hangglide42

WOWS Enjoyment - Matching YOU to Ships/Captain Skils/Module Upgrades - Pt. 1 - Ships & Shooting

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Hi All!  Hangglide42 with the 3rd in a series of articles to help players get more enjoyment from World of Warships. By the way, my motivation for these forum posts is to constructively try to help those with less time, definite higher priorities than a F2P Game to ease some of their learning curve as many truly love the game and want to get/do better based on my own experiences.  Also, there do seem to be some "less than understanding" players who are constantly labeling players  "potatoes" or "weekend warriors" which may be accurate, but I do believe most players truly want to get better and there is a time process involved.

This is actually one of a series covering which Ships, Captain Skills, Module Upgrades may be most suited to your individual skills and game play and why.   In general it's meant to help with one of the following situations that players will find:

1)  "Everyone says the [ Pick a particular ship ] is awesome!...but it's terrible when I play it

2)  "I suck when I play this [ Pick a ship ]...why can't I play this ship well?

3)  "I just can't play [ Pick a ship class - DDs or CVs are common here ]...but I want to

4)  "I've equipped my Captain Skills as recommended by [ Unicum on Youtube ], but it doesn't seem to be working for me"

5)  "I've added the recommended Upgrade Modules by [ Unicum on Youtube ], but it's not making any difference on my ship."

I've attempted to break down a number of play styles, player skills & game techniques that are present in the game and how improving in certain player skills, techniques or play styles factor into whether you will enjoy a particular ship.   I will try to include a lot of examples, but, please use this in conjunction w/ actual ship reviews and info provided by the Youtuber of your choice to help you decide whether a specific ship's characteristics fit your current skill set or playstyle.  You can then either pick a different ship or work on certain skills and techniques that may help you be a lot more successful with the ship.

Due to the span of the subject matter, I've broken it down into sections with outlines that briefly describe the future sections.  This segment covers "Shooting" in some detail - future segments will cover "Maneuvering", "Managing Your Ship Health" and "Strategy & Tactics".

OK - let's get started -

There are some ships that are almost universally criticized. e.g.

- British CLs below Tier V & below but particularly the Emerald (Tier V CL) - *bad/short range   guns, terrible armor)

- USN Pensacola (Tier VII CA) - (floating citadel)

Believe it or not, you may not fall in love with these ships, but knowing some of the following skills & techniques can help you enjoy these ships a little better and not avoid the lines altogether.

Bear with me as I've arranged the skills from basic ("Duh!....") to more advanced, but am not trying to address the highest possible levels that are required for Community sponsored competitive play (because the context may take a long time just to explain).  The skills list should suffice for the general Random/Co-op/Ranked player trying to move up to their Tier X ships.  As you go through this list, assess honestly where you fall in each of the skill areas and note what other skills you may need to work on if you want to play a particular ship well.

 

Shooting:

Note: for the Captain Skills/Module Upgrade Sections below, the relevant shooting related skills are described related to main battery shooting.   These are not a comprehensive list of all the modules that are being used and common ones such as Concealment, Superintendent, Last Stand, as well as modules relevant to secondary and AA focused builds are included in the Strategy/Tactics posts that are upcoming.  For the purposes of this posting, the trade-offs and my own reasoning for selecting skills/upgrades which help your main gun performance hopefully can help the reader make their  own evaluations.

 

Captain Skills:

Preventative Maintenance - Improves Module Survivability by 30% -  I take this on all my ships as it stacks somewhat w/ the Main Armaments Mod 1 module.  The 2  combined make the loss of main battery turrets a rare occurrence for me.  It has additional benefits for ships such as DDs wrt making propulsion & steering more survivable & ships like the Myoko that tend to have their steering gear damaged easily more robust.

Expert Marksman - Improves Turret Traverse - I take this on a number of BBs & CAs with slow turning turrets. Since I tend to maneuver a lot (especially in my DD/CL/CAs), this feature is more important to me than some of the DPM ROF improvements or accuracy improvements.  For BBs above a certain tier - I use this upgrade slot to buff my Secondaries or AAs (depending on BB).  For German BBs and IJN BBs, I use the secondary upgrade (it gives 7.6km range for Amagis, Tirpitz, Gneisnaus, 10+ range on Izumo & Yamatos, Bismarck & higher German BBs) or the AA upgrade (NC, high Tier US BBs).  The ranges I've quoted also includes the  necessary Captains Skills such as AFT and Flags that boost secondary ranges by 5%.

Inertia Fuse HE - Increases penetration of HE shells by 30%, decreases Fire chance by 3% I take this on 152/155 mm gun CLs that are primarily fire spammers (e.g. Kutuzov, Chapayev).  I've found the fire reduction is not noticeable - you'll still get plenty of fires with HE & IFHE, but  the damage output of your HE increases noticeably.  Other than the Akizuki which, due to it's 100mm shells, can benefit from this as a gunboat, I prefer other skills in my DDs (after Concealment at 10 pts, AFT, Adrenaline Rush & Faster Torp Rearm).

Adrenaline Rush - Increases all firing times by up to 20% (almost dead) at a rate of .2% per 1% of lost health.   I take this skill for either a 12 pt captain (certain CLs/CAs) or 16 pt captain (DDs & BBs) as it provides a BFT type buff to your firing rate & since I'm not shy about brawling, my ships do get damaged and this helps when your BB's reload time drops from 30 sec to near 24-25 which is pretty significant.

Demolition Expert - Increases Fire Chance by 2%.  This will be taken on all my CL/CAs since to a certain degree (no pun intended) - Fire Spamming is a key feature of my Cruiser play.

Some comments on why I've chosen the above set of Skills - there is a very useful skill that almost all the Unicums recommend - this is the Priority Target skill (Level 1).  The reason for this is that more experienced players know what's visible on the mini-maps and when they are seen due to the default situational awareness capability.  There is a very important difference between being seen and getting the targeting attention of the enemy - you can be seen all day, but can safely shoot as long as no one is trying to inflict damage on you.  This skill is very useful IF you are an experienced enough player to use this info to maximize time for your own actions (i.e. shooting at the enemy, closing with the enemy for a torp run, etc.) until it is absolutely necessary to react to an enemy about to shoot at you (and turning to dodge or using your smoke - thus conserving a consumable). 

I've taken this skill on every DD and some of my more vulnerable Cruisers - For the record, there are some BB builds where I've tried out Fire Prevention as a BB skill (e.g. ARP BBs  - leaving an 18 pt. Captain) so this is the additional 1 pt. skill that is a priority for me.

 

Module Upgrades:

Main Armaments Mod 1: Increases Survivability of Main Battery 50% (20% more resistant to incapacitation).   I have this module installed - I've played with configurations that buff survivability of secondary batteries, etc., but found that the protection still results in turrets getting disabled or destroyed more frequently so this module is a must for me.

Aiming Systems Mod 1 (V+): Increases Accuracy of Main Battery 7%.  I defer this module for Main Battery Mod 2 because I tend to maneuver & the turret traverse  is more important than the accuracy improvement to me - also, I tend to like to fight from closer ranges so the accuracy difference is less critical.  Take this module if you feel BB/CA turrets turn fast enough for you & you want to improve your hit chances (especially if you shoot from range).

Main Battery Mod 2 (V+): Increases Turret Traverse 15% but Decreases Firing Rate 5%. For a 2 sec delay in firing interval (for my BBs) and less for CAs w/ slow turning guns, I prefer this improvement in turret traverse since I tend to maneuver more.

Artillery Plotting Room (VIII+) (US BBs): Increases Accuracy of Main Battery 11% this module replaces Aiming Systems Mod 1 in US BBs - I defer this main battery assist due to a preference to improving AA or secondaries on the Iowa/Montana which occupies the same upgrade slot.

Main Battery Mod 3 (IX+): Increases Firing Rate 12% but Decreases Turret Traverse 13%.  This upgrade is the converse of Main Battery Mod 2, since I prefer the Turret Traverse, despite cutting 4 sec from a BB or between 2-3 sec for a CA.   If you want DPM vs. Turret Traverse,  take this upgrade.

GFCS Mod 2 (IX+): Extends Firing Range.  I defer this upgrade for BBs since US BBs have some of the longest range in the game and the other BBs are long enough ranged.  For CAs, I do take this on the Baltimore & Ibuki because this enables both ships to stealth fire (coupled w/ other skills/configurations like stealth) & fire from greater ranges.  This is also true of DDs since I use any range buffs like this and the AFT Captain Skill to create stealth firing DDs. (e.g. Fletcher & Yugumo) -  in my case tho, I chose the the AFT skill + Torpedo Tubes Mod 3 which gives me BOTH faster Torp reloads and a very comfortable stealth fire buffer for the higher Tier DDs.

 

Basic Skills:

- Can you reliably draw lead on CLs & BBs if they are broadside to you? Can you hit speedier DDs if they are giving broadside to you?  Can you reliably draw lead on CLs & BBs if they are angled to you. Severely angled to you?

For these 1st items, you should be comfortable using your reticle (either static or dynamic - the static reticle is calibrated (approx.) for a 20 kt. US BB, the dynamic reticle is calibrated for a 30 knot ship.  In general, you need to be comfortable w/ the shell travel time number shown in your reticule in combination w/ the reticle to calculate your horizontal & vertical lead displacement.  There are many Youtube vids that describe how to use reticles in detail.

A corollary to getting comfortable w/ your shooting and aiming are techniques for improving hit percentages.   There are 3 common ways to fire at your targets:

1) Single Salvo - if you're not sure of your aim/lead - fire a ranging shot, gauge your miss, correct your aim and fire the next shot or the rest of your salvo.

2) Full Salvo - if you are pretty sure of your lead, fire all your guns at once to get the maximum number of shots (and hopefully, the best result from your RNG roll since you're shotgunning all your shells)

3) Chain Fire - Mainly useful if you have a target that you care about just hitting, rather than a lot of hits (e.g. a low health, but maneuvering target that you want to finish) - fire your guns singly as you drag your mouse across the ship path to space the flight of your shells.  This has the effect of spreading your shots along an anticipated course of the ship and increases the odds that 1 kill shot will land.

- At what range do you feel comfortable taking your shot?

This will vary w/ ship & gun type, but the metric is better performance at longer range as you get better.

[ Note: this is not advocating sniping from a distance. As you advance, this is usually counterproductive to your team's success so don't confuse getting better w/  your aim w/ "sniping from afar" - it means your range of effectiveness at doing damage increases as you get better ]

- Do you know where is a ship's Citadel and how to get Citadel shots?

With the advent of the release that included the "Armor Viewer", if you just select the last 2 items in the armor viewer, the colored sections represent the ship's citadel for any ship in the tech tree.  To be a better player, you'll need to know where a ships citadel is located when you shoot (especially at closer range).  For a Basic Skills rule of thumb, "under the stacks & under the turrets near the waterline"  is a general mantra for most ships.

 

Medium Skills:

- Do you take advantage of ships in a turn?

If you see a ship turning, the easiest shot is to time your shot so it coincides with the turn since the ship's relative motion is the slowest and  gives you the largest margin for error since you aren't calculating a lot of lead.

- Do you wait on your shot until a ship gives you their broadside (can you tell when this is likely to occur)?

Better players attempt to take the shot which gives them the most damage (unless there is a tactical situation requiring picking another target).  So in situations like a initial encounter in Domination mode where 4-6 of the enemy is visible at roughly the same time, shooting at the broadside target is often the better players choice (unless a enemy DD in cap presents a juicier target due to their strategic importance).  In other situations where a ship is maneuvering, if it looks like waiting 5 sec. will result in a more broadside shot, the better player will hold fire to increase their citadel chances.  The reason for this is that citadel shots yield the maximum damage (as per the shell type's characteristics, while penetrating shots deal 33% of the max damage and overpens deal 10% of the max damage).   The type of shell contact is shown in your ribbons as your shell hits. 

There is also a caveat to this for ships that have taken a large amount of damage in concentrated areas.  WG has a concept called "damage saturation" - in other words once you've dealt enough damage to a section it can't take any more so you get reduced or even no damage, even for penetrating shots.  If you're aware of this, better players will spread their shots to less damaged areas of  a ship to increase their damage dealt (lighter colored, less blackened areas).

- Do you know when to take a shot on severely angled target?  Do you know where to aim if a target is severely angled and at a medium to long distance?

General rule of thumb is shoot at the more broadside target if you have a choice (and it is not an urgent tactical priority to shoot at the angled ship).  If the target is severely angled, damage is highly mitigated so there needs to be a necessity to shoot at this target (barring alternatives) - an example is if the ship is closing rapidly, rather than retreating. If the ship is closing rapidly, there are more advanced techniques as to how to shoot at such a target and when to use what ammo type.  For the intermediate player, use HE for severely angled targets when you have to shoot at such a target.

- Do you know when to use HE/IFHE(if you have it) or AP?

BBs almost exclusively use AP.  There are circumstances where this may not be true such as specific tactical situations late in game where you have a severely angled BB in a BB duel and dealing incremental damage can kill him first, the IJN BB Ishizuchi  (it's AP is so bad, it can only penetrate at close range so you have to spam HE & play  it like a big Cruiser), some British BBs w/ weak AP & High HE fire chance or when you are hunting the last DD or being tail-chased by a DD.

CLs tend to use HE and due to the 152/155 mm guns on these ships, with 6.0, many fire starting ships have taken the IFHE skill.   In general, at range, using the HE(IFHE) option is the goto for these ships for DDs and BBs or if at range.   If IFHE is the Captains Skill chosen, it brings HE penetration to bow armor of a set of BBs at tiers where the CLs are. The HE penetration formula is 1/6 the shell diameter (unlike AP, impact angle is irrelevant for HE) for most ships, except for German BBs where the formula is 1/4 the shell diameter.  This is the amount of armor the HE shell can penetrate - IFHE gives you a 30% boost to the penetration (or shell diameter/6*1.3).   Many CLs, however, can use AP against other CL/CAs if they give  their broadside at closer ranges or if they shoot at select parts of BBs at closer ranges.

CAs can pen portions of BB bow armor w/ their HE due to the 203mm gun size.  In general, CAs are devastating using AP against other broadside CA/CLs, can fire AP w/ effect at select portions of BBs (given sufficient broadside), but also have good fire generation characteristics to burn down BBs & CA/CLs with their HE.

 

More Advanced Skills:

- Do you know where to aim if a target is severely angled and at a short distance?

If a target is charging you, while highly angled, if you try to shoot AP at them, the autobounce mechanism (i.e. anything >60% for the most part will autobounce with a few exceptions) will make your shots ricochet if you try a hull shot.

If you're in a BB, you can try to:

1) Aim for the superstructure area to get damage (this will deal reliable damage)

2) Aim to knock out their turrets (useful if you do knock out a gun, but need some RNG help

3) Actually try to penetrate straight thru the bow bulkhead armor  (i.e. the Yamato LOLpen shot on its BB peers). To do this, you need to understand the bow bulkhead armor thicknes (from the armor viewer) of the ship who is charging you and if your AP shell can reliably penetrate this.  You'll have situations where your Kongo can    penetrate a Wyoming who is charging, but not vice versa.

4) or Fire HE. 

If you're a CA/CL, you can try to:

1) Aim for the superstructure (but you're likely to get some bounces firing AP)

2) Fire HE and try Fire Spam (which will tick off the BB driver when you light them up)

3) Prepare a Torp run (if you are so armed) - (but you need sufficient health & there is a risk if like the IJN CAs, your torp firing angles are towards the rear of the ship). 

If you're a DD, you're small & quick enough:

1) Try to prep for a torp shot (but you'll definitely get the BBs attention so make sure you have some health, if you're at Tier IV or lower, you can try your suicide charge but if you're at Tier V or higher, BB secondaries become more effective so opening range & getting a flanking torpedo shot is more advisable).

2) Pop smoke if you have spotting and fire HE from your smoke. Players often don't realize that they were the one spotting the targets so when they pop smoke, no one, including themselves can see the target.

3) or If the BB's guns are not on you and you're not in his secondary range, just fire on the BB w HE.

- Do you know what ships are specifically vulnerable to your shell types?

This is probably one of the more advanced aspects of understanding the effectiveness of your shooting.  The advanced player will know how to deal damage with all his ammo types and what parts of the enemy ships to shoot at to do damage with what his ship can shoot.  This item is complicated and requires a little bit of homework on your part.

1) As you play the game and encounter ships at the various levels - make sure you look up each CL/CA/BB types you are likely to encounter and view the ships        profile in the armor viewer.

2) DDs are universally unarmored so with 1 exception, you try to fire HE against DDs. If you're in a BB, however, it may not be worthwhile to switch to HE as your AP shells will still do significant damage to a DD (the worst case for a DD is if they take an AP shell down the length of their ship because this shell will not overpen & deal significantly more damage to the DD).

3) CVs also have some interesting characteristics when you are shooting at them.  In general you want to be aware of the following issues:

- When shooting at a CV, you would think because fires disable launch operations, you'd always spam w/ HE, however, if you're a BB - you can kill a CV a lot faster if you get the opportunity to use AP and citadel a CV.

- Some early Tier CVs have an unusual lattice work structure below their flight deck since they were originally designed as a different type of ship (e.g. the Langley in    particular was originally a coal ship (collier) before they slapped a flight deck on her (which you see as the Tier IV US Carrier).   This open latticework makes shooting at her rather tricky as you will find your shots will actually travel thru the open latticework w/o doing much damage so you need to aim so your shots hit the solid parts of the ship.

- Some higher Tier CVs have another interesting problem.   They have armored decks so you may find some AP shots bouncing w/ no penetration.  Something to be aware of (the deck armor is still relatively thin (i.e. like a cruiser) so it's not an insurmountable issue.

- What you want to be aware of is what is the armor thickness in the following areas:

Where is the Belt Armor & how thick is it? [ so you can shoot your AP shots, if applicable and get Citadels or Detonations ]

What is the Bow Armor Thickness (both the bow and the bow bulkhead leading to the citadel)? [ so you know if you HE or IFHE can penetrate the ship in the bow ]

What is the Stern Armor Thickness? [ Some Ships including some BBs are vulnerable to penetrations via Stern shots ]

Is there a Thinner armor Belt above the Belt Armor & Deck of the Ship [ This section is vulnerable to AP fire from 203mm gun Cruisers - you can wreck a NC or Iowa or even deal damage to a German BBs if you hit this area w/ AP from US Heavy Cruisers ]

- As you play the game, the vulnerable locations and their ships will become second nature to you, but here are a few rules of thumb for you when firing on various ship types for close to broadside targets using AP shells unless otherwise indicated.  Refer to the angled targets section and you may want to use HE when the target starts to angle.

One item to note - when Spamming HE - it should be noted that BBs have 4 fire locations (by default) or 3 if they have the Fire Prevention Captains skill.  The ideal situation is to get fires in each of these locations to deal maximum damage to a BB.   These locations are:  bow, stern, (1 or 2) locations on the Superstructure of the ship.   If you are firing at a BB and one location is on fire, shift your fire to an unlit location to maximize damage.

BB firing on BB

- AP - Go for Citadel or Detonation (at waterline below funnels or turrets)

BB firing on CL/CA

- AP - Go for Citadel or Detonation (at waterline between fore & aft guns under funnels)

BB firing on DD

- AP or HE Just hit the DD - center mass or rear strike usually knocks out propulsion

CL firing on BB

- From distance - HE Spam

- From close range - AP bow or stern beyond belt or Superstructure or HE Spam

CL firing on CL/CA

- From distance - AP - Go for Citadel at waterline or HE Spam

- From close range - AP - Go for Citadel at waterline between turrets under funnels

CL firing on DD

- From distance - use HE - ideally center rear contact knocks out propulsion or steering

- From close range - Land as many HE shots as possible and delete DD

CA firing on BB

- From distance - use HE spam or go for Superstructure to do AP damage

- From close range - AP - Go for Bow or Stern past main belt armor, Thinner armor above main belt below main deck, Superstructure (deals more damage using AP).   (If you shoot at the armor above the belt - you can wreck a BB like the Iowa w a CA from close range if he gives you broadside) or HE works but the right AP shot causes more damage

CA firing on CL/CA

- From distance - use HE spam if CL/CA is manuevering a lot, Go for Citadel if giving broadside

- From close range - AP - Go for Citadel

CA firing on DD

- From distance - use HE - ideally center rear contact knocks out propulsion or steering

- From close range - Land as many HE shots as possible and delete DD

DD firing on BB

- From distance - use HE Spam

- From close range - use HE Spam or land shots on the Superstructure w AP

DD firing on CL/CA

- From distance - use HE Spam

- From close range - Use AP & go for Citadels at the waterline between the turrets under the funnels

DD firing on DD

- From distance - use HE Spam (unless Akizuki - use AP if not IFHE equipped)

- From close range - Use HE Spam (unless Akizuki - use AP if not IFHE equipped)

 

- Do you know what causes Detonations (as opposed to a Citadel shot damage)?

This is a refinement to the Citadel shot.  Detonations are caused by torp hits or shell hits to the magazine portion of a ships Citadel.  These are usually almost directly under the turrets near the waterline.   Trying for a detonation shot is tricky because this area is individually under each turret (as opposed to the broad area of a Citiadel which spans most of the area between the forwardmost to rearwardmost gun turrets & covers all the machinery spaces in between).  You have to be fairly close, have the right shell size for sufficient penetration, get lucky with your shell dispersion and be spot on with your lead to get a detonation (even if you hit the right target under the turrets, you have a 10% chance of an actual detonation).  Where this is important to know is if you're in a close in knife fight w/ a BB or CA that has far better health than you - going for the detonation may be your best shot, but you delete a ship if you get it.

 

Well that's it for the first part of the "How to better Enjoy your Ship series"!  Good shooting!

 

A complete list of Forum Articles in the links below can be found in WOWS Enjoyment - List of Forum Articles & Guides.

 

 

Edited by hangglide42

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From post:

 

       BB firing on BB

       - Go for Citadel or Detonation (at waterline below funnels or turrets)

       BB firing on CL/CA

       - Go for Citadel or Detonation (at waterline between fore & aft guns under funnels)

       BB firing on DD

       - Just hit the DD - center mass or rear strike usually knocks out propulsion

       CL firing on BB

       - From distance - HE Spam

       - From close range - bow or stern beyond belt or Superstructure

       CL firing on CL/CA

       - From distance - Go for Citadel at waterline or HE Spam

       - From close range - Go for Citadel at waterline between turrets under funnels

       CL firing on DD

       - From distance - use HE - ideally center rear contact knocks out propulsion or steering

       - From close range - Land as many HE shots as possible and delete DD

       CA firing on BB

       - From distance - use HE spam or go for Superstructure to do AP damage

       - From close range - Go for Bow or Stern past main belt armor, Thinner

         armor above main belt below main deck, Superstructure (deals more damage using AP)

         (If you shoot at the armor above the belt - you can wreck a BB like the Iowa w a CA from

         close range if he gives you broadside)

       CA firing on CL/CA

       - From distance - use HE spam if CL/CA is manuevering a lot, Go for Citadel if giving broadside

       - From close range - Go for Citadel

       CA firing on DD

       - From distance - use HE - ideally center rear contact knocks out propulsion or steering

       - From close range - Land as many HE shots as possible and delete DD

       DD firing on BB

       - From distance - use HE Spam

       - From close range - use HE Spam or land shots on the Superstructure w AP

       DD firing on CL/CA

       - From distance - use HE Spam

       - From close range - Use AP & go for Citadels at the waterline between the turrets under the funnels

       DD firing on DD

       - From distance - use HE Spam (unless Akizuki - use AP if not IFHE equipped)

       - From close range - Use HE Spam (unless Akizuki - use AP if not IFHE equipped)

 

I printed this out, it would have helped me ALONG TIME AGO!


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Solid, Informative post. Keep up the good work! +1


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I aM definitely going to finish reading this in the AM,.   looks like it will help....


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I noticed that when I select Superintendent for a ship or hover the mouse over the icon,  it shows which modules are effected.  It does not show all mounted consumables,  just all mounted consumables except "Repair Party".  Since repair party does not have a number  of available displayed like smoke and spotter plane, does this captain skill give us an extra repair party?

I realize you can use repair party II and get and extra, but still wanted clarification on captain skill confusion/wording.

Thanks

 

 

icon_Superintendent_dark.png

Superintendent

3 Increases capacity of consumables. +1 additional charge to all consumables mounted on a ship.

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Excellent guide though I still find AP frustrating in many instances. Get  bounces or over pens in the same salvo doing little damage.


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Thanks for the input and insight.  Aiming is an art and a science.  Well done.  You've avoided tuition payments to the School of Hard Knocks for many.


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