all their movement points to move into a river hex, and a unit attacked in such a hex receives a big penalty to their combat effectiveness. Bridging equipment exists, and like a frozen river, helps units move across without using up all their movement. NEUTRAL HEXES Some battles take place near neutral territory. These areas are marked by the thick red border on the map, and cannot be entered by any of our units. MOVEMENT COSTS Below are several in-game utilities to let the player know how much a terrain costs in terms of movement points. Jobbo_Fett fucked around with this message at 07:53 on Jan 4, 2016 |
# ? Oct 10, 2015 06:31 |
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Current unit lists Core pre:Unit Name Unit Type [Transport] Exp Claimant Land Units A.Gottfried GoFast Sd.Kfz.222 401 Tin Tim B.12th Gebirgsjagers Gebirgsjager 419 szary C.Radec's Roughhousers Wehrmacht Inf [SdKfz250/1] 425 Klaus88 D.(The)PanzerFaustian Pact Panzer IIIN 420 Godna E.TANSTAAFL 21cm Mrs 18 [SdKfz 7] 422 Fat Samurai F.3rd.Panzer-Division Panzer IV Ausf.G 418 Mirificus G.Admiral Smashington 75mm Pak 40 [SdKfz251/1] 397 Katznmaus H.Macha's Marauders Grenadiers [SdKfz250/1] 424 Macha I.Mutons with MP40s Pioniere [SdKfz250/1] 412 Mr.Peepers J.Die blauen Reiter Bruckenpioniere [SdKfz250/1] 393 Meatbag K.8th 8.8cm FlaK 36 8.8cm FlaK 36 [SdKfz 7] 353 L.1st Kradschutzen Kradschutzen 391 M.Gebirgsjagers Oscar Gebirgsjager 425 Diamir N.Profligate Petards SE Grenadier [SdKfz251/1] 425 Moleboy O.Die großen Sargnägel 21cm Mrs 18 [SdKfz 7] 422 Kangra P.The Tinyer Panzer Panzer IIIN 424 Evil Imperial Q.17th Panzer IIF Panzer II Ausf. F 387 R.Fleißig Lehrer SE Panzer IVG 357 Engblad S.13th SE Infanterie SE Infanterie [SdKfz251/1] 424 T.14th Sturmpanzer I Sturmpanzer I 425 U.Marderous Intent Marder IIIH 388 Jaguars! V.16th SdKfz.7/2 Sd.Kfz 7/2 328 W.9th 8.8cm Flak 36 8.8cm FlaK 36 [SdKfz 7] 332 X.Nonmua S35 Panzer IV Ausf.G 423 Y.Ork Meks in Disguise Char B1(f) 391 Magni Z.Pz.B-2 740(f) Char B1(f) 361 !.18th Fallschirmjager Fallschirmjager 360 @.15th SE Gebirgsjager SE Gebirgsjager 424 #.Rocket Men Wurfrahmen 40 423 blackmongoose $.Matilda II(e) Matilda II 309 %.IT WERFS FLAMMEN! Panzer II Flamm 386 Thefluffy ^.T-34/40(r) T-34/40 322 &.2nd Gebirgsjager Gebirgsjager [SdKfz250/1] 401 *.2nd Panzer IIC Panzer IIC 306 (.KV-1B(r) KV-1B 336 ).T-34 747(r) T-34/40 269 +.KV-1A(r) KV-1A 288 <.T-34/41(r) T-34/41 240 >.KV-1B 755(r) KV-1B 310 {.T-34/41(r) #2 T-34/41 241 }.34th SE Panzer IV Panzer IV Ausf.G 268 AA.36th StuG IIIF StuG III Ausf.F/8 210 BB.37th 21cm Nblwf 42 21cm Nblwf 42 233 CC.35th StuG IIIB StuG III Ausf. B 321 DD.25th T-34/41(r) T-34/41 207 EE.19th T-34/41(r) T-34/41 200 FF.4th KV-1B(r) KV-1B 026 GG.4th Grenadier Grenadiers [SdKfz250/1] 175 Air Units 1.Luckily ItsJustA Sim Bf-109G 411 the JJ 2.Zerstorer Ju-87D 425 koolkevz666 3.Literal Doomsirens Ju-87D 425 Night10194 4.6th Ju-88A Ju-88A 397 5.Sting Like A Wespe Bf-110G 423 Iceshade 6.7th Bf109G Bf-109G 410 7.24th Do-217E Do-217E 353 8.10th Ju-87D Ju-87D 425 9.3rd Bf109G Bf-109G 322 10.4th Bf109G Bf-109G 115 pre:Unit Name Unit Type Killed By Date Location Land Units 01.The Tinyest Panzer Panzer IB Cavalry 09/06/39 Danzig Corridor South 02.6th Pioniere Pioniere Gen. Kutrzeba 09/15/39 Piatek 03.The Tinyest Panzer Panzer 38(t)A Cavalry 09/28/39 Warsaw North 04.20th Panzer II Flamm Panzer II Flamm AA/AT Gun 06/03/41 Minsk '41 05.Flessig Lehrer Panzer III Ausf.H Conscripts 07/13/41 Smolensk '41 05.17th Panzer IIF Panzer II Ausf.F T-34/43 07/16/42 Ilovlya Air Units List of units we can purchase (To keep track of Rule #1) Infantry Tanks Recon Anti-Tank Artillery Anti-Air Fighters Tactical Bombers Strategic Bombers He-177A Special Elite Infantry Special Elite Tanks SE Panzer III Ausf.J SE Panzer III Ausf.J/1 SE Panzer III Ausf.L SE Panzer III Ausf.N Jobbo_Fett fucked around with this message at 00:32 on Jul 26, 2017 |
# ? Oct 10, 2015 06:50 |
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I'll take a Panzer...or failing that some form of aircraft and it's name will be. The Panzer Faustian Pact. edit: Now having read the spoiler and now better understanding things. These are the orders handed down from the Furher. -Must use 1 of every unit, not just type, throughout the entire campaign. A Good german army shows it's supremacy in all things. -Captured units can only be upgraded with previously used versions/variants. Similarly No amount of work will bring their shoddy work up to *OUR* standards. -Must have 2 of every unit type in our force. (Inf, Tank, AC, AA, etc.) A Diverse force is a strong force. -Must only use elite replacements, for all units, for the entire campaign. -Elite units cannot use normal replacements The German people will not settle for anything less then the best. Reformed units ??? German superscience has come far...,but has it come far enough for that? Godna fucked around with this message at 15:34 on Oct 10, 2015 |
# ? Oct 10, 2015 14:42 |
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I'll take the other Panzer I: The Tinyest Panzer Rules: 1 - You need to show everything off, no matter what. 3 - We need to keep our core with only the best. 4 - See #3 7 - We need to keep a semi-balanced force, tanks cannot solve every problem. 10 - Like #7 we need to have semi-balanced force, and must be ready to fight off any threat. Allow units to be reformed, there is a precedence in real life, so why not, here. EDIT: Saw the character limitations, adjusted Evil Imperial fucked around with this message at 16:26 on Oct 10, 2015 |
# ? Oct 10, 2015 16:05 |
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I stumbled onto a limitation of the game - Custom names may only be 23 characters long. The voting will be closed and tallies brought up by the end of Sunday, with an update to follow shortly. The plan is then to have one or two updates per week. Jobbo_Fett fucked around with this message at 05:44 on Oct 12, 2015 |
# ? Oct 10, 2015 16:09 |
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I suppose I can drop the genuine article...,but policy dictates when my glorious tank is refered to that it must be included. PanzerFaustian Pact
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# ? Oct 10, 2015 16:16 |
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Oh hey, this is interesting. I'm a huge nerd for everything related to Panzer General, but never actually dipped into the Panzer Corps series Also make me a scout car that's named Gottfried GoFast and keep me alive I swear I will be very valuable E: And No Reforming, permadeath is the way for us few brave souls Tin Tim fucked around with this message at 01:51 on Oct 11, 2015 |
# ? Oct 11, 2015 01:34 |
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I'll take the Gebirgsjäger. As for rules, I vote for "Must use 1 of every unit, not just type, throughout the entire campaign" and no unit reforming.
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# ? Oct 11, 2015 12:39 |
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I'll take some artillery, please. Name it the TANSTAAFL. As for rules, 3 - Must only use elite replacements, for all core units, for the entire campaign. 4 - Elite units cannot use normal replacements. 7 - Cannot have over 50% of your core total in tanks. 8 - Cannot have more than 4 of the same version/variant of a unit. 10 - Must have 2 of every unit type in our force. (Inf, Tank, AC, AA, etc.)
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# ? Oct 11, 2015 12:51 |
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Ill take some Infantry, please name them Radec's Roughhousers.
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# ? Oct 11, 2015 14:36 |
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Equipment Evaluation Panzerkampfwagen I From Spain to China, the Panzer I was in service with the Germans (and others) from 1934 up to 1945, although after the campaigns in Poland and France in a reduced combat capacity. It was useful in its ability to train crews, and important on a technical standpoint for leading the way for further development in large-scale production of tanks and design research. Crewed by only 2 people, the PzIA had 60 HP air-cooled engine, a welded turret with 2 MG13's inside. The MG's were, as one might expect, useless against other armoured vehicles of its time unless at extremely close distances. The 6 to 15 millimeters of armor was quite thin and these deficiencies were made clear during the Spanish Civil War. quote:Ever wondered what the numbers mean and how to read them? The suspension for the IA was noticeably bad at high speeds. It was decided to upgrade the engine, but this necessitated lengthening the hull, and add a roadwheel. The added speed didn't do much for the survivability or effectiveness of the tank, and many were eventually converted for other duties such as munitions transporter, command tank, and even an ambulance. There is one other important variant that we'll see later. P-Day -10 Hours
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# ? Oct 11, 2015 21:10 |
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Oh, I thought you'd keep the original name of the unit instead of changing it to my forums handle. It looks pretty naff right now, so please rename them to, uh, Lederhosen Raiders
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# ? Oct 11, 2015 21:55 |
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szary posted:Oh, I thought you'd keep the original name of the unit instead of changing it to my forums handle. It looks pretty naff right now, so please rename them to, uh, Lederhosen Raiders Oh, hahaha, I wasn't sure if you wanted a name change or not so I just went with it anyways. I can change it back if you'd like.
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# ? Oct 11, 2015 22:07 |
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Jobbo_Fett posted:Oh, hahaha, I wasn't sure if you wanted a name change or not so I just went with it anyways. I can change it back if you'd like. I can't think of anything witty, so keeping the original name of the unit is probably best
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# ? Oct 11, 2015 22:10 |
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Oooh informative.
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# ? Oct 11, 2015 22:38 |
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Starting Prestige: 1600 Prestige per day: 0 Danzig or WAR! Poznan at the beginning of the game. The tactical map shows our units, with almost its entirety located in the south. Only rail lines connect the north and south portions (until we can get deep into Poland) so it might be in our best interest to simply buy some units up top, rather than re-route them from the south. Forces pre:Unit Name Unit Type [Transport] Exp Claimant Land Units A.Gottfried GoFast Sd.Kfz.222 000 Tin Tim B.12th Gebirgsjagers Gebirgsjager 000 szary C.Radec's Roughhousers Wehrmacht Inf 000 Klaus88 D.The Tinyest Panzer Panzer IA 000 Evil Imperial E.(The)PanzerFaustian Pact Panzer IA 000 Godna F.TANSTAAFL 75mm FK 16 nA [Opel Blitz] 000 Fat Samurai G.5th 37mm Pak 36 37mm Pak 36 [Opel Blitz] 000 H.4th Wehrmacht Inf Wehrmacht Inf [Opel Blitz] 000 Air Units 1.7th Bf-109E Bf-109E 000 2.10th Ju-87B Ju-87B 000 Aux Units I.3rd Panzer IIC Panzer IIC 000 3.2nd Bf-110C Bf-110C 000 Here's the plan for this map. The forests and hills will slow down any advance, no matter how determined the attacker is. While the southern portion, up to the rail station, is mostly open ground, we will definitely be staying on the roads in order to get to Konin quickly. Axis Turn 1, Poznan - September 01, 1939 - 08:00 Weather: Clear (Dry) | Forecast: Clear (Dry) As a general rule, its best to send the units further behind your frontline for advances. They act as crude scouts, screening for your other units and allowing them a better chance at: Not falling into an ambush, or getting a shot against a unit. After we discover the 5-strength Polish cavalry near between the Polish checkpoint and Glogau, we have The PanzerFaustian Pact chase them off! And indeed, they are chased off. Certain combat results will force the defender to move back one hex. It is determined at random, but occurs more frequently when: A devastating result occurs (5+ losses) or a large loss vis-a-vis starting combat strength. In this case, the loss of 3 strength forced the cavalry up north. Pray this doesn't happen to you, because it can shift you off some good defensive ground when it happens. Radec's Roughhousers secure the kill and the rest of the force moves up in trucks. A pair of strikes against the Polish anti-tank gun knocks it down to 1 strength. His days are numbered... Back up north, Gottfried GoFast stops short of Nowy Tomysl and massacres the anti-air gun defending the airfield. Since he can still move, he claims the airfield. You need to actually de-select the unit before it allows you to capture the location. This is to prevent you from taking back a move while still capturing something. In order to apply more pressure, we grab a few new units. A cavalry, pioneer, bridge engineers, and light AA gun are all added to our core. Allied Turn 1 No attacks are made, the Polish fighter above Nowy Tomysl runs away into the fog of war. Axis Turn 2, Poznan - September 01, 1939 - 11:00 Weather: Clear (Dry) | Forecast: Clear (Dry) I'm getting a little Deja Vu here... I have Radec's Roughhousers clear out the AT gun to allow the others to move up. At the Rail Station, szary's 12th Gebirgsjagers gauge their effectiveness against the defending infantry. The prediction seems well in our favour. Only for a rugged defense to occur. We both lose 2 strength, which isn't so bad. Back at Nowy Tomysl, our cavalry has a much easier time. The added Stuka attack helps thin the numbers out. They hang on with 1 HP, but we'll get them next turn. The lone airfield in the middle of nowhere hides the Polish fighter that escaped death last turn. Our Bf-109 does a number on them Allied Turn 2 The Polish forces are glued to their spots! Not even the AA guns pay our aircraft any attention. Axis Turn 3, Poznan - September 01, 1939 - 14:00 Weather: Clear (Dry) | Forecast: Clear (Dry) Gottfried leads a column of units to the outskirts of Poznan. The terrain here is less than ideal to attacking these two units, especially since the AA gun is still quite dangerous. Interestingly, we see a Karas - a light bomber. It doesn't last long against the combined attacks of our Bf-110 and Bf-109. In the meantime, our Stuka(s) are already experiencing low fuel warnings. Our cavalry clears up Nowy Tomysl, and The Tinyest Panzer deals some damage to the airfield's defenders. Southern Force starts encircling the Rail Station, and the mountain troops are selected to lead the attack. For the 2nd time in a row, the Gebirgsjagers get unlucky and suffer more losses than expected. The PanzerFaustian Pact has to risk close terrain penalties in the hopes of dislodging the infantry there. Thankfully they do and it allows szary's men to capture the vital railway. Allied Turn 3 No counter-attacks are made, but a concentration of mobile units show up not too far from the newly-captured Rail Station. Axis Turn 4, Poznan - September 01, 1939 - 17:00 Weather: Clear (Dry) | Forecast: Clear (Dry) After a disastrous attack by the cavalry (No damage, 3 losses), The Tinyest Panzer finishes off the AA unit and captures the airfield. Here we get a first look at the Polish TKS, a tankette with a 20mm autocannon. They might not look dangerous, but they pack a punch and you should be wary of them! (I SEE YOUR EXTRA AMMO, CHEATER!) Thankfully, Bf-110's are great against ground targets such as tanks. TANSTAAFL's guns also help suppress the vile tankettes from being combat effective. Holy crap! AT guns aren't all that great on offense, similar to their real life counterparts as they need to move first and then shoot. When you get to go first and you suppress the enemy though? Go for it! No name infantry mop up some troops. Radec's Roughhousers and The PanzerFaustian Pact work together to eliminate a cavalry unit after our Panzer IIC underperforms. To be Continued... Jobbo_Fett fucked around with this message at 17:17 on Oct 12, 2015 |
# ? Oct 12, 2015 07:29 |
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Forgot to post vote results Results 1 - Must use 1 of every unit, not just type, throughout the entire campaign. 3 - Must only use elite replacements, for all core units, for the entire campaign. 4 - Elite units cannot use normal replacements. 7 - Cannot have over 50% of your core total in tanks. 10 - Must have 2 of every unit type in our force. (Inf, Tank, AC, AA, etc.) I didn't check to see if I have Reforming checked, whoopsie! Guess we'll find out once someone dies. (I can always cheat units back in, if it isn't activated.) Jobbo_Fett fucked around with this message at 07:47 on Oct 12, 2015 |
# ? Oct 12, 2015 07:41 |
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Equipment Evaluation Because of the Panzer I's problems, the Germans decided to modify existing vehicles to fit other roles. I've already mentioned the munitions transporter and the ambulance, but there are two models in-game that we haven't seen yet. The Bison, the nickname for this modification, or Sturmpanzer I was what occured when they slapped a 150mm howitzer onto the chassis of a Panzer I, gave it a minimum of armor cover for the crew and... not much else. Unlike the Panzer IA and IB, the Bison had a crew of 4 (1 driver, 3 men for the gun). The addition of the howitzer made it very heavy, and the size of the gun raised the overall height by almost 4 feet! The weight climbed to 8.5 metric tonnes (9.4 US tons) compared to the 5.4 metric tonnes (6 US Tons) on an already troubled suspension. Not only that, but the guns placement lead it to be top heavy. Its height also made it a bigger target. Oh, and it didn't carry any ammunition with it, it required a companion vehicle to carry its ammo. But it was mobile, so it was able to keep up with the advances it was supporting and the large gun was effective in both a direct and indirect capacity.
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# ? Oct 12, 2015 23:18 |
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"As you can see. The Panzer Faustian Pact will not fail to delivery on it's side of the bargain!" Also Awesome LP so far.
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# ? Oct 13, 2015 01:44 |
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Poznan Part 2 Allied Turn 4 An enemy fighter visits the central airfield and attacks one of our Stuka groups, inflicting some damage. The PanzerFaustian Pact is not looking good, but thankfully has a lot of friendlies nearby to Axis Turn 5, Poznan - September 02, 1939 - 08:00 Weather: Clear (Dry) | Forecast: Clear (Dry) In the north, our pioneers set their sights on Poznan. Regular pioneers are rather good against units in close terrain/entrenched positions. Oh... ummm. Let's regroup and get back to this one later, shall we? These units are in a sorry state, and I have to hope that those new TKS' don't move into the city and attack us. Likewise, I'm hoping the AA gun pre-occupies himself with my aircraft first. In the south, however, TANSTAAFL, the AT gun, and Radec's Roughhousers all focus their attacks on the remaining mounted infantry. Other units quickly drive into open ground, in a bid to capture the south-eastern airfield. Allied Turn 5 The P.Z.L. 11c flies off to the SE airfield. Axis Turn 6, Poznan - September 02, 1939 - 11:00 Weather: Clear (Dry) | Forecast: Clear (Dry) We chase the fighter and shoot them down over their own airfield. The AA guns still refuse to help their allies. In the north, we move several vehicles in an attempt to circle around Konin. The artillery there becomes a prime target, as is the TKS. Both pioneers attack the infantry in Poznan again, this time with more favorable results. The Bruckenpioneres will retreat a few hexes to avoid being attacked by the AA gun. Rudel disappoints us with his performance. Allied Turn 6 The TKS unit attacks The Tinyest Panzer, but they take more damage than they dish out. Axis Turn 7, Poznan - September 02, 1939 - 14:00 Weather: Clear (Dry) | Forecast: Cloudy (Dry) The northern force is moving along rather well, seen here is Gottfried GoFast continuing his amazing streak. The TKS receives a lot of Luftwaffe attention. And the southern force is mostly just advancing this turn. We cleared out the last airfield and have been moving cautiously towards Kalisz. With still 7 more turns left, there's no need to rush. Allied Turn 7 The TKS moves onto a bridge. Axis Turn 8, Poznan - September 02, 1939 - 17:00 Weather: Cloudy (Dry) | Forecast: Clear (Dry) The TKS is exterminated. TANSTAAFL softens up the anti-tank unit for an infantry follow-up Radec doesn't disappoint Allied Turn 8 Nothing of note Axis Turn 9, Poznan - September 03, 1939 - 08:00 Weather: Clear (Dry) | Forecast: Clear (Dry) We finish up Kalisz while the AT gun north is bombarded and pushed back. It eventually means its end trying to cross the Warthe river Around Konin, we launch 4 separate attacks on the last AT gun defending the city. Allied Turn 9 Praying to God Axis Turn 10, Poznan - September 03, 1939 - 11:00 Weather: Clear (Dry) | Forecast: Cloudy (Dry) The first mission is winding down, we've all but captured Konin. Allied Turn 10 *Gulp* Axis Turn 11, Poznan - September 03, 1939 - 14:00 Weather: Clear (Dry) | Forecast: Clear (Dry) Always. Weigh. Your. Options. Our infantry takes point against Konin's defenders, but they surprise us and come out on top in the exchange. German military planners hold off the assault for another day. Allied Turn 11 Nothing Axis Turn 12, Poznan - September 03, 1939 - 17:00 Weather: Clear (Dry) | Forecast: Cloudy (Dry) Airstrikes and artillery soften up the now encircled troops Radec's Roughhousers storm the city, reducing the enemy by half his initial strength and even forces them to surrender! A unit surrenders when it cannot retreat to any adjacent hex Our troops then march into the city, and our turn ends. Since we have eliminated everyone and completed all the Decisive Victory conditions, we automatically win. If we hadn't eliminated everyone, they would still have their turn to do something Ending Prestige: 1876 If you ever find yourself playing this, Hint: You should, don't concern yourself with getting a DV all the time. I'd suggest playing on Colonel at the very most unless you are very good or have memorized maps, as some of the later missions can be brutal to your prestige and your corps. E: Timelapse gif Jobbo_Fett fucked around with this message at 05:50 on Oct 13, 2015 |
# ? Oct 13, 2015 05:04 |
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Does the AI cheat like in the General series by getting free units at higher difficulties?
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# ? Oct 13, 2015 11:47 |
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szary posted:Does the AI cheat like in the General series by getting free units at higher difficulties? I wouldn't know, unfortunately. They do get added prestige and experience depending on how hard the difficulty is set at and, coupled with the very random combat results, can ruin a good run. Thankfully, for those who have the game and are curious, the scenario editor is rather easy to use and understand so if you want to see what triggers certain combat behaviors/actions on maps, its fairly simple to see.
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# ? Oct 13, 2015 16:27 |
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Told you I'd pull my weight I'm actually only half joking here, because scout cars are very useful in these types of games. I usually end up with something around 3-4 in my core in most PG campaigns. Having the intel on enemies before your real troops move is vital, and skirting around the front to stab the hidden artillery is the pro strat. Grabbing minor flags for more prestige is also high on the list of good things scout cars can do. If you get a mission with a ton of minor flags, it's usually worth it to buy a few extra scouts for the captures, and then you just sell them again when the mission is done. The classic Sedan scenario in PG2 comes to mind here. I also tend to be fairly aggressive with my scouts, which does get them into hot water or even killed at times when a surprise tank charges out of the FOW. But on the flipside the combat xp makes them more dangerous, and the chance is pretty high that I end up with a leader promotion on one of them. And those leaders get surprisingly lethal once you get access to the later tiers of equipment! Though, the German arsenal seems to have plain better scout cars available in the long run than any other nation as far as I can tell. The SdKfz 234 in particular is very good at picking off damaged tanks or destroying hostile scout cars.
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# ? Oct 13, 2015 17:36 |
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The early scout cars definitely pull their weight thanks to having the 20mm cannon which gives them good stats on offense, by the time you're seeing French tanks regularly you really have to pay attention to what you do or you risk losing all that great XP they've acquired. End game, I hope to keep get me some Pumas.
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# ? Oct 13, 2015 17:57 |
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Intermission 01 Take note of the replacement costs shown above In the deployment phase, two very important differences exist for replacements. -Normal replacements are free(!) -Elite replacements cost 50% their regular price(!!) Basically, never replace units during a mission unless you need to. There's a balance to be struck between diligence and daring, but if you don't have a reason to spend the extra amount of prestige then you're better off saving it. I think Radec's Roughhousers are allowed to brag a little after this mission. Our mountain troops, and especially pioneers, had some tough fights. szary's men really got unlucky, so don't count them out! The deficiencies in our Panzer I's are quite apparent. These will be upgraded to IB's for the 2nd mission in the hopes that their chances of survival improves Gottfried GoFast has a mean streak going, and I hope it gets to continue forever Core pre:Unit Name Unit Type [Transport] Exp Claimant Land Units A.Gottfried GoFast Sd.Kfz.222 138 Tin Tim B.12th Gebirgsjagers Gebirgsjager 104 szary C.Radec's Roughhousers Wehrmacht Inf 130 Klaus88 D.The Tinyest Panzer Panzer IA 091 Evil Imperial E.(The)PanzerFaustian Pact Panzer IA 094 Godna F.TANSTAAFL 75mm FK 16 nA [Opel Blitz] 106 Fat Samurai G.5th 37mm Pak 36 37mm Pak 36 [Opel Blitz] 106 H.4th Wehrmacht Inf Wehrmacht Inf [Opel Blitz] 077 I.6th Pioniere Pioniere 096 J.9th Bruckenpioniere Bruckenpioniere 066 K.8th 2cm FlaK 38 2cm FlaK 38 000 L.1st Kavallerie Cavalry 088 Air Units 1.7th Bf-109E Bf-109E 052 2.10th Ju-87B Ju-87B 114 3.Reconnaissance Flight Ju-87B 108 Calculating the cost to upgrade We will not have any free slots with which to buy and deploy new units next mission. We should thus focus on upgrading our current core. Our infantry is as modern as possible, and no upgrades would be worthwhile. TANSTAAFL could stand to be upgraded to a 105mm version and our FlaK gun is pathetically weak (and can't attack ground targets willingly). GoFast and co. doesn't need an upgrade (nor would it help him) and we'll get the 2nd armoured car once a spot opens up. The Stukas are fine as is and neither the Bf-109E or the AT gun have possible upgrades at the moment. Vote Option 1: Upgrade frontline combat units only (Tanks) Option 2: Upgrade support units only (Artillery/FlaK) Option 3: Upgrade everything! Joke Option: No upgrades for the next mission Jobbo_Fett fucked around with this message at 22:53 on Oct 14, 2015 |
# ? Oct 13, 2015 17:59 |
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3. GERMAN SURPREMACY Although with an admitably bias focus upon the tanks.
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# ? Oct 13, 2015 18:12 |
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I find the TKS adorable. Look at them blow up!
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# ? Oct 13, 2015 18:46 |
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Jobbo_Fett posted:Intermission 01 "Did you expect anything less from Mother Helgahan's finest?" /
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# ? Oct 13, 2015 21:17 |
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3. But only upgrade the tanks if we have the spare prestige and if we're going to encounter any real serious threats, so a modest cheap upgrade to the Panzer Ib would work, save the prestige up for later. Amendment to the elite replacements option only take regular replacements after mid-1943, when quality of men actually starts to drop overall, to reflect the reality of the situation.
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# ? Oct 13, 2015 22:29 |
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Evil Imperial posted:3. But only upgrade the tanks if we have the spare prestige and if we're going to encounter any real serious threats, so a modest cheap upgrade to the Panzer Ib would work, save the prestige up for later. It may seem ve' have a disagreement friend.
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# ? Oct 13, 2015 23:21 |
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Option 3. Also requesting to be put into the first Panzer III/IV we get, call it 'Panther Prot.' or somesuch.
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# ? Oct 13, 2015 23:48 |
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I vote for the comedy option, we'd really show the world the superiority of German arms if we won the war with a bunch of Panzer I's and a cavalry unit.
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# ? Oct 14, 2015 05:31 |
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Vote Results 3 votes for Option 3 1 vote for Comedy Option As such, a coin will be flipped to see who goes to a Panzer IB and who goes to a Panzer IIC (Don't worry, whoever comes out worse for the first upgrade gets priority in the next and I'm trying not to play to any favorites). TANSTAAFL will get a sizeable increase in firepower (+2 soft and hard attack, +1 range!) and our flak gun will hopefully become more useful (doubtful )
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# ? Oct 14, 2015 17:07 |
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Jobbo_Fett posted:TANSTAAFL will get a sizeable increase in firepower (+2 soft and hard attack, +1 range!) and our flak gun will hopefully become more useful (doubtful ) I have the best K/D ratio, after all. All upgrades to me. (yeah, I know that if your support guns get targeted it's because you've hosed up completely) Have you ever managed to make flak guns useful? I remember ditching it (and basically any self propelled artillery without indirect fire capabilities) as soon as I could.
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# ? Oct 14, 2015 17:46 |
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Fat Samurai posted:Have you ever managed to make flak guns useful? I remember ditching it (and basically any self propelled artillery without indirect fire capabilities) as soon as I could. 88's are beastly, and consistently do tons of damage to hard targets and aircraft alike. And unlike Panzer General, you don't have separate versions for ground or air targets.
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# ? Oct 14, 2015 17:48 |
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I think I got distracted by something shiny and never advanced that far. I have to get back into this.
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# ? Oct 14, 2015 17:54 |
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Jobbo_Fett posted:but I ain't no Hitler Youth Fat Samurai posted:I find the TKS adorable. Look at them blow up!
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# ? Oct 14, 2015 20:05 |
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Starting Prestige: 1976 Prestige after reinforcements + upgrades: 1141 Prestige per day: 0 First things first. Danzig Corridor is huge! This is because, with only a Marginal Victory, the "North" version encompasses the entire area. That won't be the case with our superior blitzkrieg forces We've got 14 turns, which doesn't sound like a lot, but you shouldn't have to worry - unless you haven't gotten across those eastern bridges by Day 11/12. The plan is simple: 1. The Cavalry and Recon heads north to capture the two cities all but isolated from the rest of Allied Poland. Once they've achieved that, they return to the fold and hit Bydgoscszzscitation needed and add pressure from the south in support of the Auxiliary Forces. 2. Main force moves 3. Diversionary (South) force is going to grab all the towns on the southern edge of the map, help the main force if need be, and basically focus on the bridges. 4. Aux Force needs to put pressure on nearby enemy units. They aren't terribly well equipped; their artillery is horribly slow and outdated. The area is relatively small, and movement to reinforce areas should not be an issue. Core pre:Unit Name Unit Type [Transport] Exp Claimant Land Units A.Gottfried GoFast Sd.Kfz.222 138 Tin Tim B.12th Gebirgsjagers Gebirgsjager 104 szary C.Radec's Roughhousers Wehrmacht Inf 130 Klaus88 D.The Tinyest Panzer Panzer IB 091 Evil Imperial E.(The)PanzerFaustian Pact Panzer IIC 094 Godna F.TANSTAAFL 105mm leFH 18 [Opel Blitz] 106 Fat Samurai G.5th 37mm Pak 36 37mm Pak 36 [Opel Blitz] 106 H.4th Wehrmacht Inf Wehrmacht Inf [Opel Blitz] 077 I.6th Pioniere Pioniere 096 J.9th Bruckenpioniere Bruckenpioniere 066 K.8th 3.7cm FlaK 37 3.7cm FlaK 37 000 L.1st Kavallerie Cavalry 088 Air Units 1.7th Bf-109E Bf-109E 052 2.10th Ju-87B Ju-87B 114 3.Reconnaissance Flight Ju-87B 108 Axis Turn 1, Danzig Corridor South - September 05, 1939 - 08:00 Weather: Rain (Dry) | Forecast: Clear (Dry) Rain right from the get-go! This is a bad omen... Another change from Panzer General is that bad weather removes aircraft visibility. Completely. No more free recon! The Aux Forces open up with a good result, maybe I am just worrying over nothing? Our pioneers get a good prediction, but a less-than-stellar result. At least they didn't lose more than predicted. Radec's Roughhousers come in to seal the place off. An easy mop-up job. Our mountaineers are doing well for themselves this mission, immediately taking out an infantry unit. The PanzerFaustian Pact was there for Our cavalry deals a mighty blow against a full strength infantry, and we see the effects of rain on our Bf-109. No vision, no attacks. This can cripple an offensive. Allied Turn 1 It's still tea time in Turin Axis Turn 2, Danzig Corridor South - September 05, 1939 - 11:00 Weather: Clear (Dry) | Forecast: Clear (Dry) The rain lets up, and our Stukas get to work quickly. We still don't have any intel on the Polish Air Force REDACTED Sigh... and I found out my 3.7cm FlaK can't hit ground targets and it's getting an upgrade no matter what next mission so it can start being useful. The extreme south seems to be lightly defended, so most of our infantry heads up towards Inowroclaw. The cavalry in our detour force is having some trouble clearing the city, so Gottfried GoFast uses his attack to clear it out. Walcz is clear, Pila is next. Our Aux troopers continue to push back the Poles, and it looks like we may break through quickly. Very quickly. (At Grudziadz) Allied Turn 2 A TKS emerges from the FoW and attacks the 4th Wehrmacht Infantry. A 2nd TKS enters Grudziadz before we can. Both TKS' come out on top in their attacks. Axis Turn 3, Danzig Corridor South - September 05, 1939 - 14:00 Weather: Clear (Dry) | Forecast: Clear (Dry) It takes several attacks, but we manage to eliminate the TKS hitting our main force. I may have to start using replacements. The 1st Kavallerie clears out Pila TANSTAAFL softens up an AT gun on a bridge just outside Bydgoszcz and Tin Tim's men continue to impress. We finish out the turn with an attack in close terrain against some TKS', but they win handily and we are forced to pull back to the safety of Osle. Allied Turn 3 New tanks show up! While our tanks have more experience, I don't know if they stand on even ground, statistically. Axis Turn 4, Danzig Corridor South - September 05, 1939 - 17:00 Weather: Clear (Dry) | Forecast: Clear (Dry) The start of the turn doesn't look good for the Polish tanks The Luftwaffe keeps up their good work Inowroclaw threatens to fall after we pummel them with a pioneer assault, and the 1st launch a deadly attack on the unlucky AT gun stuck in a river. Gottfrieg GoFast has to pick up after the tanks, but its good, easy XP for him. 12th Gebirgsjagers and Radec's Roughhousers sweep the city after the Pioneers did their job, no hostiles are left within the city limits. Although, none of the infantry can move so I nominate The Tinyest Panzer to do so... Aux troopers in the north receive normal replacements, and try to rout the infantry still holding onto Koronowo Allied Turn 4 That TKS unit shows up (full strength) and hits our artillery. They retaliate and kill a couple of tanks, but this isn't going well... And then two cavalry units show up to pound away at The Tinyest Panzer. Turns out we don't have Reform Units, and cheating them back would require one of two things: 1. A complete restart (which isn't that big a deal since its only two missions) or 2.Restart the current mission, which sort of goes against the whole point anyways. #1 is open for a vote, since I did screw up. So I do the next best thing... Axis Turn 5, Danzig Corridor South - September 06, 1939 - 08:00 Weather: Clear (Dry) | Forecast: Cloudy (Dry) I bomb the hell out of the Polish cavalry... Avenge the dead with my The PanzerFaustian Pact... Kill the second with combined arms... And buy a Panzer 38(t)A unit and rename him The Tinyest Panzer My bruckenpionieres can't quite finish off the AT gun. No matter, they aren't much of a threat at the moment. Allied Turn 5 Another TKS shows up and injures szary's mountain troops. They are promptly attacked by cavalry afterwards, and I begin to worry I'll lose another unit. Axis Turn 6, Danzig Corridor South - September 06, 1939 - 11:00 Weather: Clear (Dry) | Forecast: Clear (Dry) Once again, a revenge narrative takes over and mauls those mobile forces Seriously, my bridging engineers are doing great this mission! One of the great things about recon units is that, due to their capability to move several times, they can drive up to an enemy, shoot, and retreat immediately. Shoot and Scoot! 1st Kavallerie does a number on the 2nd ATG lingering in the north. And our newly reconstituted Aux infantry almost kills another unit. Allied Turn 6 The anti-tank gun next to our cavalry takes a shot at 1st Kav since they can't retaliate. Axis Turn 7, Danzig Corridor South - September 06, 1939 - 14:00 Weather: Clear (Dry) | Forecast: Cloudy (Dry) Lots of units running low on ammo. Both the cavalry and artillery started at 10 HP at the start of the turn, our Stukas tried to fix that. Both The PanzerFaustian Pact and Gottfried GoFast pour some fire on another Polish cavalry unit, who just barely survives. We end Turn 7 with a big hit on that annoying TKS that's been hounding our northern boys for so long. Allied Turn 7 Nothing of note To be Continued... Jobbo_Fett fucked around with this message at 19:42 on Oct 15, 2015 |
# ? Oct 15, 2015 00:25 |
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# ? Apr 20, 2024 01:46 |
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For those following so far, I'd like some votes on whether or not I restart with the reform option on. I've already played back to the same point I currently am in the LP, with the only difference being some slight discrepancies in unit XP and total prestige. The next update will go up tomorrow, so I'll be closing the vote around 9am EST on Friday. And I want to thank all those who have been participating so far!
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# ? Oct 15, 2015 01:48 |