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RE: Defense of the Soviet Union begins ONE hex west of ... - 7/30/2017 2:42:02 PM   
HardLuckYetAgain


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quote:

ORIGINAL: HardLuckYetAgain


quote:

ORIGINAL: Dinglir





Did you see my Air Mail message to you where I moved the U2s to in our game? Just in case you missed it here is a snapshot with the word "U2" and a down arrow pointing to the U2 factories hex ;-P



And the factory print out of the hex :)






Attachment (1)

< Message edited by HardLuckYetAgain -- 7/30/2017 2:43:23 PM >


_____________________________

“If you teach a man anything, he will never learn.”;

Bernard Shaw

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Post #: 61
RE: Defense of the Soviet Union begins ONE hex west of ... - 7/30/2017 2:51:22 PM   
HardLuckYetAgain


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whoops double post on this one (holding open for a future post)



< Message edited by HardLuckYetAgain -- 7/30/2017 2:58:56 PM >


_____________________________

“If you teach a man anything, he will never learn.”;

Bernard Shaw

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Post #: 62
RE: Defense of the Soviet Union begins ONE hex west of ... - 7/30/2017 3:50:31 PM   
Dinglir


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quote:

ORIGINAL: HardLuckYetAgain
Did you see my Air Mail message to you where I moved the U2s to in our game?


I actually didn't notice the recon artwork, but I have done some comments on the factory placement in my upcoming AAR.



_____________________________

We need only to kick in the door, and the whole rotten structure will come crashing down.

Adolf Hitler, on the eve of Barbarossa.
-----

There are only 10 kinds of people. Those that use binary numbers and those that do not.

Unknown origi

(in reply to HardLuckYetAgain)
Post #: 63
RE: Defense of the Soviet Union begins ONE hex west of ... - 7/30/2017 7:42:54 PM   
chaos45

 

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yep im a fan of getting rid of all those factories to, saves supplies and prolly even some armaments lol.

(in reply to Dinglir)
Post #: 64
RE: Defense of the Soviet Union begins ONE hex west of ... - 7/31/2017 10:13:06 AM   
Telemecus


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quote:

ORIGINAL: HardLuckYetAgain


quote:

ORIGINAL: Telemecus

With or without U2s or Hungarian marauders?


I don't do the Hungarian Marauders :) U-2's well..... we have to wait and see ;-P


I am very disappointed

(in reply to chaos45)
Post #: 65
RE: Defense of the Soviet Union begins ONE hex west of ... - 7/31/2017 4:48:16 PM   
HardLuckYetAgain


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quote:

ORIGINAL: Telemecus


quote:

ORIGINAL: HardLuckYetAgain


quote:

ORIGINAL: Telemecus

With or without U2s or Hungarian marauders?


I don't do the Hungarian Marauders :) U-2's well..... we have to wait and see ;-P


I am very disappointed


:(

_____________________________

“If you teach a man anything, he will never learn.”;

Bernard Shaw

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Post #: 66
RE: Defense of the Soviet Union begins ONE hex west of ... - 7/31/2017 5:12:09 PM   
HardLuckYetAgain


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Here are some more end of Turn 2 game pictures in no particular order when they were played from other games using this strat. *****Note***** if you see inconsistencies in my strat it is from learning from experience in previous games and adapting. Pictures are in random order from the last 10 games I played. ***Again I will go over the whole Strategic consideration once my current games get past turn 10. I'm just showing the defense of Leningrad at the moment. Currently I have 2 games getting ready to go to turn 6 and the other games are at 10+ with one person AWOL.

This 1st picture this player isn't guarding flanks and makes a mad dash forward. That is a hint to what type of player this German player is btw.






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< Message edited by HardLuckYetAgain -- 7/31/2017 5:15:29 PM >


_____________________________

“If you teach a man anything, he will never learn.”;

Bernard Shaw

(in reply to HardLuckYetAgain)
Post #: 67
RE: Defense of the Soviet Union begins ONE hex west of ... - 7/31/2017 5:16:54 PM   
M60A3TTS


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quote:

ORIGINAL: Dinglir


quote:

ORIGINAL: HardLuckYetAgain
Did you see my Air Mail message to you where I moved the U2s to in our game?


I actually didn't notice the recon artwork, but I have done some comments on the factory placement in my upcoming AAR.




You really should do a U-2 fanboy sig line.

(in reply to Dinglir)
Post #: 68
RE: Defense of the Soviet Union begins ONE hex west of ... - 7/31/2017 5:19:42 PM   
HardLuckYetAgain


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Joined: 2/5/2016
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Here is picture number 2 end of Turn 2 game picture. *****Note***** if you see inconsistencies in my strat it is from learning from experience in previous games and adapting. Pictures are in random order from the last 10 games I played.







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_____________________________

“If you teach a man anything, he will never learn.”;

Bernard Shaw

(in reply to HardLuckYetAgain)
Post #: 69
RE: Defense of the Soviet Union begins ONE hex west of ... - 7/31/2017 5:20:58 PM   
HardLuckYetAgain


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Joined: 2/5/2016
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Here is picture number 3 end of Turn 2 game picture. *****Note***** if you see inconsistencies in my strat it is from learning from experience in previous games and adapting. Pictures are in random order from the last 10 games I played.






Attachment (1)

_____________________________

“If you teach a man anything, he will never learn.”;

Bernard Shaw

(in reply to HardLuckYetAgain)
Post #: 70
RE: Defense of the Soviet Union begins ONE hex west of ... - 7/31/2017 5:26:16 PM   
HardLuckYetAgain


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Here is picture number 4 end of Turn 2 game picture. *****Note***** if you see inconsistencies in my strat it is from learning from experience in previous games and adapting. Pictures are in random order from the last 10 games I played.


What people do on the first couple of turns tells me what type of player they are. This player will take chances and will have to make sure I guard my back areas properly. Note the PZ thrust North (****NOTE***** When PZ's go north make sure you DO NOT (and I mean DO NOT!!!) isolate a PZ on the coast. If you do that PZ will get beach supply and have a great deal of movement the following turn, instead of the 8-15 they normally would have going that far from a supply source. I have done it as the German player a few times and most Soviet players don't know this)




Attachment (1)

< Message edited by HardLuckYetAgain -- 7/31/2017 5:47:18 PM >


_____________________________

“If you teach a man anything, he will never learn.”;

Bernard Shaw

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Post #: 71
RE: Defense of the Soviet Union begins ONE hex west of ... - 7/31/2017 5:32:43 PM   
HardLuckYetAgain


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Here is picture number 5 aend of Turn 2 game picture. I figure 5 different games should be more than enough *****Note***** if you see inconsistencies in my strat it is from learning from experience in previous games and adapting. Pictures are in random order from the last 10 games I played.

Flank security issue. Personally when I play the Germans I take my time going North if I'm going for Leningrad 1st. Slow methodical movement with Rested PZ's.(my old way of attacking Leningrad that is) I normally start my attacks on turn 4 with Inf and rested fueled PZ's. Rushing forward really reaps you nothing but heart ache here imho if the defense is heavy. I believe people playing have gotten used to an easy Leningrad rush only to find hardened troops ready to fight the opening turns. It is an eye opener.




Attachment (1)

< Message edited by HardLuckYetAgain -- 7/31/2017 5:57:33 PM >


_____________________________

“If you teach a man anything, he will never learn.”;

Bernard Shaw

(in reply to HardLuckYetAgain)
Post #: 72
RE: Defense of the Soviet Union begins ONE hex west of ... - 7/31/2017 5:45:40 PM   
HardLuckYetAgain


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Joined: 2/5/2016
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I will go over the whole Strategic consideration once my current games get past turn 10+ as the Soviets. I'm just showing the defense of Leningrad at the moment. Currently I have 2 games getting ready to go to turn 6 and the other games are at 10+ with one person AWOL of the 5 games currently in progress.

_____________________________

“If you teach a man anything, he will never learn.”;

Bernard Shaw

(in reply to HardLuckYetAgain)
Post #: 73
RE: Defense of the Soviet Union begins ONE hex west of ... - 8/1/2017 3:08:55 AM   
galex

 

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It seems that you concentrated a lot of troops (Around 50 Division) in the north. Do you still have enough troops in the center and south area?

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Post #: 74
RE: Defense of the Soviet Union begins ONE hex west of ... - 8/1/2017 1:35:07 PM   
Dinglir


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Joined: 3/10/2016
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quote:

ORIGINAL: M60A3TTS


quote:

ORIGINAL: Dinglir


quote:

ORIGINAL: HardLuckYetAgain
Did you see my Air Mail message to you where I moved the U2s to in our game?


I actually didn't notice the recon artwork, but I have done some comments on the factory placement in my upcoming AAR.




You really should do a U-2 fanboy sig line.



And leave behind my Hitler quote?

That's almost blasphemy (almost) :-)

_____________________________

We need only to kick in the door, and the whole rotten structure will come crashing down.

Adolf Hitler, on the eve of Barbarossa.
-----

There are only 10 kinds of people. Those that use binary numbers and those that do not.

Unknown origi

(in reply to M60A3TTS)
Post #: 75
RE: Defense of the Soviet Union begins ONE hex west of ... - 8/1/2017 3:37:59 PM   
HardLuckYetAgain


Posts: 2056
Joined: 2/5/2016
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quote:

ORIGINAL: galex

It seems that you concentrated a lot of troops (Around 50 Division) in the north. Do you still have enough troops in the center and south area?



Yes, but that is where my quote of, ""He who defends everything, defends nothing" by Frederich the Great" comes into play. Along with knowing the supply state of Germany comes into play. There are a few other things but it will play out when I can show you turn 10+ :)

_____________________________

“If you teach a man anything, he will never learn.”;

Bernard Shaw

(in reply to galex)
Post #: 76
RE: Defense of the Soviet Union begins ONE hex west of ... - 8/3/2017 3:03:36 AM   
mktours

 

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Hardluckyetagain, I upgraded my game to 1.11, did some test and try to study the more than 50 pages of change log of the new versions. Unfortunately, I am afraid that such a game is not one which I am willing to spend tens of hours on. There are some issues concern me:
First, lacking of good manuals, which makes very difficult for gamer to understand how the huge changes functions, which the Mod developer have made. For example, now you put a Pz corps close to Rail head, the Pz Divisions got 100% fuel, but the Pz HQ collect no fuel, as if they were in vacation and don’t prepare anything for future mission. Put that corps further away, and the HQ start to collect fuel, then further away, both the HQ and PzD receive no fuel. How does this mechanism work? There are no explanation. The logistic is totally in a mess, while the HQ build up is super powerful.. Back in 1.07, a HQ build up is very costly, it was very rare to see 5+ in 1941, after the Mod team invent the new HQ build up rules, which happened when Pelton was one member of the team at the time, they never changed it afterwards despite many people argued strongly that the new inventions being too powerful. Now we see that even after many nerfs of fuel air dropping and the logistic completely in mess, the Axis still advance like mad in 1941, all thanks to the super-powerful HQ build up, which is now being done turn after turn.
Second, the original WiTe developer took 5 years to develop the WITE 1.0 before releasing, after that there were 5 years, in which some big changes were made, but the main mechanism remains mostly intact. Form 1.08, 2-3 amateurs took over the rein and they were enthusiastic to Mod the game in their way. I want to make clear that I respect them personally, they are good guys, and sometimes they did listen to gamers, including me, I want to thank Morvael again for 2-3 reverse changes which he made after listened to my appeal, for example, ‘don’t punish troops directly under German army HQ’, ‘put Zhukov available again to comamnd an army’. I am disliking the new versions, not the people who made them. I think the current team is doing something beyond their capacity, therefore, the Mods are likely to be unstable. It is like buying a car form a Brand, and put it into the hands of one amateur, who is a very good engineer, and he make big changes with passion to the car, make it looks more beautiful and have many new functions. The question is, is this car safe? It lacks quality checking and control, which a factory offers.
So I have decided to retire from this game, like many others. There will not be games between us, that is a pity to me. Enjoy your games!
Kind regards

(in reply to HardLuckYetAgain)
Post #: 77
RE: Defense of the Soviet Union begins ONE hex west of ... - 8/3/2017 1:24:00 PM   
EwaldvonKleist


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That are really sad news mktours.
The few AARs you did were very interesting and showed a different way to think WitE. Too bad they weren't continued to the end. A game you vs HLYA would have been the mach of the year :)


< Message edited by EwaldvonKleist -- 8/3/2017 1:36:03 PM >


_____________________________


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Post #: 78
RE: Defense of the Soviet Union begins ONE hex west of ... - 8/3/2017 1:49:13 PM   
mktours

 

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quote:

ORIGINAL: EwaldvonKleist

That are really sad news mktours.
The few AARs you did were very interesting and showed a different way to think WitE. Too bad they weren't continued to the end. A game you vs HLYA would have been the mach of the year :)


Thanks! There are many good players who have stopped playing as well, I believe you are also a very good player, if you get more experience in this game, you could do very well too.

(in reply to EwaldvonKleist)
Post #: 79
RE: Defense of the Soviet Union begins ONE hex west of ... - 8/3/2017 2:07:38 PM   
Stelteck

 

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It is not unusual to be bored by a game and that old player quit to try something else.

For example i did 2 full campaign of WITP and WITP-AE. Each one was 3 years long .

I still thing WITP is an awesome game but i will probably nether start a new campaign again. It is exhausting and you need to be completely in love with the game to invest so much time in it. And burning love never last....

everyone will return to WITE-2 (or WITP-AE-2)

< Message edited by Stelteck -- 8/3/2017 2:08:20 PM >

(in reply to mktours)
Post #: 80
RE: Defense of the Soviet Union begins ONE hex west of ... - 8/3/2017 4:26:57 PM   
HardLuckYetAgain


Posts: 2056
Joined: 2/5/2016
Status: online

quote:

ORIGINAL: mktours


quote:

ORIGINAL: EwaldvonKleist

That are really sad news mktours.
The few AARs you did were very interesting and showed a different way to think WitE. Too bad they weren't continued to the end. A game you vs HLYA would have been the mach of the year :)


Thanks! There are many good players who have stopped playing as well, I believe you are also a very good player, if you get more experience in this game, you could do very well too.



I concur with Mktours here 100%. There are many really good players out there (you included EwaldvonKleist ;-)) and that have left the game. I really don't consider myself that good to be honest since I'm always learning & trying things. All have contributed to this game and that in my opinion is a great thing.

_____________________________

“If you teach a man anything, he will never learn.”;

Bernard Shaw

(in reply to mktours)
Post #: 81
RE: Defense of the Soviet Union begins ONE hex west of ... - 8/3/2017 4:28:33 PM   
HardLuckYetAgain


Posts: 2056
Joined: 2/5/2016
Status: online

quote:

ORIGINAL: mktours

Hardluckyetagain, I upgraded my game to 1.11, did some test and try to study the more than 50 pages of change log of the new versions. Unfortunately, I am afraid that such a game is not one which I am willing to spend tens of hours on. There are some issues concern me:
First, lacking of good manuals, which makes very difficult for gamer to understand how the huge changes functions, which the Mod developer have made. For example, now you put a Pz corps close to Rail head, the Pz Divisions got 100% fuel, but the Pz HQ collect no fuel, as if they were in vacation and don’t prepare anything for future mission. Put that corps further away, and the HQ start to collect fuel, then further away, both the HQ and PzD receive no fuel. How does this mechanism work? There are no explanation. The logistic is totally in a mess, while the HQ build up is super powerful.. Back in 1.07, a HQ build up is very costly, it was very rare to see 5+ in 1941, after the Mod team invent the new HQ build up rules, which happened when Pelton was one member of the team at the time, they never changed it afterwards despite many people argued strongly that the new inventions being too powerful. Now we see that even after many nerfs of fuel air dropping and the logistic completely in mess, the Axis still advance like mad in 1941, all thanks to the super-powerful HQ build up, which is now being done turn after turn.
Second, the original WiTe developer took 5 years to develop the WITE 1.0 before releasing, after that there were 5 years, in which some big changes were made, but the main mechanism remains mostly intact. Form 1.08, 2-3 amateurs took over the rein and they were enthusiastic to Mod the game in their way. I want to make clear that I respect them personally, they are good guys, and sometimes they did listen to gamers, including me, I want to thank Morvael again for 2-3 reverse changes which he made after listened to my appeal, for example, ‘don’t punish troops directly under German army HQ’, ‘put Zhukov available again to comamnd an army’. I am disliking the new versions, not the people who made them. I think the current team is doing something beyond their capacity, therefore, the Mods are likely to be unstable. It is like buying a car form a Brand, and put it into the hands of one amateur, who is a very good engineer, and he make big changes with passion to the car, make it looks more beautiful and have many new functions. The question is, is this car safe? It lacks quality checking and control, which a factory offers.
So I have decided to retire from this game, like many others. There will not be games between us, that is a pity to me. Enjoy your games!
Kind regards



I understand your decision & I'm 100% sure we will match up in WiTE2 ;-}

_____________________________

“If you teach a man anything, he will never learn.”;

Bernard Shaw

(in reply to mktours)
Post #: 82
RE: Defense of the Soviet Union begins ONE hex west of ... - 8/10/2017 11:36:28 AM   
56ajax


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'The first consideration is that of Air. Air will be concentrated in force in the North. You can do the easy way out by sending everything to reserve and then place the air units on the Map the 2nd turn. If you are like me I painfully select units on the map and Air transfer them to my air bases for the north until I run out of good candidates then transfer the rest to reserve. Please note that you must do one or the other of these two items before moving any unit on the map. '

Or you can use the Move function on the Airbase which places the air units immediately in reserve ( and not in transit like the Reserve function) and then re issue them to another base in the same turn. ( One day I will work out how it selects which units to Move).

(in reply to HardLuckYetAgain)
Post #: 83
u-2 recon factory - 8/18/2017 9:50:06 PM   
BrianG

 

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did I see that you placed your U-2 recon factories in location waiting for a run over elimination.

imo not smart.

you will miss them.

(in reply to HardLuckYetAgain)
Post #: 84
RE: u-2 recon factory - 8/18/2017 11:02:23 PM   
HardLuckYetAgain


Posts: 2056
Joined: 2/5/2016
Status: online

quote:

ORIGINAL: BrianG

did I see that you placed your U-2 recon factories in location waiting for a run over elimination.

imo not smart.

you will miss them.



Maybe, maybe not I will miss them. That bridge has already been crossed in over 15 games I have done this in.





_____________________________

“If you teach a man anything, he will never learn.”;

Bernard Shaw

(in reply to BrianG)
Post #: 85
RE: u-2 recon factory - 8/19/2017 12:01:47 AM   
BrianG

 

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well: if a game of yours actually made it to mid 42 or beyond you would need them.



recon availability can get dicey as Russians/

(in reply to HardLuckYetAgain)
Post #: 86
RE: u-2 recon factory - 8/19/2017 12:15:10 AM   
HardLuckYetAgain


Posts: 2056
Joined: 2/5/2016
Status: online

quote:

ORIGINAL: BrianG

well: if a game of yours actually made it to mid 42 or beyond you would need them.



recon availability can get dicey as Russians/



I have had games go to 44. It comes to a point when Im playing Soviets I dont care what the Germans have where :)

_____________________________

“If you teach a man anything, he will never learn.”;

Bernard Shaw

(in reply to BrianG)
Post #: 87
Defense of the Soviet Union begins ONE hex west of Pskov - 8/27/2017 12:56:17 AM   
HardLuckYetAgain


Posts: 2056
Joined: 2/5/2016
Status: online
Just an update, I'm down to two active games currently using this strategy out of 5 I started in June & July. I do have one other game on hold that I am "not" using this strat which I will pick back up on shortly with that person :) Out of the three, 1 German player decided to not return after an SS division surrendered turn 7, another on turn 9 said was on vacation for a week and that was over a month ago on the PM, and another surrendered end of Dec. Current games are on turn 12 and 14. Moscow is looking really bad on both so my record will probably not stand :( Oh well! It has been some really fun turns although I can't wait until turn 17. I need a turn that I'm not staring at the screen for 2+ days working out unit placements.

_____________________________

“If you teach a man anything, he will never learn.”;

Bernard Shaw

(in reply to HardLuckYetAgain)
Post #: 88
RE: Defense of the Soviet Union begins ONE hex west of ... - 8/30/2017 1:18:36 AM   
HardLuckYetAgain


Posts: 2056
Joined: 2/5/2016
Status: online
Turn 3 update. I'm showing pictures of turn 3 in a few of my games. If you see a red color center in my units it is a marker showing that this unit is over 45 morale and 45 experience on squads. I initiated this system in the last 3 games I started playing and can tell at a glance which are important units and which aren't.

Red center = morale over 45 and squad experience over 45
Lime green center = unit has the required wins for guard status (5 or greater)
bright yellow center = 1 win away from guard status(4 wins)
black center = low morale and low experience unit (use this units to screen)

Here are some pictures from random games this year and last. (you can tell recent games with colored centers per above)

Turn 3 is normally a turn the Germans aren't attacking the line. This equates to more dig time.


Random pict #1





Attachment (1)

< Message edited by HardLuckYetAgain -- 8/30/2017 1:20:02 AM >


_____________________________

“If you teach a man anything, he will never learn.”;

Bernard Shaw

(in reply to HardLuckYetAgain)
Post #: 89
RE: Defense of the Soviet Union begins ONE hex west of ... - 8/30/2017 1:22:45 AM   
HardLuckYetAgain


Posts: 2056
Joined: 2/5/2016
Status: online
Turn 3 update. I'm showing pictures of turn 3 in a few of my games. If you see a red color center in my units it is a marker showing that this unit is over 45 morale and 45 experience on squads. I initiated this system in the last 3 games I started playing and can tell at a glance which are important units and which aren't.

Red center = morale over 45 and squad experience over 45
Lime green center = unit has the required wins for guard status (5 or greater)
bright yellow center = 1 win away from guard status(4 wins)
black center = low morale and low experience unit (use this units to screen)

Here are some pictures from random games this year and last. (you can tell recent games with colored centers per above)

Random picture #2





Attachment (1)

_____________________________

“If you teach a man anything, he will never learn.”;

Bernard Shaw

(in reply to HardLuckYetAgain)
Post #: 90
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