Wednesday, November 20, 2013
Tuesday, November 19, 2013
Operation: Desert Recon Waves 1-70
Operation: Desert Recon Waves 1-70
1-10 http://www.youtube.com/ watch?v=Aj06VJiKH5Y
11-20 http://www.youtube.com/ watch?v=9MoS2nMAsvQ
21-30 http://www.youtube.com/ watch?v=D8eO9_XjX1c
31-40 http://www.youtube.com/ watch?v=-Ggo5aytauI
41-50 http://www.youtube.com/ watch?v=zgVu0FdExeA
51-60 http://www.youtube.com/ watch?v=BOnxF46SV8E
61-70 http://www.youtube.com/ watch?v=SiARNwROz6g
1-10 http://www.youtube.com/
11-20 http://www.youtube.com/
21-30 http://www.youtube.com/
31-40 http://www.youtube.com/
41-50 http://www.youtube.com/
51-60 http://www.youtube.com/
61-70 http://www.youtube.com/
Wednesday, November 13, 2013
Kixeye : The Interview (War Commander Spirit)
This video summarizes very well the War Commander Spirit
Good Luck Commander!
Good Luck Commander!
Friday, November 8, 2013
Cobra or Warhawks or Hellfires? Hellstorm, Laser Tanks...
Replied to a question in this thread about the Cobras. Sharing here.
Question:
Hi, I need some counsel. I've got level 12 cobras and level 7 EHFs. EHF is great, but i grow a beard by the time they are in place + they can be vulnerable even w cobras present. My question is this: I've got 25K points on the current event. I'm thinking of Hellstorm, or i can buy a few other things -- Warkawk (but that seems somewhat redundant with cobras) or elete laser tank to compliment my ground (EHF + level 8 hercs + lvl8 paladins). FYI -- Im level 28 but really still a nube. Any advice from the experts?
My answer:
Despite all the wuss from many here and around who just look at bare stats without weighting them to others, HS can often be useless alone cause their missiles get destroyed before they ever hit anything. Add them to HF yes maybe sometimes but very rare. HF are very slow, very weak health, and take ages to use and upgrade and repair. takes 30 minutes to fully use them on a base!! I have lvl 10-11 of all and switched back to all Cobra+Havoc or Cobra+2HS and EMT. I really only found the HS+EHF very useful in a wave 34 of last event against the yellow clowns. it was the only way to pass the wave and the only time they all were truly necessary. razorbacks were much more fun cause they stayed out of range at some level (15-25). around 29 and up, all is red (Lvl5) and your HF are always in range of something so you need a tank to protect and then their use still is slow but sometimes fun if you like to use the splash effect. just way too long. I prefer to waste a toon of EMT and move on with my life.
Laser Tanks are good for base defense against Elite Mega Tanks because of their higher range (400/390) except for their gun trail that makes them easy to spot.
Warhawks/Elite are indeed redundant with Cobra with same range (360) but have much weaker, almost half, Health/Space (17 vs. 36 @Lvl13) but their speed of 2.2 vs 1.6 can be very helping. I don't know, I chose to never take them because of these facts and cause I needed other stuff before.
Question:
Hi, I need some counsel. I've got level 12 cobras and level 7 EHFs. EHF is great, but i grow a beard by the time they are in place + they can be vulnerable even w cobras present. My question is this: I've got 25K points on the current event. I'm thinking of Hellstorm, or i can buy a few other things -- Warkawk (but that seems somewhat redundant with cobras) or elete laser tank to compliment my ground (EHF + level 8 hercs + lvl8 paladins). FYI -- Im level 28 but really still a nube. Any advice from the experts?
My answer:
Despite all the wuss from many here and around who just look at bare stats without weighting them to others, HS can often be useless alone cause their missiles get destroyed before they ever hit anything. Add them to HF yes maybe sometimes but very rare. HF are very slow, very weak health, and take ages to use and upgrade and repair. takes 30 minutes to fully use them on a base!! I have lvl 10-11 of all and switched back to all Cobra+Havoc or Cobra+2HS and EMT. I really only found the HS+EHF very useful in a wave 34 of last event against the yellow clowns. it was the only way to pass the wave and the only time they all were truly necessary. razorbacks were much more fun cause they stayed out of range at some level (15-25). around 29 and up, all is red (Lvl5) and your HF are always in range of something so you need a tank to protect and then their use still is slow but sometimes fun if you like to use the splash effect. just way too long. I prefer to waste a toon of EMT and move on with my life.
Laser Tanks are good for base defense against Elite Mega Tanks because of their higher range (400/390) except for their gun trail that makes them easy to spot.
Warhawks/Elite are indeed redundant with Cobra with same range (360) but have much weaker, almost half, Health/Space (17 vs. 36 @Lvl13) but their speed of 2.2 vs 1.6 can be very helping. I don't know, I chose to never take them because of these facts and cause I needed other stuff before.
Sunday, October 27, 2013
WC Preview - Undead Rising wave 35 (Yellow Clowns)
Only Hellfires or 5 Hellstorms can get rid of the Yellow bastards clowns.
I tried platoons of Elite Laser Tanks lvl 9, Paladin 10, Elite Mega Tanks 4 and 150 Elite Riflemen. All got killed. Only Hellfire missiles can distract those bastard yellow clowns green ball weapon that shoot at air and ground.
I tried platoons of Elite Laser Tanks lvl 9, Paladin 10, Elite Mega Tanks 4 and 150 Elite Riflemen. All got killed. Only Hellfire missiles can distract those bastard yellow clowns green ball weapon that shoot at air and ground.
UNDEAD RISING EVENT XPs
UNDEAD RISING EVENT XPs (Oct. 2013)
WAVE | ATTACK/DEFENSE | XP | Bonus XP | Total |
1 | D | 600 | 600 | |
2 | D | 620 | 1220 | |
3 | D | 640 | 1860 | |
4 | D | 660 | 2520 | |
5 | A | 700 | 3220 | |
6 | D | 730 | 3950 | |
7 | D | 750 | 4700 | |
8 | D | 760 | 5460 | |
9 | D | 770 | 6230 | |
10 | A | 790 | 7020 | |
11 | D | 800 | 7820 | |
12 | D | 810 | 8630 | |
13 | D | 820 | 9450 | |
14 | D | 830 | 10280 | |
15 | A | 1650 | 300 | 12230 |
16 | D | 840 | 13070 | |
17 | D | 850 | 13920 | |
18 | D | 860 | 14780 | |
19 | A | 870 | 15650 | |
20 | D | 880 | 16530 | |
21 | D | 890 | 17420 | |
22 | D | 900 | 18320 | |
23 | A | 910 | 19230 | |
24 | D | 920 | 20150 | |
25 | D | 930 | 21080 | |
26 | D | 940 | 22020 | |
27 | A | 1900 | 450 | 24370 |
28 | D | 950 | 25320 | |
29 | D | 950 | 26270 | |
30 | D | 960 | 27230 | |
31 | A | 960 | 28190 | |
32 | D | 970 | 29160 | |
33 | D | 970 | 30130 | |
34 | D | 980 | 31110 | |
35 | A (Air Destroyers) | 980 | 32090 | |
36 | D | 990 | 33080 | |
37 | D | 990 | 34070 | |
38 | D | 1000 | 35070 |
Saturday, October 5, 2013
Best Anti-Air Defense Unit to defend your base (Part I) : Stinger or Flak Tank ?
What are
the best units to defend your base against Air Attack ?
Which unit
to chose and upgrade with your hard earned events XPs?
(Part I) :
Flak Tank or Stinger ?
Unit /
Space / Speed
Flak Tank
/ 100 / 0,9
Stinger /
50 / 1,2
Why them only? Why not
include Gatling Trucks, Hercules or Humvees?
First, because you and I have
Event XPs to spend on a deadline in a hurry before we lose them and we wonder about the difference between Flak Tank (10000 XP) and
Stinger (9500 XP).
Then, because Flak Tank
and Stinger are
of those rare units to have the SPLASH effect against air while the others don't and another article will come soon about their choice. Elite Heavy Gunners customized in the Workshop can have that splash effect too
but I'll investigate later cause I'm guessing it's not as strong and would take much more valuable space.
SPLASH means they
shoot at one target and hit all the others around. That is much
deadlier. While Elite Riflemen in Watchtowers are damn impressive
despite their supposedly poor effect on air, they only shoot at one
aircraft at a time and seem to do damage to that one only while the others still
shoot at the tower and ultimately get it down. So, against a fleet of
aircrafts, the SPLASH effect is much more effective cause ALL
aircrafts are damaged by one single shot of the Stinger or
Flak Tank while only one
aircraft until dead before the other is hit by non splash defending
units like Elite Riflemen.
Now which is really
more worth than the other? And why the question?
Cause they are both events
prizes and the Flak tank being more expensive than the Stinger, you
might think it's a better option. Well, think twice! And read below.
Because my maths show the contrary. Stinger seems to be at least
twice better than the Flak tank when defending base.
Below are the maths. Watch
the red encircled cells.
You
can read My
Maths on War Commander Units Stats
to
understand how I determine the qualities of a Unit and the metrics
and formulas used here, what exactly are Health/Space,
DPS/Space,
Total
Upgrade Time
(TUT) and HRDPS.
And here is the
CONCLUSION: FIRST CHOSE STINGERS OVER FLAK TANKS.
Why?
-
They are twice more deadly (DPS/space). In Watchtowers, they are 2.5
deadlier than Flak Tanks and range 510 when Flak Tanks range 432-468.
That's a huge difference. Even in strongholds with 0% DPS against
air, they still are twice deadlier in DPS but range only 340 vs
432-468. so it's not their best spot. But they become so much more
protected.
-
They cost less (only 500XP ok, but yet)
-
They are infantry and you will need to upgrade a lot more vehicles
and aircrafts (in Tech Center) than infantry (in Academy). A lot lot
more. So you need infantry prizes to upgrade.
-
They have twice less Health/Space (=defense) but that is the total
opposite and thus a non issue when placed in any type of bunker where
they always belong.
-
They move 30% faster than tanks. They are not to move much but just
in case.
Drawbacks/inconvenience:
- It takes both more than a whole month to reach a decent level (9) before thorium need. That is way too long. But another reason to chose the infantry unit over the vehicle one. Cause your Academy is much less needed to upgrade it than your Tech Center. The upgrade delay for both favors the Stinger again.
Drawbacks/inconvenience:
- It takes both more than a whole month to reach a decent level (9) before thorium need. That is way too long. But another reason to chose the infantry unit over the vehicle one. Cause your Academy is much less needed to upgrade it than your Tech Center. The upgrade delay for both favors the Stinger again.
CONCLUSION
:
GO FOR THE
STINGER!! Forget the Flak Tank until much later.
Please feel free to comment below and argue with your experience and constructive criticisms. I even opened commenting to anonymous :) No comments means they all agree. And this post has been read by many 33+ I know. Thanks for reading guys :)
My Maths on War Commander Units Stats
How do I determine the value of a War Commander Unit? Only by statistics? No, more than metrics, it is personal experience that determines the qualities of a unit. And everyone has his personal way of playing and then his opinion, depending on many personal factors and preferences. So I will only focus here on unquestionable maths and not on discussions or preferences. Then each can makes his choice with those given data.
In
order to determine the
maths qualities of a unit,
I watch all statistics data
given for Non-Customized Units where DPS is Damage Per Second, not
per shot. I keep the
Range
and
I derive
4 personal metrics from
the ones given by Kixeye :
Health/Space,
DPS/Space
and
Total
Upgrade Time (TUT)
TUT adds all times
needed to reach a unit level except the ones needed to build all
buildings and/or other units needed to build that unit up to this
level. So, as an indication of the prerequisite, I include the
Building
Level (BLDG LVL)
Health/Space and DPS/Space
are derived because Health and DPS have barely no
meaning alone in my opinion if they are not compared to the amount of
Space a unit occupies in a platoon or to defend the base.
Maths proves it. The sudden appearance of Elite Riflemen proved it
harshly. Their DPS/Space is quite higher than many other units with
much higher absolute DPS or Health and that's how these little
Riflemen could and can wipe out full fleet of helicopters Cobra
level 10 or platoons of other apparently stronger vehicles.
I derived a 4th personal
metric that is less relevant but that combines Range with all other
metrics in a single big equation and result : Health x Range x
DPS/Space /1000 =
HRDPS
HRDPS
becomes a usefull indicator revealing overall values and advantages
of a unit when you are torn between similar ratios but antagonistic
in Health vs. DPS.
Finally,
so far, I chose to not
include Repair Time
here. First because it's still way too complicated to compute and
then because its importance is ultimately your choice depending on
how intensive you play. I personally find it essential if you play
continuously but much less if you can just play an hour or two every
6 or 8 or 24 or more or if you coin. That leaves time to repair and
come back.
Thorium or no Thorium?
That is
the question. The highest possible stats with and without thorium are
highlighted in yellow and they are the ones to watch and aim for.
So here
is one sample of the dirty secret in War Commander Units stats I
will share with you :
Monday, September 30, 2013
Operation DEADPOINT 2 XPs / Wave
Operation Deadpoint 2 : XPs per Wave
WAVE | ATTACK/DEFENSE | XP | Bonus XP | Total |
1 | A | 600 | 600 | |
2 | D | 620 | 1220 | |
3 | D | 640 | 1860 | |
4 | A | 660 | 2520 | |
5 | D | 700 | 3220 | |
6 | D | 730 | 3950 | |
7 | A | 750 | 4700 | |
8 | D | 760 | 5460 | |
9 | D | 770 | 6230 | |
10 | A | 1500 | 300 | 8030 |
11 | D | 790 | 8820 | |
12 | D | 790 | 9610 | |
13 | D | 800 | 10410 | |
14 | A | 800 | 11210 | |
15 | D | 810 | 12020 | |
16 | D | 810 | 12830 | |
17 | A | 820 | 13650 | |
18 | D | 820 | 14470 | |
19 | D | 830 | 15300 | |
20 | A | 1600 | 450 | 17350 |
21 | D | 840 | 18190 | |
22 | D | 840 | 19030 | |
23 | D | 850 | 19880 | |
24 | A | 850 | 20730 | |
25 | D | 860 | 21590 | |
26 | D | 860 | 22450 | |
27 | A | 870 | 23320 | |
28 | D | 870 | 24190 | |
29 | D | 880 | 25070 | |
30 | A | 1800 | 26870 | |
31 | D | 900 | 27770 | |
32 | D | 900 | 28670 | |
33 | D | 910 | 29580 | |
34 | A | 910 | 30490 | |
35 | D | 920 | 31410 | |
36 | D | 920 | 32330 | |
37 | A | 930 | 33260 | |
38 | D | 930 | 34190 | |
39 | D | 940 | 35130 | |
40 | A | 1800 | 540 | 36930 |
41 | D (WIdowMaker) | 950 | 37880 | |
42 | D | 950 | 38830 | |
43 | D | 960 | 39790 | |
44 | A | 960 | 40750 | |
45 | D | 970 | 41720 | |
46 | D | 970 | 42690 | |
47 | A | 980 | 43670 | |
48 | D | 980 | 44650 | |
49 | D (WidowMaker) | 990 | 45640 |
Thursday, September 26, 2013
Wednesday, September 25, 2013
Tuesday, September 24, 2013
War commander, Laser Tank Battle vs. Plasma+Cryo+Laser Base
3 Platoons of customized Elite Laser Tanks to take in 9 minutes a base that usually kills 60 Elite Megas.
Saturday, September 21, 2013
Tuesday, September 3, 2013
Operation Deadpoint Wave 36 : Attack base difficulty
If you go by air first (22 Cobra 11 in my case), FIRST only take the FRONT E-Gatling Trucks and bonus XP building, THEN the NORTH bunkers that have no air defense and then the second Bonus XP building. Then progress from North East to South West. You will miss the lower left bonus but you can take it in an hour with ground support to destroy the towers and surrounding defenses without losing ALL your air that you need as support.
Monday, September 2, 2013
Operation DEADPOINT XPs/Wave
WAVE | ATTACK/DEFENSE | XP | Bonus XP | Total |
1 | D | 600 | 600 | |
2 | D | 620 | 1220 | |
3 | D | 640 | 1860 | |
4 | A | 660 | 2520 | |
5 | D | 700 | 3220 | |
6 | D | 730 | 3950 | |
7 | D | 750 | 4700 | |
8 | A | 760 | 5460 | |
9 | D | 770 | 6230 | |
10 | D | 780 | 7010 | |
11 | D | 790 | 7800 | |
12 | A | 1600 | 360 | 9760 |
13 | D | 800 | 10560 | |
14 | D | 810 | 11370 | |
15 | D | 810 | 12180 | |
16 | A | 820 | 13000 | |
17 | D | 820 | 13820 | |
18 | D | 830 | 14650 | |
19 | D | 830 | 15480 | |
20 | A | 840 | 16320 | |
21 | D | 840 | 17160 | |
22 | D | 850 | 18010 | |
23 | D | 850 | 18860 | |
24 | A | 1800 | 420 | 21080 |
25 | D | 900 | 21980 | |
26 | D | 900 | 22880 | |
27 | D | 910 | 23790 | |
28 | A | 910 | 24700 | |
29 | D | 920 | 25620 | |
30 | D | 920 | 26540 | |
31 | D | 930 | 27470 | |
32 | A | 930 | 28400 | |
33 | D (Tarantula) | 940 | 29340 | |
34 | D | 940 | 30280 | |
35 | D | 950 | 31230 | |
36 | A | 2000 | 320 | 33550 |
37 | D | 960 | 34510 | |
38 | D | 960 | 35470 | |
39 | D | 970 | 36440 |
Wednesday, July 24, 2013
Operation HALCYON XPs / Wave
WAVE | XP | Total | Thorium |
1 | 200 | 200 | |
2 | 220 | 420 | |
3 | 240 | 660 | |
4 | 260 | 920 | |
5 | 280 | 1200 | |
6 | 300 | 1500 | |
7 | 320 | 1820 | |
8 | 340 | 2160 | |
9 | 360 | 2520 | |
10 | 400 | 2920 | |
11 | 430 | 3350 | |
12 | 460 | 3810 | |
13 | 490 | 4300 | |
14 | 520 | 4820 | |
15 | 550 | 5370 | |
16 | 580 | 5950 | |
17 | 610 | 6560 | |
18 | 640 | 7200 | |
19 | 670 | 7870 | |
20 | 700 | 8570 | |
21 | 730 | 9300 | |
22 | 760 | 10060 | |
23 | 790 | 10850 | |
24 | 820 | 11670 | |
25 | 850 | 12520 | |
26 | 880 | 13400 | 25600 |
27 | 910 | 14310 | 25700 |
28 | 940 | 15250 | 25800 |
29 | 970 | 16220 | 25900 |
30 | 1000 | 17220 | 26000 |
31 | 1030 | 18250 | 26250 |
32 | 1060 | 19310 | 26500 |
33 | 1090 | 20400 | 28000 |
34 | 1120 | 21520 | 28250 |
35 | 1150 | 22670 | 28500 |
36 | 1180 | 23850 | 28750 |
37 | 1210 | 25060 | 29000 |
38 | 1240 | 26300 | 29250 |
39 | 1270 | 27570 | 29500 |
40 | 1300 | 28870 | 29750 |
41 | 1330 | 30200 | 30000 |
42 | 1360 | 31560 | 30250 |
43 | 1390 | 32950 | 30500 |
44 | 1420 | 34370 | 30750 |
45 | 1450 | 35820 | 31000 |
Tuesday, June 11, 2013
Operation ARCHANGEL XPs/Wave
Operation Archangel XPs/Wave
Sure up to wave 34. just a guess after.
Sure up to wave 34. just a guess after.
WAVE | XP | Bonus XP | Total |
1 | 200 | 200 | |
2 | 220 | 420 | |
3 | 240 | 100 | 760 |
4 | 260 | 1020 | |
5 | 280 | 1300 | |
6 | 300 | 100 | 1700 |
7 | 320 | 2020 | |
8 | 340 | 100 | 2460 |
9 | 360 | 2820 | |
10 | 400 | 3220 | |
11 | 430 | 3650 | |
12 | 460 | 120 | 4230 |
13 | 490 | 4720 | |
14 | 520 | 120 | 5360 |
15 | 550 | 120 | 6030 |
16 | 580 | 6610 | |
17 | 610 | 120 | 7340 |
18 | 640 | 7980 | |
19 | 670 | 120 | 8770 |
20 | 700 | 9470 | |
21 | 730 | 140 | 10340 |
22 | 760 | 140 | 11240 |
23 | 790 | 12030 | |
24 | 820 | 12850 | |
25 | 850 | 140 | 13840 |
26 | 880 | 14720 | |
27 | 910 | 15630 | |
28 | 940 | 140 | 16710 |
29 | 970 | 17680 | |
30 | 1000 | 0 | 18680 |
31 | 1030 | 19710 | |
32 | 1060 | 160 | 20930 |
33 | 1090 | 22020 | |
34 | 1120 | 160 | 23300 |
35 | 1150 | 24450 | |
36 | 1180 | 200 | 25830 |
37 | 1210 | 27040 | |
38 | 1240 | 220 | 28500 |
39 | 1270 | 29770 | |
40 | 1300 | 240 | 31310 |
41 | 1330 | 32640 | |
42 | 1360 | 260 | 34260 |
43 | 1390 | 35650 | |
44 | 1420 | 37070 |
Tuesday, May 14, 2013
Wednesday, April 10, 2013
War Commander Units & Defense Buildings Statistics Ultimate Chart
UPDATE OCT 2013:
THOSE STATS ARE NOW OUTDATED. SORRY. I WILL PUBLISH UPDATES ASAP.
SUBSCRIBE BY EMAIL (there -->) TO BE WARNED WHEN NEW STATS ARE AVAILABLE.
TABLE OF CONTENTS
1. INFANTRY
2. VEHICLES
3. AIRCRAFT
4. DEFENSE BUILDINGS
5. INFANTRY in STANDARD BUNKER
6. INFANTRY in STRONGHOLD BUNKER
7. INFANTRY in WATCHTOWER BUNKER
8. RANGES of ALL UNITS + DEFENSE BUILDINGS (decreasing)
9. DPS/SPACE of ALL UNITS (decreasing)
10. HEALTH/SPACE of ALL UNITS (decreasing)
11. HEALTH x RANGE x DPS/SPACE/1000 of ALL UNITS (decreasing)
Includes all public stats + unique personal stats like DPS/Space, Health/Space, Health x Range x DPS/Space /1000 and Total building time for ALL units and Defense Buildings at ALL levels.
Download the Ultimate War Commander Units & Defense Buildings Statistics
in full High Resolution PDF (65 pages indexed)
with PayPal now
1. INFANTRY | War Commander Units Statistics
UPDATE OCT 2013:
THOSE STATS ARE NOW OUTDATED. SORRY. I WILL PUBLISH UPDATES ASAP.
SUBSCRIBE BY EMAIL (there -->) TO BE WARNED WHEN NEW STATS ARE AVAILABLE.
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1. INFANTRY | War Commander Units Statistics, page 2 of 2 (sample) |
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2. VEHICLES | War Commander Units Statistics
UPDATE OCT 2013:
THOSE STATS ARE NOW OUTDATED. SORRY. I WILL PUBLISH UPDATES ASAP.
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THOSE STATS ARE NOW OUTDATED. SORRY. I WILL PUBLISH UPDATES ASAP.
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2. VEHICLES | War Commander Units Statistics, page 3 of 4 (sample) |
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3. AIRCRAFT | War Commander Units Statistics
UPDATE OCT 2013:
THOSE STATS ARE NOW OUTDATED. SORRY. I WILL PUBLISH UPDATES ASAP.
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3. AIRCRAFT | War Commander Units Statistics, page 1 |
3. AIRCRAFT | War Commander Units Statistics, page 2 of 2 |
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