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 13th MEU Playbook - Karkand

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Deezius
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PostSubject: 13th MEU Playbook - Karkand   Wed Apr 13, 2011 8:23 pm

In the second edition of the 13th MEU Playbooks, we cover the urban city landscape of Karkand. No air support here. Nothing but hard paced block to block battles. You do not get a whole lot of heavy vehicles in this lvl, so using them correctly is critical. Most of you will be fighting the good foot to foot battle. Tons of sniper spots, and inbetween alleys makes this map one of hardcore flanking. So lets go ahead and get into it

FIRST, A COUPLE LINK REFERENCES:

Here are a couple links I have found that are very good research to know before applying tactics. None of the work on the links are mine.

Solid's Map Maps:
http://battlefield.play4free.com/en/forum/showthread.php?tid=16928

Our very own 13th MEU member Jensin also provided great information:
http://battlefield.play4free.com/en/forum/showthread.php?tid=19730
(Just wish we coulda got him to just share his information with the 13th MEU lol)


LIFT OFF:

GREAT WALL/IRON CURTAIN offensive [US]

As always, take off is key. Get those vehicles up and running and on the move. Leave A for foot soldiers to grab if you can. Now I suggest getting one humvee with the APC to shoot the route to C. If you wanna get the humvee up on house on the hill go for it, but get that flag, and set up your defensive positions, with the APC waiting on the right side of the fountain. Odds are they are sending there APC to that flag as well, so when they come popping around a corner, blast. The other humvee with the tank in follow head to B. if the tank is already advancing far enough, send the humvee around up the other long street. But get that tank up there and ready for defense but not in the open. When you have gotten B and C, HOLD. Set your APC in a defensive position if still in use, and your tank on the road to the right of the B flag. Odds are, the enemy tank is gonna be coming up that ramp, and you wanna be ready to fire on it first. What your doing is setting up your wall. 3 flags will do the job to win if you can hold it.

Only risk is getting caught off guard and not having your defenses up to make that wall. but if your organized, you can do it.

ORION'S BELT offensive [US]

As always, getting A is the easy part. You wanna push hard to B, but when it comes to the left side to C, get your defenses set up, with either your APC or tank on the street for when they come around the corner, and troops up on the buildings to snipe. Once securing B, get a recon guy to scope out any heavy vehicles possibly coming from D, while also having a hit squad moving on the blue route around the far right side of the wall to hit D from the side. Once they are moving closer in place, send in the tank or APC to hit straight from the road with your troops hitting from the side to catch them off gaurd.

The risk here is being flanked by C of course and not grabbing D. But if you get your defenses set up, and make your timing right, all should go well.

ARROW TIP offensive [RU]

Get that tank to D, and that APC with a RU transport support heading to C, your call on splitting a troop or two to head to the hill house over C. That second transport you want moving with a small squad straight to the backside of B to flank from the side, while having your tank moving up the ramp. Having that spot secure from B will let you see if the enemy tank or APC is their, and get on that rocket launcher for support. The building just down the backside alley has a ladder for good flank side shooting on B, just look out for enemies coming down that way as well.

Risks include any other, just not getting your troops there in time or getting pushed back

HOOK offensive[RU]

Now the heaviest fights always go down for B. Well, in this one though your gonna say forget B, at least for the start. Your gonna secure D, and flank around the entier map as you grab C. sending in a small squad around the very back of A, while pushing hard on the side. Its risky, but usually can catch people off guard because they always expect a heavy fight at B, and don't stress about A. Be sure to have D well secured though. Getting a sniper at the backside of A is also a great idea.

Risks include getting hit hard by your hooking flank, and not getting A to isolate them at B.

FLAG FOR FLAG, TACTICS TO GRAB:

A TO B

Proper flanking and teamwork is key to grabbing this flag. send a small squad across the street from A, to the backside alley. Get another team set up and ready to push from the middle alley, with a good shooter or two up on that roof. Once the team has flanked around on the backside, they have access to that ladder for the roof to the rightside of B. Lay down the cover and rush B, using all the objects near the flag the best you can for cover. Vehicle support can come up either side road. Just look out for enemy vehicle from the left, and also that rocket launcher right at the top of the ramp going to B, but your flanking team should take out anyone holding that gun while you rush B from the front.

A TO C

This is gonna require some heavy flanking. Get your team to go around the backside. once they get to the building inbetween the road and flag C, get your team around the backside, and a good shot up ontop of that building to lay down some rain, or take out anyone at the hill house. Optional routes include the blue, which you take out the hill house and use it to your advantage, or you can split a man or two to the green, so you hit from both sides of the building. Looks out for enemy shooters all around this flag. Its the areas in yellow of course.
vehicle support will come up the road if needed, but look out for nades being dropped from above, and the rocket launchers around C.

B TO A

Get a team to flank around that back alley on the far right of the map, but look out for shooters waitin at the end. huge the building walls and use the cover. Once you get to a certain alley, you will rush across the road. You can send in a second squad straight through the center. They key thing is that short ladder right next to the A flag. You will always storm up that, with a point man watching the alleyway. Once you get up that short ladder, your gonna hug up against the building wall while catching A. Look out for enemy nades. There is another similar ladder on the opposite side you came up, so look out for enemies from there, and the staircase. vehicle support can come in at any direction, but look out for the enemy rocket launcher right in the road leading to A. having a man standing point look around that corner can see the rocket and let the vehicle know.

B TO C

Now the start of this route can differ, since when holding B you tend to spawn at odd areas, but once you get going, and hit that route, move. That black arrow represents enemy ranged fire, so be sure to look out. Once you get to that side building, the tactics turn into the basics from A to C. As always look out for enemy snipers, and vehicles look out for rockets.

B TO D

When taking the red route, be careful when going down the stairs. the black arrow represents enemy ranged fire. Get down, and take the path between the walls and buildings. I wouldn't advise poking your head up on top of those buildings, the enemy is all over up there. once you get the end, pop out, lay them to waste. Having a team flank around on the far other side in blue, or using it as your main attack team is also highly recommended. Using the little shacks next to the flag for cover when taking is a good idea.

C TO A

Main route in red is taking that far way around to the side, and hitting hard. When getting up to the A flag, don't take the ladders. I suggest rushing up the stairs because the enemy will be able to pick you off as your climbing the ladders. Using the blue route, you can take the far way around route, which will lower your chances of being spotter and will let you pick people from behind, but it will take longer to get to A. The green route is the optional upfront route. even having a sniper at the green circle is always great for covery fire and recon. If you do use vehicle support, you can send it right down the road, but be sure to have your flanking team take out that rocket launcher if there.

C TO B

The red route is the quickiest way to go, but you take the street, so it leaves you more out in the open to cross. the blue route will lead you to a fenced in area. If you get someone to recon the street for you, then you can rush across the road when clear or getting covery fire. Be sure to be ready to fire on anyone when making it through that broken wall. Get your team moving quick up that backway to B. Use the building and protective walls around the B flag for cover when taking. vehicle support will come straight up the road, but be sure that the hit team takes out anyone at that rocket launcher at the top of the ramp.

C To D

This route has a number of options. You can take the direct red route, or the blue and green to flank further around. having a sniper and back up man with him take one of these routes (most likely the blue) and using them to recon and pop enemies while rushing D is always good. The black circles are good areas to have sniper set up.

D TO B

Two good possible routes here. Never go straight up the road. Use the roof tops to cover any vehicle support or troops you have moving. Have your team either hug between the wall and buildings to hit that staircase at the wall of B, or send a squad to flank far around up the backway. Doing both at the same time also possible, but as always, good communication helps.

D TO C

Its a very direct route you first take. Get to that building, and if you have a good far shooter, get him on that roof, while you flank around the rest of the building, or through the center of it. Look at as always for the shooters on the hill house or other rooftop. The blue route is good if you have a teammate grab a transport, and you get a team together to rush from the far backside. the black circle is also a good place to have someone recon and pick people off.

DEFENSIVE TACTICS:


Now the details in the links I provived at the beginning have tons of great information for defensive purposes, this is the main things you need to know. The black circles are always great spots for far shooters, green circles always good for mines. The Red Line represents the US teams line for defensive wall set up when holding the main three flags for there wall. The Yellow line is the RU one. The US line is usually easier to hold then the RU, but with a good team, anything is possible.

REMEMBER:

Your Vehicles are vital, do not waste them, and be sure to check when they have respawned. If they are, don't just grab and take off to do damage, see what recon you can get from your teammates.
Watch out for enemy rocket launchers for your vehicles. Also, look out on those rooftop for snipers.
Never stay to long out in the open in the roads, you become easy targets.
As always, communicate. Teamwork is key.
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Rticfox
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PostSubject: Re: 13th MEU Playbook - Karkand   Wed Apr 13, 2011 8:27 pm

yep always good to use vehicles well esp. humvee's with the 50 cal...it can lay good cover fire
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PostSubject: Re: 13th MEU Playbook - Karkand   Wed Apr 13, 2011 9:05 pm

Rticfox wrote:
yep always good to use vehicles well esp. humvee's with the 50 cal...it can lay good cover fire

Gotta agree. Everyone loves the tanks and LAVs, but I personally love the Humvees and Vodniks. The .50 cal is great
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PostSubject: Re: 13th MEU Playbook - Karkand   Wed Apr 13, 2011 9:20 pm

Nice names,I like the iron curtain reminds me of red alert 3
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PostSubject: Re: 13th MEU Playbook - Karkand   Wed Apr 13, 2011 11:36 pm

Brillient stratagy's, really. I'm hard pressed to find any weak points in any of the stratagys.
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PostSubject: Re: 13th MEU Playbook - Karkand   Wed Apr 13, 2011 11:55 pm

Nice, I like the hook and belt ideas. Good concepts, but very impractical without a good team with ya. And nice BF2 maps Razz

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PostSubject: Re: 13th MEU Playbook - Karkand   Thu Apr 14, 2011 12:07 am

well, I usually like to do is, post one safe tactic, and one risky tactic. We will know how good we are once we got a full team to work with and communicate.
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PostSubject: Re: 13th MEU Playbook - Karkand   Thu Apr 14, 2011 10:59 pm

Yeah. And are these more strategies or what? Tactics are usually the short-term actions you do that are like...what you do automatically. Idk how to explain it. Tactics is to blocking and tackling in football as strategy is to play? I don't know. I think someone should lay out the difference lol

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PostSubject: Re: 13th MEU Playbook - Karkand   Fri Apr 15, 2011 1:15 am

all my ideas are the basics, the fluff to the cake. If you follow it to the laying if the iceing, then thats fine. but theres always a unique way every battle to to change up the numbers and exact route. I don't point out every detail of every spot to stop, every point to take, and every angle to shoot. So any idea that comes to head can be applied to a scenario, but adjusting your position or "audibles" lol, can come. I'm just generalizing.
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PostSubject: Re: 13th MEU Playbook - Karkand   Fri Apr 15, 2011 10:56 am

Any battle is hecktic and random, you never know where someone is hiding and waiting. Never know if someone is taking a route or not. Must have communication and spot targets. When we are able to actually work as a group, then we can implement these and see what works for our members and what doesn't. For those that can think on their feet, we should be fine. Also depends on the opponates as well. If they are crafty and different from the norm, then we have to adjust or die. I try to spot targets and mark vehicles always, if everyone does the same then we already in the habit.
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PostSubject: Re: 13th MEU Playbook - Karkand   Tue Apr 26, 2011 8:37 pm

Widghet wrote:
Any battle is hecktic and random, you never know where someone is hiding and waiting. Never know if someone is taking a route or not.

"According as circumstances are favorable, one should modify one's plans.

All warfare is based on deception.

Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near."

-Sun Tzu Idea

Nice tactics by the way Smile
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PostSubject: Re: 13th MEU Playbook - Karkand   Thu May 05, 2011 4:10 am

When I get a bit more SM's in Marauders and form some fireteams maybe I hope to at least Try to implement these Razz. Great job man. More people need to see this haha
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PostSubject: Re: 13th MEU Playbook - Karkand   Thu May 05, 2011 11:39 am

Nmd12345 wrote:
Widghet wrote:
Any battle is hecktic and random, you never know where someone is hiding and waiting. Never know if someone is taking a route or not.

"According as circumstances are favorable, one should modify one's plans.

All warfare is based on deception.

Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near."

-Sun Tzu Idea

Nice tactics by the way Smile

You are absolutely correct. And little things I do follow this advice. I almost always throw a gernade one direction, then run the other when attacking, such as attacking "C" in Sharqi. I throw a gernade one direction, so people think there is atleast someone coming from there, then I come in the other way with my knife ready :-) I ussally get 2 or 3 before I have to use my rifle. If everyone uses their heads and do things like this, it will make for some interesting combat.
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PostSubject: Re: 13th MEU Playbook - Karkand   Thu May 05, 2011 12:47 pm

Well most flanking usually involves someone causing distraction from a different route, long as they don't die lol
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PostSubject: Re: 13th MEU Playbook - Karkand   Thu May 05, 2011 3:41 pm

Thats why I use a gernade. No chance of death for my "ally" but causes the same distraction. :-)
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PostSubject: Re: 13th MEU Playbook - Karkand   Thu May 05, 2011 4:39 pm

There anyway you can make one of these for Sharqi? xD
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PostSubject: Re: 13th MEU Playbook - Karkand   Thu May 05, 2011 5:19 pm

I belieave we were looking for a good map of sharqi to use for the tactics. I could be wrong.
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PostSubject: Re: 13th MEU Playbook - Karkand   Sun May 08, 2011 5:00 pm

Yeah, I was. The only problem is any map image I find of sharqi, is like a larger portion of the map. So when I try and zoom in on the area where we actually play, it gets all crappy and pixelly lookin. but I'm still searching
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PostSubject: Re: 13th MEU Playbook - Karkand   Sun May 08, 2011 10:54 pm

These tactics are good but the tactics for the engineer is not quite good since most of the areas he posted that vehicles go through only have vehicle if you play with a bunch of stupid enimies.
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PostSubject: Re: 13th MEU Playbook - Karkand   Mon Jun 27, 2011 1:31 pm

So the Cup is approaching, I thought I'd bump this thread with ideas tailored for the Cup.

The main rule of the cup is 8 vs 8.

While Sharqi, as the smallest map, can potentially be a camp-fest with 2 out of 3 points locked down by 8 people covering the different avenues of approach aided by extensive use of claymores and motion sensors, Karkand on the other hand is far too large for 8 people to grab 3 keypoints and then just "sit" on them for the rest of the match.

As a result, I propose a "Firebrigade" approach.

------------------------------------

This strategy envisions splitting the 8-man squad into 3 teams : 2 "screening" teams and 1 "firebrigade" team.

- SCREEN TEAM 1
- 1 x Sniper (claymore/motion sensor maxout) + 1 x Engineer ( RPG loadout/mine maxout )
- Protects "break even" keypoints ( "home keypoint" + B or C )

- Sniper deploys network of claymores and motion sensors to provide early warning
- Sniper's primary role is counter-sniping
- Engineer provides anti-vehicle capability

- SCREEN TEAM 2
- 1 x Sniper (claymore/motion sensor maxout) + 1 x Engineer ( RPG loadout/mine maxout )
- Protects "critical" 3rd keypoint ( B or C )

- Sniper's primary role is counter-sniping
- Sniper deploys network of claymores and motion sensors to provide early warning
- Engineer provides anti-vehicle capability

SCREEN TEAMS are meant to act as early warning/delay/harassment elements against more serious enemy attacks.

FIREBRIGADE TEAM

- 1 x Assault - Tank Driver ( Tank MG/Tank Armor/Ammo Box Maxout )
- 1 x Engineer - Tank MG Gunner/Repair ( Repair maxout )

- 1 x Medic - APC Driver ( APC Missile/APC Armor/Medic maxout )
- 1 x Sniper - APC Passenger ( Tagging maxout )

- Assault primarily drives the tank and has the secondary role of providing SCREEN TEAMS 1 and 2 with ammo boxes as needed
- Engineer's primary role is repairing the Tank and APC with a secondary anti-vehicle capability
- Medic primarily drives the APC with a secondary heal/revival role
- Sniper primarily provides both the Tank and APC with protection against enemy snipers and engineers, particularly those on rooftops.

The FIREBRIGADE TEAM is the core of the Cup squad on Karkand, it moves from B to C (and even A or D) as needed and together with the respective SCREEN TEAMS, repulses enemy attacks.


---------------------

As you can see, the premise is that we will constantly be defending A,B,C or D,B,C against enemy attack.

The fact is that, even with the flawed mechanics of the game, realism-wise, the defender is favored. As such, we must always seek to gain the upper hand in the initial race for B and C.

For that 1st push, I propose the following routine :

SCREEN TEAM 1 - Hummvee - Engineer gunner, Sniper driver
SCREEN TEAM 2 - Hummvee - Engineer gunner, Sniper driver

FIREBRIGADE
- MBT - Assault Driver, Engineer MG Gunner
- APC - Medic Driver, Sniper passenger

I think that either starting at A or D,everybody going for B is the best bet, not the least because of the open ground of the town square at B.

As such, here is the initial blitz routine :

- Tank leads the way, followed by APC and Humvees

- Once at B, the Tank Driver positions his tank in such a way as to offer cover for the Tank MG Engineer

- Once at B Tank MG Engineer dismounts and takes cover behind the tank, ready to engage enemy vehicles

- Once at B, the APC driver positions his APC in such a way as to offer cover for the Sniper passenger

- Once at B the APC Passenger Sniper dismounts, takes cover behind the APC and targets enemy snipers first, enemy engineers second

- Once at B, both SCREEN TEAM Humvee driver Snipers dismount and engage enemy snipers first, enemy engineers second

- Once at B, both Humvee MG Gunner Engineers prepare to engage the enemy

- Engagement priority for Battle of Keypoint B is as follows :
1)If enemy APC is present, all anti-vehicle fire (tank gun, APC gun, APC missile,Engineer RPG, Humvee MG and hand grenades ) is directed at enemy APC
2)If any enemy humvees are present,all non-sniper fire is concentrated on these
3a)If any enemy infantry is still alive, the SCREEN TEAM Snipers and Humvee MG Engineers target those
3b)If enemy tank is present, the APC and Tank together with the Tank MG Engineer engage it

From here, friendly forces push towards C.


------------------------------------------------

As you can see, there are three main "stress points" to this plan :

1) Snipers
From counter-sniping, to deploying a claymores and motion sensors network, the snipers have their hands full.

2) APC and Tank driver
These will decide the game. Ideally, they will never die, always preferring to retreat and be repaired and never venturing carelessly into enemy A or D keypoints.

3) The "first blitz"

Grabbing B and C early and forcing the enemy to come to us will make our job a whole lot easier for the rest of the match.

-------------------------------------------------

In light of the above, here are the routines that I recommend be practiced :

1) Assault with Tank skills maxed out practice tank gunnery and manouver. Special emphasis on main gun marksmanship.

2) Medic with APC skills maxed out practice APC gunnery and manouver. Special emphasis on APC manouver, especially aligning the vehicle for maximum use of the 4 passenger firing ports.

( APC firing ports are a great counter-sniping alternative )

3) Sniper counter-sniping practice. Sniper claymore/motion sensor deployment schemes.

4) First blitz rehearsal. Over and over and over and over and...
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PostSubject: Re: 13th MEU Playbook - Karkand   Mon Jul 30, 2012 8:42 pm

^This is a nice addition too.

L'another bump for le master tactics!
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PostSubject: Re: 13th MEU Playbook - Karkand   Mon Jul 30, 2012 9:29 pm

wow this thread is long and has some serious intel
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PostSubject: Re: 13th MEU Playbook - Karkand   Fri Feb 08, 2013 8:31 am

I'm up for testing some of the tactics with a full group on vent or something Smile
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