IMPORTANT Aerospace Explained

Discussion in 'Rule Tips, Additions, & GM Tools' started by MagnusEffect, Nov 27, 2016.

Thread Status:
Not open for further replies.
  1. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    The following was posted by [RCOM] Xenon54z found here:
    http://intergalacticmm.enjin.com/me...ead/24305230-megamek-aerospace-basic-training

    Just set up your game like normal. You can add all the normal units you like to use like meks, vehicles, infantry, and naval (etc) but now you can include in that aerospace units. Conventional fighters, aerospace fighters, small crafts, and dropships can all be deployed on ground maps. Add these units the same way you would add meks, but just use the appropriate filters.

    Movement:
    Aerospace units always move after other ground units. Also, they have sight to all units on the map, which means they are great for recon since you can see all the enemy units with double blind on.

    How do I move and what are all these number on my unit? Go to post 5.

    Air to Air Attacking:
    The aerospace ranges on the ground map are a lot longer than the number says for each weapon range. I can't remember the exact conversion, but the ranges given are for atmosphere and space map scale. Converting it to ground map scale requires multiplying it by 8 (I think). Look at the rule books if you don't want to just figure it out in game.

    The most important things on the ground map for air to air combat is not the range, but is instead the altitude difference and the arc. The firing arc's for both aerodyne and spheroid are different than meks. Just try to get the target directly in front of the firing unit for maximum weapon possibilities.

    Altitude difference is a strange one. If you are on the same altitude as your target, then everything acts as you'd expect. However, for each altitude difference, your target must be a certain number of hexes away from the unit firing or else it is in a “dead zone” and neither unit can fire on each other. I'm not sure what the range is, but I think it is pretty far. Okay, I did some testing since this is important and found out MM automatically converts the range for air to air on a ground map. So, even though I was 16 hexes away from my target, I was still only at 2 range at atmosphere scale. (17 hexes though was 3.) For one altitude difference, the distance between the target's had to be at least 3 range, which means 17 hexes on the ground map at least! WOW! (2 difference was 33 or more, or range 5.) Also take note which weapons are aft or nose on spheroid dropships as these fly upright.

    Air to Ground:
    If you want to drop bombs on an enemy then you need to load them up in the lobby screen. Right click the unit and go to configure and then to the Equipment tab. Choose the number and type of bombs you want. Note that the more bombs you take the less movement points your aerospace fighter will have until the bombs are dropped. The penalty starts after a certain number, but I don't know what that number is so figure it out, let me know and I will edit this.

    Very Important: In order to fire on ground targets, the unit needs to fly over them. And the side the target is hit on is from the direction the unit flew over at and not from the direction where the unit eventually ended movement.

    Bombing is different from regular attacking (I think it is called strafing). Strafing is where you click on your target the unit has flown over and you select the weapons you want to fire. You must be at altitude 5 or lower and you will lose one altitude during the attack.

    Altitude bombing can be done at any altitude, but the higher up you are, the higher the to-hit modifier. These bombs scatter if they don't hit their target just like artillery. Also you can only target hexes with bombs, just like artillery. So right click to target the hex. The unit does not lose altitude during this attack. Sometimes you are limited to the number of bombs you make drop from altitude. Also, if multiple units are flown over then altitude bombing can be done on multiple units. Just target the next hex and go to the next altitude bombing attack and hit fire and select the number of bombs to drop.

    Dive bombing is similar to the regular attack as you need to be at altitude 5 or lower. The difference is that the bomb can scatter and you lose 2 altitudes during the attack. You can release all bombs, I think, during this attack if desired. (Think 140+ damage! )

    I thought that there was one more type of attack an air unit can do to ground targets, but I can't seem to figure out how to do it. It is where you attack multiple targets in a line (maybe this is strafing?). I don't know if MM has it in yet, so if anyone knows about it let me know and I'll edit this.

    Ground to Air:
    Each altitude a unit is at adds two hexes to the range. So if a aerospace unit is 6 hexes away from a ground target and at altitude 5, then the total range will be 16 hexes which is long range for LRM's.

    There are two ways to do it and I've seen both in different MM games. I highly recommend turning on the advance rule “StartOps Advanced Anti-Aircraft” in the game options advance aeropsace rules tab. If not then shooting down aircraft can become impossible from the ground.

    The regular way (which I think makes aerospace units completely overpowered) is just like targeting any other unit. The distance and direction of firing is aimed at where the aerospace unit ended the movement phase. The path (the line) the unit took makes no difference for the ground unit firing at it. So, to abuse this rule, just make sure the aerospace unit ends the movement as far away to be out of range as possible, but the aerospace unit can still attack if it flew over something. Totally cheap.

    The better way is with the advance rule on. It is a bit more complicated to figure out but it makes aircraft choose their path better. So, select your ground unit you want to target and then click on the aerospace unit you want to fire at. Note the range given. The range is based off the distance to the closest point on the flight path (the line) of the flying unit from the firing ground unit. Also, the direction is the direction from which the flying unit came from (not going to). This means you should face where the flying unit came from instead of where it ended its movement. This means that as long as you can get a weapon into the direction the air unit came from if it flew over you, then you can fire at it even if it ended the movement phase 40 hexes away. Yes, this does make aerospace units weaker, but they are still a strong unit, just not overpowered.
     
    Hakija, Dihm and Solis Obscuri like this.
  2. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    There is a pink (well maybe pink) number on your aerospace unit, probably top left. The number follows an ‘A’. This is the altitude of the aerospace unit. “Altitude” is different than “elevation” or “levels.” Some things to remember about altitude: 0A is ground which means you have landed, 1A is just above the ground, but it is still higher than any elevation on the map (still need to test it on that 60 level skyscraper map), 5A is the highest altitude you can still strafe a unit from and get fired at from the ground; and anything higher will not allow interaction with ground targets except bombing (I think).

    Check out the unit description for your aerospace unit. It will have “Safe:” and “Over:” movement points. These are similar to walk and run, but not completely similar. One thing to note is that certain aerospace types can move different from other aerospace types. I’ll give you two examples: Conventional fighters and aerospace fighters move pretty much the same except conventional fighters cannot use thrust to turn. The second is the difference between aerodyne and spheroid aerospace unit movement.

    If you have a spheroid aerospace unit:
    Don’t hit done, but just click on a hex near the unit. Notice you get a number that might look something like this 1{5} in blue which then changes to yellow. The first number is the movement points used. Safe is blue and over is yellow. The second number in {} is your current altitude. Change this altitude with the buttons at the bottom “Go up” and “go down.”

    If you have an aerodyne aerospace unit (like a fighter):
    Look at the bottom where all the buttons are. Notice the accelerate and decelerate buttons. These spend movement points to give you hexes you must move. 1 point is 16 hexes on the ground map and one hex on the atmosphere and space maps. So if you accelerate once you must move 16 hexes or 1 hex depending on your map. After you hit the accelerate button you will see (0/16) over a blue 1{5} and a small <0> opposite the altitude. The first number is the movement points used. Safe is blue and over is yellow. The second number in {} is your current altitude. The numbers in () are the number of hexes you have moved and how many you must move. And <> changes color based on the number of hexes you have moved in a straight line. Red means you can’t turn. Yellow means you can but it will cost movement points. Green means you can turn without using movement points. You can only turn one hex each time you turn. The faster you go, the more hexes in a straight line you have to go to turn. Pay attention to how the numbers change as you move and try to notice a pattern. It takes practice.
     
    Hakija, Dihm and Solis Obscuri like this.
  3. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    More pertaining to Megamek:

    Here are the basics of using aerospace units in MegaMek, mostly for ground combat operations. Everything else you must find in the Total Warfare book and its companion books.-Your fighter must have velocity points to move. If it doesn't have any starting velocity, you must accelerate first onthe map. Each thrust point you have gives you 16 hexes.-When you click on a hex, you will see several different numbers. The number in the very upper right corner of the hexis your turn number. When the turn indicator turns yellow, you can turn one hexside, but it will cost you thrust points.When it turns green you can turn for free. The big number in the center of thehex that looks like "(#//#)" tells youhow many hexes you have traveled out of how many hexes you must move. The number below that one indicates the altitudelevel you are flying at.-If you have no velocity, you will stall out. You need to spend thrust points to gain velocity. If your aircraft has zero velocity and is an aerospace fighter, a spheroid craft, or is a conventionalfighter with V/STOL equipment, click on the "Hover" button.-There are buttons for you to click to adjust which altitude you want your aerospace units to fly at. Your aerospace units can also perform maneuvers.-To attack targets, you must fly over them during the movement phase. All units which are under the flight path are valid targets for air-to-ground attacks.-Strike attacks are straight forward. Just fly over an enemy unit. In the attack phase, click on that unit to attack.-Dive bombing is the same way. Fly over a hex, then right click on that hex inthe attack phase, and dive bomb it (you must be equipped with bombs, which can be done in the lobby by double-clicking on the unit and going to the equipment tab). You cannot bomb and strike in the same turn.-Level (or altitude) bombing is also possible. Just fly over a row of hexes and drop a max of 2 bombs per hex. Thehexes must be consecutive.-When you're ready to fly off the map and make a go-around for another strike, simply fly the aircraft to the border hexand click on "Fly off" (you will find it when you click "More" a couple times).If you fly off the same turn you flyonto the map, you will not be able to attack. To be able to fly off the map, the "(Unofficial) Allow return flyovers" in the Advanced Aerospace Rules tab in the game options must be selected.-Aerospace units can take off and land. To use grounded aerospace units on a map, set their starting altitude to zero in the MegaMek lobby.-'Mechs can be hot-dropped from dropships on the ground map, or they, as well as other ground units, can be unloaded after the dropship has landed.*NOTE: The bot can use aerospace fighters on the ground map, but cannot use them on the space map yet.

    (sorry for formatting.. its late and I'm tired)
     
    Hakija, Dihm and Solis Obscuri like this.
  4. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

    Messages:
    23,379
    Likes Received:
    13,460
    Trophy Points:
    113
    Location:
    Misery
    Good reading! Thanks Magnus
     
  5. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    Need to clear something up from the cited documents:
    Wrong! Aerospace are slaves to initiative rolls. In other words, they are not effective without at least a +1 initiative higher than their ground based opposition. To attack do a normal strafing run, their target must stand within their flight path for that turn. So if the target rolls higher on initiative, it can easily avoid the fighters flightpath and not be attacked at all. A low initiative rolling fighter is essentially dead weight and little more than a recon plane.

    Best ways to avoid aerospace:
    • roll higher on initiative
    • move inside their turn radius (aerospace have poor turning radii)
    • maximize speed and evasion (also use "Evade" button)
    • end movement in good cover (ex. building, woods, under water, smoke, etc.)
    Best way to kill aerospace:
    • light autocannons (AC2s and AC5s) get bonus to-hit rolls againts aircraft
    • cluster damage rounds (LRMs & LB-X) increase chance of TKO for all aircraft
    • some units get natural bonuses when attacking aircraft (ex. Rifleman mech, Partisan tank, etc.)
    Proof that it is possible to avoid even ASF with good pilots:
    Capture.GIF
     
    Last edited: Nov 28, 2016
    Solis Obscuri and Dihm like this.
  6. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

    Messages:
    23,379
    Likes Received:
    13,460
    Trophy Points:
    113
    Location:
    Misery
    Best way to survive:
    • Be a Grand Tortoise
    • Give no fucks
    • Profit
     
    MagnusEffect likes this.
  7. Solis Obscuri

    Solis Obscuri Well Liked Hirdman

    Messages:
    10,001
    Likes Received:
    7,371
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Renton, WA
    Ætt (Clan):
    Drakjägare
    Gotta fight like a mongoose.
     
  8. Solis Obscuri

    Solis Obscuri Well Liked Hirdman

    Messages:
    10,001
    Likes Received:
    7,371
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Renton, WA
    Ætt (Clan):
    Drakjägare
    A quick comment for clarification on the "speeds" listed for aerospace fighters - the numbers aren't really speed, they're safe thrust, which is basically acceleration.

    Your acceleration per turn is limited to your safe thrust - one thrust equals one additional point of velocity. One point of velocity equals one altitude map hex, or 16 ground hex MP for aerodyne units (like fighters or Leopard dropships), and you have to expend movement equal to your velocity each turn - either by traveling in a line, or maneuvering:

    aerospace_special_maneuvers.png

    For low-altitude work on a ground hex map you rarely want to consume much thrust in a single turn, since map size is an issue and the higher your velocity the less often you can turn (you need to fly straight for more hexes as per this table):

    Aerodyne_craft_atmopspheric_movement.png

    You do want at least 4 safe thrust if you want to be able to travel between planetary environments and space maps, though, since that burns 4 thrust.

    Velocity is halved (rounding down) between turns for low altitude atmospheric movement due to drag (in space velocity isn't changed until you maneuver). Dropping to zero velocity drops you one altitude and forces a Control Roll (basically a PSR) to avoid bad things happening to your fighter.

    Bombs also affect your safe thrust rating. An aerospace fighter can carry one bomb per every five tons of weight, and every five bombs carried (rounding up) reduces safe thrust by 1 point.

    Structural Integrity is related to safe thrust it is used to resist damage during extreme maneuvering (sudden high acceleration, possibly combined with evading for 2 thrust points, high G turns, etc. as per the above table). SI also takes internal damage from shots that penetrate armor and from crits so the higher it is, the more punishment you can take (this aspect is a bit more useful to ground attack craft). (Note that loss of SI does reduce your safe thrust, so you lose maneuverability.) Aerospace fighters take more crits that mechs do - they TAC on a natural twelve, and may crit on hits to the internal SI, but additionally any single hit that exceeds 10% of the full armor on a facing will threaten a crit. SI value is derived as either equal to the safe thrust value of a fighter, or 10% of its total mass (rounded down), whichever is greater.

    Some examples:
    Thrush, 25 tons: 12 SI, 12 safe thrust
    Ahab, 90 tons: 9 SI, 5 safe thrust
    Shilone, 65 tons: 6 SI, 6 safe thrust

    So interestingly, for fighters an increase in engine size results in both an increase in weight for the larger engine, and an increase in weight for the additional SI required if their safe thrust is greater than 10% of the total mass. Additional SI does not add to a fighter's weight, but it does add up for larger craft like dropships - which may also optionally increase their SI further in order to tank up.
     
    Last edited: Nov 28, 2016
    Dihm and MagnusEffect like this.
  9. Solis Obscuri

    Solis Obscuri Well Liked Hirdman

    Messages:
    10,001
    Likes Received:
    7,371
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Renton, WA
    Ætt (Clan):
    Drakjägare
    There are four kinds of air to ground attacks: Strafing, Striking, Dive-Bombing, and Altitude Bombing.

    Striking is a precise attack done at altitude 5 or lower, and at a +2 to hit. You choose a single target to attack, and can fire any of you weapons except bombs or AAMs. The striking aircraft loses one altitude. Rapid fire weapons must rapid-fire (even if you don't want them to because they might jam).

    Strafing is done at altitude of 3 or lower, and at a +4 to hit. You choose between 1 and 5 consecutive ground hexes in a straight line on your flight path, and all your weapons fired have a chance to hit each target (friendly or enemy) in the chosen hexes. It's a scattergun approach, but have a decent chance to land some shots by law of averages. Aircraft flying very low (altitude 1) have an addiitional +2 to hit (because it's Nap-of-the-Earth and has to avoid hitting shit), and also can't target any units within a hex of a lvl 2 or higher directly in front of it along the flight path.

    aerospace_ground_attack.png

    Dive-Bombing is done at altitudes of 5 or less, and a +2 to hit, and targets a single hex with any number of bombs. On a miss all bombs scatter radially outward from the target hex at distances of 1D6 hexes. A dive-bombing fighter loses 2 altitude.

    Altitude Bombing works somewhat like strafing, and the attacking fighter can attack between one and ten consecutive hexes in its flight path to attack at a +2 to hit. Each hex must be attacked with at least one bomb, but no more than two. On a miss the bombs scatter forward of the target hex at 1D6 distance.

    aerospace_bomb_scatter.png
     
    Last edited: Nov 28, 2016
    Dihm likes this.
  10. Solis Obscuri

    Solis Obscuri Well Liked Hirdman

    Messages:
    10,001
    Likes Received:
    7,371
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Renton, WA
    Ætt (Clan):
    Drakjägare
    Bombs deliver damage in 5 point increments regardless of their total damage, and randomly deliver it to either front or rear hit tables of mechs and vehicles in the target hex (50/50 chance).

    Bomb types:
    • HE: does 10 damage in target hex.
    • Cluster: does 5 damage to target hex and 5 damage to each surrounding hex. Damage is assigned to hit tables for units in surrounding hexes according to the facing which is towards the target hex.
    • Laser guided: as HE, but with -2 to hit against TAG designated targets (and yes, aircraft can carry TAG and spot for each other, but must be at altitude 5 or higher and have a +2 to hit with it.)
    • Inferno: hits all units in target hex as per 5 inferno missiles and sets hex ablaze for 30 turns.
    • Thunder/FASCAM: lay 20-point minefields in target hex and each surrounding hex.
    • Torpedo: bonus hull breach chance against sea vessels, half-damage to anything on land.

    The following equipment can be mounted in place of a bomb:
    • Rocket Launcher: one RL 10 replaces one bomb. Used for Striking/Strafing.
    • TAG pod: use as above
    • Arrow IV Homing missile: takes up the space of 5 bombs, works like a standard homing Arrow IV. Cannot be launched at altitude 3 or lower. Launching aircraft cannot launch and TAG in the same turn, but may TAG in subsequent turns (taking into account slow flight time of Arrow IV).
    • Arrow IV Non-Homing missile: as above, but it's an unguided Arrow IV.
    • Air-to-Air-Arrow IV (AAA) missile: occupies the space of 5 bombs, can attack air or ground targets, but get +4 to hit ground targets and an additional +3 if fired from below altitude 4. Hits a single target, not AoE like a bomb.
    • Light Air-to-Air (LAA) missiles: takes up space of one bomb, function like AAA missiles except do less damage individually.
    • Anti-Ship (AS) missile: takes up the space of 6 bombs, same rules as AAA missile except adds an additional +4 to hit against any target under 500 tons, but can target buildings, mobile structures and terrain hexes without that penalty. Cannot be fired below altitude 3. Delivers capital 3 damage (30 damage), breaches ships hulls as per Barracuda missile.
    • Anti-Ship Electronic Warfare (ASEW) missile: same rules as AS missile, except instead of doing damage it fucks up weapons accuracy and C3/Comms on warships.
     
    MagnusEffect and Dihm like this.
  11. Solis Obscuri

    Solis Obscuri Well Liked Hirdman

    Messages:
    10,001
    Likes Received:
    7,371
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Renton, WA
    Ætt (Clan):
    Drakjägare
    For air-to-air attacks in atmosphere, each difference of elevations is counted as an additional +1 range, and fighters can't fire directly above/below themselves. There's also a "shadow" for the first altitude differences of 2 hexes where nothing can be targeted, and an additional one hex for each altitude difference after that. Air-to-air attacks made from altitude 1 are made at a +2 penalty (Nap of Earth penalty is only +1 for Omni-fighters though because they get hax).

    WIGE and VTOL units are attacked as air-to-air, not air-to-ground, but at a +5 penalty.

    Aerospace weapon ranges are simplified and based on weapon type (capital weapons on warships/dropships double these ranges):
    Short: 0-6
    Medium: 7-12
    Long: 13-20
    Extreme: 21-25

    These ranges are made in space/atmo map increments and must be multiplied by 16 for ground map hexes (just like velocity) - so even an MG or small laser can fire 96 hexes air-to-air. But only at the same elevation - each elevation change knocks off one hex of space map range, or 16 hexes on a ground map. Firing the MG from elevation 4 to elevation 1 would knock that 96 hexes down to 48 hexes (subtracts 16 x 3 elevation difference).
     
    Dihm likes this.
  12. Solis Obscuri

    Solis Obscuri Well Liked Hirdman

    Messages:
    10,001
    Likes Received:
    7,371
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Renton, WA
    Ætt (Clan):
    Drakjägare
    Regarding the comments about initiative above: there are different "movement phases" of a combat round that address aerospace and ground units.
    TW p.37

    So for all intents, aircraft win initiative over ground units by default.
     
    MagnusEffect likes this.
  13. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    Great information, but a VERY BIG DISLAIMER IS IN ORDER:

    It is NOT confirmed at this time that the full extent of Aerospace rules for Battletech actually works in Megamek. Just fyi for anyone reading this.

    The initiative rule is definitely one of them. If you don't have good initiative bonuses set for your aerospace in megamek, they are as harmless as kites on strings.
     
    Last edited: Nov 30, 2016
    Dihm likes this.
  14. Solis Obscuri

    Solis Obscuri Well Liked Hirdman

    Messages:
    10,001
    Likes Received:
    7,371
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Renton, WA
    Ætt (Clan):
    Drakjägare
    I'm thinking that simultaneous movement might be overriding the normal air/ground movement phasing.
     
  15. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    try it without, but last i checked, there is no option to force aerospace to move after everything else (this may have changed, but i've heard nothing about it). Only way to ensure that (far as I know) is to manually buff ASF with super high initiative bonuses.

    To be honest, I actually prefer the randomness of ASF failing to acquire initiative superiority. ASF are powerful enough without having guaranteed last movement. For RP, I account it to them needing to loiter a bit to find a target before they can engage... which gives ground forces time to respond (ie. possibly shoot some down) instead of getting instantly ganked by boom n zoom assblasters that are ASF.
     
    Last edited: Nov 30, 2016
    Solis Obscuri and Dihm like this.
  16. Solis Obscuri

    Solis Obscuri Well Liked Hirdman

    Messages:
    10,001
    Likes Received:
    7,371
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Renton, WA
    Ætt (Clan):
    Drakjägare
    I agree, I think it works well for our purposes.
     
  17. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

    Messages:
    23,379
    Likes Received:
    13,460
    Trophy Points:
    113
    Location:
    Misery
    Magnus, do you know if MegaMek is using a flat +1 for the Evade movement or if it is the 'Skilled Evading' rule where the bonus improves as your Piloting skill improves?
     
  18. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

    Messages:
    9,655
    Likes Received:
    6,103
    Trophy Points:
    113
    Gender:
    Male
    Location:
    Melbourne, FL
    Ætt (Clan):
    Huscarls
    pretty sure it's a flat +1 to defense, but i cannot confirm as I only tested with single unit.
     
  19. Dihm

    Dihm Speaker of the Word Staff Member Gothi SC Thane

    Messages:
    23,379
    Likes Received:
    13,460
    Trophy Points:
    113
    Location:
    Misery
    Okay, I'll add that to my testing list
    :glee:
     
Thread Status:
Not open for further replies.