Hearts of Iron 4 Drawing Consecutive Plans

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A Battle Plan is an of import tool that helps players visualize how their divisions will advance, allows the AI to control the player's divisions automatically, and can confer a Planning bonus. Plans do non have to be drawn in lodge to give divisions orders, but are by and large recommended every bit they reduce micromanagement and meliorate the period of gameplay.

If desired, different divisions inside a single regular army may be allocated to different battle plans. In this case, players will usually accept to manually assign divisions to each front, or they volition default to the first forepart drawn.

An example of a battle plan would be a major invasion of Italy, north of enemy lines, designed to shell an enemy preoccupied with an engagement from the south. The player can prepare, and separately activate one or more amphibious landings, paradrops, and attacks by basis forces already facing the enemy, each at the time he thinks best. Some of these plan orders might be set to be implemented (by the histrion at the same time, while others may be gear up to occur in sequence, in each case activated by the player every bit needed by shift-clicking only on that specific guild to actuate it, and with the ability to change that chemical element of the plan or the troops assigned to it before or after activation. This allows different parts of an ground forces to perform separate tasks for the actor inside an overall strategy, much equally army corps performed different missions for WW2 armies. Use of such complex plans is optional, but occasionally very useful when a actor has to launch multiple dissimilar operations at the aforementioned time or past stages.

To make a battle program for offensive state operations, the histrion must first ascertain a Front Line – this is the indicate from which the army group will begin operations. Select the Front Line button or press Z, then click on or draw a line on the map along a national edge or the current line between opposing forces to point where the regular army'due south currently selected divisions will get together. Then click the Offensive Line push (a line with an arrow) or printing X and draw the forepart to which the armies should advance from the current Front Line.

Drawing battle plans [edit | edit source]

The boxing plan tools tin be accessed via the battle plan toolbar that opens when an army (a general) or an army grouping (a field marshal) is selected.

Battleplanwindow.png

For the buttons

see the commodity Hotkeys#Battleplan_hotkeys.

With the push button

  • Execute battle plans balanced.png Execute battle plans balanced

the player can select if the battle programme is executed Execute battle plans carefully.png advisedly, in Execute battle plans balanced.png a balanced manner or Execute battle plans agressively.png aggressively.

The use of the buttons

is described in the following sections.

Naval invasion [edit | edit source]

A naval invasion lodge from Dunkerque to Dover and the next provinces.

Naval invasion button.png A naval invasion is an amphibious attack on enemy territory. Information technology is a very powerful tool to open up new fronts against an enemy where they least expect them.

When selecting a naval invasion guild, the player will be asked to left-click on a province with a naval base every bit a point of divergence and right-click on the enemy province(south) to invade. The army volition automatically gather at the naval base they will depart from for the assault.

Naval invasions may be launched from any friendly port that the actor has access to. This ways that an invasion tin be launched on enemy territory from the port of an ally that is not at war with the enemy.

Capacity [edit | edit source]

The total number of divisions assigned to naval invasions of a country is express by its Naval Invasion Capacity.png Naval Invasion Capacity. The capacity is primarily determined by the naval technologies of the 'transports' branch, it tin can also be increased +10 past selecting Tip of The Spear every bit Spirit of the Regular army in the Officer corps (requires no pace back and using M Battleplan). The base of operations value is cipher, which means that the technology "Ship Transport" must be researched before divisions may be assigned to a naval invasion.

Twelvemonth Naval Invasion Capacity.png Engineering science
1922 +ten Transport Ship Transport Send
1940 +forty Landing Craft Landing Craft
1944 +100 Advanced Landing Craft Advanced Landing Arts and crafts

The naval invasion order that has more divisions assigned than the Naval Invasion Capacity limits will non take place. The arrow on the map appears but with the text "No divisions 0 Transports". The assigned divisions keep their ! ruby-red exclamation marking which indicates that they accept no orders.

A country'southward invasion capacity is measured in division number, not in their total weight or combat width. Wider and more than powerful segmentation templates let players to execute stronger invasions.

Preparation time [edit | edit source]

Naval invasions require time to prepare before they may be executed. The verbal time information technology will take is dependent on technology and the amount of divisions to be shipped over. With the starting time level of naval invasion applied science, a 1-sectionalization invasion volition take 7 days and 10-sectionalization invasion volition take 70 days of planning. Landing Craft technology (1940) halves time required.

The planning volition continue immediately, fifty-fifty while the divisions are still on their way to the departure port.

It is possible to prepare several invasions from different ports in parallel, even to the same target province(s), saving on total training fourth dimension. It is also possible to prepare several invasions to different target provinces from the aforementioned port.

Note that the naval invasion capacity is shared amongst all actor's naval invasions and is non per single naval invasion.

Convoys [edit | edit source]

In social club to ship units over to foreign lands, sufficient convoys are required to practice and then. The corporeality of convoys an individual sectionalisation requires is dependent on its weight; the weight is equivalent with the amount of convoys require to ship over 1 segmentation. The amount of convoys required is rounded up. Technology may decrease the amount of convoys required for an invasion.

Weight 0.1 0.5 0.7 ane.0 1.2 1.five 1.7
Battalion
  • Support companies
  • Anti-Air
  • Anti-Tank
  • Artillery
  • Cavalry
  • Infantry
  • Mountaineers
  • Marines
  • Motorized Rocket Artillery
  • Paratroopers
  • Rocket Artillery
  • Motorized
  • Light SP Anti-Air
  • Low-cal SP Arms
  • Light Tank
  • Low-cal Tank Destroyer
  • Mechanized
  • Medium SP Anti-Air
  • Medium SP Arms
  • Medium Tank
  • Medium Tank Destroyer
  • Heavy SP Anti-Air
  • Heavy SP Artillery
  • Heavy Tank
  • Heavy Tank Destroyer
  • Modern SP Anti-Air
  • Modern SP Artillery
  • Modern Tank
  • Modern Tank Destroyer
  • Superheavy SP Anti-Air
  • Superheavy SP Artillery
  • Superheavy Tank
  • Superheavy Tank Destroyer

Naval intel efficiency [edit | edit source]

Seazone property window showing 80.20% naval intel efficiency when you lot hover over the naval supremacy bar.

To exist able to become naval supremacy, you have to have at to the lowest degree 40% naval intelligence efficiency.

The actual value of naval intel efficiency of a seazone can be seen in the seazone property window, that you lot become when y'all click a seazone. You lot have to hover with the mouse over the naval supremacy bar. Alternatively yous can see it, when you hover with your mouse over a seazone in the strategic navy map style (accessible with the F2 button).

The naval intel efficiency of a seazone is calculated from the intel you have from nations yous are at war with and that have ships in that seazone. If you are not at state of war, you have 100% naval intel efficiency everywhere. If you are at war with i country, you have 100% naval intel efficiency in all seazones in which this land has no ships assigned (the value Enemy supremacy is 0). In the seazones in which the country has ships assigned (Enemy supremacy > 0), the naval intel efficiency is the intel yous have of that state. If you are at state of war with more countries, and more than 1 of these countries accept ships in one seazone, the naval intel efficiency, is weighted towards the country that has more naval supremacy in that seazone.

La Résistance La Résistance intel ledger navy tab showing details about the Royal Navy.

With the DLC La Résistance La Résistance, the intel y'all have of a country, can be seen in the intel ledger of that state. When you hover with the mouse over the naval section of the intel ledger, you encounter how the navy intel is calculated.

There are several factors that contribute to naval intel efficiency. The naval intel efficiency against a specific enemy state, expressed as a per centum between 0 and 100, is the sum of each of the following factors:

Common factors on naval intel efficiency: (With and without La Résistance)

  • Enemy Credo (Democratic: 20%, Non aligned: 20%, Communist: 12.five%, Fascist: ten%)
  • Enemy Trade law (Free merchandise: 20%, Consign focus: 10%, Limited exports: 5%, Closed economy: 0%)
  • Radar coverage (Radars that cover any seazone with enemy ships on missions, can provide up to 20% naval intel efficiency. Naval intel gathered per radar is just one value per country, not per seazone. Naval intel about the UK gathered per radar that covers the english channel can provide naval intel efficiency for a naval invasion in the Mediterranean Sea.)
  • Fighting the enemy navy (Naval intel gained from naval battles decays by around -0.two%/calendar week.)

Factors on naval intel efficiency only with the DLC La Résistance La Résistance:

  • Spy networks (upward to forty%)
  • Operations (Infiltrate navy 10%)
  • Decrypted enemy ciphers (passive bonus 10% and xxx days bonus fifty%)
  • Intel from faction members (xxx% of the intel difference)
  • Captured enemy operatives.

The Naval Section upgrade to Intelligence agency boosts the naval intel efficiency past +25% of its full value, i.e. it is multiplied by 1.25.

Factors on naval intel efficiency simply without the DLC La Résistance:

  • Ain Decryption level and enemy Encryption level
Own Decryption level
0 1 ii

three

Enemy Encryption level 0 0% thirty% 45% 60%
1 0% 15% 22.5% xxx%
2 0% 10% 15% 20%
three 0% 7.5% 11.25% 15%

Case with the DLC La Résistance La Résistance:

As illustrated by the picture contrary: Democratic ideology (20%), Export Focus trade law (10%), Radar coverage (16.9%) and Spy network (5.v%) adding up to 52.4%, and then multiplied by 1.25 from the Naval Department, give the total naval intel efficiency of 65.5% against this particular instance of U.k..

Instance without the DLC La Résistance:

If you don't utilize the DLC La Résistance and want to naval invade a fascist country (10%) that has closed economy (0%) and has researched Encryption level three and y'all have Decryption Level iii (15%) and accept no radars that cover any enemy territory: Y'all become a naval intel efficiency of 25% and demand to fight their navy to be able to get over the needed 30% naval intel efficiency.

Strategies if it's not possible to get 30% naval intel efficiency:

If there is nothing that contributes to naval supremacy in a seazone (Enemy supremacy is 0), you go naval intel efficiency 100%. A strategy is to terminate planning of a naval invasion, transport your ships out to become naval supremacy and offset the invasion, even if you exercise not accept enough naval intel efficiency. If the enemy is irresolute orders of fleets you might get 100% naval intel efficiency for a moment. That short moment is sufficient to starting time the naval invasion.

Naval supremacy [edit | edit source]

To execute a naval invasion, a country requires more than 50% naval supremacy (also called 'naval superiority' in some tooltips) in all strategic regions (body of water zones) in which the divisions will need to traverse the bounding main en-road to their destination. These are the regions the arrow of the naval invasion battle plan passes through.

To be able to get naval supremacy, you have to take at least 40% naval intel efficiency.

Naval supremacy of a navy depends on what type of mission it is running, how effective it is on the region, how many ships it has and how large they are. Naval supremacy in a strategic region (sea zone) is the sum of naval supremacy of the taskforces assigned to it.

Naval supremacy past naval missions: [i]

Mission Naval supremacy
Patrol.png Patrol 100%
Strike Force.png Strike Force 100%
Naval Invasion Support.png Naval Invasion Back up 100%
Convoy Raiding.png Convoy Raiding 50%
Convoy Escort.png Convoy Escort 50%
Minelaying.png Minelaying 30%
Naval Minesweeping.png Minesweeping xxx%
Naval Exercises.png Naval Exercises 0%
Hold Mission.png Hold (in and out of port) 0%

Larger ships contribute more than to naval supremacy. For example the italian early battleship RN Andrea Doria provides 356 naval supremacy on strike force mission. A unmarried Curatone Class italian early on destroyer provides 117 naval supremacy on strike force mission. Naval supremacy per ship is calculated as:

Naval supremacy of transport = 100.0 + 0.005 * ship production toll in industrial chapters (IC) + 0.05 * send manpower

Task forces with Practise Not Appoint lodge do not contribute to naval supremacy.

Air superiority and Minelaying provide a bonus for naval supremacy. Maximum possible bonus from air superiority is +100% to the ship amount, making each transport count for two. It is achieved when air superiority is 100% and at that place are plenty planes to encompass 100% of the sea region.

Naval supremacy is merely required for a short moment to launch the prepared invasion. Later that the invasion will proceed even without sufficient supremacy. Once the naval invasion has been properly planned, naval supremacy and naval intel efficiency has been attained, and sufficient convoys are gathered, the programme may be activated.

Invasion in transit [edit | edit source]

Invading divisions travel through the sea province by province on convoys, and tin can be intercepted past enemy fleets and bombers simply similar supply and merchandise convoys. It is recommended to use escorts for the convoys, lest the enemy rally their entire fleet to intercept the invading fleet.

When invaders reach the shores and begin to disembark, the side being invaded gets a notification with an icon and a sound and has a brief moment to rally any defenders.

Invasion speed is improved by technology, and is greatly delayed past attacks on the convoys.

Invasion gainsay [edit | edit source]

If there are any defenders in the province where the invaders endeavor to land, a country combat starts. As the troops land they need to unload from the ships first and this leaves them vulnerable to enemy burn, and then they receive a hefty malus. Marines are special forces troops specifically trained for amphibious assaults, and receive a big bonus to compensate amphibious landing penalisation.

Consider using Shore bombardment to back up the invasion, likewise as whatever shut air support in range.

Post invasion [edit | edit source]

Unless invading divisions take captured a port or a urban center, they might exist cutting off from supply, and need to accomplish these objectives inside 72 hours before supplies run out.

Paradrop [edit | edit source]

A paradrop order from an airfield in Frg to the netherlands.

Paratroop button.png A paradrop is an attack past air on enemy territory. A paradrop may only be executed by paratroopers and their support equipment. Divisions with whatsoever battalions that cannot be dropped may not be used in a paradrop. Most kinds of line battalions will brand a sectionalization ineligible for air drops if they are present in the division; see the sectionalisation designer display on whether the partition is para-capable.

A paradrop must start from an airfield with send planes without a mission assigned. Double check that the send planes do not have an assigned mission, also as no assigned air strategic zone. Make sure that the number of transport planes is equal to or greater than the weight of the paratroopers. Yous must have at to the lowest degree 70% command of all air zones from the airfield to the drib location. If the airfield has planes over the capacity of the airfield, the mission volition not launch.

A supply source, such as a big urban center, a port or a connection to the primary forepart should be established as before long as possible in order to avert the furnishings of beingness unsupplied. It is advisable to country paratroopers in an area almost a supply source and to quickly attack that source, equally supply sources tend to be well guarded. There is a new aerial supply system from Waking the Tiger Waking the Tiger DLC that volition allow paratroops to fight for longer and hold the line against the enemy. Dropping on top of enemy troops is an assault with hefty penalties and certain destruction if defeated, unless the paratroops tin retreat to next friendly-controlled territory.

If experiencing issues with paradrops even when you lot take air superiority in the target zone, there may be another problem. If your target province lies inside an air zone whose central node is outside the range of your transport planes, then information technology can cause an space delay and prevent paradrops. What this means is that, in a number of airfields, provinces might technically be in range of your transport planes, but your planes will never arrive at those provinces, because the target air zone's coverage node is exterior of their range (or something like that). The Germany-to-Southern-England affair is a specially obnoxious case, but information technology happens in a lot of other places likewise (the Pacific and Southward America, for example).

Fortunately, you can get around this cleaved game mechanic by, well, breaking it farther. When your para drop order appears on the Air map screen (same identify where you assign Air Superiority and Ground Support missions), left-click the order's circular icon (probably looks bare), then right-click reassign your social club to an air zone whose central node is closer to your airfield (this will usually, merely non always, be the air zone your airfield is located in).

The AI never attempts paradrops.

Air superiority [edit | edit source]

A paradrop, similar a naval invasion, requires at to the lowest degree 70% air superiority in the strategic area the target belongs to. Air superiority is primarily attained by directing fighters to secure air superiority in a region, but (not-naval) bombing and close air support may help as well.

Transport planes [edit | edit source]

Equally with convoys for naval invasions, paradrop orders require ship planes in order to be executed. Contrary to other planes in the game, 1 transport aeroplane does non represent 1 plane but rather a group of planes required to ship units.

The corporeality of transport planes required depends on the weight of the divisions to be transported. Paratroopers battalions weigh 0.5 and paratroop support companies 0.one. One transport plane has a carrying capacity of ii.0, and and then could carry a partitioning of 4 para battalions, or 3 para battalions with several support companies. If the air drop society planes full besides fiddling carrying capacity for the paratroops assigned, the transports will make several trips to ferry the paratroops, exposing them to more enemy attacks and causing the troops to get in in split waves.

Divisions need to be in a province with an airfield with transport planes in club to be able to execute the paradrop.

Front end line and offensive line [edit | edit source]

Full general front line with general offensive line

Front line button.png A Front Line is the starting signal of attacks into enemy territory. A player can either assign a whole country'southward border as a front line by clicking on the edge or a role player tin assign a role of a country's border equally a forepart line by belongings the right mouse button and dragging the mouse over the provinces the histrion wants to vest to the front end line deployment area. The AI will and so move all the divisions into the position that the commander assigns to that front line. They are assigned either by having them selected when the front line button is clicked or added later on by selecting them and Control-Clicking on that line. A role player tin can also create several unconnected front lines and assign divisions between them, which may be peculiarly useful for a field marshal who may command an unlimited corporeality of divisions conducting various operations in different locations effectually the world. Divisions that are stationed at a front line that borders a not-ally will receive a planning bonus for their pre-attack training fourth dimension. Front lines tin can only be positioned at a edge, and the front end line of battle between opposing forces counts as a edge for this purpose.

Offensive line button.png An Offensive Line is a line that a player draws through enemy provinces that contain objectives for the assigned army units to move to and capture. From a front line, or from another offensive line, a actor can draw ane or several offensive lines or arrows that tell the AI how the role player wants the selected programme's divisions to accelerate from the front line. The width and arc of the offensive line can be adjusted equally described on the tooltip. If the mouse cursor is dragged over the offensive line or arrow the game volition show the exact visualisation of how the AI will advance the divisions, step for footstep. ALT for edit mode and TAB to shift the arrow's base of operations tin be useful to direct the chief effort.

Execute order button.png The order to execute boxing plans is given with the button in a higher place the commander portrait, along with a tooltip that provides information and advice from the staff regarding the battle plan. The AI so executes the battle program until the troops accomplish their offensive line which has then become the new front end line. If that front line has offensive line orders beyond information technology so the execute button has to exist pressed once more to resume the advance from the new front line. Pausing to rest, resupply, refit, regroup, and coordinate further plans was common between phases of a major offensive. This is also a skillful time to detach troops to consolidate control over occupied territory, which usually involves smaller divisions that specialize in discouraging unrest. The Garrison Expanse battle plan lodge is one used in such a situation.

More examples for front line and offensive line [edit | edit source]

More than examples for front line and offensive line

General front line and general offensive line, followed by another general offensive line. Subsequently the offense is started, it will go until the first line is reached and then intermission. The execute button has to exist pressed again to resume.

Field marshal front line and field marshal offensive line. Past default for each general sub regular army front lines are drawn.

Field align front line and 2 full general offensive lines. After drawing a front line with a field marshal you don't have to utilise a field marshal offensive line. You tin likewise use general offensive lines, or mix.

If yous hold the SHIFT-button while drawing a field marshal front end line, y'all go a field align front line without sub army forepart lines. This can be useful for front lines for a high number of defensive divisions. All divisions assigned to that front line go the color of the field marshal. In the moving-picture show a field marshal offensive line is assigned

Spearhead [edit | edit source]

General front line with spearhead

Spearhead button.png The spearhead guild starts from a forepart line and can be used alongside or instead of the Offensive Line inside an army. Different the normal boxing programme that spreads out to cover its flanks and adjusts to circumstances, spearheads advance in a narrow path ane province wide to their objective, exactly every bit it was when first defined. This makes them suitable for blitzkrieg-style armored penetrations that can capture a specific goal or work with another spearhead pincer to encircle enemy cities or armies in pockets, sealed in a ring of steel past the mobile and regular infantry divisions following behind. Encircled armies tin can thus be annihilated, as routed divisions which lack friendly territory to retreat to are destroyed.

Spearheads (shortcut 'SHIFT + X') may be used only through territory past the attacking regular army's forepart line or territory assigned to a naval invasion (tanks rolling off the landing arts and crafts into boxing). Information technology may also only be used as an order for armies; Spearheads are unusable for any army group every bit a whole. Spearheads follow the exact paths traced on the map by right-clicking and dragging the mouse through successive provinces. This may enable the attacking forces to plan a path that bypasses forts, cities, or other undesirable terrain in society to maintain their momentum.

Fallback line [edit | edit source]

Fallback line button.png The actor can draw fallback lines in controlled territory, and that will tell the AI upon order execution to motion and deploy its divisions behind the fallback line in the same manner equally with a front end line, hold the line against enemy assaults, and counter-assail to restore the position if the line is broken. Unlike front lines, divisions stationed at fallback lines exercise not receive a planning bonus; notwithstanding, divisions that are stationed a long fourth dimension in a province can accumulate an entrenchment bonus while remaining in that position.

Area defense [edit | edit source]

Expanse defense force. In this picture the social club 'baby-sit naval bases' is selected. The divisions distribute on the tiles with naval bases.

Garrison area button.png Area Defense assigns the entire army to guard an area rather than a front end line. It is mainly useful to protect against naval invasions and paratroopers. As the divisions are spread out over one or more states rather than concentrated in a position for defense, this posture is sick-suited well-nigh the front line. If part of the surface area is lost to the enemy, then the garrison units will automatically endeavour to recover the lost territory.

The defence force command has multiple subsections (see graphic):

  • Protect Victory Points
  • Guard Ports
  • Guard Coast
  • Protect Airbases
  • Guard Forts

Garrison Order.png

The player tin can choose which of these they wish to baby-sit and the UI will tell the role player how many divisions the AI considers necessary to satisfy the command. The garrison area gild triples the limit of units nether a commander to 72 without incurring a debuff.

For defending an area against partisans, see garrison.

Planning bonus [edit | edit source]

When a division is at the starting position of an offensive battle plan (i.east. a boxing program containing at least i Offensive Line or Spearhead social club) and is neither moving or fighting, it will accumulate a planning bonus at the start of each day, expressed every bit a percentage, until a maximum planning bonus is reached. This confers greater combat operation for the division.

The max planning bonus for each segmentation (initially capped at xxx%), or the charge per unit of daily planning bonus accumulation, can be increased by certain Land doctrine choices and National Spirits. The base of operations daily gain is 2%, so it will take e.g. xv days to accumulate to the 30% cap. Using a general will also add both to the max planning bonus and the rate of daily planning bonus accumulation. Each indicate of a general'southward planning rating will contribute +2% of max planning bonus, and +five% to the daily planning bonus accumulation. Still, the +5% to the daily planning bonus is multiplicative to the 2% daily base rate. So for example, when using a general with a planning rating of four, he will add together +8% to the max planning bonus (so 30% + 8% = 38%, assuming no other bonuses), and the daily planning bonus accumulation volition be 2.4% (2% * (1 + (4 * 5% = 20%)) = 2.4%). Continuing the example, it will at present take sixteen days to complete the full planning bonus (38% / 2.four% = 15.8 days).

When a segmentation with a planning bonus is moving or fighting, it will lose some of its planning bonus each twenty-four hours. The planning bonus for a division volition decay by 1% per day if the sectionalization is being automatically managed by the battle plan AI. If a sectionalisation is manually commanded by the human being actor, the planning bonus will decay 3% daily.

Strategy [edit | edit source]

Since achieving the maximum planning bonus will take a number of days, it may be worthwhile to prepare battle plans during peacetime, so that each division will have a total planning bonus upon the outbreak of war.

If the actor wishes to minimise the rate of planning bonus decay, information technology may be helpful to prepare a complex battle plan containing multiple orders. This can enable divisions to achieve their objectives without requiring manual commands from the player.[two]

Alternatively, the man thespian can micromanage their divisions, to achieve finer control or the ability to react to changing circumstances. This presents a tradeoff, as planning bonus volition exist lost more rapidly when transmission commands are issued.

Manual control and battle programme; support attack [edit | edit source]

Divisions that belong to a battle plan and receive a manual order volition revert back to AI control after implementing the lodge.

Once combat is joined, the player may select an unengaged sectionalization and then Ctrl+right click (or Ctrl+alt+right click) on the combat icon to make the selected division bring together in a support set on. This allows the partition to assist in the attack without automatically advancing the division into the enemy-occupied area upon victory. The battle plan AI may automatically lodge such a support attack, as well.

Boxing plan and allies [edit | edit source]

Players tin can see their allies' battle plans (an pick that tin can be toggled on and off in the lower correct corner of the screen). This may help in multiplayer to coordinate with allies and in single histrion to understand what the AI is doing considering AI countries create their ain battle plans.

  1. Defines: NNavy.MISSION_SUPREMACY_RATIOS
  2. For an instance of this, see Zwirbaum's battle programme tutorial on Youtube

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Source: https://hoi4.paradoxwikis.com/Battle_plan

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