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Offline Asid

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Re: Wars Across The World
« Reply #30 on: April 24, 2018, 02:12:58 PM »
Scenario Update - April 2018
Wars Across The World - Strategiae

Thanks to players' reports, some scenario errors and unbalanced were fixed recently. Also some language fixes have been added.

Carrhae53: IA update
BullRun61 : cards errors fix
Malaya1941: German language fix
Berlin1945: setup errors fix
Mali20112: IA update
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Offline Selva

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Re: Wars Across The World
« Reply #31 on: April 24, 2018, 09:53:55 PM »
Gonna check it. If it has an editor, well, i'm in =)
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Archtung Panzer!

Offline Asid

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Re: Wars Across The World
« Reply #32 on: May 08, 2018, 01:51:24 PM »
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Offline Asid

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Re: Wars Across The World
« Reply #33 on: May 08, 2018, 01:52:26 PM »
WAW 'KOENIGSBERG 1945', the next WAW GAME !!!
Releasing end of May

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Offline Asid

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Re: Wars Across The World
« Reply #34 on: May 16, 2018, 03:45:20 PM »
May Update - Start Testing PBEM in Beta
16 May - Strategiae   

This month, while moving forward on the mobile version, we also brought a few fixes, in particular to the Beta version of the PBEM system.

It is operational, but the 'Summary' phase is still in the works, so you won't have report of your opponent's previous turn for now. Feel free to contact us by mail for more information or the PBEM short instruction's guideline.

** FIXES **

- (Movement) Fixed bug that allowed to send units to regions they are not allowed to enter using drag and drop from the Stack Viewer

- (Breakthrough) Fixed bug that allowed to send units to regions they are not allowed to enter

- (Battle) Fixed bug where double click on a unit to assign hits would cause the battle to be stuck in death phase. It is now impossible to assign a hit while the unit in performing its « wounded » animation.

- (PBEM) Fixed a bug that made it impossible to open a match save sent by the opponent
- (PBEM) Fixed a bug that allowed to play in the opponent's place during battles
- (PBEM) Fixed a bug at the "End Turn" phase, that allowed to play the opponent's turn instead of sending the current state of the match to him/her.   
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Offline Asid

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Re: Wars Across The World
« Reply #35 on: June 03, 2018, 08:11:29 PM »
Koenigsberg 1945




Steam

ABOUT THIS CONTENT


Koenigsberg 1945 lasts 20 turns, each being 2 days between the 13th January and 22nd February 1945. One player represents the Soviet 2nd and 3rd Bielorussian Fronts, the other the Army Group Center of the German Wehrmacht.
•   The Soviet side has numerous army corps, an overpowering air force and many reinforcements.
•   The Germans have many armored units, but their infantry has a faltering morale

The German player must save his civilian population from the advancing Russians by taking it to the harbors and board them on transports, such as the famous Wilhelm Gustloff.

The game's event cards allow full replay ability thanks to the numerous various situations that they create on the diplomatic, military, political or economical fields.

Estimated Playtime: 4h30

Favored Side: Soviets.

Hardest to Play: Germans.




















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Offline Asid

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Re: Wars Across The World
« Reply #36 on: June 14, 2018, 12:52:05 PM »
June DLC and Progress
Wars Across The World - Strategiae

We have released on June 1st the Koenigsberg 1945 DLC, an expanded scenario covering the Soviet offensive in early 1945 against East Prussia. It's an unusual scenario where the goal of the German defender is to evacuate as many refugees as possible and his Soviet opponent wins by preventing this...amidst the usual chaos of military operations.

In the meanwhile we keep on progressing on improving the game engine and its past and present content. Within 10 days a few updates will take place on existing scenarios and some minor bugs will also be fixed.

Stay tune
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Offline Asid

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Re: Wars Across The World
« Reply #37 on: June 14, 2018, 12:52:33 PM »
Scenarios Update
Wars Across The World - Strategiae

Just in anticipation of the upcoming Sales, we have updated all of our (recent and older) scenarios. Main changes are mostly texts fixes in various languages, plus some reported bugs for a few scenarios (mostly card play).
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Offline Asid

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Re: Wars Across The World
« Reply #38 on: July 11, 2018, 09:09:19 PM »
Website Updated
10 July - Strategiae   

Hi All,

Along with the recent code update that you probably noticed yesterday, we have also changed and redesigned the WAW website completely.

Feel free to visit it and comment at https://waw-games.com

Thanks for your support :steamhappy:   
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Offline Asid

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Re: Wars Across The World
« Reply #39 on: July 13, 2018, 01:53:04 PM »
July game update
Wars Across The World - Strategiae


*** IMPROVEMENTS ***
•   (Units) Added support for units with more than 2 life steps.
•   (UI) Money icons displayed during economic phases now use the graphics included in the scenario instead of the default graphics.
•   (Movement Phases) The button allowing to cycle through stacks that have not moved yet now also zooms on the stacks to help locate them.
•   (Leaders) Leader that dies of starvation or that is killed when his/her fortress is taken by the enemy can now be replaced, either immediately if the stack still exists or on next turn with a reinforcement arriving in the capital of its nation.
•   (Main Menu) The store button has been activated.
•   (Victory Conditions) Specific conditions defined in the scenario (e.g. control of a specified structure, elimination of a specified structure) are now prioritised over general conditions concerning victory points. If two players simultaneously.
fulfil specific victory conditions, the one with the highest VP count wins.
•   (End Game) Clarified the window that displays the victory conditions at the end of the game.

*** FIXES ***
•   (Aerial Movement) Fixed bug that allowed defeated or panicked planes to start a second mission during the same movement phase.
•   (Movement) Fixed bug that allowed to drop a unit into a structure it is not allowed to enter
•   (Movement) Fixed false battle detection in the case where a stack from side A was moved into a region belonging to side B without a stack, with the region containing a non-fortified structure and a stack belonging to A.
•   (Movement) Fixed bug where a land Stack was not allowed to attack a region if (i) the region was already attacked by an allied plane and (ii) the region contained a structure with allied land units
•   (Movement) Fixed bug where conquering a region with a friendly structure would kill the units in the structure.
•   (Movement) Fixed bugs that happened when splitting a stack and trying to move the split units to enemy structure or besieged friendly structures
•   (Movement) Fixed bug that left "phantom" stacks in regions after manual fusion of friendly stacks. This bug could cause battles where there was apparently only stacks from a single player.
•   (Sound Manager) Fixed bug that caused an infinite loop in the case where the music playlist contained no playable file
•   (Sound Manager) Fixed bug that prevented the engine from playing scenario's custom music
•   (Battle) Fixed bug where a stack automatically taken out of its structure to fight an incoming enemy stack would not include its leader.
•   (Battle) Fixed computation of Victory Points gained/lost at the end of a battle : the result was sometimes too high because eliminated Support Units and Leaders were taken into account in the step loss count, while only Combat Units have to be considered.
•   (Battle) Connexions taken by air units to reach a battlefield are no longer taken into account to calculate battle modifiers.
•   (Battle) Fixed bug where a battle was continually started in the same region even though no opposing forces was present.
•   (Battle) Fixed a bug where a battle was detected but never started, that happened when defending units were locked inside a structure by a card effect.
•   (Saves) Fixed bug where double-clicking on a save to load it would load the save twice, resulting in a broken setup of the map.
•   (Auto-saving) Fixed bug where quitting a scenario just after a battle and then launching the last save could result in an incorrect position of the units that were engaged in the battle.

Enjoy !

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Offline Asid

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Re: Wars Across The World
« Reply #40 on: July 13, 2018, 02:51:37 PM »
New on website

* Innsmouth 1928: a Ctulluh universe scenario
* Sicily 1943: Operation Husky scenario

Upcoming and presented

* Coral Sea 1942: fan mod on the famous air-sea battle
* Byzantium 1116: next official scenario (also on Steam)
* Rhodesia 1972: the Bush war
* Gulf 1990: Desert Shied and Desert Storm

.. and many more mods done by fans on the  forum




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Offline Asid

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Re: Wars Across The World
« Reply #41 on: July 27, 2018, 01:23:09 PM »
July Scenario Update
26 July - Strategiae   

Before release of our next scenario (Byzantium 1116 - see on our website), we have processed some previous scenario improvements.

Most important fix was Hasting 1066, with a new start setup. Other minor corrections on Waterloo 1815 (name errors), Normandy 1944 (setup) and austerliz 1805 were also added.

https://waw-games.com/en/dlc/byzantium-1116



BYZANTIUM 1116
Classic

Byzantium 1116, the reconquest of Anatolia by Byzantine Emperor Alexius Comene, against the Seljuk Turks. The Turks, recently weakened by the passage of the First Crusade, are attempting to capture the last Byzantine strongholds before the latter can return in force and counter attack.
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Offline Asid

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Re: Wars Across The World
« Reply #42 on: August 02, 2018, 12:04:16 AM »
Byzantium 1116




Steam

ABOUT THIS CONTENT


Byzantium 1116, the reconquest of Anatolia by the armies of Byzantine Emperor Alexius Comnene, against the Seljuk Turks. The Turks, recently weakened by the passage of the First Crusade, are attempting to capture the last Byzantine strongholds before the latter can return in force and counter attack.

Both players attempt to capture the highlands of central Anatolia and their fortresses.
•   The Seljuk Turks player has many horsemen and archers, and holds the initiative at the start, to capture the last remaining Byzantine strongholds. With the loot, they can raise numerous forces.
•   The Byzantine player, although he also has a strong cavalry, must furst expand his army and hire mercenaries to reverse the trend, and possibly capture the enemy’s capital, Iconium.

The game’s event cards allow full replay ability thanks to the numerous various situations that they create on the diplomatic, military, political or economical fields.


Estimated Playtime: 3h00

Favored Side: None

Hardest to Play: Seljuk Turks
























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Offline Asid

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Re: Wars Across The World
« Reply #43 on: August 21, 2018, 11:17:43 PM »
Free Downloads for our faithful clients
Wars Across The World - Strategiae

"Hi All

As we have improved our offer with much wider content since last July, we felt it was fair and right that our first-time older clients who bought the initial 2017 early (and smaller) offers got rewarded for their patience and support.

We had some technical issues finding out how to make this possible, but it seems now operational...

So all previous buyers (before July 2018) will receive FREE (check your Steam update) the scenarios they did not have initially and are now part of the base pack, namely:

Hamilkar 264
Waterloo 1815
Bull Run 1861
Missouri 1861
Bulge 1944
Six Days 1967

Hope you'll like them, and thanks for your patience and support.

NB: this month, no scenario release, we shall be working on improving the current scenario base in anticipation of some important engine improvements next Fall. ːsteamhappyː"
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Offline Asid

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Re: Wars Across The World
« Reply #44 on: November 28, 2018, 02:08:18 PM »
MAJOR UPDATE FOR WAW AND NEW DLC CONTENT
27 November - Strategiae

Effective today 19:00 PM GMT (allowing Steam update has taken place).

A lot of new features, improvements and fixes added to the game. With them, two new releases: Armada 1588 (the Mighty Armada) and Gulf 1990 (a large DLC scenario on Desert Storm).

And a gift: Innsmouth 1928 (a mod scenario created by one of our players on the 'Call of Ctulluh' universe).

Main Additions
- Fog of War added
- A Summary Phase added to give you details of previous player(s) turn
- A Battles details summary window has been added to the battle reports
- Combat factors of units may now be different in attack or defense.
- Units panel now has button to show the differences in combat values (domains, attack vs defense)
- The Unit panel will automatically adjust to the size of the stack
- When you did not move any unit in a phase, a confirmation is now required (to avoid skipping a phase by mistake)
- A new button has been added on the stack panel to allow easy split of units in stack
- Supply: when units are out of supply, they will not die immediately but in a certain number of turns as described on the unit information window (based on scenario time scale)
- The game tutorial has been completely revised to make it easier and more explicit for new players.

New Contents
- We propose 2 extra scenarios DLC with this update: Armada 1588 (Classic collection) and Gulf 1990 (Expanded collection), the later being one of our largest scenario so far.

Free
- All players will be able to download free of charge the Innsmouth 1928, a mod scenario created by one of our players on the 'Call of Ctulluh' universe.


And below the (long) details:

*** IMPROVEMENTS ***
•   (AI) Improved performances.
•   (AI) When AI send air units in operation, units with the exact same mission now move together instead of one-by-one.
•   (Battle Results) The list of battles now display the leaders for each side in each battle.
•   (Battle) Added battle summaries to the battle lists.
•   (Battle) Added support for Anti-Cavalry Units.
•   (Battle) Air units are not taken into account anymore to determine wether the big battle bonus (+3VP) is attributed to the winner.
•   (Battle) Battle phase titles are displayed for a longer duration which makes them easier to read.
•   (Battle) Combat units and leaders can now have a different combat factor depending on wether they are attacking or defending.
•   (Battle) Fixed broken localization of « Morale » in battle screen.
•   (Battle) The icon used to represent hits is now an explosion instead of a skull, which was confusing.
•   (Battle) The leaders are now chosen among leaders in the stack AND leaders transported in the stack. A leader who does not have the ability to move at sea can now command a naval battle if he is transported in one of the ships.
•   (Camera) When AI is playing, the camera position and zoom is automatically reset after all battles/sieges of the current turn have been played.
•   (Cards) New effect allows to forbid one side from performing hostile moves agains another one.
•   (End Game) Added Laurel Wreath to side flags to better show who has won the game.
•   (Info Window) When a structure is displayed, its full name is used as the window title instead of its short name.
•   (Info Window) When a unit is selected, it’s icon is now displayed in the title bar instead of being displayed in the background of the unit properties, which decreased readability.
•   (Localization) On first launch, the game is automatically set to the language of the system it runs on if this language is available in the localization. The setting can then be manually changed if needed and is remembered correctly on next launch.
•   (Localization) Improved message when user tries to draw a movement that requires more movement points than available.
•   (Main menu) New "Contact" button allows to send an email to the game developers.
•   (Main menu) New "Privacy Policy" window.
•   (Map) Added an indicator that a stack has popped up from its hots (structure or transport stack).
•   (Map) Decreased size of the active border zone that activates camera movements.
•   (Map) Implemented per-scenario Fog of War, with option in the main menu to disable it.
•   (Map) It is now possible to move the Map around even at minimal zoom factor, so that its borders are not hidden by UI elements.
•   (Aerial Defense Movement) Regions that can be defended are now colored in blue.
•   (Sea movement) Admirals are no longer allowed to enter a sea region if it does not contain any allied unit.
•   (Movement) Added a confirmation message when users presses the next phase button while no movable unit has been moved.
•   (Movement) Added explicit message when user tries to move a stack to a region it is not allowed to enter by the scenario.
•   (Movement) Added support for one-way connections between regions : it is now possible to design maps where some region boundaries can only be crossed in one way.
•   (Movement) For movements where only a part of the moved stack is able to make it to another region, a red warning is displayed to the user in the movement message. This helps avoiding unwanted splits that can leave the player in a bad situation (eg. with a leader alone that cannot get back to its troops).
•   (Movement) Improved error message displayed when a stack containing only leaders and support units tries to conquer a region (this is not allowed).
•   (Movement) Improved some messages indicating that the movement that the player is trying to start is not possible.
•   (Movement) New button in stack viewer allows to split the current stack by creating a new one containing selected units.
•   (Naval Battle) Added support for two-round naval battles in scenarios that require it.
•   (Income) Clearer layout of income details.
•   (Purchase) The Stack viewer is automatically closed when the phase begins so as to avoid it overlapping with the purchase toolbar.
•   (Purchase) The size of the toolbar is now initialized depending on the number of available units (with a min of 3 and max of 7).
•   (Saving/Loading) Improved layout for better readability of saves details and added localization of scenario names.
•   (Scenario selection) Fixed layout for scenarios with a long name.
•   (Scenarios) Revised ALL the scenarios to incorporate the new improvements and fixes.
•   (Sounds) Added sounds when the the player's card hand folds/unfolds.
•   (Stack Management) Stack viewer now has a dynamic size allowing to leverage screen space.
•   (Supply) Added per-scenario support for longer survival of units that are not supplied.
•   (Supply) Stacks made only of supply units no longer consumes supply units in unsupplied regions.
•   (Tooltips) Improved position and behavior of tooltips.
•   (Transportation) It is now possible to load a unit with zero transport cost into another unit with zero transport capacity
•   (UI) Added camera and window animations when a siege is selected to be resolved.
•   (UI) Changed Player Hand Background : we now display the card back with transparency.
•   (UI) Improved behavior of windows that present a clickable list of elements that highlight a region (eg. battle list, siege list). Now the window is minimized when an element is clicked, instead of being faded out (which confused some users).
•   (UI) Increased size of units dragged from stack viewer and purchase toolbar.
•   (UI) Increased readability of details displayed when the player needs to select elements (units, stacks, regions, structures) on the Map. If this selections comes from a card, the name of the card is now displayed.
•   (UI) It is now possible to click/tap on phase titles to close them faster.
•   (UI) Removed confusing arrow on a button in the End Game windows.
•   (UI) Improved layout of turn start window.
•   (UI) The stack viewers have been updated throughout the game’s UI to allow to switch between attack and defense combat factor, and between air/land/sea combat factors.
•   (UI) Units displayed in stack viewers, battles and sieges now have an icon displayed if they transport a leader. In particular, this helps choosing damaged units in sea battle if the leader is transported in one of the fighting units.
•   (UI) When an alert box is displayed to the user, pressing the Return key no longer activates the Next phase button.


*** FIXES ***
•   (Aerial Bombing) Fixed bug where using air units for strategic bombing would permanently increase their combat factor.
•   (Air defense movement) Fixed bug that allowed to perform defense moves along a path containing regions that were not connected.
•   (Air defense movement) Fixed bug that allowed to perform defense moves much longer than allowed by the units' move range.
•   (Air defense movement) Fixed bug where regions containing enemy AA units or fighters in their airport were displayed as defendable while they are not.
•   (Air movement) Fixed a bug where an Air unit that received a panic during its mission (e.g. during AA interception) was able to start another mission immediately.
•   (Air movement) Fixed bug were battle detection was not performed after a missed interception test in the last region of the movement.
•   (Battle) Fixed a bug where battle losses were not properly counted on both sides, often resulting in the defeat of the real winner.
•   (Battle) Fixed a bug where a battle was continually started in the same region even though no opposing forces was present.
•   (Battle) Fixed a bug where incorrect victory points were displayed at the end of a battle.
•   (Battle) Fixed a bug where the game would stuck in battle when trying to distribute panics to Air and Land/Sea units at the same time for the same player.
•   (Battle) Fixed a bug where units would retreat in a Region with a difficult Terrain and create a situation with an excess number of units.
•   (Cards) Fixed a bug where a Card played during a battle could be left in the battle position for the rest of the game instead of being sent back to the deck or definitively discarded.
•   (Cards) Fixed a bug where a selected card would stay in the middle on the screen when user goes to the next phase.
•   (Cards) Fixed a bug where cards designed to kill targeted units could kill other units.
•   (Cards) It is no longer possible to play a card that supplies a stack if no stack is currently not supplied.
•   (General) Fixed several situations where the number of units was not correctly calculated for taking into account the difficulty of Regions.
•   (Hidden units) Fixed a bug where no battle was started when a stack discovered hidden enemies in a region it owned.
•   (HUD) Fixed bug where the flag of the side’s main nation was used in place of the side’s flag in the top HUD.
•   
•   (Income) Fixed a bug that did not allow a card to modify the regular income of a side with a negative percentage (such as « Merchants greed » in Hamilcar 264 BC).
•   (Income) Fixed a bug were Structure income values were not properly loaded when launching a saved game, resulting in the Structures never giving income for the rest of the game.
•   (Information Window) Fixed a bug where the title of the information window was not correctly updated.
•   (Localization) Added missing localization and fixed typos.
•   (Map - Region owner display mode) Fixed a bug where the color of regions was not updated after the region owner changed.
•   (Map) Fixed a bug where side flags were displayed on a sea region after a battle.
•   (Move) Fixed a bug that allowed to add more Units than the maximum number in a Region with a difficult Terrain.
•   (Movement) Fixed a bug where moving through a region containing enemy units that should have been overrun would not actually overrun them.
•   (Movement) Fixed a bug that allowed Land or Sea units to use region connections that are only allowed to Air units.
•   (Movement) Fixed a bug that could create duplicate units when moving stacks containing units with no move points left.
•   (Movement) Fixed a bug where drawing movements too fast could visually move the stack while it actually remained in the origin region.
•   (Movement) Fixed a bug where moving a stack into a region would not correctly detect the possible siege that this movement may incur.
•   (Movement) Fixed a bug where the "next phase" button would not show up after playing a card in movement phases.
•   (Purchase) Fixed a bug that allowed to purchase the same unit several times.
•   (Purchase Toolbar) Fixed a bug where dropping a unit on another unit that can transport it would remove the dragged unit from the bar, it was no longer possible to purchase it during this turn.
•   (Sea movement) Fixed a bug where "overrun" would be displayed when planing a movement but not applied when the movement was actually done.
•   (Sieges) Fixed a bug where a retreating naval stack would not create a blockade while all conditions were fulfilled.
•   (Sieges) Fixed a bug where siege bonus of besieged units was applied in the wrong way.
•   (Sieges) Fixed a bug where some sieges were not detected by the game in scenarios that require blockade to besiege ports.
•   (Structure Info Window) Removed useless icon displayed on top of the Airport icon.
•   (Structure Info Window) Fixed a bug where moving a unit between two transporters would destroy the moved unit.
•   (Supply) Fixed a bug where loading a save made during the Supply phase would reapply unsupplied penalties, thus killing the unsupplied units immediately.
•   (UI) Fixed minor layout issues is windows with scrollable content.

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