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Re: Jotunheim:Utgard AAR
I haven't discussed it before now, but I never intended for the Wyrm to act as an SC beyond the mid-game, if even that far. I'm quite aware of the limitations of not having humanoid item slots for SCs in the latter half of the game.
Astral-5 (6 with a cap and 7 with a cap & coin) should be adequate defense in MP. To effectively threaten you they will have to invest considerably in boosting an astral mage of their own, which they may or may not be able to do, depending on what they are playing. So far, the arguments I am seeing favoring taking air fail to address the question I asked in return: In the early game, does the gain from taking air offset the loss from not taking astral? I'm still waiting for an answer to this, specific, question ... |
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-That you do not die nor get afflicted (quite of an assumption for someone that plans on hiding his whole army behind his Pretender). -That you make it to const6 before a possible hostile Pythium/R'lyeh/Arco makes it to Evo3 (for your skullcap). -That you forge a 2E-2O item when you have no mages with earth proficiency. Quote:
In the early game it will protect you vs missiles & fliers, in the mid & end game vs lightning & air elementals. It gives you an additional magic field also. Astral however, gives you nothing that you already do not have. |
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BTW, thanks for the discussion. It's helpful. |
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I'm not entirely sure why everyone is so concerned about Astral-5, and magic duel, though. The way I see it, anyone who's taken Astral-anything, and hasn't gone totally nuts with his astral level, is subject to being potted in a magic duel against nations like Arco or Pythium anyway: It's not all that hard to communion-boost Astral mages to a level where potting even an Astral 5 or 6 isn't an even shot for a Theurg or an Astrologer, and in most cases, a 50/50 shot at potting somebody's god and perhaps putting a major kink in his plans is worth it, especially if you throw 4 or 5 dueller at him in a row, which all but guarantees you WILL get him. Am I missing something? What's so special about Astral 5? Don't you need to be 6 levels above to survive a magic duelling spree? |
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You already made up your mind to ignore counsel from more experienced players , so be it. I will make one Last attempt and leave you to make your own mistakes & learn from them.
You are using your Wyrm at the front of your armies, it's going to die & get hurt vs competent opponents whether you like it or not, I have killed my fair share of Wyrms to know it. And when it dies, it will lose magic levels and become more & more vulnerable to being magic dueled. Quote:
You will not be duelled by pretenders, but by national mages. Those nations are not restricted in their random picks as Jotun is, but you either do not know this or are sidesteping it. They do not need any particular magic on their pretenders as Jotun does. One random pick in fire/air...allows them to communion & cast the related wards. Quote:
You do not fly your pretender in the middle of the enemy army & in short range of all enemy mages if you want it to survive. Quote:
Try sending your Wyrm vs a few orb lighning casting mages, or see how your army fares vs Wrathful skies. edit-quoting was wrong [ February 10, 2004, 18:53: Message edited by: Wendigo ] |
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Question: do you wish to see less prose and more clear, concise (ie: dry) facts, or leave the AAR style as is?
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Personally I enjoy the current style immensly http://forum.shrapnelgames.com/images/icons/icon7.gif
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Wendigo,
You have made many valid and interesting points. It's too bad that you feel that you must bludgeon me with them in a most abrasive/abusive manner. It leaves me wondering just what it is that you want from me? Are you this way with anyone who even remotely questions your wisdom? I also find it interesting that you cherry-pick quotations where the views differ and ignore any in which they agree. Strikes me as a recipe to just argue. In a normal discussion, it's perfectly fine for there to be agreement as well as dissent. Why do you focus on just the dissent? Let's look at a few examples: <font size=1>#1. my statement</font> Quote:
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In closing ... <font size=1>your response</font> Quote:
So I ask again, what it is that you want from me? |
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I have nothing vs you. I want nothing from you (except that you stop dragging me into this with questions as your Last one).
If my arguments have convinced you, fine. If not, fine also but do not move from the topic at hand as if debating opposing views on a board was some kind of personal vendetta. |
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My feeling is that the discussion has reached a point where it should either stop or be pursued in another thread. I like the AAR part but the discussion seems to be getting negative.
But Arryn dont stop the AAR now please. Me likes it. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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I believe that what Pepe is trying to say is there are counters (which there are for every combination and variety of nations and themes) to this particular Wyrm strategy.
Which is of course true. If not, everyone would use Wyrms constantly and there would be no other choice. The primary reasoning for this is it's lack of slots (body slot in particular for Elemental Hauberk), the vulnerability of Astral Magic in general (especially on Pretenders) and the heavy handedness that most newer people use their SC's. On the other hand Pepe, Arryn is only defending what she feels and knows is right at the current, perhaps in a fashion that is argumentative, but that is just the way some people are. You should know from your Dom1 days that the learning curve from newbie to experienced is quite a turn, especially for those going from SP to MP. So maybe you could cut her a little slack, not everyone will take what people say for fact until it's been used against them. Also, Arryn you need to not specifically bow down to the more experienced members (which Pepe is), but take their advice with a grain of salt and not try to find flaw in the argument, but the key questions as to what and why they arn't constants (which in this game they are not, no amount of planning and preperation will give you a consistant response to every game, there are just too many variables). Just agree to disagree, try to leave any personal comments at the door (cough, cough). |
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The discussion you tactfully refer to went negative many Posts ago, and I apologize for my part in it. 'Nuff said. I'll start keying in Turn #10 ... |
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Zen, can you please explain to me why anyone would play a pretender with Astral if it's so easy to whack them with communion-boosted mages? I presume there's a counter to the communion-covens?
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Because Astral is a powerful school of magic. It has access to quite a few of the best spells in the game. Also the nature of the game permits you to not always place your Pretender in immediate danger (I.E. combat) so when you are faced with a situation where you are facing Pythium/R'leyh/Arco and to a lesser extent, the Astral 2 Mage nations that are gunning for your Pretender he can be regulated to a different duty.
The power of the Wyrm has always been early initial expansion, Astral helps that particular cause quite a bit, lengthening his already initial investment by a factor of 5~10 turns. In that timeframe you need to make him count for what he is doing. After that point if you are in conflict with one of the aforementioned nations, you have to switch the use of your Pretender, more than likely summoning/forging/gatewaying. Choosing a different path (Say Air or Earth) you would not be limited by that particular aspect, but still limited as you would in any game because as the game progresses, SC Pretenders become less of a factor as other nations can manufacture their own SC's that can potentially kill your Pretender without losing as much in the process. These are of course advanced multiplayer strategies that you are the most vulnerable to. If you are trying to learn about the viability of using SC's by easiest example (like your Pretender) and the spell paths/uses of spells (as someone mentioned earlier) this is a valuable learning experience. Which is exactly why you started this AAR, correct? You didn't start it to run up and into MP situations as supreme grognard, but with the knowledge of how an aspect of the game is used. But as a tool of learning and showing people your own mistakes/insights/observations/innovations. Take it in that light and I'm sure you'll feel much better. What some of the more experienced players may not remember, or care about, is that a whole deluge of newbies are out there. Trying to learn. This is a tool for those as well as the players themselves. While people can sit here and spout advise all day, it's not going to aid you in playing the game until you figure out the entire aspects for yourself and reasonings. It would be pure folly to try to do so and you would lose alot of the magic that this game so eloquently provides. Edit: One of the best counters to Communion/Teleporting/Covens is Fires from Afar and to a lesser extent Seeking Arrows, etc. Foul Vapors, Wrathful Skies, Lammashatas, Fliers all do very well at killing mid-large numbers of commanders. Edit: I also suggested Earth and Air previously Arryn http://forum.shrapnelgames.com/images/icons/icon12.gif But you have your own personal standards, didn't want Earth because you wern't familiar with it and Air, for whatever reason http://forum.shrapnelgames.com/images/icons/icon12.gif . Astral is just the next down the line of simplicity to use. [ February 10, 2004, 21:29: Message edited by: Zen ] |
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Not everyone sends their pretender to the front, and there's usually more than just one front - if you know an astral active enemy approaches, just send your astral weak SC to another front.
Also, the communion strategy is *very* susceptible to assassinations. Communicants are slain by a simple unequipped assassin quite easily. Seeking Arrows kill them off with one shot, and lots of other bad things can happen to them. Two communicants dead before the battle usually mess up scripting very nicely. Oh, and please continue in your style. |
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Once a number of game mechanics have been present in multiple games of yours you take that stuff for granted, and are surprised when what you consider common knowledge is dismissed as wrong, even fustrated when after detailed argumentation you fail to transmit what -to you- is obvious.
Sorry if I was too agressive. The 'Peharps you need more experience' sentence was indeed a low blow. |
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You can never be too aggressive when trying to help. You just can't be offended because they won't pound it into their head that *you're* right, eh? http://forum.shrapnelgames.com/images/icons/icon7.gif
Spainards! |
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I'd like to clarify one small thing though, hence the quote above. The conversation we had went something like "What are you familar with?" I said I was familiar with R'lyeh and Jotun, and the Ashikaga mod. Since I had just played a dual-bless Jotun pretender in MP blitz (and done badly), you opted to stay with Jotun and I agreed, so you selected the Wyrm, which was one of the two Jotun pretenders I've used before. I said I'd used Astral, Nature, Death, and Water magics with pretenders. I neglected to mention that I am also familiar with Air and Fire, but not on pretenders. You mentioned that Earth was good and all I said was that I was unfamiliar with it. I did not say I didn't want it. What I did say was that I was uninterested in *Blood*. Air was not mentioned at all. Considering we were doing this at roughly 3-4AM Central time, after many hours of being awake, I am hardly surprised we overlooked it. After mentioning Earth, you proposed Astral. And we proceeded from there. http://forum.shrapnelgames.com/images/icons/icon12.gif My purpose in relating this is so the readers will understand *what* led to the choices that were made, on my part, and *how* it was done. Zen has already given the reasons *why* he suggested what he did. So that's the what, how, and why of it. http://forum.shrapnelgames.com/images/icons/tongue.gif [ February 10, 2004, 21:57: Message edited by: Arryn ] |
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I may have! I am the perpetrator of the Astral Wyrm. I am the newb, cruxify me for my choices!
If I'd known that you were going to write an AAR that would stir this much contraversy I'd have made you pick Arco with a Natarajah. They are much easier to teach *everything* about without having any instant weaknesses http://forum.shrapnelgames.com/images/icons/icon12.gif |
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I am very interested in what you have to say about Arco, Nats, and "everything". Anytime you'd care to create your own educational thread ... http://forum.shrapnelgames.com/images/icons/tongue.gif |
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In case anyone's been having any sort of trouble following the flow of my turn postings, I've been trying to maintain a consistent format for each one. It is as follows:
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I hope this helps. [ February 10, 2004, 22:59: Message edited by: Arryn ] |
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Well there are uses for magic arn't there? Not everyone gets to be left alone for 30 turns to make supergolems http://forum.shrapnelgames.com/images/icons/tongue.gif
The reason that Arco is very nice to learn on is because of the wide variety of magics. The reason that the Natty is so good to learn SC's with is because he's very, very solid with a few picks of the right magic and has the slots to switch/adjust. Combine a Natarajah with the versitility of Arco and you have a lethal combination for learning about SC's. Not to mention the standard armies of Arco can very much hold their own without much need for support from indeps. It is a much better breeding ground for learning alot of what the game has to offer as far as making tough combatants in combination with standard armies and magical choices. |
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<center><font size=1>Turn #10, Winter of Year 1
Fast food, medieval style.</font></center> Braving the snows, travellers from afar bring word that a Sidhe Lord of Man has been appointed as the false prophet of Yadnif Goo. While the siege of Pythium enters the third month, my avatar goes for a pleasant stroll upriver in the farmlands of Eribon. The heathens of this land, independent yet mildly sympathetic to Pythium, oppose me with a force of one priest and his fanatical bodyguard, a pair of mounted commanders, eleven heavy cavalry, and a trio of heavy footmen. Jorgun begins the battle at the rear of the field, which allows enough time to prepare spells of Personal Luck and Body Ethereal before the enemy cavalry charge arrives. My avatar receives the charge, completely unscathed, and proceeds to eat the nearest horse and rider. The cavalry switch to sabers, but are still unable to hurt Jorgun, who strikes out and envenoms a second horse and rider, which die writhing only moments later. Appalled by this, and the ineffectualness of their attack, the morale of the cavalry breaks and they immediately attempt to flee, but not before Jorgun poisons another rider and his mount, who suffer the same agonizing death as their predecessors. The footmen move forward to engage my avatar, and two of them are snatched up and swallowed whole in the blink of an eye. This causes a general panic to set in and all the heathens rout. But the Last footmen is not quick enough and becomes another tasty morsel. Jorgun adds another 4 kills and 9 trophies to his tally, solo battle gaining him valuable experience that further improves his fighting prowess. <font size=1 color=brown>He now has 2 stars and has moved to the top of the HoF.</font> The proceeds from the Eribonese farms (52g) increase my income by 15%. The Seithkona Urd, and her bodyguard of 5 Jotun spearmen, arrive at Pythium and join in the siege. The number of dissenters declines by one in the Black Alps, and by two in Gwyrth. The faithful also gain a foothold in the province of Helmshire (#59, just south of Eribon, and up the other river from Saeborea). Slowly increasing dissent in the beseiged province of Pythium lowers revenues there by 3 gold. That it is I that receives this income, and not the Pythium pretender, is all that matters. The unrest will be dealt with after my inevitable victory. The Seithkona Sigyn joins the coven at Jotunheim, which achieve mastery of the second rank of 'Enchantment' magics and are expected to complete the third next month. I give instructions that study begin on the magics of arcane item Construction once the goal in Enchantment magics is reached. The newfound Enchantment lore enables my avatar to add the spell of Astral Weapons to its pre-battle preparations. This will enable it to ignore the non-natural armors of opponents when striking with its venomous fangs. My realm has: </font>
Gem income is: </font>
With the added income from my latest conquest, I feel that I can afford to invite a third Norna sister to join my coven, so I command that the appropriate gifts and celebration be prepared, and I also command that another Jotun Spearman be readied in case the siege of Pythium should continue longer than I anticipate. These preparations drain the treasury of 250 coins, and I continue to defer bolstering provincial defenses. I give command of the Jotuns at Pythium over to Bove, and I charge my prophet Grymis with proselytizing to the inhabitants in the farmlands surrounding the citadel. <font size=1 color=brown>Pythium's dominion here is -2, and if I can knock it back to zero I will kill this pretender without ever having to fight him. It's worth the attempt, though it's unlikely as my base dominion is only 5 and may not be enough for this. Still, weakening the enemy dominion will make my pretender stronger should I be forced to use him in a castle assault, plus it helps shift the local scales to my benefit.</font> My avatar, still alone, heads north to the plains of Bel (#92), where an estimated score of independent heavy foot and heavy cavalry await. The newly-recruited human commander in the Black Alps is sent to Jotunheim to gather the Jotuns in the garrison there. <font size=1 color=brown>Actually, I never leave troops in garrison. I always assign them as bodyguards until some commander carries them away to battle.</font> Finally, I call on Seithkona Sigyn to Revive a Mound King, which expends 3 of the death gems in my vaults, and set Seithkona Edda to the task of the Reanimation of long dead Jotuns, for which another 5 death gems are disbursed. <font size=1 color=brown>PS - All provinces with positive dominion, except my capital, have dropped to Cold-1. I do not know why this has happened in the midst of winter, with no related events reported, and Pythium's dominion not increasing.</font> <font color=blue>I repeat a small, but careless mistake this turn:</font> </font>
[ February 11, 2004, 14:22: Message edited by: Arryn ] |
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I personally find the "N" key invaluable and tap it constantly before ending my turn, to see if I've missed anyone. "Defend" is rarely what you want to be doing anyway. This may prevent "neglected commander" in the future. |
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Arryn, I must add that I really like your AAR, especially the style. I don't think it's hard to follow and most of the relevant information is there. The only thing I lack is total number of held provinces in your turn summary.
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BTW, folks, I overlooked the fact that when I captured the Black Alps, circa turns 4-7, that it contained the level-0 magic site White Man Hill, which gives each turn:
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My apologies if anyone's been puzzling over the discrepancy in my gem income all this time. http://forum.shrapnelgames.com/images/icons/icon12.gif |
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Personally I would take use the points from cold 3 to get growth 1, that way you make up for any loss in supplies and somewhat for the loss in income http://forum.shrapnelgames.com/images/icons/icon7.gif
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<center><font size=1>Turn #11, Late Winter of Year 1
A disability.</font></center> This deep into winter, there are no travellers bringing word from afar of events in distant lands. The siege of Pythium enters its fourth month. Meanwhile, my avatar seeks more horseflesh in the plains of Bel. My faith has gained a foothold here, but many heathens abound still. The independent defenders oppose my arrival with a much lighter than expected force of two mounted commanders, and a half-dozen each of heavy cavalry and heavy footmen. Jorgun begins the battle again at the rear of the field, which allows enough time to prepare spells of Personal Luck and Body Ethereal before the enemy cavalry charge arrives. My avatar receives the charge, while preparing to cast Astral Weapon, and takes four hits (for a total of -11HPs), with one of them finding a weak spot in Jorgun's scales and wounding him, which weakens him noticeably (-4 Str) though his remaining strength (22) is still better than that of most Jotuns. The cavalry, affected by my avatar's fearsome presence rout immediately after failing to kill him, never even drawing their swords. Jorgun eats one of the mounts and it's rider as the rest flee. The footmen and commanders move forward to engage the Wyrm, and one of the footmen is struck and poisoned. This, coupled with Jorgun's aura of fear is enough to rout the remaining force. As they turn to flee, my avatar has one of the footmen as an after-dinner snack. Jorgun adds another 2 kills and 7 trophies to his tally. The proceeds from the plains of Bel (45g) increase my income by a further 11%. The human commander Ualgo arrives in Jotunheim from his home in the Alps. The number of dissenters declines by one in the Black Alps and Gwyrth, but rises by one in Eribon after the departure of my avatar. Damnable snake-lovers! Oddly enough, the peasants of Pythium itself begin to grow accustomed to the surprisingly benign presence of my giants, who do not pillage or molest young virgins, so unrest there drops back down (by one) to the same level as when the citadel was invested. The Norna Rimdriva joins the coven at Jotunheim, which achieve mastery of the third rank of 'Enchantment' and first rank of 'Construction' magics. This Enchantment lorecraft enables my avatar to add the spell of Astral Shield to its pre-battle preparations. This will enable it to ignore most physical attacks, unless the attacker is very resistant to magic. The ancient king Tahmar is brought forth from burial in his mound, as are eight long dead Jotuns and two humans, all in rusted chain or scale armors. My realm has: </font>
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I command that another of the Seithkona in Jotunheim join my coven, and I also command that 4 Jotun Huskarls and a Jotun Spearman be readied, and a Jotun militia (and herse) in both Eribon and Bel are to be recruited as provincial defenders. These preparations drain the treasury of 262 coins My prophet Grymis has failed to make progress proselytizing to the inhabitants in the farmlands surrounding the citadel of Pythium, but he continues to preach. My avatar, still alone, continues north into the wastes known as the Well of All Waters (#125), which may have as many as 30 amazons and at least one gryphon rider. Tahmar, the half-score longdead, and a half-dozen Jotun spearmen set out for the Alps, on their way to join the encampment at Pythium. Ualgo remains behind in the castle to command the Jotuns soon to be recruited. <font size=1 color=brown>PS - All provinces with positive dominion, except my capital and the adjacent Iron Range (both at Cold-2), remain at Cold-1.</font> <font color=blue>I repeat a small, but careless mistake this turn:</font> </font>
[ February 11, 2004, 18:01: Message edited by: Arryn ] |
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Afflictions are always so annoying, and more or less inevitable, with a combat pretender. Planning to get that cured at some point via your research in enchantment? |
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I'll eventually cast Gift of Health. But not anytime soon. |
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Screaming....mmmmm.....you make it sound so much more interesting. If there was actual screaming noises, I'd be so entirely hooked on blood magic. I'm such a horrible person. Muhahahaha. [ February 11, 2004, 21:07: Message edited by: Norfleet ] |
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My observation of replays shows that most attackers become snacksicles. |
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The only chance is that a Norna gets a Blood with her 1 random. And the Norna is most likely to increase one of the 3 paths she already has, though I have seen Nornas with a Blood. [ February 11, 2004, 21:12: Message edited by: Arryn ] |
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Say, when does the poor, neglected Bdvar finally get the love and attention he deserves, anyway? Or does he remain forgotten all the way up to the current turn, T18?
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Are you going to continue doing a report for every single turn? This is going to be an awfully long report if you do. An Orania game will Last for at least maybe 100 turns or so...and at the present rate of post accumulation, we've picked up about 90+ Posts over the course of about 10 turns. At about 9 Posts per turn, this is going to balloon into a monstrous, 900-post megathread before you finish that game. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Is there a thread capacity limit? Do we care? Seeing as many of the Posts have your name in them somewhere ... http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/tongue.gif |
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Hey, anything worth doing is worth doing with excessive force, that's what I always say. Let's see if we can't beat out the game bug thread, at 395 Posts!
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Now hush for a while and let me finish typing up turn 12. I had it almost done (doing it all in the forum editor) and my machine crashed. This time I'm typing it in a text editor, with frequent saves, and will just cut & paste it in. I loathe losing over an hour's hard work. [ February 11, 2004, 21:29: Message edited by: Arryn ] |
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The only chance is that a Norna gets a Blood with her 1 random. And the Norna is most likely to increase one of the 3 paths she already has, though I have seen Nornas with a Blood. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">WellI just created a game with Utgard theme and Skratti ARE IN IT http://forum.shrapnelgames.com/images/icons/icon12.gif Guess who's memory is what ? http://forum.shrapnelgames.com/images/icons/tongue.gif Or is it a problem of game Version ? or mods ? [ February 11, 2004, 21:33: Message edited by: IKerensky ] |
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[ February 11, 2004, 21:39: Message edited by: Arryn ] |
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