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 Post subject: WOTC Official Maps
PostPosted: Thu Jan 29, 2009 2:25 pm 
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This is a complete list of the maps released by Wizards of the Coast up through January of 2009. A review is included with each to give a general overview of the map. There is also a note to let you know which maps are legal for which DCI point levels. The names for each map are listed at the top of each post. In some instances, maps are referred to on the DCI Floor Rules, or by community members, by alternate names. These are included in parentheses as necessary.


If anyone would like to submit reviews of these maps, they are more than welcome to do so. Please PM reviews to LoboStele and he will upload them here. Thanks!


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 Post subject: Re: WOTC Official Maps
PostPosted: Thu Jan 29, 2009 2:25 pm 
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Death Star (a.k.a. Tractor Beam Reactor Coupling) – Found in the Rebel Storm Starter Set and League Kits sent out in June of 2008

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Map Review
Courtesy: LoboStele

The very first map for the Star Wars Miniatures game, and it is still one of the most balanced maps available for the game. While it favors ‘shooters’ a little more than Melee pieces, it offers plenty of good cover for those Melee pieces to advance across the field. Typically speaking, both sides of the map are good starting positions, but there are some very nice, and very defendable spots on the right-hand side of the map, and so it is often considered the better side. Both sides of the map offer opportunities to get into the ‘gambit’ zone on the first round with ease, and both sides offer good cover for pieces in that area as well. An important note to remember on this map, the Tractor Beam shaft at the top of the map has beveled corners on several of the pink wall lines. This means that your characters can move diagonally along those walkways. Without the beveled corners, the rules state you must move horizontal, then vertical (or vice versa) around corners, which in this case would require your piece to have Flight in order to move over the pit squares. This small difference in how the terrain is drawn in that area makes it a perfect area for Melee pieces to advance across the board, but hide in the nooks and crannies to protect themselves from enemy shooters.

This map is DCI legal only for 100 or 150 point games.


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 Post subject: Re: WOTC Official Maps
PostPosted: Thu Jan 29, 2009 2:37 pm 
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Mos Eisley – Found in Rebel Storm Ultimate Missions book, 2007 RPG Saga Edition book, and in League Kits sent out in 2004

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Map Review
Courtesy: LoboStele

This map is another decent map all around. The center room on this map is great for creating some interesting scenarios. Be very careful if you end up playing on this map and have no Door Control at all. If your opponent has a piece with the Override Special Ability, they can hide their pieces in that center room, and lock one or both of the doors, causing you to run around in circles trying to get in. So, make sure you have either some pieces with either Override or Satchel Charge yourself if you think you might end up playing on this map. Typically, both sides are pretty well balanced, and neither side allows you to reach the ‘gambit’ area on the first round without increased Speed or some other affect that lets you move farther. The trickiest thing to watch is the fact that the ‘gambit’ zone does reach to a couple of squares inside that center room. Otherwise, the myriad of cover in the center of the map, plus a lot of other nice rooms and doorways to utilize, makes this a fairly balanced map and an enjoyable one to play on.

This map is DCI legal only for 100 or 150 point games. However, only the version of the map found in the League Kits is legal, as the other versions have either incorrect artwork and/or missing terrain markings.


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 Post subject: Re: WOTC Official Maps
PostPosted: Thu Jan 29, 2009 2:37 pm 
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Cloud City (a.k.a. Bespin) – Found in Rebel Storm Ultimate Missions book, and in League Kits sent out in 2004

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Map Review
Courtesy: LoboStele

This is a very popular map with the Force Push squads. The large pit areas on the right side of the map become very dangerous in those situations. Both sides of this map are pretty good, and both sides require special circumstances to reach the ‘gambit’ zone on the first round. Lots of doors and small rooms make this an ideal map for most Melee based squads, as it is tough for shooters to get Line of Sight on a target and stay a far distance away at the same time. This map also used to be the bane of any Huge pieces, until the recent FAQ update. Previously, all pieces had to start within the first 4 squares of the short end of the map, and you had to place the largest characters first. This meant that Huge pieces on the right side, had to go in the room at the top corner. Since that room only has a 1 square wide door, it meant that Huge piece was trapped in there for the whole game. However, the new FAQ allows Huges to be set-up slightly differently, and thus makes this map not so frustrating for those who enjoy playing their larger pieces. It will still be troublesome for Huges with the Rigid ability though, as there are plenty of areas that are only 2 squares wide.

This map is DCI legal only for 100 or 150 point games. However, only the version of the map found in the League Kits is legal, as the other versions have either incorrect artwork and/or missing terrain markings.


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 Post subject: Re: WOTC Official Maps
PostPosted: Thu Jan 29, 2009 2:37 pm 
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Muunilist Grand Plaza – Found in Clone Strike Starter Set and League Kits sent out in November of 2008, on the back side of the Clone Wars Set Poster

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Map Review
Courtesy: LoboStele

This map is a favorite for many people, and rightly so, because it is another well-balanced map. There is plenty of cover as you advance across the map, no matter where you decide to go. There are also some nice long shooting lanes as well so that you can sit back and fire away. Typically, the right hand-side of the map is considered the better side, but this seems to be mainly due to the fact that you can easily reach the ‘gambit’ zone on the first round. From the left side, you must have characters with increased Speed or some other form of ‘movement breaker’ in order to reach the center of the map on the first round. All in all though, both sides of this map are quite decent. The pillars down the center cause all sorts of strange Lines of Sight that you might not catch on first glance. There are some places where you can hardly be hit at all, and some that are much easier to get to than you realize. Skilled players will thread the needle with shots that just barely squeeze through the pillars, while inexperienced players will get caught off-guard with shots they thought weren’t possible. The rooms along the top and bottom also offer neat options for advancing pieces without having to ‘run the gauntlet’ down the center.

This map is DCI legal only for 100 or 150 point games.


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 Post subject: Re: WOTC Official Maps
PostPosted: Thu Jan 29, 2009 2:37 pm 
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Coruscant (a.k.a. Night Club) – Found in Clone Strike Ultimate Missions book

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Map Review
Courtesy: LoboStele

This map is one that probably doesn’t see play as often as the others, but can be a lot of fun. It offers some interesting options for Force Push squads with the landing pad on the bottom left side. It also has some very nice, long firing lanes for non-Melee squads, but can offer enough protection for Melee squads to advance across the map. There’s no easy way to reach the wide-open ‘gambit’ zone in the middle of the map, and most games played on this map end up being somewhat of a blood-bath near the center of the map. Utilizing the walls and alcoves along the right side hallway is essential to moving across the map without getting shot at many times. There is generally not a favored side to this map, though the right side offers some better options for advancement across the map, since you can go right down the center and stay pretty well protected through the first and second rounds of play. The left side requires you to navigate around the landing pad, or come out the doors of the lobby area at the top.

This map is DCI legal for 100, 150, or 200 point games as of February 13, 2009.


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 Post subject: Re: WOTC Official Maps
PostPosted: Thu Jan 29, 2009 2:38 pm 
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Geonosis Arena (a.k.a. Arena Pit) – Found in Clone Strike Ultimate Missions book

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Map Review
Courtesy: LoboStele

This is a tricky map, but knowing it inside and out is what allowed the winner at GenCon 2007 to ride it to the top. Most of this map is completely wide open, and there is very little rough terrain or low cover on the map at all. There are only a relative few completely safe starting spaces at the left side as well. The right side needs to be sure you have either characters with Flight that can advance over the pit areas and through the center opening in the wall, or you must have pieces that can squeeze down the walk-way at the bottom of the map. Either way, it is tough to advance toward the center of the map, and stay completely out of line of sight for either side. Typically, the right hand-side is considered to have a large advantage though, as that side of the map has all the walls and doors necessary to hide behind and then pop out to make attacks. The left side of the map has none of these types of features as players advance their pieces across.

This map is not DCI legal for any point levels as of July 1st, 2008.


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 Post subject: Re: WOTC Official Maps
PostPosted: Thu Jan 29, 2009 2:40 pm 
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Starship (a.k.a. Power Regulation Chamber) – Found only in the Revenge of the Sith Starter Pack

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Map Review
Courtesy: LoboStele

This map is a one of a kind, as it’s mounted on hard cardboard like a traditional board game, and it’s a different size than all of the other Star Wars Miniatures maps. This map is only 29” x 19” as opposed to the 34” x 22” of all the other maps. This makes battles on this map much faster sometimes, as it takes much less time to close the gap between you and your opponent. Typically, the left-hand side of the map is considered the best side of the map, and this is because the ‘gambit’ zone reaches beyond the wall in the center, allowing a player to gather those free victory points, without exposing their pieces to the opponent. Meanwhile, the opponent has to move their pieces out into the open area in the center of the map in order to get those victory points. However, for the player who starts on the right side, the turbolift in the middle of the map makes for a perfect spot to earn those ‘gambit’ points, and stay hidden from the opponent. Pieces with high Speed and/or Mobile Attack, as well as pieces with Force Push are popular for this map.

This map is DCI legal for 100, 150, or 200 point games.


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 Post subject: Re: WOTC Official Maps
PostPosted: Thu Jan 29, 2009 2:41 pm 
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Chancelllor’s Starship (a.k.a. Throne Room or Imperial Base) – Found in Revenge of the Sith Ultimate Missions book, 2007 Starter Pack, and 2007 RPG Saga Edition book

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Map Review
Courtesy: LoboStele

This map is often considered one of the most well-balanced maps. It has many nice options for squads centered around shooters or melee pieces, and there is plenty of ways to advance across the board and minimize the Lines of Sight to your characters. Neither side of the map is really considered the best side, although the left side can allow for characters to reach the ‘gambit’ zone without any special movement. The right side requires you to have pieces or combinations that allow movement of 15 or more squares, and some of that through difficult terrain, in order to reach the ‘gambit’ zone. However, with the vast combination of Force Powers, characters with Flight, and other combinations of abilities, it’s not too difficult to find something that can work in that scenario. The doors and the room near the center of the map are typically where much of the action occurs on this map, though the long hallway on the left, and the large rooms throughout the map offer plenty of spaces for ranged pieces to stay farther back from the action. The nice thing is that even if those shooters stay farther back, it is easy to advance melee pieces across the board, and still keep them completely hidden from those shooters until you are ready to pounce on them.

This map is DCI legal for 100, 150, and 200 point games. However, only the version of the map found in the Ultimate Missions book or the 2007 Starter Pack is legal, as the version from the 2007 RPG Saga Edition book is missing terrain markings.


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 Post subject: Re: WOTC Official Maps
PostPosted: Thu Jan 29, 2009 2:41 pm 
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Mustafar (a.k.a. Plateau) – Found in Revenge of the Sith Ultimate Missions book

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Map Review
Courtesy: LoboStele

This is one of the more controversial maps in the Star Wars Miniatures game, as it is extremely biased toward squads with big ranged pieces, and especially ranged pieces with Mobile Attack. The right side of the map is by-far the better side of the map, as the left side only provides a total of 7 squares in the starting area that are 100% safe from shots coming from the right side. The gambit zone on this map is out in the middle of the bridge, in an area where the only cover is provided by the columns along the sides of the bridge. So, a melee piece sitting out in the middle of the bridge can get shot up really quick by a piece standing at the end, and it’s very easy to make sure that melee piece is not getting the +4 bonus to Defense for cover. The rooms along the top and bottom make for some interesting ways to advance across the map, and give your melee squads a little bit better chance than charging down the middle. But without the Flight special ability, it can be hard to get to the enemy pieces sometimes.

This map is not DCI legal for any point level as of July 1st, 2008.


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 Post subject: Re: WOTC Official Maps
PostPosted: Thu Jan 29, 2009 2:41 pm 
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Hoth Shield Generator – Found in the AT-AT Colossal Pack

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Map Review
Courtesy: LoboStele

This map is designed for use with the scenario that was included with the AT-AT. It’s not really very useful for much other than that. The scenario includes some neat rules for the trenches and low cover along the left sides of the map. For the most part, this is a wide-open map, and is designed to give the attacking AT-AT space to advance towards the Rebels hiding in their trenches. This map joins up nicely to the Hoth Plains map (also from the AT-AT Pack) to create a long battlefield to play out those massive Hoth battle reenactments.

This map is not DCI legal at any point level.


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 Post subject: Re: WOTC Official Maps
PostPosted: Thu Jan 29, 2009 2:42 pm 
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Hoth Plains – Found in the AT-AT Colossal Pack and the Hoth Battle Pack

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Map Review
Courtesy: LoboStele

This is the other map that is included when you purchase the AT-AT and is specifically designed to work with those scenarios. There is very little cover on this map, and even fewer walls to hide behind, which makes this map a favorite for shooters. However, it can be fun to play on no matter how your squads are built, as long as they are not too lopsided. It can become either a shoot out from both ends of the boards, or a giant field for a melee engagement, where your Jedi and Sith battle it out in the snow.

This map is not DCI legal at any point level.


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 Post subject: Re: WOTC Official Maps
PostPosted: Thu Jan 29, 2009 2:42 pm 
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Ravaged Base (a.k.a. Ruined Base or Commander's Office)– Found in the Attack on Endor Battle Pack

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Map Review
Courtesy: LoboStele

This is another very well balanced map, and one of the few maps that caters more towards melee pieces rather than shooters. However, many non-melee squads can still do quite well on this map, it is just a matter of learning the best ways to utilize it. Once the middle doors are open, there are some fairly nice, long shooting lanes, and plenty of hiding places to set up for those on either end. Both sides have a tough time reaching the ‘gambit’ zone early on, and require movement greater than 12 squares to do so from either side. Both sides also have nice protected areas for earning those ‘gambit’ points as there are several areas that allow you to be in that zone, but also hidden around a corner, or in an enclosed room. Much of the action on this map typically occurs near the central hallway, but sometimes it can be worth it to split your forces and attack from the middle and either the top or bottom. The versatility of this map and the myriad of choices in how you advance across the map are two of the reasons this map is so much fun to play on. It often gives a sense of no game playing out exactly like any before it.

This map is DCI legal for 100, 150 and 200 Point games as of July 1st, 2008


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 Post subject: Re: WOTC Official Maps
PostPosted: Thu Jan 29, 2009 2:42 pm 
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Rancor Pit (a.k.a. Rancor Pen) – Found in the Attack on Endor Battle Pack

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Map Review
Courtesy: LoboStele

This map is another pretty well balanced map. The left side is often considered the better side of the map, because it allows you to hide a piece in the ‘gambit’ zone, but in a small corner where it is difficult to get attacked. This often gives the advantage of being able to hide on the left side of the map, and forcing your opponent to come to you. However, the right side offers some brilliant lanes for shooting out of the room at the top, and provides some great nooks and crannies of its own to hide in. These various hiding spots create staging grounds for pieces to jump out and commence their attacks. The right side also offers the advantage of being able to reach the ‘gambit’ zone much easier, as the left side has to move 13 or more squares to reach the center. The downside to this is for the right side of the map, any pieces in the gambit zone are typically exposed to shooters from the left side of the map, so care must be taken as to how you set up pieces near that center area.

This map is DCI legal for 100, 150, and 200 point games.


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 Post subject: Re: WOTC Official Maps
PostPosted: Thu Jan 29, 2009 2:42 pm 
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Jedi Temple (a.k.a. Hall of Judgment) – Found in the Attack on Endor Battle Pack

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Map Review
Courtesy: LoboStele

This map is often considered not as good as the others from the Attack on Endor pack, but it still offers a completely different type of map from any others that are available. With both sides of the map being fairly wide open, only separated by a set of narrow rooms down the middle, games on this map can get ugly very quick. Open those middle doors and shooting can start quite early. Both sides of the map can easily reach the ‘gambit’ zone from the very start, but there are also very nice rooms on either side of the double doors in the middle that offer secluded areas to earn those ‘gambit’ points and stay hidden. All the pillars and low cover in the open areas make for good hiding spots for shooters, especially those with Stealth. But that same cover, combined with the rooms along the middle provide adequate means for melee pieces to cross the board relatively unharmed until they are in range to come out and start dishing out damage. It is overall a fairly well balanced map between shooters and melee. If a shooter heavy squad gets an early lead in the game, however, there is more than enough space on the map for them to utilize that advantage and tear up a melee squad as they attempt to cross the map.

This map is DCI legal for 100, 150 and 200 Point games as of July 1st, 2008


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 Post subject: Re: WOTC Official Maps
PostPosted: Thu Jan 29, 2009 2:43 pm 
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Shield Generator (a.k.a. Endor Bunker) – Found in the Attack on Endor Battle Pack

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Map Review
Courtesy: LoboStele

This is another scenario map, designed for use with the scenario and pieces from the Attack on Endor pack. The scenario also includes special rules for ‘concealment’ when attacking enemies that are hiding in the forest on the left side. However, without those concealment rules, the left side of the map has a distinct disadvantage, as there is basically nothing to hide behind, and no way to keep from being shot. Pieces with Accurate Shot on the right side of this map can have a field day against the other squad, picking off whichever key pieces they choose.

This map is not DCI legal at any point level.


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 Post subject: Re: WOTC Official Maps
PostPosted: Thu Jan 29, 2009 2:43 pm 
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Korriban – Found through Distributors and some game stores in September 2006 when the Bounty Hunters set was released, and included in the 2007 Starter Pack

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Map Review
Courtesy: LoboStele

This map is a lot of fun to play on, and great for recreating some iconic battles between the Jedi and Sith of the Old Republic era. Unfortunately, this map suffers from an extreme unbalance in favor of non-melee squads, and especially those with Accurate Shot. There are no places where you can safely set up weak pieces on either side, and keep them completely safe from being picked off early in the game. If you lose initiative on the first round, it often means you are going to lose at least one piece to an enemy shooter. If you are lucky enough to win the first initiative, you might be able to rush a couple key pieces into the alcoves on the sides of the map, where they will be safe for at least a few rounds. Even with that, though, melee-centered squads have a really tough time on this map as there is no place safe to hide and still advance. Even more frustrating on this map are squads with Stealth or those with abilities to completely ignore cover, as they can really wreak havoc on the enemy forces.

This map is not DCI legal at any point level, though many players have suggested that if the low cover lines were to be treated as solid walls, then this map would be suited for play at the 100 and 150 point levels.


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 Post subject: Re: WOTC Official Maps
PostPosted: Thu Jan 29, 2009 2:43 pm 
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Echo Base Outpost – Found in the Battle of Hoth Scenario Pack

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Map Review
Courtesy: LoboStele

This is one of the newer maps to the Star Wars miniatures game, and so far seems to have garnered a fairly warm welcome. There are some problems with the map concerning safe starting squares, but for the most part, it is a very well balanced map. The right side of the map does have a couple squares at the bottom where pieces can start out the game in complete safety from the other side. It favors non-melee squads slightly, but once a melee squad gets entrenched in the outpost in the middle of the map, it is easy to force the other squad to come inside in order to root them out. With the ‘gambit’ zone completely enclosed in the center of the outpost, it often causes the center of the map to be the center of all the action as well. Careful use of open or closed doors and characters with Mobile Attack greatly improve the chances of doing well on this map.

This map is DCI legal for 100, 150 and 200 Point games as of July 1st, 2008


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 Post subject: Re: WOTC Official Maps
PostPosted: Thu Jan 29, 2009 2:44 pm 
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Ossus – Found in Retailer League Kits, Legacy of the Force Day Scenario Kits, 2008 Star Wars Hyperspace Membership Kits, and through Distributors and some game stores in March 2008 when the Legacy of the Force set was released

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Map Review
Courtesy: LoboStele

This map was designed to show an iconic location from the Legacy comic series, and cater to RPG and Scenario players to provide a location for fantastic escapes, in the vein of Lando, Leia and Chewie as they escaped Cloud City in the Empire Strikes Back. The Landing Platform is a lot of wide open space, but has a relatively decent amount of low cover scattered about it. The room on the left side provides some safe areas to set up at the beginning of the game. However, the right side still has the greatest advantage in standard skirmish battles. The myriad of doors and walls on the right side give lots of protection to pieces there, whereas the left side has very little, and must expose themselves completely in order to cross the map. One redeeming aspect is the fact that the ‘gambit’ zone is completely out in the open, and neither side really has an advantage in that area. The pits all around the map mean that characters with the Force Push ability will be popular on this map, as well as characters with Flight. The myriad of cover on both sides will allow Stealth squads to still perform well also. Melee squads are at the biggest disadvantage on this map, especially when facing a non-melee squad. Though careful advancement across the map can still allow those melee squads to do pretty good as well.

This map is not DCI legal at any point level.


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 Post subject: Re: WOTC Official Maps
PostPosted: Thu Jan 29, 2009 2:48 pm 
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Taris Undercity - Found in the Knights of the Old Republic DCI Release Tournament kit and distributed at GenCon 2008.

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Map Review
Courtesy: LoboStele

This map is one of the first in a new 'wave' of map releases where WOTC is starting to flex its design muscles, and show that they can make a map that looks nice, and caters to skirmish, scenario, and RPG players. While this map looks very wide open at first glance, it is easy to miss the solid wall that is formed by the fencing on the left side. Between this fence and the other random objects around the center of the map, it gives more than adequate cover for pieces to advance toward the opponent's side. The 'gambit' zone is wide open space, but there is at least some cover that can be gained utilizing the downed escape pod and the pillars. While this map caters more to units with ranged attacks, there are more than enough walls for melee units to also do quite well.

This map is DCI legal for 100, 150, or 200 point games as of February 13, 2009.


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