Case White AAR (After action report)

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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macgregor
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RE: Case White AAR (After action report)

Post by macgregor »

I really like the way Steve lays it all out; explaining what can be lost right away. That should speed up the turn significantly for those of us more mathematically challenged. You used to have to be on his side to get such help(or perhaps take too long).
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RE: Case White AAR (After action report)

Post by peskpesk »

Case White AAR (After action report)

Notable events:
• France manages to blast one production point during a strategic bombing raid on Essen, rolled a 5+1=6.
• No carpet bombing.
• No ground strikes.
• No rail movement.
• Land movement Commonwealth moves two Polish INF to Warsaw, and the MEC to the cost in England.
• No land attacks.
• Commonwealth rebases the Polish planes to Lodz and Warsaw ( Since Germany has very few planes left on the Polish front, it was a simple choice for Commonwealth s to fight with the Polish planes instead of interning them).

Image
Situation during allies first impulse, before Air re-supply.

Commonwealth moved the planed Polish Warsaw reinforcements to the capital and Edward Rydz-Smigly daring defences seams to have paid of well. The capital is quite strongly defended and more important none of the defenders are disrupted (this is the trick with the daring Ground strike defence) and as a bonus is the forces in Lodz in fighting condition! If the weather turns bad Poland might survive the turn!
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RE: Case White AAR (After action report)

Post by sajbalk »

Question: Ships in Flames module is made a mandatory part of MWiF. (You cannot play Classic ships). Thus there is no choice to be made as to a SiF option.
Is there a choice with Planes in Flames?
Or Cruisers in Flames?
Or Convoys in Flames?

Thanks,
Steve Balk
Iowa, USA
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RE: Case White AAR (After action report)

Post by paulderynck »

ORIGINAL: sajbalk

Question: Ships in Flames module is made a mandatory part of MWiF. (You cannot play Classic ships). Thus there is no choice to be made as to a SiF option.
Is there a choice with Planes in Flames?
Or Cruisers in Flames?
Or Convoys in Flames?

Thanks,
In Options when you start a game you can select to play with or without:
Pilots
Cruisers iF
Convoys iF

It looks like PiF is not optional other than whether you use pilots. There are many other optional unit choices as well. Here is a sample of the choices:

Image
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RE: Case White AAR (After action report)

Post by Shannon V. OKeets »

Another look at the optional rules from WIF FE versus those in MWIF (taken from Section 2 of the Players Manual).
========
2.2.2 World in Flames Add-ons from Australian Design Group

Included:
• Ships in Flames (integrated into MWIF and not optional)
• Planes in Flames (integrate into MWIF and not optional)
• Asia Aflame (map replaced by the unified scale global map; optional rules included as such)
• Africa Aflame (map replaced by the unified scale global map; optional rules included as such)
• Mech in Flames (as optional rules)
• Carrier Planes in Flames (as optional rules)
• Cruisers in Flames (as optional rules)
• Convoys in Flames (as optional rules)

Not included:
• Days of Decision III (pre-1939)
• America in Flames (post 1945)
• Patton in Flames (post 1945)
• Leaders in Flames (adds complexity)
• Factories in Flames (a new addition in 2008)

2.2.3 Optional rules

Included optional rules (in parentheses is the numbering from Rules as Written):
• Divisions (2)
• Artillery (3)
• Fortifications (5)
• Supply units (6)
• Combat engineers (7)
• Construction engineers (7)
• Flying boats (8)
• Territorial units (10)
• Limited overseas supply (11)
• Limited supply across straits (12)
• HQ support (13)
• Emergency HQ supply (13)
• Synthetic oil plants (14)
• Off city reinforcement (15)
• Recruitment limits (16)
• HQ movement (17)
• Bottomed ships (18)
• In the presence of the enemy (19)
• Surprised zones of control (20)
• Bounce combat (22)
• V weapons (23)
• Atomic bombs (23)
• Frogmen (24)
• Surface combat ship transports (25)
• Amphibious rules (26)
• Optional carrier planes searching (27)
• Pilots (28)
• Food in flames (29)
• Factory construction (30)
• Saving resources (31)
• Carpet bombing (32)
• Tank busters (33)
• Motorized movement rates (34)
• Bombers as air transports (35)
• Large air transports (36)
• Railway movement (37)
• Defensive shore bombardment (38)
• Blitz bonus (39)
• Chinese attack weakness (40)
• Fractional odds (41)
• Allied combat friction (42)
• Two 10 sided dice land combat results table (43)
• Extended aircraft rebasing (44)
• Variable reorganization costs (45)
• Partisans (46)
• Isolated reorganization limits (47)
• Oil rules (48)
• Hitler’s war (49)
• USSR-Japan compulsory peace (50)
• En route interception (51)
• Night missions (52)
• Twin engine bombers (53)
• Fighter-bombers (54)
• Outclassed fighters (55); renamed as Backup Fighters
• Carrier planes (56)
• Limited aircraft interception (57)
• Internment (58)
• Flying bombs (59)
• Kamikazes (60)
• Offensive chits (61)
• Ukraine (62)
• Intelligence (63)
• Japanese command conflict (64)
• Ski troops (65)
• The Queens (66)
• City based volunteers (67)
• Siberians (68)
• Naval supply units (69)
• Guard banner armies (70)
• Chinese warlords (71)
• Partisan HQs (72)
• Cruisers in Flames (75)
• Rough seas (75)
• Convoys in Flames (76)
• Oil tankers (76)

Not included:
• African and Scandinavian maps (1). These are subsumed by the unified global map.
• Pacific and Asian map zones of control (4). Irrelevant with the unified global map.
• Ships in Flames (9). Integrated into MWIF and no longer optional.
• Hidden task forces (21).
• Heavy weapons units (73). Part of post 1945 add-ons.
• Air Cav (74). Part of post 1945 add-ons.
• Optional rules from the 2008 Annual.

Additional optional rules:
• Scrap units (this is not optional in WIF FE; it is in MWIF)
• Add Chinese cities (to accommodate the increased number of hexes in China)
• Unlimited breakdown (since there is no printing constraint on the number of unit counters)
• Extended game (a commonly used house rule in over-the-board games)
• Naval offensive chit (an old variation on the optional rule for offensive chits)

Steve

Perfection is an elusive goal.
monkla
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RE: Case White AAR (After action report)

Post by monkla »

With the optional rules selection page. Will it be the case that when you move the cursor over the optional rule you get a dialogue box giving the details of the rule or will you have to refer to another screen altogether. I know when my group play the board game we are often have to recheck the exact meaning of optional rules before selecting.

Leigh
ItBurns
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RE: Case White AAR (After action report)

Post by ItBurns »

ORIGINAL: Shannon V. OKeets

Another look at the optional rules from WIF FE versus those in MWIF (taken from Section 2 of the Players Manual).
========
2.2.2 World in Flames Add-ons from Australian Design Group

Included:
• Ships in Flames (integrated into MWIF and not optional)
• Planes in Flames (integrate into MWIF and not optional)
• Asia Aflame (map replaced by the unified scale global map; optional rules included as such)
• Africa Aflame (map replaced by the unified scale global map; optional rules included as such)
• Mech in Flames (as optional rules)
• Carrier Planes in Flames (as optional rules)
• Cruisers in Flames (as optional rules)
• Convoys in Flames (as optional rules)

Not included:
• Days of Decision III (pre-1939)
• America in Flames (post 1945)
• Patton in Flames (post 1945)
• Leaders in Flames (adds complexity)
• Factories in Flames (a new addition in 2008)

2.2.3 Optional rules

Included optional rules (in parentheses is the numbering from Rules as Written):
• Divisions (2)
• Artillery (3)
• Fortifications (5)
• Supply units (6)
• Combat engineers (7)
• Construction engineers (7)
• Flying boats (8)
• Territorial units (10)
• Limited overseas supply (11)
• Limited supply across straits (12)
• HQ support (13)
• Emergency HQ supply (13)
• Synthetic oil plants (14)
• Off city reinforcement (15)
• Recruitment limits (16)
• HQ movement (17)
• Bottomed ships (18)
• In the presence of the enemy (19)
• Surprised zones of control (20)
• Bounce combat (22)
• V weapons (23)
• Atomic bombs (23)
• Frogmen (24)
• Surface combat ship transports (25)
• Amphibious rules (26)
• Optional carrier planes searching (27)
• Pilots (28)
• Food in flames (29)
• Factory construction (30)
• Saving resources (31)
• Carpet bombing (32)
• Tank busters (33)
• Motorized movement rates (34)
• Bombers as air transports (35)
• Large air transports (36)
• Railway movement (37)
• Defensive shore bombardment (38)
• Blitz bonus (39)
• Chinese attack weakness (40)
• Fractional odds (41)
• Allied combat friction (42)
• Two 10 sided dice land combat results table (43)
• Extended aircraft rebasing (44)
• Variable reorganization costs (45)
• Partisans (46)
• Isolated reorganization limits (47)
• Oil rules (48)
• Hitler’s war (49)
• USSR-Japan compulsory peace (50)
• En route interception (51)
• Night missions (52)
• Twin engine bombers (53)
• Fighter-bombers (54)
• Outclassed fighters (55); renamed as Backup Fighters
• Carrier planes (56)
• Limited aircraft interception (57)
• Internment (58)
• Flying bombs (59)
• Kamikazes (60)
• Offensive chits (61)
• Ukraine (62)
• Intelligence (63)
• Japanese command conflict (64)
• Ski troops (65)
• The Queens (66)
• City based volunteers (67)
• Siberians (68)
• Naval supply units (69)
• Guard banner armies (70)
• Chinese warlords (71)
• Partisan HQs (72)
• Cruisers in Flames (75)
• Rough seas (75)
• Convoys in Flames (76)
• Oil tankers (76)

Not included:
• African and Scandinavian maps (1). These are subsumed by the unified global map.
• Pacific and Asian map zones of control (4). Irrelevant with the unified global map.
• Ships in Flames (9). Integrated into MWIF and no longer optional.
• Hidden task forces (21).
• Heavy weapons units (73). Part of post 1945 add-ons.
• Air Cav (74). Part of post 1945 add-ons.
• Optional rules from the 2008 Annual.

Additional optional rules:
• Scrap units (this is not optional in WIF FE; it is in MWIF)
• Add Chinese cities (to accommodate the increased number of hexes in China)
• Unlimited breakdown (since there is no printing constraint on the number of unit counters)
• Extended game (a commonly used house rule in over-the-board games)
• Naval offensive chit (an old variation on the optional rule for offensive chits)


I thought some of the optional rules you listed (Frogman, v-weapons, bounce combat, etc) weren't going to make the initial launch - did this change?
No sane man can afford to dispense with debilitating pleasures; and no ascetic can be considered reliably sane.
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Location: Honolulu, Hawaii
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RE: Case White AAR (After action report)

Post by Shannon V. OKeets »

ORIGINAL: monkla

With the optional rules selection page. Will it be the case that when you move the cursor over the optional rule you get a dialogue box giving the details of the rule or will you have to refer to another screen altogether. I know when my group play the board game we are often have to recheck the exact meaning of optional rules before selecting.

Leigh
Right click on the optional rule brings up its description. Hovering the cursor brings up a short 'hint'.
Steve

Perfection is an elusive goal.
Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: Case White AAR (After action report)

Post by Shannon V. OKeets »

ORIGINAL: ItBurns

ORIGINAL: Shannon V. OKeets

Another look at the optional rules from WIF FE versus those in MWIF (taken from Section 2 of the Players Manual).
========
2.2.2 World in Flames Add-ons from Australian Design Group

Included:
• Ships in Flames (integrated into MWIF and not optional)
• Planes in Flames (integrate into MWIF and not optional)
• Asia Aflame (map replaced by the unified scale global map; optional rules included as such)
• Africa Aflame (map replaced by the unified scale global map; optional rules included as such)
• Mech in Flames (as optional rules)
• Carrier Planes in Flames (as optional rules)
• Cruisers in Flames (as optional rules)
• Convoys in Flames (as optional rules)

Not included:
• Days of Decision III (pre-1939)
• America in Flames (post 1945)
• Patton in Flames (post 1945)
• Leaders in Flames (adds complexity)
• Factories in Flames (a new addition in 2008)

2.2.3 Optional rules

Included optional rules (in parentheses is the numbering from Rules as Written):
• Divisions (2)
• Artillery (3)
• Fortifications (5)
• Supply units (6)
• Combat engineers (7)
• Construction engineers (7)
• Flying boats (8)
• Territorial units (10)
• Limited overseas supply (11)
• Limited supply across straits (12)
• HQ support (13)
• Emergency HQ supply (13)
• Synthetic oil plants (14)
• Off city reinforcement (15)
• Recruitment limits (16)
• HQ movement (17)
• Bottomed ships (18)
• In the presence of the enemy (19)
• Surprised zones of control (20)
• Bounce combat (22)
• V weapons (23)
• Atomic bombs (23)
• Frogmen (24)
• Surface combat ship transports (25)
• Amphibious rules (26)
• Optional carrier planes searching (27)
• Pilots (28)
• Food in flames (29)
• Factory construction (30)
• Saving resources (31)
• Carpet bombing (32)
• Tank busters (33)
• Motorized movement rates (34)
• Bombers as air transports (35)
• Large air transports (36)
• Railway movement (37)
• Defensive shore bombardment (38)
• Blitz bonus (39)
• Chinese attack weakness (40)
• Fractional odds (41)
• Allied combat friction (42)
• Two 10 sided dice land combat results table (43)
• Extended aircraft rebasing (44)
• Variable reorganization costs (45)
• Partisans (46)
• Isolated reorganization limits (47)
• Oil rules (48)
• Hitler’s war (49)
• USSR-Japan compulsory peace (50)
• En route interception (51)
• Night missions (52)
• Twin engine bombers (53)
• Fighter-bombers (54)
• Outclassed fighters (55); renamed as Backup Fighters
• Carrier planes (56)
• Limited aircraft interception (57)
• Internment (58)
• Flying bombs (59)
• Kamikazes (60)
• Offensive chits (61)
• Ukraine (62)
• Intelligence (63)
• Japanese command conflict (64)
• Ski troops (65)
• The Queens (66)
• City based volunteers (67)
• Siberians (68)
• Naval supply units (69)
• Guard banner armies (70)
• Chinese warlords (71)
• Partisan HQs (72)
• Cruisers in Flames (75)
• Rough seas (75)
• Convoys in Flames (76)
• Oil tankers (76)

Not included:
• African and Scandinavian maps (1). These are subsumed by the unified global map.
• Pacific and Asian map zones of control (4). Irrelevant with the unified global map.
• Ships in Flames (9). Integrated into MWIF and no longer optional.
• Hidden task forces (21).
• Heavy weapons units (73). Part of post 1945 add-ons.
• Air Cav (74). Part of post 1945 add-ons.
• Optional rules from the 2008 Annual.

Additional optional rules:
• Scrap units (this is not optional in WIF FE; it is in MWIF)
• Add Chinese cities (to accommodate the increased number of hexes in China)
• Unlimited breakdown (since there is no printing constraint on the number of unit counters)
• Extended game (a commonly used house rule in over-the-board games)
• Naval offensive chit (an old variation on the optional rule for offensive chits)


I thought some of the optional rules you listed (Frogman, v-weapons, bounce combat, etc) weren't going to make the initial launch - did this change?
No, it di not chagne. The ones not inclluded in the original release will be provided as patches ASAP after the game is released.
Steve

Perfection is an elusive goal.
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peskpesk
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RE: Case White AAR (After action report)

Post by peskpesk »

Case White AAR (After action report)

Notable events:
• The weather roll is a 2, Fine weather all over the world makes the Allies grumpy over lucky, important weather rolls!.
• Germany declares war on Denmark (This will surely doom the French CA in the Batlic to a slow death), which is aliged to Commonwealth.
• US entry roll is a 6. Denmark whats that...?
• The Danish setup is a small variation of the standard one. 2 bad CA in Frederikshavn and 1 CP is sacrified in Copenhagen to redues the port strike target in Frederikshavn. 4 CP in Torshavn and 1 in Reykjavik.
• Germany takes a Land impulse.

Image
Situation during axis second impulse and before Port strike.

Germany ponders over sending a port strike raid to Denmark or not (planes available are in the upper left corner).
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RE: Case White AAR (After action report)

Post by morgil »

Ohh and now Gort will land in Denmark at the German border and airstrikes will flip the German troops in Copenhagen and Kiel, and next impulse stroll over the strait and take out the isolated, flipped 4-4 on a 24-1 assault.
Copenhagen is then propperly defended, and Germany forever doomed to take alternating Naval/Combines to refill the lost Convs in the Baltic.

If all that should fail, its a quick death for the Frenchies in the Baltic as a ship unable to return to base, at the return to base step, is lost at sea, ie destroyed.
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RE: Case White AAR (After action report)

Post by sajbalk »

ORIGINAL: morgil

Ohh and now Gort will land in Denmark at the German border and airstrikes will flip the German troops in Copenhagen and Kiel, and next impulse stroll over the strait and take out the isolated, flipped 4-4 on a 24-1 assault.
Copenhagen is then propperly defended, and Germany forever doomed to take alternating Naval/Combines to refill the lost Convs in the Baltic.

If all that should fail, its a quick death for the Frenchies in the Baltic as a ship unable to return to base, at the return to base step, is lost at sea, ie destroyed.

The German will move across the Danish coastal hexes along the North sea, I presume, so any landing by Gort will come in the impulse after the ind div has invaded. It may be that Germany needs to reconsider its impulse choice unless Germany wants to bait the CW to land in Denmark.




Steve Balk
Iowa, USA
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RE: Case White AAR (After action report)

Post by brian brian »

Depends what counter Germany has underneath that infantry division headed towards Copenhagen. If it is a panzer corps, forget landing in northern Denmark. If it is the 2-6 motorized AT Gun, land adjacent to Frederikshavn and squish it like a bug for free no divisional invasion required - every hex in Denmark is CW controlled until the conquest phase unless a German unit walks on it - well, unless you want to try for Vichy Denmark I guess.
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RE: Case White AAR (After action report)

Post by Extraneous »

The German Infantry division enters Copenhagen closing the Baltic Sea (including Frederikshavn). Germany decides to save the air unit and declines sending a port strike to Denmark. 
 
The CW player has to decide whether to invade Kiel supported by the Harrow in England and a handful of carrier aircraft against He111h’s of the Luftwaffe.
 
Re-basing of some units of the Luftwaffe could seriously endanger any landing attempts and the Wehrmacht will be turnig its sights on things other than Poland soon.
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RE: Case White AAR (After action report)

Post by oscar72se »

I'm not trying to be a smartass here, but IIRC you are allowed to set up half of the minor country´s units outside it´s home country, i.e. Greenland. Maybe the TRS would have been better of there?

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Oscar
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Joseignacio
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RE: Case White AAR (After action report)

Post by Joseignacio »

I agree, it's better than 2 convoys IMO.

Also, I would put all the ships possible in Frederickshaven. I think that minor port can host up to 4 ships (2 convoys =1 ship) so the setup of the two cruisers and 2 convoys should be possible.

This way they could all rebase to England, because as soon as Copenhaguen falls, the Skagerrak strait is closed, and the transpor cannot rebase to England having to die, so.
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RE: Case White AAR (After action report)

Post by sajbalk »

The Danes do not have any Transports, that ship is a convoy point. I think that a ship forced out of Copenhagen will get a chance to rebase to a friendly port. The ships in Frederikshaven can rebase to the UK whether or not Copenhagen is taken first.

Why not all ships in Copenhagen? Probably to avoid a more effective port strike.
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Joseignacio
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RE: Case White AAR (After action report)

Post by Joseignacio »

Ok, just it looks like a troop transport, but I guess it's a probem of the Beta graphics. [:'(]

As for the rebase, they can rebase to any friendly port that they can reach, but the problem is that after the taking of Copenhagen the strait is inmediately closed, IMO. I mean, at least we have been assuming that the ships leave Copenhagen after it's taken and not simultaneously.

If it's after that moment then (RAW):
11.4.4 Naval movement restrictions
1. You can’t move naval units between Kiel and the North Sea if an enemy major power controls any of the hexes adjacent to the Kiel Canal.
2. You can’t move naval units between the Eastern Mediterranean and the Red Sea, or between Suez and the Eastern Mediterranean, if a major power you are at war with controls any of the hexes adjacent to the Suez Canal.
3. You can’t move naval units between the Eastern Mediterranean and the Black Sea (even via Panderma) unless Istanbul is friendly controlled.
4. You can’t move naval units between the Baltic Sea and the North Sea (even via Fredrikshavn or Kristiansand) if major powers you are at war with control at least 2 of Oslo, Copenhagen and Kiel.
Changing control
Control of a hex changes when:
ï an enemy land unit (except for partisans ~ see 13.1, and supply units ~ see 22.4.10) enters it (the major power entering with the most factors if more than one); or
ï an island, territory, minor country or major power is conquered (see 13.7.1) or liberated (see 13.7.5); or

I understand that the control of the hex (Copenhagen) is what is needed, not the surrender of the country.
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Orm
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RE: Case White AAR (After action report)

Post by Orm »

ORIGINAL: Joseignacio

Ok, just it looks like a troop transport, but I guess it's a probem of the Beta graphics. [:'(]

Here is a small picture to show the difference between a TRS and one CP (Convoy Point). The transporter is the one in Narvik.

Image
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Joseignacio
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RE: Case White AAR (After action report)

Post by Joseignacio »

Ok, thanks.

Although I saw that PeskPesk wrote CP (and I guessed it means convoy), the image is too similar to a troop transport, although in the game counter themselves they are easily differentiable.

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