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Offline Asid

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Re: Desert War: 1940-42
« Reply #15 on: April 04, 2018, 03:51:46 PM »
Matrix/Slitherine stream starting now

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Offline Asid

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Re: Desert War: 1940-42
« Reply #16 on: May 14, 2018, 03:45:23 PM »
Desert War has been updated to version 1.0.1!



Desert War has received a tremendous update. Welcome to version 1.0.1!

You can download the patch from the Members Area or directly here

Version 1.0.1
=============


Bug:
====
• Game freezes when max / minimize window when "Please Wait" is displayed.

• When scrolling the map left/right/up/down, there is a slight delay for the Icons representing artillery/Air/Naval etc..operations to re-position over their original placement hex.
 
• If you change the Zoom level before they get a chance to re-position, map icons (e.g. explosions) remain fixed and stay on the
screen regardless of moving the map or zooming.

• For Resolution 1280x800 or less, screen buttons overlap. Moved some buttons to the right of screen for these resolutions.

• For Naval / Air / Command attacks, if assign defensive fire to friendly unit, if drag mouse over enemy unit, can then assign defensive fire to enemy unit
(can also assign attacks onto friendly units and on empty hexes).

• Editor - unit overstacked on setup. Unit setup "Refresh Armies" should not put units in hex if hex will become overstacked.
(unless no other choice).

• Naval defense icon seems to be slightly out of tack with respect to the rest of icons on the same column.

• Fog of war lvl 1 shows correct stack size when K hotkey used.

• If right click a unit in a stack when showing details of another unit in the same stack, then unit details is cleared. It should also show details of the right clicked unit.

• Supply not correct in Allied setup when playing Axis AI.

• Disable hotkey-D (show units at dest) during setup phase as otherwise units will not be shown at correct position.

• Start Menu - if corrupted save file, then game hangs.

• Fog Of War unit right click details have wrong unit size.


New Features:
=============

• When units not on map, right clicking should show terrain details, not unit details.

• Autosave optional (in Start Menu Options).

• New hotkey V to show victory locations but does not show right-hand victory details display).

• Added new Display Battle Summary view

AI changes:
===========
• COA (Course Of Action) added as Script Response Type.
• Fix for AI Units making suicide attacks

Scenario changes:
=================

All Scenario Versions: 2.0

ALL
• Many Forts / Entrenchments have incorrect defensive values.
• Game Data Intel Range for ground units increased from two to three to comply with ranges found in the table on page 113 of the game manual.
• Road Movement Modifiers changed from .75 to .78 to more closely approximate a 30kph march rate on Highways.  Recce changed from .75 to .66 for the same reason.  Infantry changed from .34 to .39 to more closely approximate a 4kph foot march rate on Tracks.
• HQs ranges standardized (with some exceptions) as follows:
  o Army – 64
  o Corps – 32
  o Division – 16
  o Brigade/Regiment – 8
• Fixed road network vicinity Halfaya Pass.
• Removed gully northwest of Sollum Barracks; made the position too strong.

Operazione E
• Maletti group should have M11/39 tanks—not M13/40s.
• A/3rd Bn Coldstrm Gds(-) HQs changed from WDF to Coast Force.
• Added missing ridge line hexsides south east of Tobruk.
• Royal Navy asset random re-use delay set to 3 turns.
• Italian motorcycle companies broken down into platoons.
• Re-set historical start-up locations.
• 4CCNN Res units labeled as such.
• 2CCNN assigned a set-up area to allow for minor adjustments during set-up phase.
• Increased range of WDF HQ from 24 to 25 to insure supply to WDF(FWD) at Sidi Barrani.
• Allies Field Supply Depot No.3 removed from the game (was at Sidi Barrani).
• VPs awarded to Allies for holding Sidi Barrani reduced from 1 to 0.
• 4 IN XX and 7 AR XX assets assigned to brigades to assist AI.
• Turn 10: Reinforcements: x1 Ground Asset - Pasta!
• Axis briefing updated in English, German, and Spanish.

Into the Blue
• Fixed Road Movement Rates.
• Re-set historical start-up locations.
• Increased set-up area of 2CCNN to include Halfaya Pass.
• Maletti group should have M11/39 tanks—not M13/40s.
• WDF HQ start-position was at sea; now located in 65,35.
• Added missing ridge line hexsides south east of Tobruk.
• Axis F12 units set to F15 to match scenario length.
• Royal Navy asset random re-use delay set to 3 turns.
• Added Allies supply sources at locations of Field Supply Depots 3 and 4.

Beda Fomm
• Added Axis Supply Depot 1 at West board edge to protect Axis main supply source from capture by Allies recce units.
• Added Allies Field Supply Depots 6 and 7 at East board edge to protect Allies main supply sources from capture by Axis recce units.

Enter Rommel
• Changed “Forward Supply Depot” labels to “Mobile Supply Unit” for Axis and Allies.  As a general rule, Supply Depots and Forward Supply Depots are fixed for the duration of a scenario; Mobile Supply Units are not.
• Fixed picsArmy assignment for Comando Superiore A.S.
• Corrected CYRCOM Main Effort image.

Battle of Sollum
• Names for Ju-87 units changed to flights (not squadrons).
• 22nd Gds Bde and 4th IN DIVARTY HQs moved SE 1 hex so they start the game in supply when using historical deployment.

Gazala: First Five Days
• Moved 7th Armoured Div HQs from Tobruk to vicinity Bir el Gubi to be with its units.
• Corrected Ju-87 attack/ground support factors

Gazala: The Cauldron
• Moved Recce Grp HQs from 0,0 to 27,38 to be with its units.
• Corrected Ju-87 attack/ground support factors

Alam Halfa
• Moved 8th Army HQ from 0,0 to 41,21.
• Changed 44th Inf Div HQ from a corps to a division.

El Alamein
• 28.Inf Regt HQs moved from 0,0 to 28,31 to be with its units.

Images
• Italian Supply Depot images re-numbered from m_inf_300 to m_inf_360 so they display correctly in-game.
• MAP_SIDI ridge line southwest of Tobruk fixed.

Sound
• Ack-ack added to replace the double-play of the air attack sound file
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Offline Asid

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Re: Desert War: 1940-42
« Reply #17 on: September 25, 2018, 03:06:09 PM »
Desert War Version 1.0.2 Available



Hi everybody!

Desert War has been updated to version 1.0.2! This update brings many changes and improvements so be sure to check the Changelog below.

You can download the update from the Member Area or here


Version 1.0.2
=============

Bug:
====

• HQs - if HQs eliminated, they remain on map (if Display Options is set to show HQs at top of stack at turn start).
• interdiction - In Unit Turn info, interdiction results are not shown correctly.
• Editor AI - In AI Tab, unit names have "Unit" prepended amd unit type appended, so when script runs, the unit is unknown.
• Artillery HQs not implemented (HQs containing a lot of artillery units should use more supply).
• Bug when assigning engineers to battle with no attack value.
• When assiging artillery to an enemy hex into which a friendly unit is moving, the friendly artillery sometimes defends the enemy unit.
• Editor: AI Setup zones not working.

Scenarios:
==========
README

BONUS - THE AMERICANS ADDED.  For use by scenario designers, graphics have been added to support construction of scenarios that include American forces in Tunisia 1942-43.

BONUS - NEW SCENARIOS:

* Sidi Bou Zid (Historical). The battle of Sidi Bou Zid was fought as part of the campaign in Tunisia between 14-17 February 1943.  On 14 February, the German 10th and 21st Panzer Divisions attacked through the Faid and Maizila mountain passes of the Eastern Dorsal.  Their goal was to destroy elements of the U.S. 34th Infantry Division and 1st Armored Division whose defenses centered around the village of Sidi Bou Zid.

* Sidi Bou Zid (Free Set-up).  Same as above except this version allows the human player(s) to set-up their units within their start areas as they see fit.


CHANGES/FIXES:

Images

* Added/updated army0, army1, and nato image files.

Scenarios

All scenarios.

* Clarification added to all Scenario Briefings: "Resupply Rate = Given the resupply per turn above, the Axis/Allies will receive enough supply for their entire force to have one turn of Move+ / Combat+ supply every x-number game turns. This calculation is based upon their starting Strength."
* Updated German and Spanish translations to reflect changes.


Operazione E

* Added Axis set-up zone 11 for 2CCNN Division.
* Changed XXII Corps Artillery HQs level from Corps HQ to none.
* Changed XXIII Corps Artillery HQs level from Corps HQ to none.
* Changed WDF Artillery HQs level from Corps HQ to none.
* Corrected typo on scenario brief for arrival turns of 2CCNN and Catanzaro Divisions (with XXII Corps) (GT9 and GT12 respectively).
* Changed 10th Army HQ movement factor from 15 to 1.


Into The Blue

* Changed XXIII Corps Artillery HQs level from Corps HQ to none.


Enter Rommel

* Standardized CounterName for 3rd Armoured Brigade units from 3 Arm X to 3 AR X.
* Changed CounterNames, CounterNames 1 and 2 for D/1st Bn/Lib Arab Force and C/1st Bn/Lib Arab Force to reflect the actual task organization in the scenario.


Battle of Sollum

* Changed CounterNames for 1./606.Flak Bn and 2./39.PzJgr Bn from 5.le Pz XX to 200 Inf III to reflect the actual task organization in the scenario.
* Standardized CounterNames for 4th Armoured Brigade units from 4 Arm X to 4 AR X.


Gazala--First Five Days

* Changed Arko HQs level from Army HQ to none.
* Brescia XX detached from Supercommando Africa and assigned it to XXI Corps.


Gazala--The Cauldron

* Changed Arko HQs level from Army HQ to none.
* Changed Recce Group HQs level from Divisional HQ to none.
* Brescia XX detached from Supercommando Africa and assigned it to XXI Corps.
 

Gazala--Fall of Tobruk

* Changed Arko HQs level from Army HQ to none.
* Changed Recce Group HQs level from Divisional HQ to none.


Alam Halfa

* Changed XXI Corps Artillery HQs level from Corps HQ to none.


El Alamein

* Changed X Corps Artillery HQs level from Corps HQ to none.
* Changed XXI Corps Artillery HQs level from Corps HQ to none.
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Offline Asid

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Re: Desert War: 1940-42
« Reply #18 on: November 18, 2018, 05:21:23 PM »
Desert War 1940 - 1942: Combat Tips




COMBAT TIPS

On Ground Operations.

• Use Combined Arms.  Shock-neutral (shock=0) units can attack with tank units and not degrade their Shock modifier.  If you attack using shock-capable units with leg infantry, then you will dilute your Shock and have reduced odds.

• Fight for intelligence. It’s not just the job of recce to get intel.  Get infantry, artillery, and engineers into the process of fighting for intelligence.  If you want intel—you need to go and get it with whatever means are available.  Fight if you have to to get it.

• Maintain a Reserve.  The last side to commit its reserve WINS!  If there are two units left on a side – one of them is in reserve!  If you commit your reserve--designate a new one--every time.

• Maintain Organizational Integrity. Don’t commit units from two different divisions to an attack against the same hex.  Generally speaking, there is no benefit if you do; most often you will be punished with unfavorable odds shifts by combining the attacks or defenses of units from different HQs. If you must do it, use a Main Effort Ground Asset (if available) to overcome the disadvantages.

• Don’t Mix Corps and Division Artillery Attacks.  You decrease the potential attack strengths of these units by combining them.  They too fall under the organizational integrity rules.  But...if the final numbers generate the odds that you need – do it.

• Keep HQs units out of range of enemy artillery. HQs units are easy to destroy if left exposed to the combined attacks of enemy artillery units and/or air assets. HQs units provide MANY easy victory points to the enemy. Their loss SEVERELY degrades the capabilities of their subordinate units. Protect your HQs units; move often – protect always.

• Anti-tank Are....  Always place your anti-tank units so they are in position to face the enemy’s tanks. AT units twiddling their thumbs in distant locations where their armor-negating capabilities can’t be used are wasted resources.

• Ambush Avoidance. Avoid use of road movement mode to enter enemy territory; ambushes can devastate an entire road column. Have security forward and don’t out-run it.  On the other hand?  Use road movement to run a corps around an open flank into the enemies rear...Fortune favors the bold.

On Air Operations.

• Fly 'em, Rest 'em.  Don’t fly your Air Assets turn after turn without rest. Never fly more than 2/3 of your air assets unless the situation demands it, and/or you have a rest plan that supports it. 50% on and 50% off is the way to keep your air assets rested. If they are not rested you will find them absent when you need them the most.

• AA exists for a reason. Place your AA units so they protect those units in your main effort that are most vulnerable to air attack. While defending, identify where the enemy’s main attack is and protect those units facing it. HQs and artillery units behind the line that are supporting the main effort should be protected with the same vigor as those critical points on the front line.

• Counter-air is important. Supporting ground operations requires much more than just providing close air support to individual attacks and/or attacking individual enemy units on the battlefield. Air superiority helps insure unfettered ground unit movement, the resupply of fuel and ammo points, and sustainment of command and control ranges.

On Naval Operations.

• Threaten.  The threat of naval bombardment can be just as useful as its actual employment. Once employed – that threat is gone.

• Destroy. If you find an enemy HQs within range of naval assets, attack! Throw in some air assets if available and artillery if in range. Strike the HQs – Kill it. This impacts the supply status of all its subordinate units.

On Logistics Operations

• Spend Supplies Wisely.  Don’t be stingy with your supplies; Fuel and Ammo points that remain at the end of a scenario are unused combat potential.

• Manage Supplies. HQs consume Move+ and/or Combat+ supply points based on their most costly subordinate unit. The most costly units are armor, mechanized, or motorized units.

• Think Supplies. Supplies and the lines of communications along which they travel represent the combat power potential of ground units. Never start – nor end a turn – without checking the supply status of your units – and taking action to fix or mitigate any logistics issues.

• Offense vs Defense.  Generally speaking, you will use more fuel than ammo. Burn off that “excess” ammo by providing Combat+ supply to organizations that have artillery units in position and ready to expend it. Corps artillery units with Combat+ supply are sledge-hammering destroyers of enemy units.

General

• Rest your units. After each third turn (3, 6, 9, 12, etc.) there is a “night” phase during which units recover readiness at double the normal rate; use this opportunity every time--unless you have a really good reason not to.


More Combat tips: here

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Offline Asid

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Re: Desert War: 1940-42
« Reply #19 on: March 23, 2019, 02:00:56 PM »
Desert War has been updated to version 1.0.3!


Desert War has been updated to version 1.0.3!

You can download the update from here


Check the full changelog below

Version 1.0.3
=============

NEW FEATURES
- Counters reduced in size
- New hotkey SHIFT-M will show all planned moves

BUG FIXES:
- Game Screen should not cover windows taskbar
- Units can now move across enemy zoc
- Yellow changed to Amber
- Ambush occasionally causing a crash
- Hotkeys occasionally do not work
- Multiple Ground Assets in a battle were incorrectly being reduced in the same way as multiple ground support air missions.

NEW SCENARIO. Added Operation Brevity: Prelude to Battleaxe. 

NEW GRAPHICS.
- Added beveled unit counters.
- Added "Unit Designations" to the unit side panel image (picsArmy).  The program uses the Counter Name to select the unit patch with the identical name.  Given the various means used by the separate national armies found in the game, we've used shoulder patches, tactical vehicle insignia, badges of rank or qualification to represent divisions.  A few of these unit designation decisions are ahistorical timewise; some patches were not created until later in the war.  However, we feel the flavor added to the game is in the "right" direction.  You will find with a quick glance, these unit patches greatly assist your efforts to maintain organizational integrity.
- New move arrows

FIXES.

* ALL SCENARIOS
  - Added 3D counters.
  - Attack factors of Royal Navy ships increased by 200%.  The orginal numbers were calculated as if the guns were land artillery.  However, they did not include a Combat+ mutilplier.  Naval assets are assumed to always be in Combat+ supply.

* Operazione E
  - Axis AI more aggressive.

* Sidi Barrani
  - Axis AI more aggressive.

* Beda Fomm
  - Axis AI more aggressive. 

* Enter Rommel
  - Number of turns increased from 21 to 39.
  - Movement factors for 26th AU Inf Bde, 2/13th AU Engr Co, 26 AU AT Co, 370 Bty/51st Field Regt RA changed from 8 to 15.
  - Assigned Allies Naval assets random re-use commencing GT34.

* Battle of Sollum
  - 2-1.1./33 Flak Regt Fixed GT1 @ Sollum Barracks.
  - 1.&2./1.Bn/61st Sicilia Infantry Regt of the Bardia Garrison changed from Fixed GT12 to Fixed GT12 Radius 3 or until enemy unit is adjacent.
  - Added Surprise ground asset to Allies side to help balance scenario.
  - Ariete Division delayed three turns to help balance the scenario.

* Sunday of the Dead: Battle of Sidi Rezegh
  - Royal Navy assets are withdrawn during day turns; they appear on night turns (GTs 6, 9 and 12).
  - Corrected picsArmy and flag images for Carp Sapper Co. and 11 Czech Bn.
  - 32nd Tank Brigade HQ deleted and subordinate units assigned to 14th Brigade.
  - Added 4th Anti-aircraft Brigade to Tobruk Garrison.
  - Added 70th Division engineer battalion to Tobruk Garrison (attached to 14th Brigade).
  - Axis entrenchment at 20,12 now occupied by elements of 7th Bersaglieri.

* Sidi Bou Zid
  - Removed Hex 24,15 from Side0 set-up zone 0.

* El Alamein
  - Fixed flag for Greek Brigade
  - Fixed NATO icons for Allies infantry Bde HQ units.
  - Fixed XXX Corps artillery positioning.
  - Fixed attack factors for 2nd New Zealand Division artillery.
  - Sorted Allies division set-ups by brigade.
  - Extended ranges of brigade and regiment HQs to facilitate s
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Offline Asid

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Re: Desert War: 1940-42
« Reply #20 on: July 14, 2020, 01:17:53 AM »
Desert War Updated to version 1.0.4


Desert War v1.0.4 leaves Africa and Tunisia for a short interlude on the Italian Mainland with...Tough Old Gut: The Battle of Salerno scenario.  Check it out.



Desert War Updated to version 1.0.4!

You can download the update from here and unzip the exe. After that, you are good to run the exe and install your patch by following the on-screen instructions.


Version 1.0.4 Changelog
======================


NEW FEATURES
- Unit strength now shown in Men/Vehicles/Planes/Guns.
  Right click unit icon to see value (top left of display).
  Battle Report (right click battle) shows unit damage.
  Turn info button now shows total combined Unit strengths/casualties per turn/total casualties.


NEW SCENARIO ADDED:

43_09_Tough Old Gut--Salerno

Force Level: Medium   Complexity: Medium   Advantage: Axis

Groundscale: Each hex = 2500 meters

Historical Background: The battle of Salerno was fought as part of the Italian campaign between 9-16 September 1943.  On 9 September, the 5th (US) Army landed on the west coast of Italy in the vicinity of the port city of Salerno.  This operation was known as Avalanche and consisted of the US 6th Corps and the X (UK) Corps.  The purpose of this operation was threefold.  First, eliminate Italy from the war.  Second, tie down German forces.  Third, capture the major port and naval base at Naples.  British X Corps was the main effort with primary objectives of seizing Salerno, capturing the Montecorvino Airfield and gaining control of the mountain passes the provided access to Naples to the north.  The mission of 6th (US) Corps was to protect the right flank of X Corps.

"A cross-channel operation [in 1943] was utterly impossible. We could not even get across without the British showing us the way and taking us by the hand. We did not have the means. And so it was decided that we would take this matter up with Mr. Churchill, which we did. And that is where his persuasive eloquence first impressed me. He got up before a map with his pointer and he kept pointing to Gibraltar, North Africa, the Mediterranean, Sicily and Italy. Finally he said, 'We should slit the soft belly of the Mediterranean.' Well, my friends, I assure you, when I landed at Salerno, I found it was a tough old gut!" -- General Mark W. Clark, Commander US 5th Army


ALL SCENARIOS:

* Added strengths for men/guns/vehicles/planes.

Rats vs Ram
* Reduced number of turns from 12 to 9 to make the scenario more balanced in favor of the Italians.

Sidi Bou Zid
* Reduced number of turns from 15 to 12 to make the scenario more balanced in favor of the U.S.
* Added missing US grdAssets1_1.png image.

Salerno
* Added US navy1_1.png image.
* Add US and Royal Navy ship images for Salerno scenario.


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Offline Asid

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Re: Desert War: 1940-42
« Reply #21 on: July 14, 2020, 01:20:59 AM »
Desert War Version 1.0.5 is out
13 July 2020


You can download the update from here







Version 1.0.5 Changelog
=============


NEW FEATURES
- Unit strengths shown when cursor over unit counter when zoomed in
- Battle results now show loses in Men/Vehicles/Planes/Guns
- Re-arranged next phase button as sometimes it was behind Unit Info window.

- Right hand display updates. Can now show (optionally):
   * Game details
   * Number of guns/vehicles/men per hex
   * Hex contents details (quality of units, attack/defense strengths, Shock, AA, ZOC, and stacking values.
   * hotkeys can now shown on right hand panel so can remain open when playing the game.

- AI Assist allows user to:
   * Can group move all units in the same organization
   * Automatically assign Air support immediately and/or at turn start
   * Automatically assign Artillery support immediately and/or at turn start
   * Automatically plan ground battles support immediately and/or at turn start

Bugs
====

Editor couldn’t import Ground Assets.
Editor Army Unit Tab flag markings were incorrect.

Scenarios
=========


NEW SCENARIOS ADDED:

41_04_Assault on Tobruk
41_05_Rommel Unleashed (Hypothetical)
41_06_Battleaxe--No Exporter--Full Tiger
43_09_Tough Old Gut (Redux)

NEW ASSETS:
* Added Air Asset: Superb Air Defense (Germany, Italy, CW & US)
* Added Ground Asset: Counter-battery (Germany, Italy, CW & US)
* Added Ground Asset: Hot Chow! (US)


FIXES:
* Added correct NATO motorized symbol for side1 (Allies).
* Updated MainScreen with current BK Games logo.
 

Operazione E
* WDF Forces vicinity Mersa release changed from GT12 to GT9.


Enter Rommel
* Trento HQ enters the map on GT21.
* VPs for El Adem changed to 1 VP per turn for Axis.
* VPs for Bengazi changed from 3 VP to 0 per turn for Allies.

Operation Brevity
* Changed starting side from Axis to Allies.

Battle of Sollum
* Combat factors corrected for Det 1/I./33.Flak Regt.
* Corrected counter color for 62 Sicilia HQ.
* Changed starting side from Axis to Allies.
* Added Alam Batuma label to map.

The Rats vs The Ram
* 3.AT Bn placed under command of 8 Bers III
* 2./4th Motorized AA Bn placed under command of 8 Bers III

Sidi Rezegh
* Changed starting side from Axis to Allies.
* Changed set-up zone for IX./21.Arty Regt from 6 to 14.

Tough Old Gut
* USS Brooklyn picsNavy corrected.
* HQs for 71st Artillery Regt changed from 128th Bde to 138th Bde.

Tough Old Gut (Redux)
* Attack and Defense factors of all ground units halved; in-game values were too large for easy comprehension of potential combat odds.  Air and naval remain the same as it was felt that they were undervalued in the original version of the scenario.
* All recce battalions broken down into companies.  This will improve the German's ability to gather intelligence given Allies air superiority.



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