DarthMod Demonstration #1
Offered by DarthMod fan:
Tiberiu_R
In the same battle I noticed the way heavy infantry fights pikemen units. It's just the way it should be. I charged in a frontal assault and this is what happened:
-Pikemen hold off the infantry, and just a small number of infantry manages to go near the pikemen(very good! in the previous 1.4A pikemen were a wall against infantry, where you couldn't get near them at all).
Here's a pic:
-I have also noticed that pikemen don't use any secondary weapon, only their pikes (this is very good and i think historically accurate)
-the rear of the pikemen is indeed vulnerable. I used my peasant unit, went around to the back of the pikemen and charged. The peasants create havoc, killing a lot of the pikemen. This is very good. God job Darth.
Another pic:
By the way, pikemen fight great against cavalry too. Again if you charge with cav in front of pikemen, only some horses get through the spear wall. The rest are cut down slowly(not like in vanilla were they would die in a couple of seconds).
Excellent job Darth for battle dynamics and for the pikemen.
DarthMod Demonstration #2
Offered by DarthMod fan:
Kefka_101
I think cavaly works well now. They may need to be slightly adjusted, but overall they feel about right. They seem incredibly powerful, but remember that this:
Is cheaper than this:
With the result being this:
Because of what Darth said. The more dense your formation, the more
effective against cavalry:
However, I must say that the Billmen did nothing except die quickly.
Darth Note:
Billmen cannot absorb a charge than counter attack with the bill hooks. It is very rational since their weapon is not long and are also unshielded. Once the cavalry gets stucked, they can go in and pull them down!
DarthMod Demonstration #3
Offered by DarthMod fan:
Tiberiu_R
I forgot to put some pics for heavy cav vs pikeman. I had 5 Noble Pikeman vs 3 Lancers (elite french heavy cav)
Here you see the Lancers charging in a frontal assault:
Like in the case of heavy infantry, the cavalry breaks through the line of pikes with just a small number of troops. The rest die slowly in a bitter fight
(this reminds me of braveheart
)
See here:
You can see here the result, the main part of the Lancers are dead while the rest of them flee.
And the results:
I think this is accurate since Heavy Cavalry units are able to break through, no matter how many pikes, but still they get their ass kicked.
DarthMod Demonstration #4
Offered by DarthMod creator:
DARTH VADER (yes...me)
In this demonstration you will see how you can manipulate the infantry in DarthMod than never in the history of TW series. The Infantry in DarthMod, as of course a lot more the cavalry, can be a versatile force of melee. It can stand, attack, penetrate, defend and virtually is the spirit of the battle checkerboard creating the interactive line of battle. In this demo scenario, norse swordsmen (human) clash with dismounted feudal knights (AI).
The easy part is the first contact by applying charge targets the units of the AI as it does the same to you. DarthMod has fixed cohesion and charge and you will witness terrifying clashes of arms!
Watch now the difference...as the line is fixed...you select a proportion of the infantry...
And order it to attack the other side of the line!
The troops obey you and travel inside the mass of troops to penetrate by continuously charging. This is the ideal way to use 2-handed swordsmen since they have the melee and stats parameters to break and disrupt enemy lines at ease!
The line is changing, gaps are created...the AI responds and does the same by counter attacking other spot!
Havoc is created and a lot of troops are killed from both sides...a lot more if you have not ordered them and let them to just melee, but the risk is worth it because you can really destroy the enemy with a timed internal charge like this!
You select the other side of the line and you pick the center to attack in order to support the troops that find the AI try to support it and not let your charging troops to hack through!
You can also swap guard mode and you will immediately see your troops to re-form and combine to each other, while you can charge them in guard mode to have even more penetration effect in a centered area, but no flank procedure as a handicap.
The line is more or less a mess and you have to be careful not to overuse the ability to interact in the melee as a real officer, because the AI takes easily the upperhand in case of a not-skilled human commander.
I have done overuse...
I tried to destroy the center but the AI responded well. It kept its general patiently behind and ...
while I thought I will finally break in...
The AI general supported timely the melee...
Surrounded my brave troops...killing my general and in secs rooting me.
Of course I could have equally won in this random and dynamic battle melee.
Imagine this scenario in big field battles with a lot of combat troop types...this is the way that you can make the difference...as a general....and as a brave officer inside the melee...ordering them continuously to follow you to penetrate a specific section..maybe the enemy general and its guards is a good target!
Unfortunatelly the AI will do that all the time as well! Be prepared...DarthMod has a lot of battle secrets for you to unlock and exploit strategies!
DarthMod Demonstration #5
Offered by DarthMod fan:
Tiberiu_R
Here I want to make some comparisons between Vanilla and Darth Mod.
I fought the same battle in vanilla and Darth Mod. On the left side you have the screens from vanilla and on the right you have screens from Darth.
1)Battle formations:
You can see the way units in vanilla fight just in front lines, while the rest of them lag behind. In darth they all stick togheter:
2)In this case I like the way cavalry chases down the routing troops. As the enemy units flee, the cav in vanilla just runs near them but they don't kill them. In darth you can see they are chasing them down properly.I find this very usefull especialy in campaings where you have to chase down the remaining troops.
3)Heavy infantry vs Pikeman.
In vanilla pikemen don't work nearly at all against heavy infantry. They switch to their swords and get killed really easy.You can see on the left that they are crap. In darth mod you can see they manage to hold the line, and finally defeat the heavy units.(One nice trick is to disable the defensive mode for pikemen while they are in melee. They start moving slowly onward and kill a lot of heavy infantry
)
4)Heavy Cavalry charge:
I found it stupid the way cavalry charged down infantry in vanilla.They charged and were stoping like they hit a wall.This was too unrealistic. In darth you can see cavalry trampling down the infantry. It makes sense.How could a man stand up in front of a horse and rider in full speed?
Look here:
I did this so that ppl can taste the features of DARTH MOD!
I will return with some pics regarding the AI and maybe other things.
DarthMod Demonstration #6
Offered by DarthMod fan:
Cofresi
Hi There,
First, Thanks to Darth for the awesome new battle AI, I think it is a must for anyone wanting a real challenge at the tactical level of the game.
Now, I really like the new units penetration effect developed by Darth and I think they change the battle experience in the game greatly.
I did a custom infantry battle between Scotland and the HRE with the following composition;
Scotland:
Galloglaich x 3
Highlanders x 3
Nobleswordmen x1 (General)
HRE:
Seargent Speramen x5
DFK x4
DIK x1 (General)
Here is the setup of my troops, with the Galloglaich in front of the formation, followed by the highlanders ( note the column formations) and the General unit.
Attachment 3880
The first line clashes...
Attachment 3881
My intention in this battle is to break the enemy formation in the center to split them.
Here comes the funny part, note the Galloglaich unit at the right with the red circle. Taking advantage of the new Darth's penetration effect I ordered that unit to charge the german unit signaled with the red arrow so I can start hitting the enemy center.
Attachment 3882
and did the same with the left Galloglaich unit...
Attachment 3883
Since the Galloglaich are moving towards the center their old position(horizontal arrow) must be filled, enter the Highlanders!,, the unit at the right will take care of the enemies in front and the unit next to it( vertical arrow) will follow the spearheading Galloglaich, same at the left flank.
Attachment 3884
To be continued...
Continue and it goes to demonstration thread!
Use the magic fix 2 for better effects!(download thread)
Cont...
Here you can see the point of the attack with both Galloglaich units converging at the center followed by the highlanders...
Attachment 3885
The line starts to break...
Attachment 3886
Oh yes...is breaking! note my general unit in the middle, I ordered them to run towards the blue cross (point of clicking) so they can reach the battle area quickly, once there I clicked on the enemy unit to allow the attack.
Attachment 3888
and they made it!, notice that the AI, feeling the danger contra attacked the area with its own general unit!
Attachment 3889
a closer look...
Attachment 3890
To be cont...
Hi Darth,
Already using the Magic!!!
cont...
Ai's left flank breaks...
Attachment 3891
same goes for the right...
Attachment 3892
too much pressure I guess...
Attachment 3893
Was not an easy one...
Attachment 3894
and the final stats, look at the #'s killed by the Galloglaich, I think they full filed their historical role.
Attachment 3895
The battle was a lot of fun and I really enjoyed the fact that maneuvering was the key to victory and that the AI reacted very well.
In case you haven't notice the AI tends to use this same tactics so be careful with your line's center!!!
Hope you guys liked, and Thanks Darth!
Just a bonus.
From a previous battle a good example of an infantry charge.
Lots of mixed units,
Attachment 3896
DarthMod Demonstration #7
Offered by DarthMod fan:
Cofresi
Hi,
With the new strong cavalry in the latest Darth Mod is really dificult to defeat them using old tactics, like in vanilla for example you just surround any cavalry unit ( even armored ones ) with a lot of town militia and militia spears and that was it for the equines... not any more I'm afraid.
Darth cavalry with its strong defence + AI effective use of it ( a very important aspect) has changed that.
So after I have been losing battle after battle of weak early armies with a few cavalry units in it I will like to share a few learned lessons...the hard way!!!
Battle info;
Darth 1.4b + the Magic
Poland vs Russia
Army composition:
Poland (me),
Woodsmen x 9
Dismounted Polish Nobles x 4
General's Body Guard x 1
Russia,
Woodsmen x 12
Druzhina x1
General's Body Guard x 1
My initial set up with a long line of woodsmen in the front and the polish nobles in the posterior flanks.
Attachment 3908
The Druzhinas attack my left flank, I ordered the nobles in that flank to engage them. Didn't move the rest of the line so I can see were the other cavalry unit will strike.
Attachment 3909
The Russian general's unit goes to my right flank, note that since I already know the point of attacks and the cavalry is engaged I ordered the center of my line to move forward to halt the enemy infantry advance in the center and be able to isolate both russian cavalry units. Note the units at the far right too.
Attachment 3911
A gap is open so my general can charge the enemy infantry...
Attachment 3912
Stay tune...
cont...
My general moves to the center at the Druzhinas at the left routs ( blue circle), note that the General's AI didn't fall for the trick and regroups at the center of his line (yellow arrow) ...
Attachment 3913
My general is charging the enemy line , while thr Druzhinas continue to rout and the enemy general is back charging my lines (yellow arrow), since nobles at the left defeated the Druzhinas I ordered them to charge the enemie's general.
Attachment 3914
Now my general is free to deal with the Russian infantry...
Attachment 3915
So He does...
Attachment 3916
now the Russian general is coming!.. really upset I guess :-)
Attachment 3917
More to follow...
Cont...
Melee ensures between him and me, so my reinforcements are coming...
Attachment 3918
And they arrive...
Attachment 3919
More melee...
Attachment 3920
The AI does the same thing but one of its units is blocked by the nobles...
Attachment 3921
The Russian runs for his life...
Attachment 3922
brb...
cont...
My general charges the last pocket of resistance...
Attachment 3923
A Hard one...
Attachment 3924
Stats...
Attachment 3925
Note that the AI killed more of my men.... a great fight.
Hope these helps...Thanks
I did the same battle again without doing anything on my part and here is the result,
Battle info;
Darthmod 1.4 + Magic Fix 2
VH
France vs England
The Troops:
England (AI)
Armored Sergeants x3
Dismounted English knights x4
English knights x4
General's bodyguard x1
France (Human)
Armored Sergeants x 8 (upgraded armor}
Dismounted Chivalric knights x 4
General's bodyguard x1
So as you can see, a cavalry difference of 5:1 to the AI
Here is the initial set up,
The English line,
The French line,
The Battlefield,
To be continued...
Here we go...
My setup,
DCK in the front with AS behind and in the flanks with the most lateral units already in schiltrom formation. General in the middle back.
Battle Plan;
The French are short of mobility in this battle with just one cavalry unit vs the English 5's.
For they to win, they will need to neutralize the English general's greatest asset... Cavalry!
So with the new battle AI, I need to put the DCK in front ( to attract a charge) since I have notice that the AI will not charge a line of spear men if it has more vulnerable targets to hit (really cool, eh?). Spear men at the flanks will prevent the AI to outflank my main line in the center.
Here it comes...
Just when the horses are close enough I ordered my DCK to fall back behind the spear men so the charge hit them instead (
Caution: if you make this move to soon, the AI will STOP the charge, fall back, regroup and Crush you with flank attacks!).
Note that once the cavalry engaged the AS I ordered them to schiltrom formation. My DCK are regrouping in the back, ready to strike.
More to come...
Counterattack!
The French general asses the situation and discover a weak spot at the English line (yellow arrow) and one weak spot in his own line (black arrow) and orders the DCK to attack accordingly (blue arrows).
and they attack,
The french general realizes that's not enough to protect his left flank and makes a move,
Upon seeing this, the English cavalry disengage from that flank and proceeds to attack the rear of the French line,
Meanwhile lets take a look at the point of attack of the English infantry at the French's right flank,
Back at the French left flank the general catch momentum,
and is followed by his infantry,
At the back of the French line the English cavalry is trying to break the morale of my troops with rear attacks,
The french general can't allow this,
Reinforcements arrive to help him,
and the French general disengage to go back to relieve pressure on the French infantry,
The AI unit didn't like it,
will follow...
Now the French general takes position to support the heavy engaged infantry trying to hold the English assault at the right.
He decides this is a good time to use the new availability of
formation disruption (Provided by the Dark Forces) to cause havoc at the English lines while his infantry keep attacking at the same time, so he follows the traced rout ( yellow arrow) and enable this by not charging, but just clicking at an empty area behind the enemy formation. (Check Tiberiu_R's demo at the demonstration threat for an infantry example of this)
and disrupt a little bit the defense of the red guys while the French keep attacking and gain some ground,
Caution: While doing this be sure to keep moving your unit or it will pay the consequence of been among its enemies!
The AI does the same to me!!!
This time the French general charges,
Soon the English are fighting for their lives! (Red Banners)
A look of the carnage so far...
The AI counterattack with what it has left,
but, recognizes defeat...
Results,
Stats,
I hope you Liked...
DarthMod Demonstration #8
Offered by DarthMod fan:
Cofresi
Battle info;
Darthmod 1.4 + Magic Fix 2
VH
France vs England
The Troops:
England (AI)
Armored Sergeants x3
Dismounted English knights x4
English knights x4
General's bodyguard x1
France (Human)
Armored Sergeants x 8 (upgraded armor}
Dismounted Chivalric knights x 4
General's bodyguard x1
So as you can see, a cavalry difference of 5:1 to the AI
Here is the initial set up,
The English line,
The French line,
The Battlefield,
To be continued...
Here we go...
My setup,
DCK in the front with AS behind and in the flanks with the most lateral units already in schiltrom formation. General in the middle back.
Battle Plan;
The French are short of mobility in this battle with just one cavalry unit vs the English 5's.
For they to win, they will need to neutralize the English general's greatest asset... Cavalry!
So with the new battle AI, I need to put the DCK in front ( to attract a charge) since I have notice that the AI will not charge a line of spear men if it has more vulnerable targets to hit (really cool, eh?). Spear men at the flanks will prevent the AI to outflank my main line in the center.
Here it comes...
Just when the horses are close enough I ordered my DCK to fall back behind the spear men so the charge hit them instead (
Caution: if you make this move to soon, the AI will STOP the charge, fall back, regroup and Crush you with flank attacks!).
Note that once the cavalry engaged the AS I ordered them to schiltrom formation. My DCK are regrouping in the back, ready to strike.
More to come...
Counterattack!
The French general asses the situation and discover a weak spot at the English line (yellow arrow) and one weak spot in his own line (black arrow) and orders the DCK to attack accordingly (blue arrows).
and they attack,
The french general realizes that's not enough to protect his left flank and makes a move,
Upon seeing this, the English cavalry disengage from that flank and proceeds to attack the rear of the French line,
Meanwhile lets take a look at the point of attack of the English infantry at the French's right flank,
Back at the French left flank the general catch momentum,
and is followed by his infantry,
At the back of the French line the English cavalry is trying to break the morale of my troops with rear attacks,
The french general can't allow this,
Reinforcements arrive to help him,
and the French general disengage to go back to relieve pressure on the French infantry,
The AI unit didn't like it,
will follow...
Now the French general takes position to support the heavy engaged infantry trying to hold the English assault at the right.
He decides this is a good time to use the new availability of
formation disruption (Provided by the Dark Forces) to cause havoc at the English lines while his infantry keep attacking at the same time, so he follows the traced rout ( yellow arrow) and enable this by not charging, but just clicking at an empty area behind the enemy formation. (Check Tiberiu_R's demo at the demonstration threat for an infantry example of this)
and disrupt a little bit the defense of the red guys while the French keep attacking and gain some ground,
Caution: While doing this be sure to keep moving your unit or it will pay the consequence of been among its enemies!
The AI does the same to me!!!
This time the French general charges,
Soon the English are fighting for their lives! (Red Banners)
A look of the carnage so far...
The AI counterattack with what it has left,
but, recognizes defeat...
Results,
Stats,
I hope you Liked...
DarthMod Demonstration #9
Offered by DarthMod fan:
Tiberiu_R
You are about to witness one great feature of Darth Mod. Learn to be a great general by using
Advanced infantry tactics .(The AI surely will)
OK. In this demo I played with England with 9 Armoured Swordsmen and 1 peasent(general) vs HRE with 9 Dism Feudal Knights and 1 peasent(general). I used the default starting formation(6 swordsmen units in front, followed closely by 3 other). The AI uses the same formation. So I go on a head-on charge, and the 2 armies smash. Here is a pic for the battle line at the beggining:
And NOW I will use the special tactics: I selected 3 Swordsmen and ordered them to force the left flank. I selected them and double-right clicked behind the enemy line(the direction I want them to go). The first unit:
The second one:
And the third one:
The swordsmen are now putting pressure on the left flank. You can see here how those 3 swordsmen are advancing to the point I order them. Now look at the battle line:
This forced advance is not without risks. Here swordsmen took some casualties. So be aware not to order them to advanced too deeply, or u may loose them entirely.You also leave some gaps in your battle line. Be sure to have some units in reserve to back them up. The thing is that the AI will take advantage of the vulnerabilities in your line. Also in this battle the AI performed the same thing on the left flank as I died with my swordsmen. I put those 3 Swordsmen in a separate group so you can observe them better. This group of 3 put pressure on the right flank along with the other unit of Swordsmen. So in the left flank I ended up with a 4 vs 2 situation. And guess what happend next??? The enemy flank collapsed! Look here:
You can also see abowe that the AI is concentrated in on the opposite flank. And then I used the 4 units from the left flank and hit the enemy from the rear. The enemy started routing.
And here:
And here are the battle results:
So there u have it. It's a beautiful example of using tactics that were not available in MTW vanilla. Now u can actually exploit any cracks in the enemy line. Just put some pressure with some quallity troops and you will be victorious!
Be aware that the AI might use the same things against yourself! So watch out for the enemy. You can never rest in a battle in DARTH MOD!
Master this tehnique and you will truelly be a great general.
P.S. Thanx Darth. Nice feature. I love it
DARTH VADER
Very nice dark demonstration my Sith Follower! One notice...the tactic is used by selecting units to
ATTACK a spot and not manuever behind it ....however....I show it worked for you and so this is a new optional Darth battle technique...
DarthMod Demonstration #10
Offered by DarthMod fan:
Tiberiu_R
This test was done with the magic 3 files. For the gunpowder units this is an improvement from the previous magic 2 files.
In this scenerio I played with the Spanish wiht 6 musketeers 4 Spear Militia and 1 peasent(general) VS the Aztects with 4 Jaguar Warriors 4 Aztec Warriors and 1 coiote priest(general).
I put the musketers in 3 lines on a slope so that I get more firepower, and the Spearmen in the first line.
After each musketeer fired once, the enemy lost 5 % of his troops.
You can see here the dead men from one unit of Jaguar warriors that were heading towards my troops.
You can see that gunpowder units have an effect on the morale of the enemy.I ordered on of my musketeers to fire on 1 unit of Aztec Warriors. Here you can see a pic before the shot:
And here after the musketeers' shot:
You can observ that the enemy is routing and that they have sustained some casualties.
And here is the battle results:
Gunpowder units are strong units if they are used properly. If there are some slopes then put the musketeers on multiple lines. And remember that the longer the line of musketeers then more units will fire in the same time.Generally, gunpowder units need more micromanagment that other units on the battlefield. So use them wisely.
Battle;
VH
Darthmod 1.4b + MF 3
Spain (AI) vs Scotland
AI order of battle,
All units with full armor upgrade
Tercio Pikemen x10
Sword and Buckler Men x2
General's Bodyguard x1
Scottish Order of Battle,
Infantry with armor upgrade
Highland rabble x 3
Highland nobles x 4
Pike Militia x 2
Highlanders x 4
Mailed Knights x 1
General's Bodyguard x 1
The Spanish line,
A closer look,
My setup,
HN's in the middle (red line), Highlander rabble (black lines) + 1 unit of highlanders(yellow line) at the flanks, pike units (white lines)behind the HN's and a clear path for my cavalry to attack (orange arrow),
The Scottish formation advance,
vs this,
Battle Plan,
Highlander nobles (red) will charge the center of the Spanish line while the highland rabble units (black) will keep busy the rest of the enemy line, my pike units will engage the two adjacent enemy pikes units to my main point of attack (white dotted lines) in order to protect my flank and prevent the AI to reinforce its center. The rest of my units including cavalry will follow the the noble's attack in the center (blue lines),
Here they go,
The key here is to disrupt the enemy formation with the cavalry while the infantry is attacking it and applying pressure (be sure to keep moving your cavalry though),
My general joins in! (notice my pike units protecting the flanks of my main attack)
and is greeted,
meanwhile a look at my flanks,
Back at the center we have breach the Spanish line in two,
The Spanish generals counterattack at this point,
But is forced to withdraw and some of the Spanish units start to rout,
,
then I move my ganerals units behind the Sword & Buckler men at my left flank,
and charge their rear,
This is what is left of them after a while,
Back at my right flank the enemy is still strong,
and both generals meet there,
and my victorious units at the left flank move in for the kill,
after that the enemy breaks and concedes,
Now I'm curious about other players battle approach.
I'll place an open question then,
With what nationality and army units (excluding artillery, missile units and elephants! lol...) will you make a frontal attack against that pike line?
PS This is not to know who will be the next Alexander, just to have some none bug discussion around here.
Darth has asked me to share with you the differences between the Vanilla Map, and the one that has been created specifically with DarthMod.
As with all modding this many many countless hours have been spent on this
Here is a list of all new provinces not included in Vanilla MTW2:
1. Cornwall_Province - Penzance
2. Norfolk_Province - Norwich
3. Ulster_Province - Belfast
4. Hampshire_Province - Southampton
5. Warwickshire_Province - Warwick
6. Lancashire_Province - Lancaster
7. Aberdeenshire_Province - Aberdeen
8. Galloway_Province - Stranraer
9. Dyfed_Province - Stdavids
10. Connaught_Province - Galway
11. Munster_Province - Cork
12. Abruzzo_Province - Taranto
13. Calabria_Province - Reggio
14. Messina_Province - Messina
15. Poitou_Province - Poitiers
16. Limousin_Province - Limoges
17. Catalonia_Province - Barcelona
18. Coimbra_Province - Coimbra
19. Balearic_Province - Palma
20. Utrecht_Province - Utrecht
21. Gdansk_Province - Gdansk
22. Gotland_Province - Kalmar
23. Cyrenaica_Province - Banghazi
24. Oran_Province - Oran
25. Dalmatia_Province - Zara
26. Serbia_Province - Ras
27. Volhynia_Procince - Brest
28. Turovpinsk_Province - Pinesk
29. Polotsk_Province - Minsk
30. Murom_Province - Murom
31. Vladimir_Province - Suzdal
32. Moesia_Province - Naissus
33. Adrianople_Province - Adrianople
34. Macedonia_Province - Ochrid
35. Athens_Province - Athens
36. Copenhagen_Province - Copenhagen
37. Oradea_Province - Oradea
38. Fez_Province - Fez
39. Mecca_Province - Mecca
40. Medina_Province - Medina
41. Karbala_Province - Karbala
42. Aswan_Province - Aswan
43. Alkarak_Provinve - Alkarak
44. Tadmur_Province - Tadmur
45. Ankyra_Province - Ankyra
Geographic Corrections to the Vanilla Map
All Major European Waterways added from Ireland to Russia
Ouse - Yorkshire
Shannon - Ireland
Seine - France
and more
All Major Waterways had had their correct orientation added (as best can be fitted onto the map)
The Nile River direction has been corrected
Natural geographic boundaries used to form provinces
Extra Forests have been added
Mountains have been reduced in Wales & Scotland to allow better movement
The rest of this topic is quite image intensive, but is designed to show the difference between the Vanilla and DarthMod Map.
Britain and Ireland
Vanilla
DarthMod
Italy
Vanilla
DarthMod
The Middle East
Vanilla
DarthMod
The Near East
Vanilla
DarthMod
Russia
Vanilla
DarthMod
The Balkans
Vanilla
DarthMod
Spain & Nth Africa
Vanilla
DarthMod
European Waterways
Vanilla
DarthMod
Germania
Vanilla
DarthMod