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Post by dragondaddy on Mar 5, 2018 15:43:28 GMT -5
THIS THREAD IS GOING TO USE ALL THE ASSUMPTIONS THAT dragondaddy made I think it should be fun, and a great fight. We'll use makofan's interpretation in the other thread, and compare
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Post by makofan on Mar 16, 2018 11:36:09 GMT -5
I am going to fight this combat thread with dragondaddy 's assumptions and orders. I am going to start a series of threads, where I play out the same battle using different Traveller rules sets. It will be a simple 2 pirate ships vs a ship escorting five merchants scenario. I am sure I will make a lot of errors, and some assumptions will have to crop up. This battle will be with Traveller Book 2 - Starships from 1981Scenario: 2 Corsairs vs 1 Escort protecting 5 unarmed free traders Ruleset: Traveller 1981 Book 2 Starships 1 mm=100 km 1 cm = 1000 km Miscatoon planetary diameter = 10 000 km = 10 cm 100 diamaters = 1000 cm = 10 m 1G produces 10 000 km = 10 cm velocity change space diagram will be 1 grid = 1G = 10 000 km Spaceships are standard type T, but with sandcasters in one turret, and two 300-ton corsairs of my original design. Errata from 1983 gives missiles 5G acceleration. All crew members are assumed to have skill-1 at their position. Free traders are 1G and will flee towards the planet. Starship detection is 150 cm or 15 grids, military is 600 cm CorsairsType C Corsair 300 Tons J-Drive F (J3) M-Drive F (3G) Power Plant F 120 tons fuel slow boat 35 tons cargo 1 triple laser turret (pulse) 1 triple laser turret (beam) 1 triple missile turret Model /3 (5/9) 1-Target, 1-Return Fire, 1-Launch, 1-Predict 1, 1-Gunner Interact, 3-ECM, 1-Navigate, 1-Auto/Evade, 2-Anti-Missile, 1-Jump-1, 2-Jump-2, 3-Jump-3, 1-Library Corsair 1: Jack SparrowIn computer: Target(1), Auto/Evade(1), Gunner Interact (1), Launch (1), Return Fire (1) In storage: ECM (3), Anti-Missile (2), Predict (1), Jump-3(3) Corsair 2: BarbossaIn computer: Target(1), Auto/Evade(1), Gunner Interact (1), Launch (1), Return Fire (1) In storage: ECM (3), Anti-Missile (2), Predict (1), Jump-3(3) EscortType T Patrol Cruiser 400 tons J-Drive F (J3) M-Drive H (4G) Power Plant H 160 tons fuel 2 triple laser turrets (pulse) 1 triple missile turret 1 triple sandcaster turret Model /3 (5/9) 1-Target, 1-Return Fire, 1-Launch, 1-Predict 1, 1-Gunner Interact, 1-Navigate, 1-Auto/Evade, 2-Anti-Missile, 1-Jump-1, 2-Jump-2, 3-Jump-3, 1-Library Escort: Norrington In computer: Target(1), Auto/Evade(1), Predict (1), Launch (1), Return Fire (1) In storage: Anti-Missile (2), Predict (1), Jump-3(3), Navigate (1), Library (1) SEQUENCE OF PLAY Intruder Player Turn— A. Intruder Movement. The intruder moves his ships using the movement, gravity, and other applicable rules. Ordnance (missiles and sand) which he has launched in previous game turns is moved at the same time. B. Intruder Laser Fire. The intruder may fire his ships' laser weaponry at enemy targets, subject to the combat, computer, and other applicable rules. Only laser weaponry may fire in this phase. C. Native Laser Return Fire. The native may return fire with his laser weaponry at enemy ships which have fired on him, provided his return fire computer program is running during this phase, and in accordance with the computer program and combat rules. Anti-missile fire may be performed in this phase if the appropriate computer program is running. D. Intruder Ordnance Launch. The intruder may launch ordnance (missiles and/or sand) at enemy targets or on specific missions, subject to the applicable rules. Ordnance which has contacted enemy ships explodes in this phase. Lifeboats and ship's vehicles are launched in this phase. E. Intruder Computer Reprogramming. The intruder may remove computer programs from his on-board computer, and input other programs in anticipation of their use in later turns. Native Player Turn— A. Native Movement. The native moves his ships using the movement, gravity, and other applicable rules. Ordnance (missiles and sand) which he has launched in previous game turns is moved at the same time. B. Native Laser Fire. The native may fire his ships' laser weaponry at enemy targets, subject to the combat, computer, and other applicable rules. Only laser weaponry may fire in this phase. C. Intruder Laser Return Fire. The intruder may return fire with his laser weaponry at enemy ships which have fired on him, provided his return fire computer program is running during this phase, and in accordance with the computer program and combat rules. Anti-missile fire may be performed in this phase if the appropriate computer program is running. D. Native Ordnance Launch. The native may launch ordnance (missiles and/or sand) at enemy targets or on specific missions, subject to the applicable rules. Ordnance which has contacted enemy ships explodes in this phase. Lifeboats and ship's vehicles are launched in this phase. E. Native Computer Reprogramming. The native may remove computer programs from his on-board computer, and input other programs in anticipation of their use in later turns. Here is the opening setup
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Post by makofan on Mar 16, 2018 11:40:31 GMT -5
dragondaddy response I'll fly the Norrington. I'll open by maneuvering the Norrington between the Free Traders and the Pirates, matching speed with the flotilla of Free Traders, I'll open with lasers on the closest Pirate vessel, and then, after the return fire will launch the full array of available missiles at the closes pirate immediately after the laser fire phase... after the missiles are launched, I'll launch sand. I'm using the online die roller @ www.random.org/dice/?num=2my rolls for laser fire are 10, 3
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Post by makofan on Mar 16, 2018 11:46:08 GMT -5
I'll fly the Norrington. I'll open by maneuvering the Norrington between the Free Traders and the Pirates, matching speed with the flotilla of Free Traders, I'll open with lasers on the closest Pirate vessel, and then, after the return fire will launch the full array of available missiles at the closes pirate immediately after the laser fire phase... after the missiles are launched, I'll launch sand. I'm using the online die roller @ www.random.org/dice/?num=2my rolls for laser fire are 10, 3 Thanks for the starship captaining When I get to that step in turn 1, I will use your decisions
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Post by makofan on Mar 16, 2018 11:47:02 GMT -5
Do I have any Space marines aboard my escort? What about a Security team. I presume normal crew for a 400t military vessel, yes? Yes, you have 8 marines You have a standard book 2 Type T Patrol Cruiser, but I replaced one missile battery with sandcasters so we could test those rules
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Post by makofan on Mar 16, 2018 11:48:02 GMT -5
dragondaddy posted There is also a 30 Ton Ship's Boat aboard the Norrington. Is that armed?Lieutenant Commander Chronio Hite Captain/Pilot of the Norrington
STR - 8 DEX - 5 END - 6 INT - 7 EDU - B SOC - 9 Service: Navy Homeworld: Desert World Mid-Tech, Age: 38 Terms 5 Commission 1 Promotion 2 Skills ======== Gunnery - 1 Vacc-Suit - 1 Computer - 2 Medical – 4 (Doctor) Pilot - 1 (Starships) ======== Mustering Out - Retirement Pay: 4,000 cr / yr 20,000 Cr 2x Travellers Aid Society memberships +4 EDU ============================================================================ Lieutenant Jessa Andell (f) Chief Navigator of the NorringtonSTR - 6 DEX - A END - 7 INT - 6 EDU - 9 SOC - A Service: Navy Homeworld: Ag-World, Mid Tech Age: 38 Terms - 5 Commission - 1 Promotion - 1 Skills ======== Gunnery - 1 J-O-T - 1 Engineering – 1 Pilot – 3 Admin – 1 Medical - 1 ======== Mustering Out - 4,000 cr retirement pay, annually 15,000 cr Blade +2 High Passage Tickets ===================================================== Roby Rosson Chief Engineer of the NorringtonSTR - 6 DEX - 4 END - 5 INT - 8 EDU - 8 SOC - 8 Service: Navy Homeworld: Desert World, Medium Tech Age: 38 Terms - 5 Commission - 0 Promotion - 0 Skills Gunnery - 1 Engineering - 3 J-O-T - 1 Vacc Suit - 1 Mustering Out - 4,000 Cr/year retirement 60,000 Cr Traveller Aid Society +4 Edu ========================================================================= Lipaul Powats (m), Engineering Mate 4B4489, Engineering – 1 Vacc Suit - 1 Walton Pere (m), Engineering Mate 7ABA47, Engineering – 1 Vacc Suit - 1
========================================================================= Major Damian Lynch Norrington Ships MedicSTR - 9 DEX - A END - 7 INT - 7 EDU - 9 SOC - 8 Service: Army Homeworld: Thrudheim C654878-6 Age: 38 Terms - 5 Commission - 1 Promotion - 2 Skills Brawling - 2 Gambling - 2 Gun Cbt -1 Pistol SMG - 1 Medical - 1 Mustering Out Benefits 4,000 Cr per year retirement benefit 60,000 Cr Pistol x2 3x9 ammo clips SMG x1 3x30 ammo clips High Passage ===================================================== Lieutenant Harria Jahani (f) Norrington Marine CommanderSTR - 8 DEX - A END - A INT - 5 EDU - A SOC - 3 Service: Marines Homeworld: T'Para B200610-8, Small Corporate Vacuum Frontier World, NI Age: 38 Terms - 5 Commission - 1 Promotion - 0 Skills Gun Cbt Autorifle - 1 Wheeled Vehicle - 1 Vacc Suit – 1 Blade Cbt Broadsword – 1 Medical - 2 Tactics - 1 Mustering Out Benefits 4,000 Cr per year Retirement 27,000 Cr Broadsword Autorifle 6x30 clips 4 fragmentation grenades 4 smoke grenades Armored Car Traveller’s Aide Society +1 Edu ==================================================== MarinesKnightess Pamy Jamurph (f) 88B87A Auto Rifle – 1, HMG – 1, Blade – 2, Fwd Obs – 1, Wheeled Vehicle - 1, Vacc Suit – 1, Autorifle, Grenades x6. 6X30 ammo clips, Blade. Sargeant Major (m) Casper Tomak 9976A7 Auto Rifle – 1, HMG – 1, Blade – 1 Broadsword – 2, Tracked Vehicle – 1, Vacc Suit – 1, Autorifle, Grenades x4, 6X30 ammo clips, Blade.
Staff Sargeant (m) Jakobe Tavella 79B774 Rifle – 1, HMG – 1, Blade – 1, Leader – 1, Computer – 1 .50 Cal Sniper Rifle, Bi-pod, x8 Telecopic Day/Night Sight. 120 Rounds ammo, Blade.
Sargeant (m) Stery Pezal 858AA6 Auto Rifle – 1, HMG – 1, Blade – 2, Autorifle, Grenades x6, 6X30 ammo clips, Blade.
Corporal (m) Rise Rogan C5A287 Auto Rifle – 1, HMG – 1, Blade – 1, Wheeled Vehicle – 1, Vacc Suit – 1, Autorifle, Smoke Grenades x6, Frag Grenades x2, 6X30 ammo clips, Blade.
Corporal (m) Wardy Ricia 9869A6 Auto Rifle – 1, HMG – 1, Blade – 1, Broadsword – 1, Autorifle, Grenades x2, 6X30 ammo clips, Blade.
Private (m) Petim Coly 465996 Auto Rifle – 1, HMG – 1, Blade – 1, Autorifle, 6X30 ammo clips, Blade.
Gunners Lieutenant Violet Baral (f) C96778 Gunnery – 1, Blade Cbt – 1, Ship’s Boat – 1, Vacc Suit – 2, Fwd Obs – 1, Engineering – 1, Blade.
Sargeant Bevirg Rownett (f) 597A84 Blade – 1, Ship’s Boat – 2, Gunnery – 1, Vacc Suit – 1, Blade.
Private Mely Riffost (f) 8349B6 Gunnery – 1, Ship’s Boat – 1, Blade Cbt – 1, Blade.
Private Adank Greenes (m) 8A23BB Gunnery – 1, Blade Cbt – 1, Gun Cbt Pistol – 1, Blade, Auto Pistol. 6X9 ammo clips.
...5 ...4 ...3 ...2 ...1 ***ATMOSPHERIC PURGING INITIATED ***
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Post by makofan on Mar 16, 2018 11:54:22 GMT -5
Corsairs "Jack Sparrow" 300 Tons J-Drive F (J3) M-Drive F (3G) Power Plant F 120 tons fuel slow boat 35 tons cargo
1 triple laser turret (pulse) 1 triple laser turret (beam) 1 triple missile turret
Model /3 (5/9) 1-Target, 1-Return Fire, 1-Launch, 1-Predict 1, 1-Gunner Interact, 3-ECM, 1-Navigate, 1-Auto/Evade, 2-Anti-Missile, 1-Jump-1, 2-Jump-2, 3-Jump-3, 1-Library
Corsairs "Barbossa" 300 Tons J-Drive F (J3) M-Drive F (3G) Power Plant F 120 tons fuel slow boat 35 tons cargo
1 triple laser turret (pulse) 1 triple laser turret (beam) 1 triple missile turret
Model /3 (5/9) 1-Target, 1-Return Fire, 1-Launch, 1-Predict 1, 1-Gunner Interact, 3-ECM, 1-Navigate, 1-Auto/Evade, 2-Anti-Missile, 1-Jump-1, 2-Jump-2, 3-Jump-3, 1-Library
Escort "Norrington" 400 tons J-Drive F M-Drive H (4G) Power Plant H 160 tons fuel
2 triple laser turrets (pulse) 1 triple missile turret 1 triple sandcaster turret
Model /3 (5/9) 1-Target, 1-Return Fire, 1-Launch, 1-Predict 1, 1-Gunner Interact, 1-Navigate, 1-Auto/Evade, 2-Anti-Missile, 1-Jump-1, 2-Jump-2, 3-Jump-3, 1-Library
Corsair 1: "Jack Sparrow" In computer: Target(1), Auto/Evade(1), Gunner Interact (1), Launch (1), Return Fire (1) In storage: ECM (3), Anti-Missile (2), Predict (1), Jump-3(3)
Corsair 2: "Barbossa" In computer: Target(1), Auto/Evade(1), Gunner Interact (1), Launch (1), Return Fire (1) In storage: ECM (3), Anti-Missile (2), Predict (1), Jump-3(3)
Escort: "Norrington" In computer: Target(1), Auto/Evade(1), Predict (1), Launch (1), Return Fire (1) In storage: Anti-Missile (2), Predict (1), Jump-3(3), Navigate (1), Library (1)
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Post by makofan on Mar 16, 2018 11:56:27 GMT -5
I can see I'm going to have to teach you how to play Traveller. So let's just take it from the top, shall we?... I'm the Intruder as I just jumped into system, so I should be the first moving as well as initiating any fire. Before you fire at anything at all, you have to first detect it, and then "lock" the target with you sensor array... Standard detection range for military vessels (like my patrol cruiser is 600,000 km or 6,000 mm or about 60g's as you are measuring G's in the diagram above. That is presuming 1g = 100mm like it says on page 26 of book 2. Eyeballing the initial contact graphic puts us at about 2500mm or 250,000 km or about "25 G's" apart, using the scale that you setup. Ordinary or commercial starships can detect other ships out to a range of about one-half light second, about 1,500 mm or 150,000 km or 15g's or so which means none of my merchant vessels can see your Corsairs, and your Corsairs can't even detect my Patrol Cruiser at the range depicted in the first diagram. The patrol cruiser has a detection range of 600,000 km, or 6000mm or 60g's or so, as you are measuring them. It gets better... Ships which are maintaining complete silence cannot be detected at distances greater than 1/2 detection range. Now that would be 750mm or 75,000 Km or about 7.5g's as you are measuring g's in the first diagram above... That means, in order for you to detect me at 150,000 km, I have to broadcast on an open frequency (which I have not done) or fire on you first, Which I also have not done.... ...yet. Presuming that your grubby little pirates managed to somehow steal or capture a military or police corsair, which is highly unlikely... you know ships that have the improved military or police sensors and advanced weaponry usually also have self-destructs built-in,... then my little fleet is just inside your detection range, and we could proceed with combat as once you have detected a ship, it can be tracked by anyone up to 9000mm or 900,000 km, or 90g's or so... Just a quick side note here, ships in orbit around a world, and also maintaining complete silence cannot be detected at ranges greater than 1/8 detection range, which would be 20,000 km or 2 G's or so for regular ships, and 80,000 Km or 8g's or so for military and police vessels... this is why most actual fights occur in high and low orbit around planets. Detecting quiet sneaky spacecraft is reaaally hard, and the best place to catch them, is right when they are taking off and landing, when they are broadcasting to and from ground flight control stations. Let us now proceed then presuming that I opened fire as I declared when we began, because with my military sensors, I detected you as soon as I jumped in. When we arrived the merchant fleet as well as the patrol escort was moving steadily at 1g, (but not accelerating at 1g) in formation, on a vector directly towards the planet. As Intruder, My patrol Cruiser accelerated slightly and positioned itself, in between the merchants and the pirate vessels, to deliberately shield the merchants with the ship itself, and the merchant fleet simply continued towards the planet. My first roll of ten was a clear hit on the Jack Sparrow, even taking into account auto evade, because gunners get to add their gunnery rating +1 (in this case) meaning the first roll is 10 (+1 Gunner) (-2 Auto-evade) which is a nine, a hit, with three lasers... so... Jack Sparrow takes three hits with the following three locations being hit ... 7,3,7 Hull, maneuver drive, hull. The second laser turret misses with a 6+1-2 ending my laser fire for this first turn. Jack Sparrow most certainly detected the Patrol Cruiser (But very likely not the remainder of the merchant fleet) because the Patrol Cruiser fired and hit Jack Sparrow. If the Jack Sparrow is not a military vessel but a commercial vessel and did not detect the Norrington, then explosive decompression occurred in the hull, and in the maneuver drive room which requires every character aboard the ship to make a dexterity throw to get into their vacc suit, or they die...
Barbossa may also return fire this turn provided that Jack Sparrow breaks radio silence to inform the Barbossa that it has been attacked, as one can only return fire on another ship, if it has fired on you, otherwise, one still has to detect the still silent ship in order to fire on it! Also if we were roleplaying this, as GM, I'd ask the pirate player to make a sensor sweep roll using whatever character onboard ship is in charge of the sensors i.e. RADAR/LADAR/SONAR/PHOTONIC ARRAY and would allow the pirate player to use either computer or electronic skill as a bonus on the detection roll, in an opposed roll where the Patrol Cruiser Navigator or Pilot is using electronics or computer skills in order to foil detection. When playing in a group, this gives more than one person on board the ship a job to do in combat, aside from the pilot/gunners. It is now NATIVE (that's you) LASER RETURN FIRE phase of the INTRUDER PLAYER TURN (that's me), so you may return fire. Remember you get one attack roll for each turret that you have., If you have a single turret, it score one hit on a success, a dual turret, two hits, and a triple turret three hits. Remember also that beam lasers get +1 to hit and score normal damage, and pulse lasers have no bonus, but always do 1 extra damage roll for each laser if they hit. Current Range approximately 260,000 Km... ...proceed...
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Post by makofan on Mar 16, 2018 11:57:04 GMT -5
I will get updated map and continue this, probably this weekend
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Post by makofan on Mar 18, 2018 16:56:21 GMT -5
TURN ONE A. Intruder Movement. The intruder moves his ships using the movement, gravity, and other applicable rules. Ordnance (missiles and sand) which he has launched in previous game turns is moved at the same timeShips move at 1G/1V towards the main world
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Post by makofan on Mar 18, 2018 17:01:35 GMT -5
B. Intruder Laser Fire. The intruder may fire his ships' laser weaponry at enemy targets, subject to the combat, computer, and other applicable rules. Only laser weaponry may fire in this phase.
The Jack Sparrow is now knocked down to 2G maneuver, as its M-Drive goes from F to E
The Jack Sparrow is already decompressed, as the corsairs were looking for the convoy and escort
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Post by makofan on Mar 18, 2018 17:09:47 GMT -5
"Laser return fire is conducted by those ships which have been targets for laser fire from enemy weaponry in the preceding laser fire phase - Book 2, page 29"
Even if aware of the Norrington, Barbossa can not fire in this phase as it was not fired on in the preceding phase, is my interpretation
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Post by makofan on Mar 18, 2018 17:19:49 GMT -5
C. Native Laser Return Fire. The native may return fire with his laser weaponry at enemy ships which have fired on him, provided his return fire computer program is running during this phase, and in accordance with the computer program and combat rules. Anti-missile fire may be performed in this phase if the appropriate computer program is running.
Jack Sparrow, return fire: - triple PULSE; rolls a 4, modified to a 2 - miss Pulse DMs: Gunner +1, Pulse -1, Auto/Evade -2, Final: -2 - triple BEAM; rolls a 2, modified to a 1 - miss Beam DMs: Gunner +1, Auto/Evade -2, Final: -1
The return laser file is ineffective
CURRENT SHIP STATUS "Jack Sparrow" 300 Tons J-Drive F (J3) M-Drive E (2G) Power Plant F 120 tons fuel, slow boat, 35 tons cargo, Model /3 1 triple laser turret (pulse) 1 triple laser turret (beam) 1 triple missile turret
"Barbossa" 300 Tons J-Drive F (J3) M-Drive F (3G) Power Plant F 120 tons fuel, slow boat, 35 tons cargo, Model /3 1 triple laser turret (pulse) 1 triple laser turret (beam) 1 triple missile turret
"Norrington, 400 tons J-Drive F (J3) M-Drive H (4G) Power Plant H 160 tons fuel, ship's boat, Model /3 2 triple laser turrets (pulse) 1 triple missile turret 1 triple sandcaster turret
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Post by makofan on Mar 18, 2018 17:21:20 GMT -5
D. Intruder Ordnance Launch. The intruder may launch ordnance (missiles and/or sand) at enemy targets or on specific missions, subject to the applicable rules. Ordnance which has contacted enemy ships explodes in this phase. Lifeboats and ship's vehicles are launched in this phase.dragondaddy, please confirm any orders you may have
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Post by dragondaddy on Mar 19, 2018 10:44:19 GMT -5
Norrington will launch 2 missiles targeting Jack Sparrow, and then Launch Sand using the sandcaster turret moving steady @ 1G towards Miscatoon still keeping the Cruiser on Station to intercept any fire directed towards the Merchant vessels...
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Post by makofan on Mar 19, 2018 11:20:07 GMT -5
My assumption is you are at velocity 1V, and you will not be increasing that by 1G per turn, but holding steady, so that the sand will continue with the fleet? Also, how do you play a triple-sandcaster? Just has more rounds in it? 3x the obscurity? (which does not make sense to have a -9)
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Post by makofan on Mar 19, 2018 11:58:07 GMT -5
E. Intruder Computer Reprogramming. The intruder may remove computer programs from his on-board computer, and input other programs in anticipation of their use in later turns.
Any changes?
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Post by makofan on Mar 20, 2018 11:51:06 GMT -5
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Post by dragondaddy on Mar 21, 2018 12:31:49 GMT -5
Programs - Auto-Evade, Target, Return Fire, Navigate, Gunner Interact
MAYDAY... MAYDAY... MAYDAY... This is the Patrol Cruiser Norrington, CALLSIGN CHARLIE VICTOR FOUR SEVEN ZEERO ONE, Declaring an Emergency, Two Unidentified Corsairs Have targeted us, and fired upon us! We are presently escorting FIVE UNARMED MERCHANT VESSELS TOWARDS MISCATOON STARPORT and are approximately FOUR HOURS FROM ESTABLISH LOW ORBIT. MISCATOON GROUND CONTROL, PLEASE RESPOND... ...MAYDAY ...MAYDAY ...MAYDAY
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Post by makofan on Apr 4, 2018 8:43:40 GMT -5
Haven't forgotten about this, I just took some time off (and played too much MOO2)
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Post by dragondaddy on Apr 4, 2018 20:11:00 GMT -5
No worries, ...was off on a cruise during Spring Break Week, March 23-30th... hanging out with a real ship's Captain!Captain Paul Von Knorring Aboard the Pearl... The M/S Norwegian Pearl, here anchored at Costa Maya, Mexico on the 30th of March M/S Norwegian Pearl Publicity Photo M/S Cozumel Fury, The snorkeling Catamaran, and our ride to the reefs & beach, piloted by Captain Jose Luis, March 26th The Beach @ Cozumel... SPRING BREAK!!!! ...and yes, there was a Bar! Umm, yes... we played Traveller while we were at Sea in the Caribbean for LoLs... There were Pirates in Cozumel. They had such a tiny boat though, much too slow to board us while we were underway! We could have easilt outrun them with the Cat! The M/S Ardennes, Traveling up the Mississippi as we were headed out to sea The M/S Ardennes, Bridge closeup
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Post by Deleted on Apr 4, 2018 22:12:24 GMT -5
Looks like a fun time was had by all!
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Post by Mighty Darci on May 14, 2018 21:54:21 GMT -5
That combat gets pretty complicated. Cruises look like so much fun, I would love to go on one someday.
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