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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Duel Tactics
Thread: Duel Tactics This thread is 18 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 · «PREV / NEXT»
SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted July 19, 2009 03:35 PM

@Elvin, lets discuss some of your points

might/light/summoning is safest AND hardest way agst them - hehe, that does make it sound tough

dark/destructive effectiveness agst them is too random - yes, my point exactly: many passive (in-built into creature) & possible active counters (runes AND spells)

comments on dest/summ & nec/war/wiz are noted - I specifically excluded them from my post in terms of (might + light/dark) problems agst dwarves

allow me to disagree about light/magic control though, while one is casting mass light spell again due to stolen spells thru magic control, the runemage may be casting a different spell of his own...
mass clean is quite expensive & could be problematic if one waits for maximum effect after dwarves have had a few buffs... but then again, I dorked thru manual & found it also cleans rune of ethereal & dragonform too
hmm, it appears to be defensive casting in response to enemy runemage actions {it just seems so !ARGH! to have your own buffs stolen from you and for runemage to cast mass conf - it's like two mass actions for one!}

oh yes, dark is supposedly 2% chance so there is a chance that dwarf won't have rune of magic control or dark... funny how in both our dwarf v inferno matches, mass confusion came into play & it was also in a different replay u sent me too {seems like easier to get than haven enlightenment}
yeah I know the atb was a bit screwed in latest & the entire combination won't ever happen again together with dwarf helm & greaves

concerning dark agst dwarves: basically agree, the mass spells would be more useful due to dwarf luck... just hope you have mass confusion & other mass dark...perhaps advanced dark instead of expert dark may be fine to save one skill point for something else (altho hard to manage non-filled up skills during levelling)

good to hear haven does fine, I'll just have to find a solution one day (just don't hold your breath for that one) - pls don't tell me solution yet!

any newbie that wants to play duels, please send me message in HCM!

@Nirual - as far as I understand, stormwind whacks any non-walker
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Hope defeats despair - "a blatant clue"
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"to lose is to win, and he who wins shall lose"
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 20, 2009 12:59 AM

You got it right Nirual.

And Skprimus you should be asking me how many fortress games I have played without dark Magic control sure is annoying but not gamebreaking. As for solutions actions speak louder than words, show me!
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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted July 22, 2009 01:06 PM

hehe, here's another one for the duel tips on page 3 of this thread(which perhaps could be repeated in masterpost of this thread for easier reference?)

Others probably know this but I didn't:
rune of magic control allows you to steal enemy buff BEFORE your attack hits

& in battle with Elvin yesterday, flamelords had regened a few, then stole vampirism & gained a few more AND then ended up with both regen & vampirism
But I only realised this double-dipping on watching replay dammnit,
shoulda resurrected those flamelords instead of backbears
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Hope defeats despair - "a blatant clue"
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"to lose is to win, and he who wins shall lose"
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 22, 2009 01:23 PM

Just you wait till you see magmas with vampirism/regeneration
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Nirual
Nirual


Famous Hero
Imbued Ballista
posted July 22, 2009 06:17 PM

Wait what, you can combo Regeneration and Vampirism? Sounds like another bug to me considering Regeneration doesn't work on undeads.
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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted July 23, 2009 01:45 AM

Exactly, I think it only works with rune of magic control
____________
Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 15, 2009 12:57 PM
Edited by Elvin at 12:57, 15 Nov 2009.

*bump*

Spellcasting Tips

- RM is almost always better than divine strength.

- Harpoon strike gives an extra dimension to spells like firewall/fire trap. But you have to make enemy large units move across the firewall or at least diagonally if it is already in it, otherwise it will remain unharmed.

- In a similar way whitebears and refined mana make a good team. With 2-3 firewalls around scared units are easier to run through them.

- Deflect missile tackles not only units but enemy ballistas. Only way to prevent this is cleansing.

- Casting frenzy before enemy hero's turn is risky. He may not have immunity but may use vampirism or teleport his unit close to yours.

- Be hesitant to cast vampirism against dwarves, rune of magic control can steal it like any other buff.

- Having both inquisitors and zealots can maximize your crossbowmen potential without your hero interfering.

- Having both light and destructive with academy can be conflicting. You need motw on the opponent to maximize your destructive potential but if you want to resurrect you will have to switch motw target. If you mark your own units then casting aoe spells will hurt you as well - that is not the case with direct spells.

- Unit cleansing works easier on spells cast by other units than from the enemy hero. Trying to dispel a hero puppet is hard but decay from liches for instance has good chances.

- Harm touch dispels not only light spells but rune effects. Same goes for purge.

- Mass slow can greatly reduce an opponent's empathy effect.

- Low spellpower dark is often ineffective against factions with natural high defense. Frenzy will have lowered impact and puppeted units will almost always act after the enemy hero while mass curses are more reliable. Slightly different for inferno because it has the potential to drain opponent's mana so after some time it doesn't have to fear counters.

- Cleansing is the perfect way to strip multiple buffs from a light caster, let him cast a couple of times before using it.

- Regeneration can be a pesky spell but easy to counter. Stun, slow, steal, blind, purge, cleansing.

- Seraph's dv has one weakness, you rarely need it in the beginning and your stack is weakened later. Regeneration can cover this weakness.

- Vampirism on vampires is bad news. But vampirism on battle griffins with preparation is terrifying.

- Slow or stormwind greatly diminishes teleport other ability's potential. As opposed to that haste/morale and teleport increase its effectiveness.

- Summoning is a combo school, as such it requires fast spellcasting, ie sorcery/empathy/motw. Summoning's role is mostly to stall/block, if you face units with haste/morale you need all the speed you can get.

- Light and dark not as much because their mass spells are swift, effective amd unaffected by sorcery.

- Puppet besides the traditional cleansing means can be hindered by slowing the controlled unit.
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rottenvenetic
rottenvenetic


Known Hero
Derusticated
posted November 15, 2009 09:18 PM

How can I make a full-magic build work against might?

By full-magic I mean something like 2 magic schools (or 1 with luck and warlock's luck - hint hint) + Enlightenment + Sorcery, a magic oriented racial skill and whatever perks are best suited/available.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 15, 2009 09:40 PM
Edited by Elvin at 21:43, 15 Nov 2009.

That is what I almost always do with academy Of course it pretty much depends on the matchup, available spells and timing.

Assuming we are talking about academy I tend to use:

1) Light and summoning. This combination both covers resurrection and stalling the opponent with obstacles, phoenix, armor. Light is good just for stormwind, excellent vs haven and sylvan. However this is less effective vs orcs, the initial charge may not leave much standing.

2) Dark/summoning. Works great anytime, possible issue is that if opponent is lucky with timing he may be able to dispel your curses right after you cast them. For instance dark vs haven, kinda risky but may pay off nicely. Still should dark fail(opponent having vampirism/cleansing/immunity) your summoning can still slow down the action and give you a fighting chance.

3) Full destructive. But if you do not have spells from every element opponent may be lucky to get protections in the ones you have so it's risky. Also if he has magical immunity you are toast unless you get lucky to quickly damage the units your army. Word to the wise, if you start with motw the opponent may cast immunity.

4) Destructive/summoning. Less specialized, lacks warlock's luck but covers destructive's weaknesses.

5)Light/dark. Handy, if you can pull off mass haste/slow you rule.

Not a fan of light/destructive because motw conflicts with those two schools, as for dark/destructive maybe vs orcs but doesn't feel quite right. Plus in the face of good resistance your build is useless.

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rottenvenetic
rottenvenetic


Known Hero
Derusticated
posted November 15, 2009 09:45 PM
Edited by rottenvenetic at 21:46, 15 Nov 2009.

Problem: I get charged into oblivion before being able to cast more than maybe 2 times. With Jhora and mostly defense-initiative arties.

Is it hopeless without mass endurance (or suffering)?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 15, 2009 09:48 PM

If it was I would not have posted the other possibilities. Of course in case of might faction having enlightenment, good initiative and huge luck/morale you may have some trouble but that goes for any combination.
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rottenvenetic
rottenvenetic


Known Hero
Derusticated
posted November 15, 2009 09:55 PM
Edited by rottenvenetic at 21:58, 15 Nov 2009.

Well in this case it was Marbas with Powers of Endurance and Speed as well as Aura of Swiftness, and indeed a loT of morale. Most of his army survived.

Anyway, I've no tips to offer, except that however broken some of the things that don't appear in the Tournament's duel map, Rune of Charge is definitely the most broken.
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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted November 22, 2009 03:01 AM
Edited by SKPRIMUS at 03:01, 22 Nov 2009.

Quote:
Well in this case it was Marbas with Powers of Endurance and Speed as well as Aura of Swiftness, and indeed a loT of morale. Most of his army survived.

Anyway, I've no tips to offer, except that however broken some of the things that don't appear in the Tournament's duel map, Rune of Charge is definitely the most broken.
hey rottenvenetic, wasn't sure how to reply without seeming to inflame the circumstances but I'll give it a go now

You actually did have a tip to offer by asking an intriguing question - what does academy do against might faction when defence skill doesn't pop up? [as you can tell in my aca tourny games, I still don't know]

That "friendly" Marbas game had enlight/leadership/aura/PoS/PoE also had 21attack which I have never got with inferno before (+4 was from axe) and 3 luck without any actual luck skill - I guess that's what happens with chaos duels with free artis & lucky levelling but I doubt if I can get that level of might luck again...if you'd like less chaos version, I'd be happy to play the previous map version because I also like the fact that there is an opportunity cost of buying more artis less gold for other stuff.

As for countering that Marbas plus in-built resistance with academy without defence, that would be difficult for sure...ofc it is understood that some hero's specials are just a bit too useful compared to others depending on situation (last season's duel map heroes had no specialty for easier balance)...aca dark/dest/fire trap will have a risk against that magic resistance for sure, so I wouldn't know what build would be good there either

Plus our games based on 3.0 beta also included a few with ring of speed or staff of netherworld: imho they are the most imbalanced, especially so if coupled with windstrider boots...heck I even think in normal version that ring of celebrity should be nerfed down to 5%-7% especially for sylvan...rune of charge is indeed unbalancing but only for certain situations which include dwa (esp inga) v nec/
More thoughts on attack/defence/spells later
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Hope defeats despair - "a blatant clue"
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"to lose is to win, and he who wins shall lose"
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 22, 2009 09:32 AM

Defense is nice but not needed. As long as you use the right spells with the right timing you have good chances no matter what happens, however sylvan, fortress and haven are hard battles. Sylvan and haven become easier with stormwind, rest is up to schools, spells and enemy luck.
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rottenvenetic
rottenvenetic


Known Hero
Derusticated
posted November 22, 2009 02:06 PM
Edited by rottenvenetic at 14:11, 22 Nov 2009.

Well, here's a bit of a tip for greenhorns like me who don't know it:

Expert Light Magic + Regeneration + 24 Spell power + dragons and pristine unicorns = a very good way to spend a ranger's turn. You need at least 24 SP to have 100% chances of bringing back 2 stack members.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 22, 2009 02:28 PM

Cool thing is that it all goes down with a mass cleansing
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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted November 22, 2009 04:38 PM
Edited by Azagal at 16:38, 22 Nov 2009.







(you can click it. Nothing special just what rot and Elvin said in action^^. I've really underestimated "Cleansing" that thing is a gamekiller oO.)
____________
"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord

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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted November 24, 2009 06:45 PM

Attack/more damage; Defence/taking less damage; Spells

As alluded in above, some thoughts from someone who has played less than 100 online duels

imo, the duel is ultimately about teams of 7 stacks trying to beat the heck outta each other with the winner being the last one standing;
heroes help in making creatures do more damage/take less damage or cast spells to directly damage enemy creatures/raise own creatures back from dead etc

Pre-battle level-up skill/perk choices are very important...one should know, or at least plan on how one is going to win.

In terms of might, it is important to know the following:
1. One needs to do MORE damage to the enemy
This is aided by hero stats, attack skill, retribution, luck skill, spells like righteous might, racials like avenger etc

2. One needs to take LESS damage from enemy/hero attacks/spells
eg. hero stats, defence skill, magic resistance, spells like endurance, racials like rage points, hitting first to get lesser retaliation, etc

The above seems simple but in terms of factional heroes with unique stat distributions & creatures, what it means is you gotta know the balance between
a. what skills/perks/spells to take to do MORE damage
b. while at the same time choosing skills/perks/spells to take LESS damage from the enemy
c. AND take into account each faction's natural hero attack/defence, creature initiatives, morale etc.

There is a different balance for each faction v faction matchup & duel map heroes have a limit of typically 23 skill/perks to choose from - one can't take them all & so one has to be selective & go for the skills/perks that will have greatest impact & give one the greatest chance of winning.

As a thought experiment, consider sylvan with light magic whose heroes have low attack stat, & planning to hit hard on first turn due to creature's naturally high initiative: if the hero has no retrib/no RM/no luck, then that battle is likely to fail even tho one hits first because of the pissy little damage
Also retribution for sylvan requires a number of pre-requisites which may or may not help your cause - the question comes down to: "Would one sacrifice more skill/perk choices in order to get it?" - the answer is situational imfo.

Another side of the equation is:
Defence skill gives (bas/adv/exp) -10%/-20%/-30% damage from enemy while attack skill gives +5%/+10%/+15% damage...Attack perks can give battle frenzy, retribution, power of speed etc & Defence perks can give vitality, power of endurance, etc...
Just by looking at pure numbers only, one may think 4 points in defence (say adv def/vitality/power of endurance) is better than 4 points in attack (say adv atk/battle frenzy/retribution with pre-requisite from another skill)

For magic faction, yes
but for might factions, this could be NO, this is not always the case...it is situational and there is a number of matchups where choosing defence increases your chances to lose because one needs to do more damage quickly & pick more attack-oriented skills and also receive less retaliation... one may also be fighting against the cock where the longer the battle lasts, the more chance the magic-oriented faction has of winning.

Giving out more dmg (atk) v reducing dmg (def) taken:Just an extreme example here - disregarding the comment in the replay, one should also be able to deduce nearly all the skills/perks the might faction has chosen...
For a newcummer, knowing which matchup to take defence or not take defence will level-up one's duel skills signficantly.
Final_Boss from 1st duel season mentioned defence in excellent fashion for necro on this page here 13th post from the top

Finally for factions when one may choose might or magic:
Mass spells taking half a turn affecting all your stacks damage/init (or decreasing all enemy stacks damage/init) can be much better than single-target/area spell taking one whole turn & affecting fewer stacks...but each to his/her own ofc

Mass haste/slow - sometimes being mass-slowed without a counter can be a real pain, even if one is necro
imso it may be worthwhile, if you have no haste & no slow, to get power of speed so at least you have some control...(& also if opponent has both mass haste AND mass slow & one has none, then it could really get embarrassing)

Yep, as mentioned above cleansing can be as much an offensive spell as well as defensive spell - mass cleansing is great if you have the mana like syl/aca/inf [but not so for haven]

Above was aimed mainly at playing might-oriented way...when one is playing might, one is saying "my creatures will attack & kill your creatures to win" {ie. not hero}...so go ahead & attack with luck/retrib/RM/battlecry!
[also one should at least understand the formula for damage modifiers from attack v defence stats, attack skill, defence skill, retrib, luck etc - yes it means maths!]

{sidenote: if you thought I was gonna go on about academy, give yourself -1 cookie...why would I go on about something I don't know?}
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Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 25, 2009 12:03 AM

A duel isn't strictly about 7 stacks beating each other senseless, that's more of a crude metaphor When I look at a duel I see a dynamic balance constantly shifting as the lineup works in unison to create advantages, cover weaknesses, counter enemy tactics. Damage is certainly a good thing to focus on but sometimes just prolonged disabling of the opponent will cause him to come tumbling down without you actively focusing on his demise. Once Sq79 told me that if academy can survive 2 turns vs sylvan the odds are in their favour and it has been proven true more often than not. Of course simply outlasting or fully charging the opponent is not enough, you must know what are your odds and when to go for it. A full charge is a one way ticket, if your run out of steam earlier than you expected it is over, similarly waiting instead of creating an opportunity may condemn you to slow death. And sometimes you have to modify your tactics to fit the current situation.

A classic scenario is the warmachine build, should you start off offensive or defensive, how long can you keep this up and how will your gameplay change should the ballista perish? Should you start with offensive spell or instead a defensive buff? Is attack the best form of defense or not in this case?
Usual dilemmas for might factions are whether to charge or stay back and try to outlast the opponent. Get defense or instead take another extra damaging skill. Get high resistance or instead put their faith on dispelling magic - mostly because successful curses make you face your own resistance when trying to counter them. Get luck or morale.

A focus on damage may leave you vulnerable to an enemy charge, example when you have orcs and dungeon manages to charge you first with a might build while your rage is down. Then there's the matter which units you can afford to leave in the front lines and against which factions. Maulers and horned grunts are typically better off in back lines because should they be attacked first they may get crippled. Cerberi are usually better in front lines but against say sylvan that is a recipe for disaster. That is especially a concern in mirror games, unless I have an initiative boost I prefer not to gamble it all on starting atb. You may attack first, you may not so back seat is safer.
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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted November 25, 2009 12:56 AM

Yah, the 7 stacks line is just a way of saying to make good use of every stack where practicable (eg. sometimes better for creature to attack with damage than to cast spell)
Quote:
...Of course simply outlasting or fully charging the opponent is not enough, you must know what are your odds and when to go for it...
Yep, gotta agree with that  Just gotta know one's odds/strengths for sure & I understand that sometimes the odds are not good if the battle gets prolonged...eg. amount of mana remaining is like a hard limit
Quote:
...A focus on damage may leave you vulnerable to an enemy charge, example when you have orcs and dungeon manages to charge you first with a might build while your rage is down...
Good one, I'd like to see or try that one day...again that's also knowing the odds like you said, in this example - inflict damage before rage is up?  The focus on damage is actually two-way: should one damage enemy a lot first? or get more protection from damage in order to endure against first strike/retaliations which may result in more damage dealt overall?

That aca v syl example you gave is also a very good one (not that I know anything about the exact time limit but that's not the point)...I believe it illustrates an example of having to kill enemy early?  Aca strength is to outlast, I understand, so that kinda means look to that goal of reducing enemy damage/slow things down (not that easy for some)

The warmachine build typically means one may have a range & damage advantage which in many cases is good to preserve...it is also an example of a dilemma in choosing which skill/perk one should sacrifice for warmachines/flaming arrows...generally, one might be choose warmachines/flaming arrow instead of other attack/damage skills/perks knowing the trade-off

I guess it all boils down to trying the different combinations of skills/perks too [but keeping in mind that more artis in chaos can skewer the results badly & what could be good in many cases may fail to enemy combination of artis - part of unpredictability of chaos]
____________
Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus

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