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  4. L00_Cyph3r

    Operation Knockout

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    Any slot will do
  5. TheSalader

    Operation Knockout

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    I would like the AR spot if Conga is not attending.
  6. Carlito

    Operation Knockout

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    can i take the rifleman spot??
  7. Conga Line of Neckbeards

    Operation Knockout

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    @YoshiGames I might not be able to make it in time that day after all, so take me off my AR slot. Thank you and sorry for the inconvenience.
  8. Lt_Link

    Operation Knockout

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    I'll take whatever is open
  9. kMaN

    Operation Knockout

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    2nd Rifleman please.
  10. Hyxogen

    FAC Training Session

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    REGS+ ONLY PLEASE MAKE SURE YOU HAVE READ THE GUIDE BEFORE ATTENDING: We will be using the first server This will be mostly a practical session, going over and quizzing on bits in the guide on the second server. Topics to cover/practice: FAC Gear Landing Zones (LZs) Area of Operation (AOs) Battle Points Racetracks and Orbits 6 Lines If less than 2 people attend we will shorten this session and try to schedule an in mission training. PLEASE remember about this event or let me know in advance if you cannot attend. I am available on TS, the forum, Discord or Steam if you have me. I've made the effort to create this event and to take time out of my day to teach you, the least you can do is show up.
  11. greg3000il

    Operation Knockout

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    1st rifleman slot please
  12. Resurge

    Operation Knockout

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    2nd fireteam rifleman slot please
  13. SAUCEGODISHALL

    Operation Knockout

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    4.Auto-Rifleman slot
  14. Conga Line of Neckbeards

    Operation Knockout

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    2nd team AR, please.
  15. Clint August

    Operation Knockout

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    Ill take TL or SL have TL tags.
  16. Slim

    Operation Knockout

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    Team lead slot
  17. Root

    Operation Knockout

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    Can I request Squad Lead please. [No Tags]. If it is requested by a tag holder, kindly put me in the Team Lead slot.
  18. LurkerOne

    Operation Knockout

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    Medic please, have tags
  19. Sputnik

    Sputnik

    Holy crap it's been a long while!

  20. Rhea

    INTREP 018

    Meeting Reports Staff News Community Manager Applications Please remember that the Community Manager applications remain open, but will be closing soon. If you are interested in becoming a Community Manager please fill out an application here. Showing appreciation - @kMaN It's always a good thing to see when community members go out of their way to show appreciation for a staff member who has gone above and beyond the duties of their roles. That's what @Servok did in the community feedback forum in a thread aptly named "kMaN you a Fucking Great Cunt". kMaN joined us as part of the BSO merger back in Oct 2018 since then he has been the keeper of the boxes, the restarter of the servers, and the go-to guy when something just isn't quite working right. kMaN responds to any request or question with immediate action. We are blessed to have this man be a part of FK Gaming and are thrilled to call him a part of our Staff. Thank you for all you do kMaN! Public Relations Operations Operation: Planting the Sead featuring Oper8Heaven and Team Brrrt Our event on Saturday went great! A few hiccups here and there were expected and some great feedback has been gathered by our guests and community members ensuring a smoother more enjoyable mission for all in the future. All-in-all it seems everyone enjoyed the Event and are looking forward to more in the future! If you have any mission ideas, or maybe know a unit or clan that would be interested in participating please contact @Rhea. Twitter / Youtube / Twitch / Reddit Trainer's Corner Team Lead/2IC changes Since getting his role as Squad Lead Trainer @Monocled Badger has been busy at work updating the training guides. In his article "Team Leader Tag & Process Changes" he states: "As a result of the modern template being 10-man with 2 fire-teams, the old 2IC tag was grandfathered into the Team Lead role. However after discussions with members of the community and the other Squad Lead trainers, there is a concern that the grandfathering and conception of the 2IC role does not fit the current role of a Team Leader - additionally there is often confusion of what the Team Lead role exactly does and their place in the Squad due to the grandfathering/conflating it with the 2IC role that previously existed. We seek to remedy this by two methods. Publish Material on the role and responsibilities of a Team Leader Change the evaluation process for Team Leader Tags and slightly alter Squad Leader Tag acquisition as a result." Regardless of your interest in team leading or squad leading please take a moment to read through these articles as it will effect every squad member. " @Garfield0003 Joins the Squad Lead Trainer Team Alongside @Monocled Badger . @BigT and @Servok Garfield is now a Squad Lead Trainer. If you have any questions for the trainers, or wish to request a training or evaluation please visit the FK Squad Lead/Platoon Lead Training Discord. @Hyxogen joins the RTO Trainer Team He will be available immediately to schedule RTO training sessions or evaluations, alongside the current RTO trainers. If you would like to schedule RTO training or evaluations please message an RTO trainer on the forums. For more information about what RTO does and guides please visit the training forums. CSAR Tags have been removed After months of discussions, the Medical Training Team has decided to do away with CSAR Tags. With CSAR missions being few and far between, and the role requiring no more medical knowledge than that of a medic tag holder- the time has come to retire the tag. The new slotting procedure for CSAR missions will proceed as follows: The leader of the CSAR group: Medical and leadership tags (both at the same time) Medical tags Regs+ Everyone Regular CSAR team members will be slotted as medics If you have any questions about the CSAR procedures, or Medical Training in general please visit the FK Medical Training Discord. Community News @Monocled Badger is promoted to the rank of veteran! During his 3 year tenure as a community regular Badger has devoted his time and effort to making countless Arma 3 guides and has taken a proactive approach to training and guiding new players. Please congratulate him on his promotion when you see him next! Gaming News Tarkov update released and global character wipe Borderlands: The Handsome Collection FREE on the Epic Games Store Command and Conquer Remastered Collection out June 5th - Pre-Order available on Steam INTREP CoverPhoto Credit - @Mittens "We killed two groups and extracted." To see some of Mitten's exploits in Tarkov check out his Youtube Channel!
  21. colt92

    D&D 5e - Tyranny of Dragons Session 30

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    With myself as Dungeon Master, we will be playing Rise of Tiamat, the second of the two modules that make up Tyranny of Dragons. The Cast: @OneMadPanda aka "Voices in my head tell me to do things". @FloofyFloof aka "Closeted fox-man". @SABER aka "Mannequin-man". @Bayou Rick aka "Sharpshooter is my default attack". @Garfield0003 aka "Spell slot conservationist" --- Session is Full at 5 Players at this point in time. Later Campaigns may open up new Slots.
  22. Monocled Badger

    Team Leading: A role overview

    Table of Contents 1. Introduction 2. Role and Responsibilities 3. Communication 3a. Direct communication 3b. Short Range 4. Taking over the Squad 4a. Assessing the situation 4b. Reporting to Platoon 4c. Continuing 5. Change log 1. Introduction This guide seeks to cover the role of the Team Leader, their responsibilities and position in the squad in the current 10-man Squad Format. There has been some misconception over this role ever since the template changes removed the 2IC role and grandfathered those Tag Holders into Team Leads. This guide will not go into depth about tactics use, decision making etc as that is determined by several factors outside of paper, such as Current Situation, Squad Leads orders, personal experience etc. This is to clarify the position and usage of a Team Lead inside the current Squad layout. 2. Role and Responsibilities At its core, the responsibilities of a Team Lead are as such: Execute the orders given to the Fireteam by the Squad Lead Maintain control and discipline over the Fireteam Monitor and report (ACE) the status of the Fireteam when needed Provide information for the Squad Lead (more on this later) Be prepared to take over the Squad Inside the Squad, both Team Leads are responsible for themselves and the other 3 members comprising their team, those being the AR (Auto Rifleman) and the 2 Rifleman. In this capacity the Squad Leader will be issuing tasks/orders to the Fireteams and it is your responsibility to then take your fireteam and complete the task given. You are to maintain control of the fireteam as well as handling ACE (Ammo, Casualties, Equipment) reports. Ideally this would be done either after a contact or event, or when the Squad Lead requests it. Preemptively doing this and having it ready and reporting as a Team means the Short Range Comm is less busy and the reports are more concise (i.e. “Red Team - Green on Ammo, 1x Cat-3, Green on AT”). This report from you as a Team Lead, saves at least 6 more pieces of potential comms traffic. When you add that up across the entire mission, that is a lot of comms time freed up. It helps to pre-warn that this will happen as it will again save some time i.e. “Red Team, Prepare an ACE report for me in 30 seconds/1 Mike (minute)” Maintaining control of your Team is something that is similar to how a Squad Lead will deal with his Squad as a whole. Part of it is having the Charisma and Respect to be listened to.To take a section from the Squad Leading Overview “We are FK, a little bit of fucking around should be possible, but it is up to you where to draw the line. If they do give you shit and you made it clear that it is neither the right place nor tolerated, you give them one warning before you get them kicked. If you give a move order and they don’t follow, you LEAVE THEM BEHIND. You do this a couple of times and no one will think twice about doing what you say. This may seem harsh, but you do not have the time to be arguing with people over orders in a firefight. If they have constructive suggestions they can bring it up if the situation allows it.” There is an aspect of taking initiative as well as providing alternatives to your Squad Lead. Sometimes due to your more forward position or better sight lines depending on your task, you may be operating with more or up-to-date information and as a result can suggest alternatives to the Squad Lead. However that is all it should be. A suggestion. The Squad Lead can override that if they deem it, or take your suggestion. The Squad Lead and both Team Leads need to work together smoothly. That being said - remember the phrase “Too many cooks spoil the broth”. Moderation in suggestions is key, be concise - trust in your Squad Leader to do their job. Respect their final decision when they make it and carry it out to the best of you and your Fireteams ability. As mentioned previously this role was grandfathered with a template update from the old 2IC. As a result one Team Lead per squad will take the 2nd Long Range. This is not to act in a strict 2IC sense, but to provide awareness and assistance to the Squad Lead when possible as well as being ready to take over if the Squad Lead becomes incapacitated for any reason. As a result, a Basic understanding of Long Range Comms, and the Platoons plan is needed. Now you’re probably thinking “But Badger, you said the Team Leads held equal sway, now you’re saying the one with the Long Range is going to take over if Squad Lead is down?” Yes, both of these are true. While the Squad Lead is active and alive, the Team Leads hold equal sway in their position of the squad. When the Squad Lead becomes Incapacitated, the Team Lead with the Long Range becomes the Squad Lead due to having the Long Range and being able to communicate with Platoon and any other squads (including those on additional Nets) quickly and effectively. 3. Communication In this section, we will go over how best to communicate with your Team as a Team Lead, this is both in terms of giving orders, asking for and receiving ACE reports from your members and general information flow. 3a. Direct communication In an ideal world, inter-team communication should be done via direct chat (local), as you will be operating as a team, in close proximity with the ability to get visual on each other quickly. If you, as a Team Lead, have to stick yourself on yelling to be heard. Do it. The Short Range should be used for reporting things that the Squad needs to know about (i.e. “MBT, East along the ASR”) even if only one team sees it. Giving out individual team orders over the Short Range is a recipe for disaster as you have 2 Teams trying to do it, on top of any reporting from Squad Members AND whatever information the Squad Lead is trying to pass down. This has an additional effect. By staying in direct communication range, it means you and your team members are less likely to wander off, be caught out by themselves and bleed out because no one knew they were that. That being said there will be times where Short Range for inter-team comms will be needed. 3b. Short Range Again, in an ideal world, the short range for you as a Team Lead should be used for information and orders down from the Squad Lead, as well as reports and information (and sometimes suggestions/advisements) from you to the Squad Lead and other Team Lead by proxy. However we don’t live in an ideal world, typically we would experience a mixture of the above (inter-team communication via direct) and inter-team communication via the Short Range.This could be due to team members being trapped or split off during contact. Or sometimes wondering off or getting lost. As a Team Lead one of your responsibilities is managing your Fireteam and Comms discipline and usage falls into that. As long as the Short Range comms doesn’t disrupt the other Squad Members or force the Squad Lead to clamp down on it, it’s acceptable. The Short Range is the Key for information flow in the Squad. It ensures all Squad members are on the same page in terms of Key information and orders. It is imperative that this is not shitted up. There is an alternative that you can take - Using additionals. As mentioned in the TFAR Guide The Short Range radios can set up an additional channel that can be used for inter-team communication. This way the Fireteam can be spread out a bit more and you can rely on not having to be heard via shouting. There is a caveat to this - this can get messy. In the heat of the moment Team members may forget which channel to key up on, every relaying useless information meant for the Team or Team Lead, or vice versa, relaying information meant for the Squad to just the team. Additionally - if the Team lead with the Long Range has Squad Short Range,Team Additional Platoon Net, Long Range Additional channels all set up - this may get a bit overwhelming and too much. If you do choose to set up an additional Short Range channel for your team, there are several things you MUST do: Inform the Squad Leader Get a Primary Channel Short Range check done to make sure no team member has overridden the Squads Primary channel (this should be performed by the Squad Lead) Get an Additional Channel Short Range check for the team - to ensure all Team Members can hear you. Otherwise one or more members may get left behind, confused or not know what to do 4. Taking over the Squad There will be situations either during or after contacts or major events that the Squad Lead has become incapitated or Killed in Action. As a Team Lead (either with or without the Long Range - more on that later) you need to be prepared to take over and lead the Squad as well as your term. For some this can be a daunting process, having to communicate over the Long Range, handling a Squad rather than a fireteam. 4a. Assessing the situation If the Squad Lead is down, this is usually the result of a Firefight or incoming fire from OPFOR Support. As a result when you as the Team Lead with the LR, become aware of this development. You need to assess the situation first. Don’t immediately report to Platoon because if you do, they will ask for a Sitrep and you won’t be prepared for it. If the situation allows - i.e. the contact/firefight has ended - do an ACE (Ammo, Casualty, Equipment) report. Go down the list of your Fireteam as you would normally and then ask the other Team Lead for theirs. This gives you the overview of the Squad near the end or post contact and gives the situation that Platoon will be dealing with post report. After that assess your current task. How far through are you with clearing the town? Are you able to maintain your overwatch? How close were you to getting to your objective? Etc. Again knowing this before reporting over the Long Range to Platoon will save time and comm traffic and let you get a better handle of the situation before being tasked to continue on. 4b. Reporting to Platoon Once you have assessed the situation from the above steps or something similar. You need to report to Platoon and update them. You: “Platoon, this is Alpha - Standby for SITREP. Over” Plt: “Platoon standing by to copy” You: “Alpha Actual KIA, Red/Blue Team Lead Taking Over. Break. ACE Report as follows Ammo Green, 2x Cat-2 1x Cat-4 Inc Actual. Red on AT. We have finished clearing TRP Apollo, standing by for next tasker. Over” Plt: “Platoon copies all, Stand by” Remember good comms etiquette. The reason we assess before calling in to Platoon is to give ourselves the needed time to think to report. That way the report is concise, calm and clear and doesn’t hold up the net with unnecessary traffic. Additionally - other squads who may be the vicinity are aware of the situation and can prepare to adapt to having to assist your squad, or get ready to be retasked etc. 4c. Continuing with the mission After the report to Platoon has gone out and they have given the orders for the Squad, it is down to you to assume the role of Squad Lead and carry on with whatever tasks have been given to you. If possible, ensure that the other Team Lead is aware and attempts to get the Long Range from the Squad Lead (dropping it when they return). This is to allow the same thing above to happen again if you are incaptiated or Killed in Action. This allows the flow of communication to keep going as Platoon being in the dark will not be able to assist you. Use the Information given by your Squad Lead at briefing to guide you in your decision making process. If it helps, confer with the other Team Lead for advice or suggestions. Again, you work as a team together to achieve the objective. It’s perfectly acceptable to lean on those around you. But remember it isn’t a democracy. Suggestions should just be that. It is important you decide and be decisive. 5. Change log V1.0 - 23/05/2020 - Posted initial guide
  23. OPFOR APC/IFV Fire Control Systems By colt92 for the FK community ARMA3 version: 1.96.146114, RHS version: 0.5.0, 3CB Factions version: 2.0.2 Similar systems have been grouped up for simplicity. PP-61AM (BRDM-2, BTR-60BP, BTR-70, GAZ Vodnik KPVT, MT-LB) 9Sh119 (9P148 Konkurs) 1PZ (BTR-80) 1PN22M1 (BMD-1 69’/P/PK/R) 1PN22M2 (BMP-1 66’/D/K/P, BRM-1K, Obyekt-681-2) BPK-1-42 (BTR-80A, BMD-2 85’, BMP-2 80’/86’/D/K) 1K13-2 (BMP-3 87’/91’) Bakhcha-U FCS (BMD-2M, BMD-4 04’/M, BMP-3 Vesna-K) Vanilla FCS (GAZ Vodnik Cannon 30mm/GMG/HMG, Karatel HMG/GMG, Otokar ARMA, MB-2T Stalker) 1. PP-61AM (BRDM-2, BTR-60BP, BTR-70, MT-LB, GAZ Vodnik KPVT) The scope has a mixed rangescale which is marked with hundreds of meters. The left hand scale is for the KPVT, which ranges up to 2Km, and the scale to the right is for the PKT, which ranges up to 1.5Km. Both guns fire at an angle from the right. The GAZ Vodnik KPVT scope is missing ranges and the scales are switched around (they've been manually added to the second image for ease of reference). In order to correctly fire the gun: Acquire range. Adjust range by aiming with the space where the line of said range or the closest one to it meets with the central vertical line. Fire. 2. 9Sh119 (9P148 Konkurs) This aiming reticle is used to fire 9M113 ATGMs in several vehicles. It features an optical rangefinder for 2.7m high targets, even though it does not require any range adjustments. In order to correctly fire the launcher: Aim at your target with the centre circle reticle. Fire. Hold the reticle over your target until impact. 3. 1PZ (BTR-80) The optics have a zoomed out and a zoomed in view that must be ranged independently, but in both you will see the same two weapon range scales. The left hand scale is for the KPVT, which ranges up to 2Km, and the scale to the right is for the PKT, which ranges up to 1.5Km. Both guns fire at an angle from the right. In order to correctly fire the gun: Acquire range. Press “Page Up” and “Page Down” to move the horizontal line up and down, adjusting until it aligns with the range you need from the scale that corresponds to the gun you are using. Aim centre of the reticle at your target. Fire. Re-adjust if you switch from zoomed out to zoomed in view, or viceversa. 4. 1PN22M1 (BMD-1 69’/P/PK/R) This optic has a 100m boresight for all weapons (except the 9M14M ATGM), followed by a range scale with marks in hundreds of metres for the 2A28 and a cross reticle which the 9M14M ATGM will approximately head to after launching upwards. To the right, there is an optical rangefinder for 2.7m high targets. Be aware that accuracy is unreliable past 500m. In order to correctly fire the gun (BMD-1 69’/P/PK): Acquire range. Adjust aim to the approximate desired range. Fire. In order to properly use the 9M14M ATGMs (BMD-1 69’): Aim the cross reticle at your target. Mind that it will be launched at a slightly elevated angle. Fire. Be aware that at this point the turret will be locked in place and will not move until the ATGM impacts. Move your mouse to adjust the path of the ATGM. Once the ATGM is used, remember that reloading will render the turret inoperable for the duration of this process. The BMD-1P features a 9P135 launcher which can be accessed through the scroll wheel menu; see 9Sh119 optics for operation instructions. The BMD-1R features an 80mm MLRS 12 rocket HEAT-FRAG battery with a white cross reticle that estimates the point of impact. In order to correctly fire it: Aim the white cross reticle at your target. Fire. Mind that if you fire them all at once the spread will be very high. 5. 1PN22M2 (BMP-1 66’/D/K/P, BRM-1K, Obyekt-681-2) This optic has a 100m boresight for all weapons (except the 9M14M ATGM), followed by two range scales for the two ammo types (PG-15V HEAT to the left and OG-15V HE-FRAG to the right) with marks for ranges in hundreds of metres and a cross reticle which the 9M14M ATGM will approximately follow after launching upwards. To the right, there is an optical rangefinder for 2.7m high targets. Be aware that accuracy is unreliable past 500m. In order to correctly fire the gun: Acquire range. Adjust aim to the approximate desired range. Fire. In order to properly use the 9M14M ATGMs (66’/D/K): Aim the cross reticle at your target. Mind that it will be launched at a slightly elevated angle. Fire. Be aware that at this point the turret will be locked in place and will not move until the ATGM impacts. Move your mouse to adjust the impact point of the ATGM. Once the ATGM is used, remember that reloading will render the turret inoperable for the duration of this process. The BMP-1P and the Obyekt-681-2 feature a 9P135 launcher which can be accessed through the scroll wheel menu and by zooming in, respectively; see 9Sh119 optics for operation instructions. 6. BPK-1-42 (BTR-80A, BMD-2 85’, BMP-2 80’/86’/D/K) This optic features three range scales for the autocannon APDS ammo, autocannon HE-T ammo and PKT, from left to right. It also has a 2.7m high optical rangefinder. In order to correctly fire the gun: Acquire range. Press “Page Up” and “Page Down” to move the thicker horizontal lines of the scales up and down, adjusting until it aligns with the range you need from the scale that corresponds to the ammo and gun you are using. Aim the top of the chevron “^” at your target. Fire. The aforementioned BMD-2 and BMP-2 variants with this optical sight feature a 9P135 launcher which can be accessed through the scroll wheel menu (BMD-2) and by zooming in (BMP-2); see 9Sh119 optics. 7. 1K13-2 (BMP-3 87’/91’) This FCS has a laser rangefinder that adjusts automatically for your chosen weapon and ammo type where you are pointing with the top of the chevron “^”. At the top you will see the range to target and ammo type you are ranged for: П is for the PKT coax MG, Ч is for the ATGM, ЧO is for the autocannon’s HE-T, O is for the main gun HE-FRAG, and Б is for the autocannon APFSDS. Optionally, if you are not adjusted for any range, you have PKT ranges for 400, 600 and 800 metres. In order to correctly fire the gun: Aim the top of the chevron “^” at your target. Press “T” to range (or any button bound on the “Lase target” action). Wait for FCS to calculate corrections. Fire. You do not need to readjust for the ATGMs, as they will follow wherever you are aiming with the chevron "^". 8. Bakhcha-U FCS (BMD-2M, BMD-4 04’/M, BMP-3/Vesna-K) This FCS has a laser rangefinder that adjusts automatically for your chosen weapon and ammo type where you are pointing with the top of the reverse T “⊥”. At the top you will see the range to target and ammo type you are ranged for: П is for the PKT, Ч is for the ATGM, ЧO is for the autocannon HE, O is for the main gun HE-T, and Б is for the autocannon APFSDS. In order to correctly fire the gun: Aim the top of the “⊥” at your target. Press “T” to range (or any button bound on the “Lase target” action). Wait for FCS to calculate corrections. Fire. This FCS also features a Target Tracking System. You can read more about it in the corresponding section of the OPFOR Tanks FCS guide. 9. Vanilla FCS (GAZ Vodnik Cannon 30mm/GMG/HMG, Karatel HMG/GMG, Otokar ARMA, MB-2T Stalker) These three systems have a laser rangefinder and an aiming reticle, with the CSAT vehicles including gun position indicators for added flavor. The MB-2T Stalker also provides a speed compensation indicator. In order to correctly fire the gun (Karatel HMG/GMG, Otokar ARMA, MB-2T Stalker): Aim the cross reticle at your target. Press “T” to range (or any button bound on the “Lase target” action). Wait for FCS to calculate corrections. Fire. You do not need to readjust for different weapons and ammo types. Be aware that the GAZ Vodnik Cannon 30mm/GMG/HMG give you the range to target when you press “T” (or any button bound on the “Lase target” action) but will not make any adjustments. You will have to manually adjust gun elevation. The MB-2T Stalker’s Spike ATGMs have two different firing modes, direct and top down attack. You must select the mode you wish to use by cycling through the weapons and fire modes with “F” (or any button bound on the “Next weapon” action). Additionally, these ATGMs feature a lock-on, fire and forget system, although you will need your target to give off a thermal signature for it to work. Select one of the two ATGM fire modes. Press “T” (or any button bound on the “Lase target” action) to start locking on your target (an open diamond will appear over it). Once the lock-on is complete, you will see a closed diamond. Fire. You may also dumb fire the ATGMs on both firing modes with them working as intended.
  24. Earlier
  25. Sasquatch Rick

    Operation: Planting the Sead

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    1.2 Stryker Driver (No tags)
  26. Sasquatch Rick

    Operation: Planting the Sead

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    (Ignore this)
  27. Articwinter

    Operation: Planting the Sead

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    2.2 Stryker Driver please (No tags)
  28. Whitelock

    Operation: Planting the Sead

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    2nd Platoon 2nd Squad Teamleader please. No tags.
  29. info

    Operation: Planting the Sead

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    i am able to attend again, could i have 2.1 TL please
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