Hey, its Peacekeeper here, and I’d like to share a particular strategy that I’ve been using as PE. Some of you probably use it, others might not have heard of it. Wherever you may be, I hope this helps players against the British.
Beware, this is a long post. In this post, I’ll cover more or less all the situations that may arise from the 2PG+ 2HT Strategy. (A.K.A. T2+T3) Remember to be flexible when using this strategy. If one of your PGs don't have an upgrade, and you've got the munis, then make up your own choice.
Also, a thank you to SayNoToStim for giving me the following photos.
2PG+ 2IHT Strategy (T2 + T3)
Viability: - Map: Viable for all maps - Factions: Viable against all factions - PE Tactics: Tank Destroyer tactics
Aim: The aim of the 2PG 2HT strategy is to gain an early game advantage that the player can use till the end of the game.
Build Order:
Early Game: Remember, you want an early game advantage
- 2x PGs (The first PG out is upgraded with the G43)
- 2nd PG starts building a Kampfgruppe Kompanie
- Capture territory with the Ketten, as well as both your PG squads. Be conservative in the early game, choosing your fights wisely and gaining at least 50% map control.
- 2x Infantry Halftracks: Since early game starts out pretty much equal, you should have the fuel for both.
- As soon as you have one halftrack out, start attacking territory with both your PG squads with your HT as support. Do not put your units into the HT. Keep your HT at long range, and reinforce your PGs at medium range as they take damage. The Ketten should be the only unit caping now.
- Get advanced repairs. Don't question it, getting advanced repairs will seriously make the Ketten useful if you chose TD. Also, with 2 PG squads and 2 HTs, you'll be able to counter near everything. Only skip advanced repairs if you have lost an HT and need to replace it, or you have lost early game fuel control. In this case, go for the KK upgrade first
- Keep pushing the US player off the map, and take out any emplacement or slit trench that the British player tries to make.
- Get tank awareness: This will allow you to see Bren carriers when you’re up against a British player, and respond appropriately.
Against British Player who managed to get a slit trench/ Mortar/ Vickers up:
- Okay, you should have more than 2/3rds of the map due to him setting up emplacements and you winning all of your engagements due to constant reinforcing and HT support.
- Get one more PG
- Get Incindiary Grenades. This is preferable over the MHT as the MHT will seriously put you out of the tech race, and a fast Stuart will rush you.
- Get KK Upgrade, followed by a shrek on one of your PG squads.
- Get another PG and upgrade it with a shrek or, get a shrek PG squad.
- To take down the emplacements, use incendiary rounds on the trench. Then, push up with your shrek filled HTs. Vickers and Mortar pits will fall extremely fast, and if he had a Bren squad in the trench, he doesn’t anymore.
*Tip vs. Trenches: Its better to make him come to you than the other way around. I have a way with dealing with trenches without nades, but its not a hard counter. When you have 2 PGs, send one PG to the trench, quickly moving it to a nearby strat point. The other PG should be just out of view of his men. When you go to capture the strat point, he will get out of his trench to attack your men. If he's in the fog-of-war, you'll see that the trench quickly turns white instead of red. Kite your capping PG squad away from the trench while the other one enters it. Delete the trench and gang up on the section. If he has another section in the area, its okay to retreat. Your HT should be coming soon to kill any further trench attempts.
Against a British player that has sections with a Bren Carrier:
- Put your PG squads in your HTs, and keep circling the Bren Carrier. If it tries to make a run for it, stop it by moving one HT behind it, and the other one circling it.
- Get x2 more PG
- Get KK Upgrade, and upgrade one PG to a shrek.
- Get x2 more PG (upgrade one to a shrek)
Conclusion vs. Brits: You should have map superiority, he should not have emplacements, and your x2 HTs with shreks in them should stop a Stuart rush. (Canister rounds can die)
ALTERNATIVE VS. BRITS
If your opponent did not get a Bren carrier, or more than one Lt., he is going for the fast Stuart. You should be able to keep him from taking territory due to him saving up for the Stuart. However, in the event that you can not get total map control, skip Advanced Repairs and get KK upgrade instead. Then, after you have at least one Shrek'd PG sqaud, aquire Advanced Repairs. You can also choose to get Teller Mines.
Against a US player that went BARs:
- Get x2 more PGs (Upgrade G43s on both)
- Get x2 more PGs (Upgrade Shreks on both)
Remember to keep your HTs at long range, and your PG squads out of the HT shooting at the riflemen. He will realize that the HT’s reinforce ability is killing him and most probably either retreat or charge at your HTs. Either way, you win.
Against a US player without BARs:
Either he went for a fast M8 or did a WSC start. Either way, prepare for the M8. However, if your opponent did a WSC start, you can skip Advanced Repairs as rifles arn't going to harass them.
- Get KK Upgrade (1st priority for rifles)
- Get Incindiary grenades (1st priority for WSC, Skip Advanced Repairs)
Tip when fighting MGs with support: One tactic is to put 2 PG grens in your HTs and place the HTs at mid range. Then, unload your grens immediately pulling your HTs back. (Time this when the MG stops shooting for a second) Then, unleash the incindiary nades. When thats done, load your PGs back into your HT, and kill off the support.
- Get x2 PGs and upgrade them with shreks. (Or if you are low on munitions get shrek'd PGs)
- Get Teller mines and plant about two on chokepoints. Once an M8 touches a teller, it will explode, or live with a shimmer of health.
Conclusion vs. US: You should have map superiority with your fast response HTs and constantly reinforcing PGs. You should have at least 2 shreks in your HTs and in a position to take on the fast M8.
Mid Game: This is where the game-play merges.
- Get at least 5 PGs roaming the field in total. 3PG= G43, 2PG= Shreks
- As long as you still have one HT, you're fine.
- Get a Panzer- Jager Command
- Against Commandos or rifle spam, get the AC.
- Against Elite Infantry, get MP44 PGs.
- Against Early Tanks/ British in general, get a Marder
- Once you have one AC and one Marder out, feel free to get another AC or Marder. - If he has set up Sim City, you might want to grab the MHT now. - If you're not sure what he has, grab 3 PGs with shreks and get 2 MP44PGs. This'll take you to 7PGs~
- Keep advancing down RHS TD
Conclusion: The order above doesn’t matter, it matters that you have them. You should still have your map superiority, and have the ability to outrange British emplacements with your Marder. Tanks pose no threat to you, and infantry can be killed by HTs, G43+ slow and your AC(s).
Late Game:
- You should have SOME of the following: 2 ACs, 2 Marders, 7 PGs, 1 HT, and one Ketten. This force will be adequate enough to at least hold your ground.
- Just keep playing the way you were. I find myself going for MP44s and Marders late game.
- Exp.: Get the JagdPanther. It’s not so good against Infantry, but it’ll effectively put any of his late game tanks out of the game. It can also take on at least 4 Ranger squads as their bazookas do neglectable damage to the JP. Keep the JP on the victory points, keep moving your HTs and PGs and you’ll be fine.
General Tips
- Group your PG squads as '1' and your IHTs as '2' and '3' respectively. This'll help you micro a lot. - When kiting with 2 HTs, pull them back in a 'Y' shape. This way he has to chase one, leaving the other one to attack his forces from a diffrent angle. - A supported M8 is scary. A teller mine blowing up his M8 and support, is not. - Capture territory with your PGs when there's nothing else to do and your HTs are at full health. This strat. gives you the rapid response advantage enabling you to support an area of the map quickly. - Most of all: Be Flexible! If you feel that ranger spam is getting to you, and lost your HTs early game, go for a T4. If you feel that you were cut off fuel really early game and want to get more PG grens, go for link0's PG spam.
And there you have it. It’s the 2PG+ 2HT strategy presented by Peacekeeper.
Replays: I'll post replays as i get them.
This one was against a lvl 10 or 11 US player that went for fast BARs. The early game power of the 2PG 2HT won this in 8 minutes. (Textbook example of early game in this one)
PePwnzya offered to help me test out this strat vs. a US player that goes for AB troops and a fast M8. What we found out was that my HTs were not giving him the exp. to get AB, and I had taken over the entire map with PG+HT combo, not giving him any muni. for RRs. This is a great game with a lot of movement, and shows that this strat. IS viable against US players that get fast M8+ AB.
If you're wondering why all vs US replays are on ango... so am I. Its just that games vs US or Brits on Sturz end really fast, and a couple of games I have on Langres or Semois are really simple (Really easy cut off points). I've yet to play a competant player on Wrecked Train, and I deselect Blowlands and Durmont. This replay is probably the best out of 3, where my opponent went proper riflespam. He then ended up getting M8s supported with AT guns. I lost my origional 2HTs, but I had so much of the map and MP early game advantage, that I was able to bounce back without incident.
Finally, a US game on semois where my opponent actually played. This guy got about 6 Bars with flamer engys. Kept me on my toes, but nothing 2PGHTs couldn't handle. Remember not to overextend your attacks. I didn't cap the med. muni and fuel around his base because I wanted my troops reletively close together. You'll see the advantage of having units in supporting range of one another as 1PG and 1HT manages to hold off 5 rifles and 2 flamers while support quickly closes in and provides fire support
My opponent is this replay doesn't offer a good fight, he uses Jeep-pathing bug and his engineers hug the ground as soon as I fire one bullet in their general direction. Don't look at gameplay in this replay. Take a look at why "Oh, but the US will just spread out their units and cap" type strategy doesn't work against 2PGHT.
This one is of a Brit getting a bren carrier and a lot of sections. I took the battle to him so early he couldn't construct. If anything, this shows how to take down a bren carrier with 2 HTs. Also, take a look at 2 HTs and 2 PG squads vs. constantly reinforcing 3 sections and a lieutenant. (The 2PG 2HT wins) Also, this shows that commando's absolutely get raped by this strat.
My brit opponent in this one isn't too good, he just managed to get lucky enough to make it challenging. I'm just posting this up to demonstrate the effectiveness of MTHTs and that if you're losing with this strat early game, its a good idea to slowly push forward using the MTHT instead of continueously sending out futile attacks. Also, if you have a MTHT against 1 Emplacement+ 1 Trench, and you have inc. rounds, fire up the trench first, as that can not be destroyed by normal rounds.
This Brit player opted for a normal play style, getting trenches and a Mortar set up. He then proceeded to get a Bren carrier, Stuart and Cromwell as well as Commandos. This is a replay vs. your usual Brit player. (lvl 10)
im sure this strat doesnt work well against the US, as even when i first started out with PE i tried to make this strat work but it doesnt. it doesnt work because ranger spam effectively counters it. it could work well on angoville, but on langres/beaux/wrecked train it wont.
this strat could easily be countered by US going first Bars, then riflespam until 3 cp. it could also be countered by going early nades first and forcing mass manpower drainage. during this time, any attempt by the PE player to upgrade any more than 1 upgrade i.e shrecks/defensive/adv repair , equals a game over for him instantly.
the only difference between peacekeepers strat and other typical PE playstyle is that he is suggesting to get advanced repairs/shrecks relatively early on. also g43 too weak in beta in early game without vet so it wont work for beta effectively, along with IHT nerf.
I'll give it a shot with british, I think it'll work a lot better with them. I wont have to worry about constant harassment of points with brits with slow capping. Versing americans I still think Link0s strat works the best.
I sometimes do a variant of this, but I have never felt that stopping for a halftrack against the US could ever be better than getting squad sizes, fast armored cars and mp44s. Especially once the G43 has been changed to a more modest upgrade.
I did a variation of this a lot vs US players when I played as PE. What I did different was I rushed into the base when I had 2 Half-tracks and 3 PG squads (usually 2 with G43s). I went teller mines with the first cp to place in front of Motor Pools so the M8/At gun was instagibbed. I lost 1 game doing this, and that was because the MG nest in front got and engine hit on both IHTs in that game... I still almost won it too.
I think it won't work after/if the beta patch goes through though.
This post has been edited by JohnBiolante: Aug 24 2008, 18:54 PM
I think it won't work after/if the beta patch goes through though.
Beta Patch nerfed PGs didn't it? So wouldn't using HTs instead of all PGs actually be better for the patch? I'm not sure what the beta is trying to do though other than making CoH with great sound aspects!
Beta Patch nerfed PGs didn't it? So wouldn't using HTs instead of all PGs actually be better for the patch? I'm not sure what the beta is trying to do though other than making CoH with great sound aspects!
It nerfed G43s, IHTs Accuracy (and maybe damage too), and Armored Cars accuracy (and maybe damage)
Another replay is up. This one is pretty good and it shows me vs. PePwnzya. He offered to help me test it out and got a fast M8, mines all over the place and AB troops.
This replay, and the one where the US player went for early BARs proves that the 2PG2HT strat is highly viable against any US player.
The replay has me going along side an M8, and doing a driveby to it. It also features a tripple vet HT (Godlike).
If people are still questioning this strategy vs. US, I have a replay vs. WSC start.
This is the most ubar strat I have ever played. It actually really really really works. At lvl 8, i lost a fight to a lvl 12 american, when i gave up i had 390 vics left, he had 23.... I was careless with jagdpanther and did not pay attention, it lost me the game, but before that shermans you name it got owned by shreks in infhts..
I then played several brits.. completely destroyed them.. A.M.A.Z.I.N.G. (usually i get owned by lvl 12 usa players before game has begun.. this lasted more than 30 minutes)
I also tried a wsc start and a barack start vs this strat to really see if it held water, even when i knew it was coming... no chance..
This is me using the strat vs lvl 10+ american.... Looks like I am actually going on an epic fail....
My selfesteem as i start the game, is super low, I already thinking I am gonna loose...
This is the best game I have EVER played.. I made tons of mistakes etc, but my counter attack is just insane... please check this 30 min+ game out.. WOW!
The victory came as a major surprize, but in reality, I never really lost a lot of vehicles in this fight, but i killed quite a few of his over time, so in the end you see i sacrifice a lot of stuff, in order to clear enough pop-cap to release my panther..
Played a lvl 10 brit on ses.. hate that shit map, anyways, he spamed sten squads and they buttoned my HTs constantly, like there was never any downtime at all. I lost 1. inf HT to a bren carrier, 2. HT took out bren carrier and hurt the tommies to retreat. 2. and 3. ht managed to execute a whole squad of sniper tommies. A teller mine was placed outside their base as advanced repairs was finnished. Shreks was emediately put on research and two new pgs produced. 3 tommiesquads and leut pushes over their bridge and gets badly injured, my PGs enter the HTs and drives accross for a base rape... stewart is there, shoots up one of my HTs then gets blown up by the teller mine, but has 9 pct health left....
4. HT in the making, 1 squad upgraded with shreks. Rushes back down to finnish stewart that is already being repaired and 3 full bren squads buttons my HTs over and over and over and over until they are dead, they also manage to focus fire on my PGs and its just downhill from there...
Beware, this is a long post. In this post, I’ll cover more or less all the situations that may arise from the 2PG+ 2HT Strategy. (A.K.A. T2+T3) Remember to be flexible when using this strategy. If one of your PGs don't have an upgrade, and you've got the munis, then make up your own choice.
Also, a thank you to SayNoToStim for giving me the following photos.
2PG+ 2IHT Strategy (T2 + T3)
Viability:
- Map: Viable for all maps
- Factions: Viable against all factions
- PE Tactics: Tank Destroyer tactics
Aim: The aim of the 2PG 2HT strategy is to gain an early game advantage that the player can use till the end of the game.
Build Order:
Early Game: Remember, you want an early game advantage
- 2x PGs (The first PG out is upgraded with the G43)
- 2nd PG starts building a Kampfgruppe Kompanie
- Capture territory with the Ketten, as well as both your PG squads. Be conservative in the early game, choosing your fights wisely and gaining at least 50% map control.
- 2x Infantry Halftracks: Since early game starts out pretty much equal, you should have the fuel for both.
- As soon as you have one halftrack out, start attacking territory with both your PG squads with your HT as support. Do not put your units into the HT. Keep your HT at long range, and reinforce your PGs at medium range as they take damage. The Ketten should be the only unit caping now.
- Get advanced repairs. Don't question it, getting advanced repairs will seriously make the Ketten useful if you chose TD. Also, with 2 PG squads and 2 HTs, you'll be able to counter near everything. Only skip advanced repairs if you have lost an HT and need to replace it, or you have lost early game fuel control. In this case, go for the KK upgrade first
- Keep pushing the US player off the map, and take out any emplacement or slit trench that the British player tries to make.
- Get tank awareness: This will allow you to see Bren carriers when you’re up against a British player, and respond appropriately.
Against British Player who managed to get a slit trench/ Mortar/ Vickers up:
- Okay, you should have more than 2/3rds of the map due to him setting up emplacements and you winning all of your engagements due to constant reinforcing and HT support.
- Get one more PG
- Get Incindiary Grenades. This is preferable over the MHT as the MHT will seriously put you out of the tech race, and a fast Stuart will rush you.
- Get KK Upgrade, followed by a shrek on one of your PG squads.
- Get another PG and upgrade it with a shrek or, get a shrek PG squad.
- To take down the emplacements, use incendiary rounds on the trench. Then, push up with your shrek filled HTs. Vickers and Mortar pits will fall extremely fast, and if he had a Bren squad in the trench, he doesn’t anymore.
*Tip vs. Trenches: Its better to make him come to you than the other way around. I have a way with dealing with trenches without nades, but its not a hard counter. When you have 2 PGs, send one PG to the trench, quickly moving it to a nearby strat point. The other PG should be just out of view of his men. When you go to capture the strat point, he will get out of his trench to attack your men. If he's in the fog-of-war, you'll see that the trench quickly turns white instead of red. Kite your capping PG squad away from the trench while the other one enters it. Delete the trench and gang up on the section. If he has another section in the area, its okay to retreat. Your HT should be coming soon to kill any further trench attempts.
Against a British player that has sections with a Bren Carrier:
- Put your PG squads in your HTs, and keep circling the Bren Carrier. If it tries to make a run for it, stop it by moving one HT behind it, and the other one circling it.
- Get x2 more PG
- Get KK Upgrade, and upgrade one PG to a shrek.
- Get x2 more PG (upgrade one to a shrek)
Conclusion vs. Brits: You should have map superiority, he should not have emplacements, and your x2 HTs with shreks in them should stop a Stuart rush. (Canister rounds can die)
ALTERNATIVE VS. BRITS
If your opponent did not get a Bren carrier, or more than one Lt., he is going for the fast Stuart. You should be able to keep him from taking territory due to him saving up for the Stuart. However, in the event that you can not get total map control, skip Advanced Repairs and get KK upgrade instead. Then, after you have at least one Shrek'd PG sqaud, aquire Advanced Repairs. You can also choose to get Teller Mines.
Against a US player that went BARs:
- Get x2 more PGs (Upgrade G43s on both)
- Get x2 more PGs (Upgrade Shreks on both)
Remember to keep your HTs at long range, and your PG squads out of the HT shooting at the riflemen. He will realize that the HT’s reinforce ability is killing him and most probably either retreat or charge at your HTs. Either way, you win.
Against a US player without BARs:
Either he went for a fast M8 or did a WSC start. Either way, prepare for the M8. However, if your opponent did a WSC start, you can skip Advanced Repairs as rifles arn't going to harass them.
- Get KK Upgrade (1st priority for rifles)
- Get Incindiary grenades (1st priority for WSC, Skip Advanced Repairs)
Tip when fighting MGs with support: One tactic is to put 2 PG grens in your HTs and place the HTs at mid range. Then, unload your grens immediately pulling your HTs back. (Time this when the MG stops shooting for a second) Then, unleash the incindiary nades. When thats done, load your PGs back into your HT, and kill off the support.
- Get x2 PGs and upgrade them with shreks. (Or if you are low on munitions get shrek'd PGs)
- Get Teller mines and plant about two on chokepoints. Once an M8 touches a teller, it will explode, or live with a shimmer of health.
Conclusion vs. US: You should have map superiority with your fast response HTs and constantly reinforcing PGs. You should have at least 2 shreks in your HTs and in a position to take on the fast M8.
Mid Game: This is where the game-play merges.
- Get at least 5 PGs roaming the field in total. 3PG= G43, 2PG= Shreks
- As long as you still have one HT, you're fine.
- Get a Panzer- Jager Command
- Against Commandos or rifle spam, get the AC.
- Against Elite Infantry, get MP44 PGs.
- Against Early Tanks/ British in general, get a Marder
- Once you have one AC and one Marder out, feel free to get another AC or Marder.
- If he has set up Sim City, you might want to grab the MHT now.
- If you're not sure what he has, grab 3 PGs with shreks and get 2 MP44PGs. This'll take you to 7PGs~
- Keep advancing down RHS TD
Conclusion: The order above doesn’t matter, it matters that you have them. You should still have your map superiority, and have the ability to outrange British emplacements with your Marder. Tanks pose no threat to you, and infantry can be killed by HTs, G43+ slow and your AC(s).
Late Game:
- You should have SOME of the following: 2 ACs, 2 Marders, 7 PGs, 1 HT, and one Ketten. This force will be adequate enough to at least hold your ground.
- Just keep playing the way you were. I find myself going for MP44s and Marders late game.
- Exp.: Get the JagdPanther. It’s not so good against Infantry, but it’ll effectively put any of his late game tanks out of the game. It can also take on at least 4 Ranger squads as their bazookas do neglectable damage to the JP. Keep the JP on the victory points, keep moving your HTs and PGs and you’ll be fine.
General Tips
- Group your PG squads as '1' and your IHTs as '2' and '3' respectively. This'll help you micro a lot.
- When kiting with 2 HTs, pull them back in a 'Y' shape. This way he has to chase one, leaving the other one to attack his forces from a diffrent angle.
- A supported M8 is scary. A teller mine blowing up his M8 and support, is not.
- Capture territory with your PGs when there's nothing else to do and your HTs are at full health. This strat. gives you the rapid response advantage enabling you to support an area of the map quickly.
- Most of all: Be Flexible! If you feel that ranger spam is getting to you, and lost your HTs early game, go for a T4. If you feel that you were cut off fuel really early game and want to get more PG grens, go for link0's PG spam.
And there you have it. It’s the 2PG+ 2HT strategy presented by Peacekeeper.
Replays: I'll post replays as i get them.
This one was against a lvl 10 or 11 US player that went for fast BARs. The early game power of the 2PG 2HT won this in 8 minutes. (Textbook example of early game in this one)
PePwnzya offered to help me test out this strat vs. a US player that goes for AB troops and a fast M8. What we found out was that my HTs were not giving him the exp. to get AB, and I had taken over the entire map with PG+HT combo, not giving him any muni. for RRs. This is a great game with a lot of movement, and shows that this strat. IS viable against US players that get fast M8+ AB.
If you're wondering why all vs US replays are on ango... so am I. Its just that games vs US or Brits on Sturz end really fast, and a couple of games I have on Langres or Semois are really simple (Really easy cut off points). I've yet to play a competant player on Wrecked Train, and I deselect Blowlands and Durmont. This replay is probably the best out of 3, where my opponent went proper riflespam. He then ended up getting M8s supported with AT guns. I lost my origional 2HTs, but I had so much of the map and MP early game advantage, that I was able to bounce back without incident.
Finally, a US game on semois where my opponent actually played. This guy got about 6 Bars with flamer engys. Kept me on my toes, but nothing 2PGHTs couldn't handle. Remember not to overextend your attacks. I didn't cap the med. muni and fuel around his base because I wanted my troops reletively close together. You'll see the advantage of having units in supporting range of one another as 1PG and 1HT manages to hold off 5 rifles and 2 flamers while support quickly closes in and provides fire support
My opponent is this replay doesn't offer a good fight, he uses Jeep-pathing bug and his engineers hug the ground as soon as I fire one bullet in their general direction. Don't look at gameplay in this replay. Take a look at why "Oh, but the US will just spread out their units and cap" type strategy doesn't work against 2PGHT.
This one was used against a Brit who moved his HQ early and tried to set up shop. (Lvl 8 or so? Not so good though)
This one is of a Brit getting a bren carrier and a lot of sections. I took the battle to him so early he couldn't construct. If anything, this shows how to take down a bren carrier with 2 HTs. Also, take a look at 2 HTs and 2 PG squads vs. constantly reinforcing 3 sections and a lieutenant. (The 2PG 2HT wins) Also, this shows that commando's absolutely get raped by this strat.
My brit opponent in this one isn't too good, he just managed to get lucky enough to make it challenging. I'm just posting this up to demonstrate the effectiveness of MTHTs and that if you're losing with this strat early game, its a good idea to slowly push forward using the MTHT instead of continueously sending out futile attacks. Also, if you have a MTHT against 1 Emplacement+ 1 Trench, and you have inc. rounds, fire up the trench first, as that can not be destroyed by normal rounds.
This Brit player opted for a normal play style, getting trenches and a Mortar set up. He then proceeded to get a Bren carrier, Stuart and Cromwell as well as Commandos. This is a replay vs. your usual Brit player. (lvl 10)
This post has been edited by Peacekeeper: Oct 1 2008, 02:59 AM
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Clan: Reign of Madness
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