Flames of war armies of late war pdf download






















Teams that cannot reach the enemy do not charge and remain where they are. The Germans Break Off from an assault. The other tank successfully Breaks Off. If the counterattacking teams do not win the Assault, the original Assaulting player then Tests to Counterattack. The assault continues back and forth like this until one side or the other wins.

Any remaining unoccupied Foxholes are removed. But once the casualties mount, even the most battlehardened soldiers question the wisdom of staying in the fight, deciding that discretion is the better part of valour. Only count Teams that are In Command page If it fails, the crews of the Bailed Out tanks will Destroy their tanks and flee the battlefield with the surviving tank.

The accompanying Rifle Platoon has taken some casualties, but still has the required three infantry teams, so is In Good Spirits and will fight on.

While the commander stands firm, the company fights. A Formation that is not In Good Spirits at the start of a turn, after taking any required Last Stand tests, is automatically Destroyed and all remaining Units are Destroyed page B Squadron has suffered severe casualties with just one Unit of Sherman tanks and the supporting artillery troop still on table and nothing in reserve.

An Armoured Train must always operate in the order shown in the Intelligence Briefing. It cannot uncouple cars or change their order, but it may travel in either direction and may enter the table facing either direction. Supporting Tank Units are Attachments pages 7, 60, 93, The tanks of Supporting Tank Attachments deploy evenly at each end of the train. Otherwise, at the start of the game before any Objectives or Fortifications are placed on the table, the players place a Railway Line as follows: 1.

The player with the Armoured Train chooses two opposite table edges. The opposing player picks a point on one of the chosen table edges. The Armoured Train player picks a point on the opposite table edge. The Armoured Train player then places a Railway Line running in a straight line between these two points.

The line cuts through woods, fields, and other flat ground. Rivers or streams are assumed to be crossed with culverts or bridges. Any buildings in the way should be moved aside by the minimum distance necessary.

The Railway Line is diverted by the minimum distance necessary to go around hills even gentle gradients are avoided by Railway Lines.

If both players have Armoured Trains, both place Railway Lines, starting with the attacking player. Buildings are moved aside from Railway Line 2 4 Opponent picks a point on one table edge. Railway line diverts around hills 3 62 Player picks a point on opposite table edge. Player places Railway Line between the two points. An Armoured Train always begins the game off table, even if not held in Reserves, and moves on to the table at the start of its first Movement Step.

In the turn an Armoured Train moves onto the table, it always moves far enough to bring the entire train and its Supporting Tank Units onto the table. Teams cannot move through an Armoured Train unless the Locomotive has been Destroyed. Each weapon on an Armoured Train can fire at a different target from the other weapons. Almost all guns aside from machine-guns on an Armoured Train are mounted in Deck Turrets.

As such, their Field of Fire is restricted by the superstructure and other turrets of the Artillery Car they are mounted on, and possibly by other cars in the train.

Armoured Trains can only move on Railway Lines. An Armoured Train cannot Dash. Any friendly Team on the tracks must move off the tracks before the train can pass. Armoured Trains are not hindered by enemy Teams. Any enemy Team is moved aside by the opposing player by the smallest distance necessary for the train to pass, retaining its current facing.

The Field of Fire of a Train MG mounted on the side of a car includes everything to the side of a line drawn along the side of the car.

The Field of Fire of a Train MG mounted on the end of a car includes everything to the front of a line drawn across the end of the car. In the same way that teams cannot shoot through any other type of Friendly Team, Friendly Teams cannot shoot through an Armoured Train. Enemy Teams can shoot through an Armoured Train, but teams at least half obscured by the Armoured Train including Destroyed cars are Concealed. All of the Artillery Batteries in an Armoured Train can combine to fire a single bombardment instead of firing as separate Units.

If a car is Destroyed, it ceases to function along with all of its weapons, but does not otherwise hinder the train. The Armoured Train moves with the Destroyed car still in place.

If the Locomotive can still move when the Armoured Train fails a Unit Last Stand Test, the whole Armoured Train is removed from the table as it steams off, dragging its wrecked cars with it. These special rules tell you how these affect the game. A Bulldozer Team uses the Bulldozer rules on page GUN Anti-tank guns and field guns need a gun tractor to move quickly.

Guns cannot be carried as Passengers in Transports. They must be towed by a Tractor and cannot Charge into Contact with enemy Teams, but can fight back if charged by the enemy. They are difficult to hide and require a powerful gun tractor to move them more than a short distance. Mine ploughs, rollers, and flails allow tanks to clear minefields see page Although they are heavy by the standards of a rifleman, they are still small and light enough for the crews to carry them on their backs, but not really suited for hand-to-hand combat.

If a Team with the Improvised Tank Assault attribute rolls a 1 when rolling to hit in Assault combat, the team is Destroyed. A Team armed with Improvised Tank Assault weapons may, before rolling to hit, choose not to use them. In this case, the team reverts to its normal Tank Assault rating of 2. Before the start of the game you may swap Portee Tank Team for the ground mounted Gun Team version of the same weapon see appropriate Arsenal.

Tanks with protected ammunition storage have their vulnerable rounds stored behind armoured bins or flame retardant liquid. Tank Teams with Protected Ammo reduces the score required to Remount by The gun model is placed behind the Tractor to show that it is being towed. In a Unit diagram the Tractor is usually indicated by being placed under or next to the Gun Team silhouette in the same gun section.

These special rules reflect this. They react quickly and lethally whenever enemy aircraft appear. A number of truck mounted guns also suffer from having to lower stabiliser jacks before being able to fire. Bombs and Rockets do not need to re-roll successful rolls To Hit for only having 1 or 2 weapons firing. Only Teams from the Bombarding Unit can Spot for it.

If the building is divided into multiple rooms is only hits teams in the same room as the target Team. These Weapons can fire over friendly teams. Only large-calibre anti-aircraft guns have much chance of bringing down a flying tank. This makes it impossible for a weapon with Firepower 6 to shoot down a Flying Tank. The HMG team that fires cannot Dismount in the same turn, except to escape the destruction of their vehicle. This could be made of sandbags, tan tracks, or whatever they could find and add it to the outside of their vehicle.

Some weapons are slow to reload at the best of times, severely limiting their ability to hit anything while moving. When shooting multiple weapons other than MGs , you may choose which weapon is the Main Weapon. Each weapon may fire at a different target. A Team with a Passenger-fired weapon must have a Passenger mounted to be able to shoot the weapon. Recoilless weapons never count as Concealed if they fired in their last Shooting Step.

Smoke weapons can Shoot Smoke ammunition see page Weapons with a Turntable have a degree all around firing arc. A Turret-rear MG may not shoot. Tank Teams with Wide Tracks reduce their Cross number by Cavalry Heavy Weapon Teams cannot shoot until they dismount.

Friendly Teams cannot shoot over Cavalry Teams. Flat Terrain does not provide Concealment to Cavalry Teams that did not move. They cannot be in Foxholes nor enter a building. A Cavalry Team can dismount as the equivalent Infantry Team armed with the same weapons.

Once they dismount they are Infantry Teams for the remainder of the game. Trading their horses for mechanical gun tractors has changed the drill a little, but crash action remains.

An Independent Team can use the Mistaken Target rule see page 35 to reassign hits to nearby Units, but cannot Charge into Contact see page 52 , nor take an Objective see page Some infantry are trained as mountaineers. To do so they must start the Movement Step touching the terrain.

The Team crosses the terrain, halting at the top or bottom of the Impassable Terrain. An Observer Team is Independent and a Scout. Reconnaissance Platoons use the Spearhead rule. Scouts are Gone to Ground unless they Shoot or Assault see page This allows the combat elements to move quickly into position, secure in the knowledge that they will not bump into unexpected enemy units.

When a Spearhead Unit is placed on table during Deployment but not if it arrives from Reserves or is placed outside the normal Deployment Area using this rule , the player may immediately Move its Teams at Tactical or Dash speed.

Teams placed here may not be placed in the areas that a Spearhead Team may not move into. This allowed them to punch through the Bocage.

You may not Dismount a Passenger-fired. However, they were attached to the pins linking two pieces of track, so the tank had to keep its speed down to avoid breaking them off and throwing a track.

At the Start of the game a player may elect to fit all of their allowed Tank Teams as listed in the Intelligence Handbook with Duckbills. When the team Dismounts or is Destroyed, its machine-gun goes with it. They are not perfect, especially at high speed, but they make fighting on the move much more effective.

An excellent communication network allows the platoons of a US company to quickly call for artillery support. American artillery had a system of centralised control that allowed them to coordinate the fire of all of their guns so that the entire first salvo landed on the target at the same time, catching the enemy before they have time to take cover.

The men of the 3rd Infantry Division marching on foot were able to keep pace with the neighbouring 2nd Armored Division! The German copied the Soviet practice of providing their assault guns with Begleit, or escort, infantry to protect them against infantry assaults. The second Movement Order must be different from the first. This gives them a greater degree of independence than similar vehicles in other armies. They have learned to fight from their half-tracks in contrast to others who just use their halftracks as battle taxis.

They had confidence in themselves and their machines. Remove this marker after firing an Artillery Bombardment. Only those that pass the Skill Test can fire as part of the Bombardment. The half-track is still available to transport its passengers after the Stuka zu Fuss fires. British infantry often timed major attacks to start in the middle of the night. In theory this provided the infantry with a cloak of darkness to conceal them from enemy fire until they had taken their objectives and dug in to hold them.

In practice, delays often meant that the attack found itself still embroiled with the enemy at dawn and subjected to vicious counterattacks as the day began. A player commanding a British Infantry Company as noted under the Formations title may elect to make a Night Attack in a mission where the defender has Minefields.

If they do so, Night Fighting Dawn rules see page 91 are in effect at the start of the game. Units from Formations with Night Attack can move freely from the start of the game. British Units from other Formations or Support may not move out of their Deployment Area until morning breaks. They refused to run away when other troops would have. Nothing has changed and British soldiers still have a reputation for tenacity and stubbornly refusing to give up ground that they have taken.

British Units reduce the score required to pass a Motivation Test to Counterattack by These used the full range of machine-gun tactics, including long range area bombardments. Some units, such as the machine-gun platoon of a motor battalion, did not receive such specialised training and used their weapons in a more conventional fashion. If successful, the second Artillery Unit is treated as Ranging In on the same attempt as the first. Adventurous crews soon devised tactics for hiding behind a ridge, scoring a quick, short-range volley, then running before the enemy can catch them out.

They fitted their tanks with tow hooks allowing them to tow the 6 pdr guns. It worked so well that soon almost every British tank was fitted with a tow hook. Tank Teams with Tow Hooks can be used as Tractors see pages 22 to Armed with short-ranged 2 pdr guns, British Cruiser tanks had to charge the enemy, throwing caution to the winds.

A lack of heroism in driving the Hitlerites from Mother Russia is not acceptable and the Komissar will not hesitate to shoot soldiers who show fear during battle.

If the re-roll is a 1, the Komissar Team is Destroyed instead. If the Motivation Test has already been re-rolled by the Formation Commander, a Komissar may attempt another re-roll as an exception to normal re-rolls rule see page 4. Soviet soldiers have a reputation for being long-suffering and tough-minded.

They swim freezing rivers and wade through trackless swamps in the pitch darkness to reach positions close to, or even behind, the enemy before the battle begins. A Soviet Unit with Infiltration is a Spearhead Unit, it uses the Spearhead rules see page 68 with the following exceptions. The lighter guns are deadly rolled forward to shoot over open sights while the howitzers bombard from behind.

Each Soviet Battery in an artillery battalion operates as a separate Artillery Unit. As well as the Komissar assigned to each company, your battalion has a senior Komissar responsible for the entire battalion. Their role is to assist their deputies in removing particularly dangerous traitors and restoring discipline should it break down.

A Battalion Komissar Team is Independent. If the re-roll is a 1, the Battalion Komissar Team is Destroyed instead. If the Motivation Test has already been re-rolled by the Formation Commander, a Battalion Komissar may attempt another re-roll as an exception to normal re-rolls rule see page 4. A Soviet Strelkovy Company was pinned down by heavy enemy fire last turn.

Not all is lost! The Soviet player Destroys a team and re-rolls a second time. The company prepares to advance. Had the Komissar rolled a 1, the soldiers would have rebelled and Destroyed him instead, and failed the test a third time! Often their rate of fire was slow, but their accuracy was good when the crew took their time to line-up their shoots. Weapons with the Cat Killers rule do not use the Volley Fire special rule. Soviet tank losses were incredible.

In , they lost 16, of them, far more tanks than any other army even possessed! The only way the Red Army could keep up with such losses was to rush tank crews into battle with minimal training.

To make this possible, they design their guns to be light enough for the crews to push. These were used as assault troops on risky operations where they could redeem themselves with their blood. The solution was to protect the tanks with tankodesantniki, submachine-gun armed troops who ride to battle on the back of their tanks.

When combined with tangled webs of barbed wire and carefully networked trenches they sway the tides of war in favour of the defender. To defeat such measures pioneers creep forward, under the cover of immense artillery bombardments, determined to open a path for the soldiers behind them.

Once the way is clear the troops leading the assault dash through the gaps, seeking to smash a hole in the enemy defences, opening the way once more for sweeping advances. Gun Pits are protected positions for machine-guns, anti-tank guns, and artillery. Tank Pits are protected fighting positions for tanks, making them into improvised bunkers. However, you can deploy Trench Line models on the table if your force comes with Trench Lines.

These can be broken up into smaller sections to make it easier to build your trench system around the terrain. Where the rules refer to Bunkers, they cover all Nests, Pillboxes and Turrets. Nests are roofed foxholes or well-protected fighting pits.

They provide good protection, but are vulnerable to accurate close-range fire. Pillboxes are much more substantial constructions in concrete and steel. Gunfire will not harm them and only close assault or a huge bunker-busting gun can knock them out. Turrets are made by mounting a tank turret on an underground bunker containing ammunition and accommodation for the crew. They combine the flexibility of a tank with the defensive strength of a bunker.

All other Bunkers can only target Teams fully in front of the shooting Bunker or each firing slit if it has more then one , and can only fire an Artillery Bombardment if the Aiming Point is fully in front of the shooting Bunker. Pillbox and Nest Bunkers are Gun Teams.

Turret Bunkers are Tank Teams. Each individual Bunker is a Unit. Bunkers are tough, so any weapon making a Firepower Test against them must re-roll any successful Firepower Test. Bunker cannot be concealed in the open. Most Nests have a degree field of fire from their Firing Slit. Tobruk Pits and Flak Nests can shoot in any direction.

Turrets can shoot in any direction. Pillboxes have a degree field of fire from each of their Firing Slits. Nests with no obvious firing slit can shoot in any direction. You can reduce the length to fit between terrain features, for example to block a road between two buildings. See the Obstacles table below to see their effects on movement. Do not remove a Street Barricade when it is gapped. Instead, remove the middle piece, creating a gap in the Street Barricade rated as Difficult Going.

The remainder of the Street Barricade continues to function as normal. Roll a To Hit in the Shooting Step. Any Team moving through a Minefield risks being knocked out. A Team that then Moves into a Minefield must roll a die.

If it survives, it continues moving unharmed. A Unit that took hits from a Minefield will be Pinned Down page 41 when it finishes moving.

Teams can only move through gaps between Obstacles that are wide enough for them to fit through. Minefields require a Skill Test to cross safely. After that the Booby Trap is expended and removed. Booby Traps do not need to be deployed before the game begins. Instead, they may be placed at the same time as Ambushing Units during each Starting Step. A Team that Moves across or off a Booby Trap must roll a die. Once placed, it cannot be retrieved.

Bridges laid by Halftracked vehicles cannot be crossed by Fully-tracked vehicles. If the Bunker is a Turret, it is automatically Destroyed if hit. They are Mine Clearing Devices see page The terrain bridged no longer requires a Cross roll.

Place these Obstacles when you place other fortifications. They are pulled by pioneers on a wheeled trolley until they are in position to go. The Demolition Carrier must be within Line of Sight of the controller for the entire movement. This movement may pass through friendly or enemy Teams without restriction. To attack a Building, the controlling player chooses one of the Buildings in contact with the Demolition Carrier.

If the building is divided into multiple rooms it must target one room and only hits teams in that room. If a Pillbox Bunker takes a hit, roll a save. A Demolition Carrier can blow a gap in an adjacent Bocage Hedgerow in the same way as it gaps an Obstacle.

If a Demolition Carrier attacks a building, it hits every Team inside on room. This is a standard Churchill infantry tank with the main gun and ammunition racks removed and replaced with a Petard demolition mortar and engineering equipment. The fascine, a bundle of saplings used to fill a ditch, is carried on a frame on the front of the tank.

When the tank reaches the ditch, it drops the fascine, and then resumes its demolition duties. An SBG bridge is carried on the front of the tank and lowered across streams and ditches or against seawalls and embankments to create a crossing. Fascines act as Assault Bridges see page 80 , but may only be used to bridge ditches and craters. The Petard mortar shoots as a normal although very shortranged gun. If the Petard ever fired at a tank, its armour would be almost irrelevant.

The blast is likely to blow off tracks and cause other damage without penetrating the armour. You must place all Fortifications before the opposing player places any Objectives see page 94 unless the mission specifies otherwise.

Entrenchments and Bunkers must be placed in your Deployment Area see page Entrenchments and Bunkers cannot be placed in a stream, river, swamp, lake or other water feature. Bunkers can be placed in the ground floor of Buildings. If the Building is large enough, place the Bunker in the Building, otherwise, declare the whole Building to be a Bunker. Objectives may not be placed in, on or under Bunkers. However, such a Unit does no start the game in Foxholes as they have not had time to dig alternative positions.

Fortified Platoon Units cannot be deployed in Ambush or Reserves of any sort unless it elects not to deploy any of its Fortifications. If it does not do this, it deploys in its own fortifications which are placed as if it were a Fortified Platoon Unit on its own. You may choose to not place any or all of your Fortifications in a game. If you do this the Fortifications are not used during the game.

Panzergrenadiers from the Panzerdivision prove difficult for British forces to dislodge as they fight building by building. Panzerdivision counterattacks with powerful PaK43 anti-tank guns and converted assault guns.

Caen finally falls to the determined British troops after finally overcoming the tough German defenders. The most common form of force selection, and the best way of ensuring a fair fight and an interesting game, is to select your force based on the points given for each unit in the Intelligence Briefings. The points value is calculated based upon the size and fighting capability of each unit—the larger and more powerful a unit is the higher its points value.

Before a game, you need to pick the Formations Company and Units Platoons that will make up your force. Games are typically played with around points, but you are certainly not limited to any particular value. Once you and your opponent have agreed on a points limit, you can choose any Units allowed by your Formation company diagrams up to that total value.

Linking your scenarios into a campaign allows you to extend the story across multiple games. In a scenario, you decide on a situation that would provide an interesting challenge for both players and select two forces that fit the scenario.

The forces use in a scenario will usually be based on a Force Diagram, but may contain variations specific to the scenario. The two forces might have the same points total, or they might not, it all depends on the scenario you are creating. If one force is much stronger than the other, the scenario will usually include some additional difficulty for the stronger force to make the game fun for both players.

You can take any or all of these, or even several of the same Formation. You must field the HQ Unit and one Unit from each black box, and may field one Unit from each grey box. In addition were can also take one each of six different weapons platoons. To help, we have included divisional symbols to distinguish the variants.

Simply use the options showing your divisional symbol when calculating points or choosing optional upgrades. A Formation is a group of Units under a single Commander. Often it is based on a company, but in the case of Soviets and some other nations it can be a battalion. The Formation Diagram is, in essence, a list of Units that you can choose from when creating that Formation.

All other platoons and options with either of these symbols must be from the same as your company HQ. Grey boxes in the columns labelled Combat, Weapons, and sometimes Regimental or Brigade Support are optional parts of your Formation. These can also be called Divisional or Corps Support. These units are not part of your Formation.

The teams of a unit fight together as a closelycoordinated group, supporting each other as they take the fight to the enemy. Some of the optional Units I would like to take are armour. I also need to choose one of the two variants available. So if I less than two Formation Units in my Formation is will break page 61 , my Support Units quit the field and the game is over page In addition if I decide to take more than one Formation, I must choose one of my Formation diagrams to take my Support from.

All my support must come from this Formation diagram only. These lead attacks and support the infantry as they advance. Each brigade consisted of two regiments with six batteries of 15cm NW41 rocket launchers and three heavy batteries of either 21cm NW42 or 30cm NW42 rocket launchers, depending on if it was the first or second battalion.

They are ideal for pinning down an enemy position Bombardment. Place a Full Salvo marker on a platoon with Super-heavy Finally, like some form of artillery.

Bombardment, but nonerocket did so. This Unit has three different types of rocket launcher available, I selected the lightest option with six NW41 15cm rocket launchers for points. If I had been able to, an Allied Formation would obey all the rules for its own nationality and acts as a Formation in its own right page 8.

Some armies even specialised in launching their attacks at night. Moving at night, without lights, is slow and painstaking. In the darkness shapes blend and blur turning tanks into houses, and rocks and trees into tanks.

Few things are as difficult as finding targets at night. Everything looks dangerous, making it tricky to pick your target, unless they shoot, then their muzzle flash gives them away. Teams from a Unit do not have Line of Sight to Teams beyond the rolled distance. Roll immediately before checking Line of Sight.

Their Line of Sight is not affected by Night. As it is night, they must roll to see how far they can see. The infantry roll high enough to see the Sd Kfz half-track, so can shoot it.

The Firefly VC tank did not. However, since the Panther tank fired last turn, the Firefly can see it at any distance. You can find the rules for Dusk, Dawn, and Darkness below. When rolling on the Night Visibility Table see page 90 , roll two dice and use the lowest result. Teams equipped with Infra-red Equipment use their normal rules instead. Such battles would usually take place at Dusk or in the Darkness.

After a Unit has fired, use the tokens in the Muzzle Flash Token Set TK to indicate which Teams have fired and are therefore visible at any range in the next enemy turn see Shooting at Night on page You can either select either Full Moon, or New Moon, or roll a die.

Such battles would usually take place at Dawn to maximise the element of surprise and help speed up reinforcements after sunrise. When rolling on the Night Visibility Table see page 90 , roll two dice and use the highest result. Once morning breaks, the Night Fighting rules are no longer used, and the rest of the battle is fought in Daylight. In a game being played at Dusk, the game starts in Daylight. Once night falls, the Night Fighting rules come into effect and the rest of the battle is fought in Darkness.

In a game being played in Daylight, the Night Fighting rules are not used. DARKNESS 91 To reflect their unique circumstances most missions use a number of special rules that make them more realistic and add exciting tactical twists to each engagement. Each mission tells you which special rules apply. The army always has a plan, and your formation has a mission as part of that plan. While you can just stick your forces on the table and fight until one side is completely destroyed, missions and scenarios add a whole new level to the game as players struggle to take or defend specific objectives or achieve goals vital to their war effort.

This mission is ideal for smaller forces. Once you've played Annihilation a few times, try Free for All, which adds Objectives page 97 to the mission to bring in new stratagems to defeat your opponent with. After that play Dust Up to add Reserves page 98 and a new battlefield layout to your games.

When you've got the hang of these missions, you and your opponent can either choose a mission, or one player can roll on the Random Mission Table to select one of the six easiest-to-play missions. These missions introduce new twists to your battles with ambushes, minefields, and strategic withdrawals. These missions particularly suit infantry forces as the defender giving you the opportunity to experiment with different types of force.

The simplest is for both players to roll a die. The highestscoring player is the Attacker. Alternatively, both players choose whether they wish to attack or defend, then reveal their choices at the same time. If both players want to attack or both want to defend, then roll a die as above. What are your orders? Score: 3. Flames of War Author : David J. It now appears, however, that Islamic groups and countries are acquiring both modern weapons and training to use them.

Add a heavy dose of willingness, or even eagerness to die for the cause, and a powder-keg is the result. This book examines important issues in Iran, Syria, Lebanon and Israel. I missed a few requests over the weekend so Ill sort them now. Flames of War Star Crusades. Up to date resources. As a Flames Of War Cassino Pdf Download beginner in the gambling industry its hard to find the right path for yourself.

From this app you will be able to download exclusive free-of-charge digital content purchase new Intelligence Handbooks and individual Briefings for the first time. If anyone knows an easier way for me to share them please tell first time Ive done this. Flames of War v3 Forces v3 Confident. It took me about First up Versailles and the sourcebook for the guy who asked.

Learn more about these very useful 4th Edition downloads below. Purchases are stored in the cloud so you can access them across multiple iPads. I have it but since rule books normally cost 20 or something Im pretty sure asking someone else to give it to you would constitute piracy. Ive ended up with two copies of the the rules and theyre really cheap anyways. Download a PDF version of the rules here - Flames of War If you want to know why all you need to do is look at the table in this battle report about Prokhorovka or at least that is what is described the table just epitomises for me all that is wrong with the game.

Skip to main content. Open the file in a vector graphic program and youll be able to edit the picture. Pin On Mobi Download Free. Pin On Tips De Modelismo.



0コメント

  • 1000 / 1000