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    Topics created by saburo sakai

    • saburo sakaiS

      2009 AAMC AA50 1941 Tournament

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      Imperious LeaderI

      Soon to be released Axis & Allies 1942.

      huh? I bought that game at Target 3 weeks ago. Where do you live?

    • saburo sakaiS

      2008 AAMC AAR Main Championship - Signups Open!!!

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      saburo sakaiS

      Signups are now open for the 2008 AAMC AAR Main Championship.  Click on the link below to go to the signup thread.  This tournament is the largest AAR tournament at AAMC and the it starts on March 10, 2008, so sign up by March 9.

      http://aamc.net/bunker/forumsql/forum/forum_posts.asp?TID=701

      Saburo Sakai
      AAMC Commander of Tournaments and AAMC League

    • saburo sakaiS

      2008 AAMC 2nd Edition Main Championship - Signups Open!!!

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      saburo sakaiS

      Signups are now open for the 2008 AAMC 2nd Edition Main Championship.  This is traditionally the largest tournament at AAMC with 64 players signing up in 2007.  It is open to everyone.  Remember, membership at AAMC is completely free!!

      The Tournament starts January 7, 2008, so signup by January 6, 2008!

      Go to the signup thread and enter today:  http://aamc.net/bunker/forumsql/forum/forum_posts.asp?TID=591

      Saburo Sakai
      AAMC Commander of Tournaments and AAMC League

    • saburo sakaiS

      Redirected?

      Website/Forum Discussion
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      djensenD

      Yes, details, please!

    • saburo sakaiS

      2007 AAMC AARe Tournament - 4 days left to Sign up!!!

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      saburo sakaiS

      There are only 4 days left to sign up for the 2007 AAMC AARe Tournament.  Check out the signup thread and join this tournament today.  Play begins on October 1.

      http://aamc.net/bunker/forumsql/forum/forum_posts.asp?TID=423

      Saburo Sakai
      AAMC Commander of Tournaments and AAMC League

    • saburo sakaiS

      2007 AAMC AAR Fastest Gun Tournament - 4 Days Left to Sign up!!

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      saburo sakaiS

      There are only 4 days left to sign up for the 2007 AAMC AAR Fastest Gun Tournament.  Check out the sign up thread here:  http://aamc.net/bunker/forumsql/forum/forum_posts.asp?TID=401

      Saburo Sakai
      AAMC Commander of Tournaments and AAMC League

    • saburo sakaiS

      2007 AAMC AARevised National Advantage Tournament - Signups Open!!!

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      saburo sakaiS

      Signups are now open for the 2007 AARevised National Advantage Tournament.  Please check out the sign up thread at the AAMC message board and sign up today!

      http://aamc.net/bunker/forumsql/forum/forum_posts.asp?TID=353

      Saburo Sakai
      AAMC Commander of Tournaments and AAMC League

    • saburo sakaiS

      2007 2nd Edition 2v2 Team Tournament at AAMC - 3 days left!!!

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      saburo sakaiS

      There are only three days left to sign up for the 2007 2nd Edition 2v2 Team Tournament at AAMC.  Get together with one of you best friends or your keenest rival and sign up today.  The Tournament starts May 21, 2007.

      For more information and to sign up click on the signup thread at the AAMC Message Board:  http://aamc.net/bunker/forumsql/forum/forum_posts.asp?TID=265

      Saburo Sakai
      AAMC Commander of Tournaments and AAMC League

    • saburo sakaiS

      Saburo Sakai's AAPacific Essays - #12 - Kill India Only

      Axis & Allies Pacific
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      saburo sakaiS

      Kill India Only - The Tordenskjold Maneuver

      May god have mercy upon my enemies, because I won’t.

      There is only one tactical principle which is not subject to change.  It is to use the means at hand to inflict the maximum amount of wound, death and destruction on the enemy in the minimum amount of time.

      Go forward until the last round is fired and the last drop of gas is expended…then go forward on foot!

      General George Patton Jr.

      It is perhaps slightly anacronistic to start an essay about a game based on the Pacific theatre of World War II with quotes from a General who fought only in the European theatre of that war.  However, the points Patton makes in these quotes capture the essence of the strategy I will discuss in this essay.  The Kill India Only tactic is not for the faint of heart and the central premise of KIO is the desperate, merciless advance of which Patton was one of the most famous advocates.

      I will not claim to have invented the KIO.  As far as I know, the first player to use this attack in a club game was Tordenskjold, an excellent player and member of Days of Infamy.  The attack was also independently developed by AndrewAAGamer, used by Simone Molinaro and revised slightly by yours truly.  It is also the subject of a long strategy discussion in the Days of Infamy Bullpen that can still be reviewed here:  http://www.rjware.net/DOI/bullpenarchive/t420.html

      While many have contributed to the discussions and strategies behind the KIO, it was Tordenskjold who first implemented this strategy and for that reason I sometimes describe the attack as The Tordenskjold Maneuver.

      As I have alluded to in previous essays, the Tordenskjold Maneuver concentrates all Japanese efforts on capturing India by J3 or J4 with no prospect of an alternate path to victory.  In VP-bid games, it was not uncommon to see a player intending to try a KIO attack bidding 99 VPs because in such a game the VPs simply do not matter.  The KIO attack, in the absence of an Allied IPC or IPC unit bid, typically has a better than even chance of success (probably about 70%-80%) and, for that reason, Days of Infamy implemented to the inverse IPC bidding system to prevent or at least discourage KIO attacks.

      The Allied player will know immediately if a KIO attack is coming.  On J1, Japan buys 1 Bmr and saves 4.  This is consistent with the concept of all offence.

      Similarly, the J1 attacks are all about positioning for the attack on India.  In Asia, Japan will attack Kiangsi, Kwangsi, Shan State and Yunnan.  In addition, Hongkong is sometimes hit as well.  The attacks are intended as much to kill UK and Chinese units as they are to capture territory.  Indeed, the attack into Yunnan is often air only or sometimes supported by a single infantry.  These units defend on a “2” in round 1 but cutting down the defenders available to counter the J3 or J4 attack on India is critical.

      In the western Pacific, Japan attacks Malaya, sz46, takes sz47 with 1 DD, 1 AC, 2 Trns and a BB, attacks sz43 with 2 ftrs, kills the UK trn in sz54 with the FIC Bmr and hits sz38 and Philippines with everything else in range.

      In the eastern Pacific, Japan will usually hit sz9 with 4 Ftrs and 1 sub and take Midway with 1 Infantry and 2 Ftrs.Â

      In summary, the J1 attacks are approximately as follows:

      Kiangsi - 4 Inf, 1 Arm vs 1 Inf
      Kwangsi - 3 Inf, 1 Rtl vs 1 Inf
      Yunnan - 2 Ftrs, 1 Bmr vs 2 Inf
      Shan State - 2 Inf, 2 Rtl, 1 Bmr vs 1 inf
      sz54 - 1 Bmr vs 1 Trn
      sz46 - 3 Ftrs, 1 Trn (loaded with 1 Inf, 1 Rtl) vs 1 DD, 1 BB
      sz47 - 2 Trns, 1 DD (loaded with 4 Inf, 1 Rtl), 1 BB, 1 AC - walk in
      Malaya - 5 Inf, 2 Rtl vs 3 Inf, 1 Ftr
      sz43 - 2 Ftrs vs. 1 Trn, 1 DD
      sz38 - 3 DDs, 4 Trns (loaded with 10 Inf, 1 Rtl), 1 BB, 2 Ftrs, 1 Sub vs. 1 Trn, 1 Sub, 1 DD
      Philippines - 10 Inf, 1 Rtl vs. 2 Inf, 1 Ftr
      Midway - 1 Inf, 2 Ftrs vs. 1 Inf, 1 Ftr
      sz9 - 4 Ftrs, 1 Sub vs. 2 BB, 1 DD, 1 Trn

      At the end of J1, Japan should have captured all the territories it was trying to capture and killed all the units it attacked.  The points of vulnerability for Japan are primarily sz38 and sz54.  If Japan fails to kill the sz38 sub or the sz54 transport then the KIO is almost certainly doomed.Â

      After J1 NCM, Japan should have strong forces in sz47 and 38 and blocking subs in sz33 and 34 to prevent the UK sub from substalling into sz38.  The Japanese carriers have moved to sz36 from Midway and the BB from sz36 has moved to sz46 to protect the transports there while a DD moves to sz45 to escort 2 transports in that sea zone.

      [Where it is permitted by board posting rules, I have attached a mapview map file of a KIO game that played out right to US4 so you can better see the map position at each stage.]

      On Allies 1, the UK has no alternative but to buy 2 subs in order to prevent a strong J3 attack on India.  The one UK sub in sz54 must move to sz53 and the UK BB from sz50 must move to sz52 to prevent Japan from attacking the subs in sz54 on J2.  They can then be used for substalling the Japanese attack until J4.

      The rest of the Allied counter to a KIO is open for debate.  Some players try to play straight anti-crush (see Essay #2).  Others will prepare for a Japan invasion on US4.  Either might work but probably has less than a 50% chance of success.

      On J2, Japan kills the units in sz52 and 53, the UK AC in sz49 and captures Burma, which will almost always be vacated by UK.  On NCM, all units that can reach Shan State by land or sea are placed there with the remaining units moved to Malaya by transport where they can be loaded and moved to India or Burma on J3.  The Japanese subs and stray fleet units in the Eastern Pacific continue to play a blocking game with the Allied fleet.  The key here is to prevent the UK from capturing Philippines on Allies 2.  After that, the Allies will be too late to do anything usefull.  In Japan, ground units are purchased to repel an Allied invasion.  Nothing else can get to India by the decisive battle and all you need to do in Japan is hold on for the win.

      At the end of J2, Japan should have an unbeatable ground force in Shan State and a large fleet with plenty of ground units in sz47.

      On Allies 2, the UK substalls into sz53 and 52 to prevent any of the units from sz47 getting through to India on J3.  This delays the attack until J4.  The rest of the Allied fleet moves forward as fast as it can.  If Japan is the target, they have to be in position to attack Japan by Allies 4.  If anti-crush is the objective, everything that can reach India must be in place at the end of Allies 2 to fly to India on Allies 3.

      On J3, the Allies capture Burma once and for all, kill the subs in sz52 and 53 and move all of the land units from sz47 to Burma on NCM.  If there are bombers not needed for other tasks, they should SBR India as well to cut down the number of defenders on J4.Â

      At the end of J3, Japan should have up to 16 Inf, 7 Rtl, 2 Arm and some fighters and bombers in Burma ready for the attack on India.  The Allies will simply not have enough units to repel the attack.  The Japanese player will sometimes keep a single ground unit on a transport in sz54, so that this unit can conduct an amphibious assualt and allow all avaialable DDs and BBs to provide a support shot in the J4 battle.  In any case, the outcome is likely not in doubt.Â

      Further, if Japan has positioned some of its fighters in Shan State or FIC at the end of J2, these fighters can either fly to Japan to defend against an Allied invasion or be used in the attack on India on J4, depending on where they are needed.

      On Allies 4, after India has falled, the Allies are often left with no more than a desperation attack on the Japanese homeland.  Odds are rarely better than 20% of a successful capture and Japan wins the game at the start of its next turn.

      The KIO is a clear example of an attack that does not divert any effort to anything other than the main objective, capture India.  Blocking units are only used to slow the Allied advance and no ground units are diverted to capture non-essential islands.  In war, this is undoubtedly good strategy but in a game, like AAPacific, this tactic has a tendency to ruin the game because it allows the Japanese player to follow a series of rote moves with no real opportunity for the Allied player to effectively counter the attack.  That was the main reason why Days of Infamy decided to implement the inverse IPC bid.  The additional ground forces in India reduce the odds of a successful KIO to a point where the game is balanced again.

      Saburo Sakai

      [attachment deleted by admin]

    • saburo sakaiS

      Question

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      saburo sakaiS

      Who do you favor in the Virginia Slims Tournament?  :lol:

      SS

    • saburo sakaiS

      Another School Tragedy

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      dezrtfishD

      @saburo:

      So you only act like a moderator when it suits you.  Ok, just so I understand.

      SS

      LOL… I’m a moderator on a board game related message board, not a bishop…

    • saburo sakaiS

      No Tech Russia Restricted Tournament at AAMC - Signups Open!!!

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      saburo sakaiS

      The annual 2nd Edition NTRR tournament is now open for signup at AAMC.  The tournament starts on May 7, so sign up by May 6, 2007.

      http://aamc.net/bunker/forumsql/forum/forum_posts.asp?TID=257

      Saburo Sakai
      AAMC Commander of Tournaments

    • saburo sakaiS

      Two New Tournaments at AAMC - Signups Open!!!

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      saburo sakaiS

      There are two more tournaments open for signups at AAMC.

      First, there is the Komp’s Tech War Tournament.  This is a special, tech heavy alternate rule set developed by AAMC a few years back.  The tournament is always a lot of fun.  Sign up here:  http://aamc.net/bunker/forumsql/forum/forum_posts.asp?TID=245

      Second, there is the 2x2 AARevised Team Tournament.  Teams of two play a single game of AARevised in this single elimination tournament.  Grab a teammate and sign up here:  http://aamc.net/bunker/forumsql/forum/forum_posts.asp?TID=246

      Saburo Sakai
      AAMC Commander of Tournaments

    • saburo sakaiS

      Saburo Sakai's AAPacific Essays - #11 - 4 VP J1 Opening

      Axis & Allies Pacific
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      X

      @Gamer:

      SS, you write very well and obviously have a great command of the game.  I’m no expert, having played my last game probably 3-4 years ago, but it just seemed like there were severe limitations on the Allies’ strategy in A&AP.  For example, if Japan goes KIF, then the U.S. MUST buy bombers on US 1, and so on.  The thing I liked about A&A Classic and even more so about A&A Revised is that there is no one single way you “must” play to win.  Each player can adopt a strategy that suits him or her best.  I just get the feeling if I play A&AP against an experienced player, I would be at a severe disadvantage because it would only take one wrong move on my part and the game would be over by Turn 2.  Am I overstating that?

      Yes, it is turn 3!  :evil:
      (or 4)

    • saburo sakaiS

      Saburo Sakai's AAPacific Essays - #10 - J1 Disasters

      Axis & Allies Pacific
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      djensenD

      Posted to main website.

    • saburo sakaiS

      Saburo Sakai's AAPacific Essays - #9 - Effective Use of CAP

      Axis & Allies Pacific
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      saburo sakaiS

      “And if you screw up just this much, you’ll be flying a cargo plane full of rubber dog [crap] out of Hong Kong!”

      James Tolkan, “Captain Stinger” to Tom Cruise, “Maverick” in Top Gun (1986)

      Effective Use of CAP

      Don’t worry.  While Maverick’s captain may have threatened him with cargo plane duty, no such penalty awaits you if you make a mistake while using CAP and by the time you’ve finished this essay you should be well on your way to using CAP as one of the tools for victory in AAPacific.

      Combat Air Patrol (CAP) is a special feature of AAPacific that is not present in any of the other versions of Axis & Allies.  As such, for new players of AAPacific, CAP can cause some anxiety due to uncertainty with how to properly implement CAP for maximum advantage.Â

      Let me start by saying that you can very easily play an entire AAPacific game and never use CAP.  In fact, you could probably play several games and never have ocassion to use CAP.  In most cases, you won’t suffer any adverse consequences from not taking advantage fo the CAP rules, but there are circumstances where carefully planned use of CAP can help either Japan or the Allies hold an advance position on the game board that would be a dead zone without the extra fighters that can be put in the air by the use of CAP.

      Basic Rules of CAP

      First, let’s talk about some of the basic features of CAP.  In order to effectively use CAP, it is important to know how it works.

      -  CAP is launched during the Non-Combat Movement Phase using fighters from land territories.  CAP fighters cannot have moved or attacked during the Combat Movement phase.

      -  CAP cannot be launched from Aircraft Carriers.

      -  CAP cannot be launched into a sea zone where the presence of enemy units would result in combat (note: submerged submarines don’t count)

      -  CAP fighters prevent enemy surface vessels from passing through the sea zone that they occupy.

      -  CAP fighters must land during Phase 2 of your next turn.  They can land on any land territory adjacent to or within the sea zone they are occupying or on an Aircraft Carrier in the same sea zone.  Once the fighter lands, it can move as normal.

      -  Airbases do not extend the range of CAP fighters.  The can only be launched into a sea zone that is adjacent to or surrounding the territory from which they start.  For example, a fighter on Formosa cannot fly CAP in sz38.  It can only fly CAP in sz45.

      Sea Zones where CAP is most effective

      Now that you understand how CAP works, we can discuss where CAP can be most effective.

      For Japan, CAP will be most useful in sz45 or 46 early in the game and in sz38 late in the game.

      For the Allies, CAP is most effective in szs29, 32, and sometimes 28.

      Use of CAP by Japan

      In a VP game, by J2, Japan is usually busy capturing the last of the Pacific Islands and moving as many ground units as possible to reinforce French IndoChina.  At the same time, it is important for Japan to have a strong presence in sz28 to discourage the Allies from advancing too quickly into the Central Pacific and taking away the IPCs Japan needs to maintain 4 VPs per turn until at least J4.  This means that Japan will often have to split its forces, with most of the fighting ships needed in sz28 and most of the transports needed to ferry ground units to FIC.  While the sz28 force is usually strong enough to withstand any Allied attack, how can you protect those lonely transports in sz45 or sz46.  The answer is CAP.

      On J2 (and J3) combat movement phases, make sure that you have at least one fighter on J2 and preferably two fighters on J3 in FIC that you will not use during Combat.  During J2 or J3 NCM, move all of your transports that are ferrying troops to FIC into either sz45 or sz46 and launch the fighter(s) from FIC into that sea zone.  On J2, the US can attack with, at most 1 Ftr and 2 Bmrs.  With 5 or 6 transports, 1 DD and 1 Ftr, the odds of the US killing all your transports is not good.  Likewise, on J3, with 2 ftrs in the sea zone, the US would likely use up all of its airforce killing transports and leave the Japanese fighters untouched while greatly reducing its own offensive punch.  In most cases, the US player will not take the risk.  CAP fighters have permitted you to accomplish two things at once, namely, have a strong presence in sz28 while still effectively transferring ground units to FIC without exposing your transports to excessive risk.

      Later in the game, Japan will be forced back to sz38 and must hold there as long as possible to ensure that it maintains 3 and then 2 VPs for as many turns as it can.  With only 4 ACs at its disposal, a maximum of 8 fighters can defend in the sea zone without using CAP.  To hold off the Allies (and the US in particular), CAP launched from the Philippines can be a particularly effective tactic.Â

      By J4 and J5, Japan is running out of targets that it can safely attack with its air force.  By this time a direct assault on the combined Allied fleet is usually not favourable to Japan.  Often, Japan is left with picking off single allied ships (usually transports or subs) that are floating around in front of the main body of the Allied fleet.  As such, there are plenty of fighters that can be held back from combat in the Philippines.  On NCM, Japan can launch these fighters into sz38 and greatly enhance the defensive power of the sz38 fleet.  I once had 5 CAP fighters in sz38 along with 8 on ACs for a total of 13 defending fighters, along with 4 ACs, 3 BBs, a few transports, a DD and a couple of subs.  The Allies couldn’t touch that fleet all because the defensive strength was enhanced with CAP fighters.

      Use of CAP by Allies

      The Allies can also make good use of CAP to push their fleet forward in the face of what would otherwise be overwhelming Japanese strength.  As the game starts, the US has 2 ACs and 7 fighters on the east side of the map.  The UK adds a further three fighters and no ACs.  Usually, the Midway fighter will die in the J1 assault leaving the Allies with 9 fighters and only 2 ACs.  Sometimes the UK will purchase an AC but not always.  With this relative abundance of fighters and a shortage of flattops, how are the Allies supposed to accumulate sufficient defensive strength to discourage a Japanese attack on the Allied fleet early in the game?

      Essentially, there are two options.  First, the Allies can hang back and build up enough strength in ACs and Destroyers to counter the Japanese force.  Unfortunately, this is a losing strategy because all Japan needs to do to win is buy time.  If the Allies don’t press forward as soon as possible, Japan wins be default.  Second, (and not surprisingly, given the topic of this essay), the Allies can use CAP fighters.

      At the end of Allies 1, if all has gone well, the US and UK will have a fleet in sz14 that includes most of the starting naval units from the east half of the board.  In addition, the Allies will have dumped at least 3 UK and probably 2 US fighters into Queensland.  This defends against a Japanese attack of Australia and positions the Allied forces for early movement into the Central Pacific.  Here’s where the CAP comes in.

      If the Japanese fleet can be forced out of sz28 for fear of an attack by the US on US2, the combined Allied fleet can be moved to sz32 or sz29 and the five fighters from Queensland can be launched into that sea zone as CAP.  In conjunction with 4 US fighters on the 2 US ACs and with blocking units to prevent a direct assault by the mass of the IJN, the Allied fleet is able to push forward where it could not go if the CAP fighters were not available.

      Another possible location for CAP is in sz28.  If Japan has not positioned itself to take Papua with sufficient strength on J2 (sometimes because of a failure to take Midway or New Britain), the Allies can move fighter reinforcements to Papua on Allies 1.  Combined with a 9 Sub buy on US1, the Allies can make sz28 an impregnable maritime fortress on Allies 2 by moving its entire fleet, including the 9 new US subs to sz28 and by lauching up to five CAP fighters from Papua.  This will result in a defensive force that either cannot be safely attacked by Japan or will cause so much damage to the IJN that Japan will not be able to recover for the rest of the game.

      In summary, CAP is not a game breaking strategy but it can be an effective part of a player’s arsenal in AAPacific.

      Saburo Sakai

    • saburo sakaiS

      2007 AAMC AAR Lieutenant's Tournament - Signups Open!!!

      Axis & Allies Revised Edition
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      saburo sakaiS

      Signups are now open for the 2007 AAMC AAR Lieutenant’s Tournament.  This Tournament is open to all new players of AARevised and those who have not previously obtained a ranking of 1425 or higher.  The Tournament starts March 26, 2007, so signup by March 25, 2007.  http://aamc.net/bunker/forumsql/forum/forum_posts.asp?TID=180

      Saburo Sakai
      AAMC Commander of Tournaments

    • saburo sakaiS

      2007 AAMC A&A 2nd Edition Kremlin Tournament

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      saburo sakaiS

      If you follow the links, you will see the details for the rules.  Kremlin gives you all kinds of options to start the game.  Things like early landings in WAfrica, having Turkey, Switzerland or other neutrals starting the game as your ally, adding a battleship to the South Atlantic for Germany and many, many more.  It can completely change the playout of the game and because the restricted Tech rules, Technology will likely not play as bid a role as it can in regular 2nd Edition games.  Give it a try and you’ll see that it makes the game a very different one.

      SS

    • saburo sakaiS

      Input for Larry Harris

      Axis & Allies Pacific
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      saburo sakaiS

      Larry Harris is looking for input on AAPacific and possible rule changes.  Weigh in with your suggestions:

      http://www.harrisgamedesign.com/bb/viewtopic.php?t=1086

      SS

    • saburo sakaiS

      Flames of Europe hacked

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      ?

      Pwned!

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