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    Posts made by nateous

    • RE: Inno (Axis) vs Nateous (Allies) 42 2E game 01

      TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9

      Game History

      Round: 2

      Purchase Units - Russians
                  Russians buy 1 armour, 2 artilleries and 4 infantry; Remaining resources: 0 PUs;

      Combat Move - Russians
                  1 infantry moved from West Russia to Belorussia
                        Russians take Belorussia from Germans

      Combat - Russians

      Non Combat Move - Russians
                  1 submarine moved from 4 Sea Zone to 6 Sea Zone
                  3 infantry moved from Sinkiang to Evenki National Okrug
                  1 infantry moved from Russia to Archangel
                  2 aaGuns moved from West Russia to Caucasus
                  1 infantry moved from Russia to West Russia
                  1 artillery moved from West Russia to Caucasus

      Place Units - Russians
                  1 artillery and 2 infantry placed in Russia
                  1 armour, 1 artillery and 2 infantry placed in Caucasus
                  Russians undo move 2.
                  Russians undo move 1.
                  4 infantry placed in Caucasus
                  1 armour and 2 artilleries placed in Russia

      Turn Complete - Russians
                  Russians collect 25 PUs; end with 25 PUs total

      Territory Summary for Russians :

      6 Sea Zone : 1 submarine
          Archangel : 1 infantry
          Belorussia : 1 flag, 1 infantry
          Caucasus : 2 aaGuns, 1 artillery, 1 factory and 4 infantry
          Evenki National Okrug : 3 infantry
          Russia : 1 armour, 2 artilleries and 1 factory
          West Russia : 1 flag, 2 artilleries and 2 infantry

      Production/PUs Summary :

      Russians : 25 / 25
          Germans : 29 / 45
          British : 40 / 45
          Japanese : 31 / 33
          Americans : 43 / 43

      Dice Statistics:

      Total
                  1 was rolled 1 times
                  3 was rolled 1 times
              Average roll : 2.000
              Median : 2.000
              Variance : 2.000
              Standard Deviation : 1.414
              Total rolls : 2

      Americans Combat
                  3 was rolled 1 times
              Average roll : 3.000
              Median : 3.000
              Variance : ?
              Standard Deviation : ?
              Total rolls : 1

      Japanese Combat
                  1 was rolled 1 times
              Average roll : 1.000
              Median : 1.000
              Variance : ?
              Standard Deviation : ?
              Total rolls : 1

      posted in Play Boardgames
      N
      nateous
    • RE: Inno (Axis) vs Nateous (Allies) 42 2E game 01

      TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9

      Game History

      Round: 1

      Purchase Units - Americans
                  Americans buy 3 bombers and 2 infantry; Remaining resources: 0 PUs;

      Combat Move - Americans
                  1 armour moved from Eastern United States to 11 Sea Zone
                  1 artillery moved from Eastern United States to 11 Sea Zone
                  2 infantry moved from Eastern United States to 11 Sea Zone
                  1 armour, 1 artillery, 1 destroyer, 2 infantry and 2 transports moved from 11 Sea Zone to 13 Sea Zone
                  2 infantry moved from 13 Sea Zone to Morocco
                        Americans take Morocco from Germans
                  1 armour moved from 13 Sea Zone to Morocco
                  1 artillery moved from 13 Sea Zone to Morocco
                  2 infantry moved from Western United States to 56 Sea Zone
                  1 battleship, 1 destroyer, 2 infantry and 1 transport moved from 56 Sea Zone to 53 Sea Zone
                  1 fighter moved from Hawaiian Islands to 53 Sea Zone
                  1 battleship, 1 carrier, 2 destroyers, 2 fighters, 2 infantry, 1 submarine and 1 transport moved from 53 Sea Zone to 44 Sea Zone
                  2 infantry moved from 44 Sea Zone to Solomon Islands
                  2 fighters moved from 44 Sea Zone to Solomon Islands
                  2 infantry moved from Szechwan to Kwangtung
                        Americans take Kwangtung from Japanese

      Combat - Americans
                  Battle in Solomon Islands
                      Americans attack with 2 fighters and 2 infantry
                      Japanese defend with 1 infantry
                          Americans roll dice for 1 battleship in Solomon Islands, round 2 :  1/1 hits
                          Japanese roll dice for 1 infantry in Solomon Islands, round 2 :  1/1 hits
                          1 infantry owned by the Japanese and 1 infantry owned by the Americans lost in Solomon Islands
                      Americans win, taking Solomon Islands from Japanese with 2 fighters and 1 infantry remaining. Battle score for attacker is 0
                      Casualties for Americans: 1 infantry
                      Casualties for Japanese: 1 infantry

      Non Combat Move - Americans
                  2 fighters moved from Solomon Islands to 44 Sea Zone
                  1 cruiser moved from 19 Sea Zone to 56 Sea Zone
                  1 fighter moved from Western United States to Alaska
                  1 fighter moved from Eastern United States to Alaska
                  1 fighter moved from Szechwan to Evenki National Okrug
                  1 bomber moved from Eastern United States to United Kingdom
                  1 infantry moved from Central United States to Western United States
                  1 aaGun moved from Eastern United States to Central United States

      Place Units - Americans
                  3 bombers placed in Eastern United States
                  2 infantry placed in Western United States

      Turn Complete - Americans
                  Americans collect 43 PUs; end with 43 PUs total

      Territory Summary for Americans :

      13 Sea Zone : 1 destroyer and 2 transports
          44 Sea Zone : 1 battleship, 1 carrier, 2 destroyers, 2 fighters, 1 submarine and 1 transport
          56 Sea Zone : 1 cruiser
          Alaska : 2 fighters and 1 infantry
          Central United States : 1 aaGun
          Eastern United States : 3 bombers and 1 factory
          Evenki National Okrug : 1 fighter
          Hawaiian Islands : 1 infantry
          Kwangtung : 1 flag, 2 infantry
          Midway : 1 infantry
          Morocco : 1 flag, 1 armour, 1 artillery and 2 infantry
          Solomon Islands : 1 flag, 1 infantry
          United Kingdom : 1 bomber
          Western United States : 1 aaGun, 1 factory and 3 infantry

      Production/PUs Summary :

      Russians : 23 / 26
          Germans : 31 / 45
          British : 40 / 45
          Japanese : 31 / 33
          Americans : 43 / 43

      Dice Statistics:

      Total
                  1 was rolled 1 times
                  3 was rolled 1 times
              Average roll : 2.000
              Median : 2.000
              Variance : 2.000
              Standard Deviation : 1.414
              Total rolls : 2

      Americans Combat
                  3 was rolled 1 times
              Average roll : 3.000
              Median : 3.000
              Variance : ?
              Standard Deviation : ?
              Total rolls : 1

      Japanese Combat
                  1 was rolled 1 times
              Average roll : 1.000
              Median : 1.000
              Variance : ?
              Standard Deviation : ?
              Total rolls : 1

      posted in Play Boardgames
      N
      nateous
    • RE: Inno (Axis) vs Nateous (Allies) 42 2E game 01

      TripleA Move Summary for game: World War II v5 1942 Second Edition, version: 1.9

      Game History

      Round: 1

      Purchase Units - Americans
                  Americans buy 3 bombers and 2 infantry; Remaining resources: 0 PUs;

      Combat Move - Americans
                  1 armour moved from Eastern United States to 11 Sea Zone
                  1 artillery moved from Eastern United States to 11 Sea Zone
                  2 infantry moved from Eastern United States to 11 Sea Zone
                  1 armour, 1 artillery, 1 destroyer, 2 infantry and 2 transports moved from 11 Sea Zone to 13 Sea Zone
                  2 infantry moved from 13 Sea Zone to Morocco
                        Americans take Morocco from Germans
                  1 armour moved from 13 Sea Zone to Morocco
                  1 artillery moved from 13 Sea Zone to Morocco
                  2 infantry moved from Western United States to 56 Sea Zone
                  1 battleship, 1 destroyer, 2 infantry and 1 transport moved from 56 Sea Zone to 53 Sea Zone
                  1 fighter moved from Hawaiian Islands to 53 Sea Zone
                  1 battleship, 1 carrier, 2 destroyers, 2 fighters, 2 infantry, 1 submarine and 1 transport moved from 53 Sea Zone to 44 Sea Zone
                  2 infantry moved from 44 Sea Zone to Solomon Islands
                  2 fighters moved from 44 Sea Zone to Solomon Islands
                  2 infantry moved from Szechwan to Kwangtung
                        Americans take Kwangtung from Japanese

      posted in Play Boardgames
      N
      nateous
    • RE: Inno (Axis) vs Nateous (Allies) 42 2E game 01

      Yep looks good to me!

      posted in Play Boardgames
      N
      nateous
    • RE: Inno (Axis) vs Nateous (Allies) 42 2E game 01

      the only battles i did only had one troop type so I didn’t ask for advice on causalities… i also refrained from any submerge potentials for you.

      let me know if you attack anywhere will multiple troop types or subs so I can decide what to do, this is only important for me on the first couple turns

      can’t wait to see what’s next!  i’m hooked on forum games now!

      posted in Play Boardgames
      N
      nateous
    • RE: Inno (Axis) vs Nateous (Allies) 42 2E game 01

      TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9

      Game History

      Round: 1

      Purchase Units - British
                  British buy 2 armour, 1 artillery, 1 bomber and 1 infantry; Remaining resources: 0 PUs;

      Combat Move - British
                  1 bomber moved from United Kingdom to Germany
                  1 armour moved from Eastern Canada to 10 Sea Zone
                  1 armour and 1 transport moved from 10 Sea Zone to 8 Sea Zone
                  1 infantry moved from United Kingdom to 8 Sea Zone
                  1 infantry moved from 8 Sea Zone to France
                        British take France from Germans
                  1 armour moved from 8 Sea Zone to France
                  1 infantry moved from United Kingdom to 7 Sea Zone
                  1 armour moved from United Kingdom to 7 Sea Zone
                  1 armour, 1 infantry and 1 transport moved from 7 Sea Zone to 8 Sea Zone
                  1 infantry moved from 8 Sea Zone to Northwestern Europe
                        British take Northwestern Europe from Germans
                  1 armour moved from 8 Sea Zone to Northwestern Europe
                  1 destroyer moved from 17 Sea Zone to 16 Sea Zone
                  2 infantry moved from India to 35 Sea Zone
                  2 infantry and 1 transport moved from 35 Sea Zone to 47 Sea Zone
                  1 fighter moved from 35 Sea Zone to Borneo
                  1 carrier moved from 35 Sea Zone to 47 Sea Zone
                  2 infantry moved from Eastern Australia to 39 Sea Zone
                  2 infantry and 1 transport moved from 39 Sea Zone to 49 Sea Zone
                  2 infantry moved from 49 Sea Zone to New Guinea
                  1 cruiser moved from 39 Sea Zone to 49 Sea Zone
                  2 infantry moved from 47 Sea Zone to Borneo
                  1 infantry moved from Persia to Caucasus
                  1 fighter moved from Egypt to Caucasus
                  1 infantry moved from Egypt to Libya
                  1 armour moved from Egypt to Libya
                  1 artillery moved from Egypt to Libya
                  2 fighters moved from United Kingdom to Karelia S.S.R.

      Combat - British
                  Strategic bombing raid in Germany
                      1 bomber killed by AA
                      Bombing raid in Germany causes 0 damage total.
                  Battle in Borneo
                      British attack with 1 fighter and 2 infantry
                      Japanese defend with 1 infantry
                      British win, taking Borneo from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
                      Casualties for Japanese: 1 infantry
                  Battle in New Guinea
                      British attack with 2 infantry
                      Japanese defend with 1 infantry
                      British win, taking New Guinea from Japanese with 2 infantry remaining. Battle score for attacker is 3
                      Casualties for Japanese: 1 infantry
                  Battle in 16 Sea Zone
                      British attack with 1 destroyer
                      Germans defend with 1 transport
                      British win with 1 destroyer remaining. Battle score for attacker is 7
                      Casualties for Germans: 1 transport
                  Battle in Karelia S.S.R.
                      British attack with 2 fighters
                      Germans defend with 3 armour and 1 factory
                      retreated to Karelia S.S.R.
                      Germans win with 1 armour remaining. Battle score for attacker is 2
                      Casualties for Germans: 2 armour
                      Casualties for British: 1 fighter
                  Battle in Libya
                      British attack with 1 armour, 1 artillery and 1 infantry
                      Germans defend with 1 infantry
                      British win, taking Libya from Germans with 1 armour and 1 artillery remaining. Battle score for attacker is 0
                      Casualties for Germans: 1 infantry
                      Casualties for British: 1 infantry
                  Battle in Caucasus
                      British attack with 1 fighter and 1 infantry
                      Germans defend with 1 armour and 1 factory
                      British win, taking Caucasus from Germans with 1 fighter and 1 infantry remaining. Battle score for attacker is 6
                      Casualties for Germans: 1 armour

      Non Combat Move - British
                  1 fighter moved from Caucasus to West Russia
                  1 fighter moved from Karelia S.S.R. to West Russia
                  1 fighter moved from Borneo to 47 Sea Zone
                  1 infantry moved from Burma to India
                  1 infantry moved from Trans-Jordan to Persia
                  1 destroyer moved from 10 Sea Zone to 13 Sea Zone
                  1 battleship moved from 7 Sea Zone to 13 Sea Zone
                  1 submarine moved from 39 Sea Zone to 37 Sea Zone

      Place Units - British
                  1 armour placed in India
                  1 bomber and 1 infantry placed in United Kingdom
                  1 armour and 1 artillery placed in United Kingdom

      Turn Complete - British
                  British collect 45 PUs; end with 45 PUs total

      posted in Play Boardgames
      N
      nateous
    • RE: Inno (Axis) vs Nateous (Allies) 42 2E game 01

      I see. You wanted them in Poland not Baltic States. That’s fine.

      posted in Play Boardgames
      N
      nateous
    • RE: Inno (Axis) vs Nateous (Allies) 42 2E game 01

      TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9

      Game History

      Round: 1

      Purchase Units - Russians
                  Russians buy 8 infantry; Remaining resources: 0 PUs;

      Combat Move - Russians
                  4 infantry moved from Russia to West Russia
                  1 artillery moved from Russia to West Russia
                  1 artillery moved from Karelia S.S.R. to West Russia
                  1 artillery moved from Caucasus to West Russia
                  1 fighter moved from Russia to West Russia
                  1 fighter moved from Karelia S.S.R. to West Russia

      Combat - Russians
                  Battle in West Russia
                      Russians attack with 3 artilleries, 2 fighters and 4 infantry
                      Germans defend with 1 armour, 1 artillery and 3 infantry
                      Russians win, taking West Russia from Germans with 3 artilleries, 2 fighters and 1 infantry remaining. Battle score for attacker is 10
                      Casualties for Germans: 1 armour, 1 artillery and 3 infantry
                      Casualties for Russians: 3 infantry

      Non Combat Move - Russians
                  1 fighter moved from West Russia to Caucasus
                  1 fighter moved from West Russia to Karelia S.S.R.
                  1 aaGun moved from Russia to West Russia
                  1 armour moved from Archangel to Karelia S.S.R.
                  1 armour moved from Russia to Karelia S.S.R.
                  1 armour moved from Russia to Caucasus
                  1 infantry moved from Archangel to Karelia S.S.R.
                  1 infantry moved from Kazakh S.S.R. to Caucasus
                  2 infantry moved from Soviet Far East to Buryatia S.S.R.
                  1 infantry moved from Yakut S.S.R. to Buryatia S.S.R.
                  2 infantry moved from Evenki National Okrug to Sinkiang
                  1 infantry moved from Novosibirsk to Sinkiang
                  1 infantry moved from Caucasus to West Russia
                  1 aaGun moved from Caucasus to West Russia

      Place Units - Russians
                  4 infantry placed in Caucasus
                  2 infantry placed in Karelia S.S.R.
                  2 infantry placed in Russia

      Turn Complete - Russians
                  Russians collect 26 PUs; end with 26 PUs total

      posted in Play Boardgames
      N
      nateous
    • RE: Inno (Axis) vs Nateous (Allies) 42 2E game 01

      Test summary from TripleA, engine version: 1.8.0.9, time: 18:24:42

      posted in Play Boardgames
      N
      nateous
    • RE: Inno (Axis) vs Nateous (Allies) 42 2E game 01

      Test summary from TripleA, engine version: 1.8.0.9, time: 18:21:43

      posted in Play Boardgames
      N
      nateous
    • RE: Global 2nd edition Q+A ( AAG40.2)

      sorry if this was asked… but I didn’t have time to read over all the FAQ…

      if you have two powers units (US, ANZAC) in the same sea zone, and Japan attacks, do the allies support each other or does the US stay out of the battle because they aren’t at war yet?

      posted in Axis & Allies Global 1940
      N
      nateous
    • RE: Poll: Bids for Spring 1942, 2nd Ed.

      I’m always happy to play either side, so I just let my opponent choose

      posted in Axis & Allies 1942 2nd Edition
      N
      nateous
    • RE: Allies Strategy

      I’m currently playing two games IRL, but will be glad to start a forum/email game with someone!

      posted in Axis & Allies 1942 2nd Edition
      N
      nateous
    • RE: Allies Strategy

      I got it working and played the AI and beat it in a few hours on global 40, will try out 42.2 next

      posted in Axis & Allies 1942 2nd Edition
      N
      nateous
    • RE: Allies Strategy

      maybe if you are playing a weak german player who doesn’t take out the UK navy on G1

      does AAA work well?  i’d be willing to play as well.

      i’ve played the AI and it never does really well, far too easy to beat.

      posted in Axis & Allies 1942 2nd Edition
      N
      nateous
    • RE: Amphibious assault trasport movement

      @InViriconium:

      Ok, thanks for clearing that up! So the only reliable way to get Germany out of Africa after a successful G1 Egypt attack is UK1 Bomber+Cruiser+Indian fighter on the Battleship and transport?

      if germany took egypt then you can’t use the cruiser, i’d forget africa until operation torch can happen and “concentrate all defensive fire power” on India :D

      posted in Axis & Allies 1942 2nd Edition
      N
      nateous
    • RE: Allies Strategy

      @InViriconium:

      I, much like some of you, am not a fan of the SZ37 attack with UK fleet against the Japanese fleet and I’m looking for alternatives. Going after the Japanese transport with a cruiser and fighter or retreating the whole fleet looks interesting. I see you guys mentioning “joining up in south Atlantic” or a “UK med focus”, but how do you execute them? I can’t see how the fleet would be attacking Germany by round 3/4 without passing right through a German battleship and the Luftwaffe. Wouldn’t they just get destroyed immediately? And going all the way around South Africa looks slow as a first impression. And how do you handle Japan with a battleship and fully loaded carrier intact? How much should navy should USA build in the pacific in a strategy like this that I assume is more KGF oriented, also assuming that Japan did PH.

      taking the navy around the horn of south africa is good, but you’d have to split the pacific navy, those off india going to south africa and up and around, and those at austrailia going north east.  it isn’t a bad move.  I agree with what innohub said, it isn’t so slow that it loses the game for you.

      i just personally like taking the islands and forcing Japans hand at either using their navy to take them back or ignoring the fleet and leaving it to link up with the US fleet in the south pacific.  the goal is to divide and conquer.  which is why the map is harder as axis in my mind.  the extra territories on the french coast make it harder for fortress europe, so take advantage of that fact.  same with asia, more territories make it harder to control for japan.

      luckily the US doesn’t have much to start with in asia, the units are split up and the IPCs are lower, making it pointless to build an IC in china for the US.

      like everyone says, situations change, but i’d recommend you start playing by yourself and trying the moves out.  first turns are very important in these games, once those are over, then strategies appear and are either defeated or come to fruition in turn 4 or 5.

      in short, here are my country strategies

      ussr: survive!
      germany: turtle, and start moving stacks of inf towards moscow, slowing, but surely, all the while building up fortress europe
      uk: bomb bomb bomb, send fighters to ussr, and try to get a foothold on the continent
      japan: pressure russia so that the germans can walk in, keep the US at bay by playing games.  take india as soon as you can!  first turn if the UK isn’t playing well
      us: play the chess game in the pacific, make japan work hard and keep the navy away from the coast so that it can’t help india assault, oh and BOMB BOMB BOMB germany into oblivion (this is a must, you can afford the losses, but ussr MUST have a weaker germany to survive)

      happy playing!  hope you win!

      posted in Axis & Allies 1942 2nd Edition
      N
      nateous
    • RE: Allies Strategy

      @simon33:

      I don’t know what you mean about it being unwise for Germany to get involved in km karelia. I’m sure it is imprudent not to.

      Wouldn’t Japan just take down the British ships which are in range if you don’t do sz37?

      obviously at some point you have to take Russian territory to win, but starting too soon and trading back and forth will be the death of Germany, I’ve even seen them march to moscow just to be beaten back, and if you fail, by the time you recoup the allies have you beat in the west.

      just can’t do it too soon, and when i play, japan usually has tanks sitting outside moscow when they fall

      posted in Axis & Allies 1942 2nd Edition
      N
      nateous
    • RE: IC in Manchuria

      @InViriconium:

      My standard buy on J1 (assuming all transports are alive) is 1 Transport coupled with some air, usually a fighter or two and remaining IPC on ground units to make sure transports are filled. Fighters just seems like the most flexible unit since it can both work in an all out Asian invasion but also help protect your navy if need be. Having 3 transports in total just seems like the maximum to me. Even with 3 I struggle to maintain all transports fully loaded each turn and also building enough navy to keep a US player who invests heavily into a pacific fleet. Buying more transports and sending them on far away missions like Australia or Africa on early rounds doesn’t seem to be worth it in my opinion. But somehow with this build I struggle to keep enough pressure on north eastern Russia and India if US pressures my navy. Anyone has any bright ideas?

      this is precisely why i like the complex on first turn in manchuria.  you no longer need a navy to produce 3 tanks a turn to start harrassing russia and uk (preferably you’d be attacking India first turn and taking it, otherwise ASAP)

      you need your navy playing chess in the pacific with the US.  meanwhile any transports would be easy targets for stray allied fighters, so why not remove the risk or need for more navy just to defend them.

      japan’s navy WILL die at some point, you can’t afford to replace it, so you have to put pressure on Russia.

      posted in Axis & Allies 1942 2nd Edition
      N
      nateous
    • RE: Allies Strategy

      @simon33:

      @nateous:

      I always try to get 7inf and two tanks and ftr on karelia and Caucasus r1.

      But Germany can get in 7 inf 3 arm, planes and more including an amphibious assault to Karelia.

      @nateous:

      U.K.first move is usually to take Borneo and New guinea on uk1. Having bought three tanks and a bomber saving one ipc. I buy three tanks every round until Japan wins our gives up. A bomber a turn from U.K.and U.S.each turn will quickly turn Germany’s income into 20 less! Giving Russia time to hold on and press back even on both fronts!

      Do you mean here to support the assault with a fighter off the carrier? Otherwise it has a 30% or so chance of failure. It means foregoing attacking the SZ37 fleet.

      1. In all my playing, it is never wise for Germany to get involved in a land war in Asia too soon!  As soon as you start trading pieces with Russia and are bombed by the allies, you’ll see your IPC advantage disappear.  Also, Russia is buying mainly Inf while Germany is buying (or has to lose) tons of higher value pieces after their Inf is quickly wasted on the Russian front.  Attacking Karelia is safer than Caucausus, but still won’t win for Germany in the end.  Attacking Caucausus too soon is bad for the same reasons, and worse because you are one more space further from resupply, the Russians will take it back.

      2. have to use the fighter to make sure it happens, two Inf, cruiser bomb., should be able to defeat 1 Inf.  If you take these two, you take away 5 IPC from Japan to start with, this also places your navy in the south away from the main land.  Japan either takes the bait, or loses 5 IPC until they can take back those islands.  if they ignore the UK fleet, then you will have a stronger fleet for US to join with and hopefully keep and hold the money islands and allow US to build a factory on them, if needed.  sz37 doesn’t appeal to me, if you win, you won’t have much left, and once your fleet is gone you can’t use it to threaten Japan.  worse you will lose everything and still have no land to show for it.

      posted in Axis & Allies 1942 2nd Edition
      N
      nateous
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