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Q1 2025: TFA on Kickstarter + Demo + Survey (KS Update 2)

Greeting to you all, Task Force Admiral followers !

So, in our very last update we talked about the reasons why we’re going for a Kickstarter. If you are still unsure of our motivations, please do head over there for the extra intel. Today we’ll be talking more about what you’ll find in that big box of fun. All these contents are to be taken as previews and the final items featured in the campaign next month might differ a bit, but it's a good start.

Talking about good starts, those who want to be kept updated about the launch are welcome to go over to Kickstarter & follow us by clicking on the relevant button.



As for the rest, let's go!

The tiers & the rewards


Although we cannot share absolutely all the details just yet, we have progressed far enough to provide you with a solid preview of what’s coming.

First of all, this campaign will give you access to both digital and physical rewards. These are distributed across a variety of tiers (nine in total), ensuring that every backer can find something that fits their expectations and budget.





[h2]The digital tiers (Delivery: late 2025)[/h2]

The digital tiers offer a lightweight way to get what you want without the hassle of storing a physical box at home. Beyond the donation tiers for those who simply want to buy us a coffee, you’ll have access to a basic digital edition (a key for the game upon release) and a deluxe version with extra digital goodies. The deluxe version also grants you access to our private beta, allowing you to play along with new builds as they go online, all the way up to the full release.



The Deluxe edition will also include the fantastic work Aleksi Aubry-Carlson & Jonathan Figoli have authored for Task Force Admiral, in a high-fidelity format. If you liked their work on Cold Waters, War on the Sea and Sea Power, we are pretty sure you will love this one too!





[h2]The Physical Tiers (Delivery: Early 2026)[/h2]



The physical tiers are for those who love the tactile experience of owning something. It’s a nostalgic throwback to the 1990s, when buying a game meant getting a real box with more than just discs inside. For anyone over 40, this was a cherished ritual—unlike later generations who grew accustomed to DVD cases or purely digital purchases.



Back in the day, boxes from publishers like MicroProse weren’t just glorified containers for floppy disks; they were treasure troves filled with comprehensive manuals, real-life anecdotes, unit references, and battle histories. Classics like Task Force 1942 and 1942: The Pacific Air War even included separate volumes for their manuals and historical supplements. We aim to honor this legacy by adopting a similar approach, paying homage to the games that first introduced many of us to the PTO over 30 years ago.





[h2]The “Crazy” Tiers (Delivery: Fall 2025 for the extra rewards)[/h2]

For those who want to leave their mark, we’ve designed a few exclusive rewards that offer unique opportunities only a crowdfunding campaign can provide. If you’re someone who loves to make things personal, these are for you.



We are designing a challenge coin to celebrate this event. Although it’s still in development and requires refinement to ensure it can be sculpted properly, here’s a small preview. Additionally, our talented artist Julien can immortalize you in the game—whether through a custom in-game portrait or a personalized loading screen, available in both digital and print formats.





The Timing & the Demo


We’ve pretty much finalized the timeline for the campaign, which we’re targeting for January 2025, provided everything stays on track. Kickstarter has already greenlit our landing page, so feel free to head over and click the “Notify Me” button to stay informed about the latest campaign developments.



To ensure a smooth launch, we’ve focused heavily on finalizing our demo, which will include a few key features we’re very excited about. Staying true to the tradition of classic games, this demo will allow you to judge for yourself whether Task Force Admiral is worthy of your time, attention, and hard-earned money. The demo will feature:

  • One historical scenario, centered on the carrier battle of May 8 in the Coral Sea between Task Force 17 (Yorktown & Lexington) and Carrier Division 5 (Shokaku & Zuikaku).

  • A functional carrier engagement generator, enabling you to customize a quick 24-hour engagement.

  • A preview of our first- and third-person control systems for fighter aircraft, showcasing some dogfighting action.




We hope these features will keep you entertained for a few hours and provide enough content to make you confident in our goals and the potential of our technology. The demo will only be available during the campaign’s duration (approximately 30 to 40 days).



The Survey


Now it’s your turn to give us some feedback. After reading about what’s coming, we’d love to hear how you feel and what you’re planning to do. Head over to our survey and share your thoughts about the campaign. This will help us make any necessary adjustments ahead of the Q1 launch.

You can access the survey by clicking on this link below or by scanning the QR code. A big thanks to everyone for your kind help!



At any rate, if you’ve made it to the end of this update, our deepest gratitude for the support you’ve shown over the years. This campaign marks a significant milestone for all of us, as Task Force Admiral continues to grow into something tangible. Stay tuned for more updates before the campaign launch, and thank you in advance to everyone who helps spread the word.

Take care, everyone!
Cheers,
The TFA Team

The Task Force Admiral Team

We’re back! A taste of things to come in Task Force Admiral (KS Update 1)

It’s been five long years since we began this journey publicly with our reveal on YouTube. No one feels that passage of time more than we do, believe us — our lives have been completely consumed by this project since then, especially for Jean-Baptiste, our sole developer.

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Make no mistake, if we could have released sooner, created a smaller game, or worked on a simpler endeavor, we would have. Perhaps it was hubris—but that same hubris kept us going despite the time invested, the setbacks faced, and the frustration of not yet having something playable to share with you.



Where we've been at


Although the pace of our Steam updates might have suggested otherwise, we have never let up on our development efforts—quite the opposite. Those who know us and follow us on social media are well aware of our steady progress, and there hasn't been a single week since our last Steam update that we haven't shared our efforts and achievements with our community. We chose to focus on the work itself, saving our energy on Steam (an interface not particularly suited to regular updates) for a more impactful announcement that would mark a significant milestone in the development of our video game. Today, that day has come.



[h2]Building a world one stone at a time[/h2]

As for "the meat" of the game itself, we have made significant strides in further integrating our graphics and sounds into the larger game world to make it more vivid and immersive. Hope we're getting there - you'll be judge of our progress soon enough hopefully, but until then here are a few nuggets of contents released over the previous months that will give you a clear indication of what we're aiming for.

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We are of the opinion that the sound atmosphere is crucial for creating a deep sense of involvement, as it immerses you in the experience and makes you feel like a true part of what's happening. Sounds are often your primary sensory input for what’s happening around you. The hum of engines, the crackle of radio transmissions, the distant roar of enemy planes, or the ack-ack of anti-aircraft fire — they all contribute to making the game world feel alive and reactive to your presence.

[previewyoutube][/previewyoutube]

Our goal is to make you feel right in the thick of the action, involved in the consequences of your decisions in the field, rather than feeling distant & safe. We want sweat, virtual eardrums bursting, and virtual smoke filling your screen. We’re just getting started, but it’s off to a rather OK start, if we can pat ourselves in the back.



[h2]Building an interface, switch by switch[/h2]

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The biggest remaining task alongside developing the virtual world was creating the entire interface that enables players to interact with their own forces and those of the enemy. This includes nearly all the tools needed for a so-called “diegetic” representation, aiming to enhance immersion by using graphics reminiscent of the actual tools of that era, in addition to more modern-looking indicators available in the menus on both sides of the screen.

[previewyoutube][/previewyoutube]

A diegetic graphical user interface is a type of game interface that is designed to blend seamlessly with the game’s world, as if it’s a natural part of the environment rather than an overlay. This approach uses elements that characters in the game could realistically see, hear, or interact with, rather than purely visual aids meant solely for the player.

[previewyoutube][/previewyoutube]

In Task Force Admiral, most of the planning tools are designed to be diegetic, fitting naturally into the game world. However, we don’t see the non-diegetic approach as incompatible—quite the opposite. Non-diegetic elements offer practical alternatives, and we strive to keep these elements visually aligned with our aesthetic choices while still providing you with quick and efficient information.

[previewyoutube][/previewyoutube]

So, that was a small report about what we did during that time. But what about we're about to do in a couple months from now? Well, if you're into some extra intel, here's the dope...



The World of Tomorrow


[h2]The Kickstarter[/h2]

First thing first, let's be clear, it is not about funding. We do have other avenues of financing ourselves, so it is not really the focus on this campaign. There are many ways to raise funds in this day and age, and a Kickstarter campaign is just one way among many others. We could very well launch Task Force Admiral in early access, or make people pay for a beta. But this is not what this is about. It's more about what we can do, using the tools of today, so as to recreate the full experience of what we had back in the 1990s, at the time of the prime of the original MicroProse: big boxes.

Disclaimer: goodies & all still very much work in progress, the KS landing page should come in very soon!

I know, it's 2024, why still do things the old way? Nostalgia is hard to explain, but easy to diagnose. These behemoths are relics from a time some of us in our 40s something probably remember with much kindness. Preparing for this kickstarter was the opportunity for us to embrace that dream of ours - actually owning a game box, of our own game, while satisfying a urge that has been progressively denied to gamers since the turn of the century.

https://www.youtube.com/watch?v=sWLMbmAv0tg
For the younger ones among you who might wonder what's a big box (courtesy of the excellent channel Ahoy)

As MicroProse has made experiments already with a prototype game box for Highfleet (a gem, this one, don't forget to go check it out too if you haven't heard about it), we felt it was time to try our luck with our community. As Task Force Admiral's fanbase has grown over time and has often mentioned its willingness to give us a hand, this Kickstarter allows us to provide you with such an opportunity - by either supporting us with a digital pre-order, or indulging in the guilty pleasure of owning a big, heavy box full of old-fashioned treasures. The choice is yours, starting Q1 2025!





[h2]The Demo[/h2]

Since it wouldn’t be fair to ask for your support without showing you what we’re working on, we’ll be releasing a demo on the same day we launch the Kickstarter campaign. This will give you a taste of what we’re building, though, of course, some smaller features will still be disabled as they’re not fully finished. That said, the game is already in a playable state, and we’ll do our best to make this demo as enjoyable as possible.



We’re also hoping to include a few prototype game modes for you to try out during the Kickstarter campaign. These modes could steer the game’s future direction once we wrap up the core experience, and they’ll make ideal stretch goals. More on this and much else in our next update, as soon as our new website and Kickstarter landing pages are live!





[h2]The Sea Power[/h2]

[previewyoutube][/previewyoutube]

Of course, we couldn’t post today without giving a shoutout to our friends over at Triassic. We’ve been long-time companions, joining the label at the same time and supporting each other however we could along the way. Words can hardly capture the pride and happiness we feel knowing they’re nearing their big moment. If you haven’t heard yet (though, honestly, they probably introduced you to us), Sea Power is hands-down the most significant and promising game recreating naval warfare in the Cold War era—a true successor to Fleet Command that you didn’t even know you needed. Launching in Early Access, it’s a solid offering—give it a try! We’re confident it’s worth the investment, and that's hardly a dangerous bet! We don't believe many of you, if any, will be disappointed by this masterpiece. Fair winds to them.



As for you, go get 'em vampires & hurt them bad! Launching November 12 everywhere in the world!

https://store.steampowered.com/app/1286220/Sea_Power__Naval_Combat_in_the_Missile_Age/



I guess that'll do for us being back in action.

Believe us, we’d love to speed things up. But patience brings the best results, or so they say. For those feeling the wait, we apologize for the delays. And to everyone sticking with us on this journey, our deepest thanks!

To those who might be reading us on November 11, please have a quiet Remembrance Day, wherever you might be from, and stay safe. See you soon, and take care.


The Task Force Admiral Team

A final, happy new year? Task Force Admiral Devlog #13 (Winter 2023)

Dear Fans,
Dear Followers of Task Force Admiral,
Old & new,
Welcome back!


First of all, allow us to dastardingly use the opportunity of this all-too-rare Steam update (oh, if that stuff could be made easier & faster, God knows we’d post more of them!) to wish you a Happy New Year, and great success & happiness – and health, more than anything else – for the year to come. To you, and all your loved ones.

By Julien our illustrator. Thanks to Taffy for finding some time to say hi to the boys!



Months have gone by, worked has piled up, and with the videos doing their good job online it felt that the weekly updates you get on the social platforms was a fair way to keep you all updated. We do understand though that some of you ain’t too hot about having a Twitter, Facebook or Discord account to enjoy properly the fruits of our progress. This post kinda is for you.

[previewyoutube][/previewyoutube]

It would be a bit long of a story to tell, but let’s say that things got really hot, really fast this Summer. As we decided to go for a slice to run on the computers of our collaborators and a select few contents creators, we wanted to use this opportunity to deploy the stuff at the larger scale – it meant making sure that it was good enough to be used in a video, despite all its rough edges and limitations in the day. It was also a fantastic way for us to collect additional feedback in regard of how the game runs, on a wide selection of hardware. So far so good: the games runs well (courtesy of Jean Baptiste’s healthy obsession for optimization, for sure)

[previewyoutube][/previewyoutube]


In that regard, let's help some of you play catch up. Here's some contents from your favorite contents creators, all trying out our (non-playable) slice. Those who had been thirsty for contents will probably be in luck.

[previewyoutube][/previewyoutube]

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[previewyoutube][/previewyoutube]

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For those who'd rather have it in Spanish, we have that too!

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

Japanese? No problem!

[previewyoutube][/previewyoutube]

As for Chinese, you'll find us on Bili Bili easily enough I am sure.

Big thanks to them all contents creators, above and many others who might not be above, but still had the kindness to share their experience and post contents. Every view on your videos delight us and give us some hope that we are working towards something that matters.

As for what's next: what’s clear is that we’re now seeing the light at the end of the tunnel, and what remains to be done before a fine demo is made is easier to plan for. But that’s a hell of a tunnel still ahead of us, we ain’t gonna lie, even though we're all set for 2024. At least, we’re lucky to be in the right company for the trek, and we’ve walked way too far down that hole to fail at that point, save for a cataclysmic event. So, rest easy, things are moving forward, and we're getting the stuff ready to roll, especially for the future KS campaign for a fine box, manual & goodies included.

We sure wish they could move faster, but good things take time, as they say. For those who can't wait, I am sorry for the pain we inflict on you. To those who will still stay along for the ride, our thousand thanks...!

And to you all, once again, Happy New Year, Cheers and stay safe!

The Task Force Admiral Team

Task Force Admiral Devlog #12 (Spring 2023) - Spring Cleaning

Dear Fans,
Dear Followers,
Old & new,
Welcome back!


So, the few last months were seemingly calm on Steam, but don’t worry, the pot was still being stirred, with much to tell you about.

We advanced on many fronts, alternating between them as we were implementing this, improving that, correcting bugs along the way. We cannot really list everything we did during that time, and some others are probably better showed than told. Just to give you an example of what our days are made of, here’s a sample of a normal week these days. Work just doesn’t stop. But it brings along progress, pushed by rigorous testing.



At the end of the day, you will get most of this in a gameplay format soon enough – the videos and the screens we will be sharing today are probably enough of a testament to our steady pace, and those who have been following us for some time already will certainly be able to appreciate it better than anyone. Please just remember that everything you’re seeing in this update is work in progress, and that every visual and mechanic is subject to change further (for the better!).

[previewyoutube][/previewyoutube]




[h2]Surfing birds[/h2]

Now as for the features themselves, we worked a lot on the seaplanes lately, as an important addition to the larger game’s environment.



Cruiser and Battleship seaplanes were a crucial asset in carrier combat, or naval combat in general. On both sides, they obviously accomplished a number of tasks that normal aircraft from carriers were either unable or too precious to accomplish themselves. As the American player, you will be very much welcome to use your SOC Seagulls & OS2U Kingfishers – and the few Supermarine Walrus inherited from your Australian allies. They can be tasked with patrolling the skies above your force as part of the standing Inner Air Patrol, guarding you against submarines. They are also a prime choice when it comes to search and rescue efforts, especially when recovering the aircrew from the drink proper is needed. Unfortunately, even if they can still do that job in time of need, their speed and range do not make them ideal platforms for naval search – unlike their Japanese counterparts.



"Indeed, more often than not, the first sign you might have from a Japanese force nearby is a Jake flying into radar range. Make no mistake, they will most likely spot you before you can spot them, as these small airplanes are detected late, if at all, by your radar operators. But once they are on your scope, the hunt is on. Make sure that any snooper you come across pays the ultimate price for having snitched on you...!"

[previewyoutube][/previewyoutube]



[h2]That’s a lot of damage, second round[/h2]

As mentioned in our previous update, we did dedicate some time to damage modeling. We’re not finished yet, obviously, but let’s say we’re halfway there. Different types of impact decals (still in their work in progress state, of course) and damage have been implemented. As it has been the case all too often lately, I’ll let Lexington explain the whole thing, as the old lady bore the burden of experiencing the pain for the greater good.



Lexington, as a test bed, has suffered many woes to help us develop our external damage model. As you can see it here, on Yorktown this time, damage of all sorts exists: some of the projectiles in the picture above exploded or bounced without penetrating the deck – a common occurrence for the lighter high explosive bombs in the Japanese arsenal – and left a mere scratch on the flight deck. Others, upon exploding, penetrated the deck and affected the lower level (in this case, the hangar deck). Finally, some, owing to their fuze, cleanly passed through the wood and steel, stopping only on a lower level – if they stopped at all before reaching the armored belt



I need not highlight further, I guess, the potential of this tech in-game, as it will make any scenario unique the moment a projectile hits your precious flagship. The same way the angle of impact and resulting penetration value are dynamically calculated based on the characteristics of the projectile, so are the explosion delay (based on the fuze setting) and the blast range, along with the chances of a fire – chances which will increase if fuel or ammunition are within said blast zone.

[previewyoutube][/previewyoutube]

As for the rest, we still have to add sinking effects, oil, and possibly debris left and right, and we’re nearly there. Still, there’s some soul to it already, even in this early stage. Decals seen above are mostly placeholders; they were here to test the functionalities. The final game will improve in this department too, among many others.



[h2]The devil is in the details[/h2]

Mentioning the damage decals brings us to another topic we can talk about: skins and markings decals. When put together, they provide Task Force Admiral and scenario designers with the tools needed to somewhat accurately represent the air groups featured in the game. If you guys join us on our Discord, we can discuss features like these in more detail. We have already shown an example of what it entails, with the SBD currently integrated into the game.





To simplify things somewhat, let’s say that skins are what an aircraft would wear, and the decals are the little pins and other accessories you’d add to your outfit. When combined with dynamic numbers, we can accurately reflect the extremely diverse paint schemes the US Navy went through between January and August 1942. This includes variations in roundel size, red dots, LSO bands, and flashy red and white rudders. The same goes for squadron badges for those who had them. So don't worry, we have you covered on this one.



The system is made so that it offers a flexible platform that can be easily enriched by your own work if need be, whether you need them for a specific scenario or a good joke. Hopefully, we will find a proper way to have you share your contents with little hamper, but practical solutions in that regard will have to wait for us to deliver you with a game first!

[previewyoutube][/previewyoutube]



Finally, we would like to take a moment to express our deepest gratitude for your unwavering support throughout our journey. Your presence and enthusiasm have been instrumental in keeping our team motivated and energized as we strive to make our dream a reality. Knowing that there are people out there who believe in us and our vision has helped us to push through the tough times and stay focused on delivering the best possible game.

As we move forward towards the release of our game, we want you to know that your support will continue to be a crucial part of our success. Your feedback, encouragement, and excitement keep us going, and we are truly grateful for every single one of you. We can't wait to share our game with you and hope that it lives up to your expectations. Fear not, as our goal is now within sight, we’re not going to give up just yet.

Cheers and stay safe!

The Task Force Admiral Team

Task Force Admiral Devlog #11 (Feb.2023) - Through the Lens

Dear Fans,
Dear Followers,
Old & new,

Welcome to this (late, but still earlier than before!) February 2023 dev diary for Task Force Admiral.


Sooo... Well, we did post the January update a bit late, and February not being a very long month either, we had to tie a few loose ends before I end up with some contents in an interesting format. A video being worth a thousand words, let's start with the fun. More details below!

[previewyoutube][/previewyoutube]



[h2]Under the Sea[/h2]

Views would be nothing without relevant, sophisticated visual effects. Now that cameras are working their magic following the progress made back in January, let's see how they also allow you to explore the depths of the Pacific and our colorful palette!

I won't spend too much time on the underwater camera, it kinda speaks for itself. Until now we were lacking an actual underwater plane for the game, and considering subs are coming too, and ships got to sink convincingly, we had to do something about it. Some aspects still need to be tweaked of course (the propellers are a bit fast, and have to be made more compatible with the actual framerate) but overall, it is serving its purpose well-enough - we aren't making a submarine simulation after all. We just want to make sure that you'll be able to make nice shots all the same below and above the water, and as these few seconds above demonstrated, I am pretty sure our players will make do!

Oh yeah right, talking about submarines by the way...









[h2]The Filter System[/h2]

The filter system is somewhat more complex as a topic, as it is more of an extra feature in nature. The four pictures below depict the same scene. Yet, they seem a bit foreign, different from each other - some of them actually don't look like the game as you know it, some might say. Why is it so?



We're excited to talk about a new feature we've developed that we believe will add a whole new dimension to your gameplay experience – fully customizable color filters that can be swapped on the fly during gameplay.

This feature is all about giving players the ability to create the mood and atmosphere that they want while playing the game, and we think it's going to be a game-changer when it comes to experiencing the game and creating contents along the line of what you think the deep Pacific should feel like.

First of all, let's talk about what we mean by "color filters." Essentially, a color filter is an overlay that changes the colors of the game world. We've developed a variety of different color filters that players can choose from, ranging from vibrant technicolor to more subdued, vintage-style filters. These filters can be swapped in and out during gameplay, giving players the ability to experiment with different looks and moods as they play.



So, why are color filters so important? Well, for one thing, they allow players to create a more personalized gameplay experience. Everyone has their own preferences when it comes to visual style and aesthetics, and color filters give players the ability to customize the look of the game to their liking. Whether you're into bright, bold colors or more muted, understated tones, there's a color filter that will suit your tastes.

Beyond personal chromatic preferences, color filters can also add a whole new dimension to the game world itself. By changing the colors of the game world, players can create different moods and atmospheres. Are you looking for the darkest night? Or a romantic sunset? Or a black & white / Sepia old school vintage feeling? We've got you covered. And considering it is an in-game feature, this kind of flexibility should be available when using our future replay system too.

Although it will obviously not replace a full-feature video or image editor, it is a good start, and it is all done in real-time! Somewhere, there has to be a setting that fits your needs, and you'll be completely free to use it for the right sequence.



Besides, as you can see above in a few shots, those who feel like making a periodically a new wallpaper or screensaver for themselves will be happy to know that our object viewer is also used to tweak said color filters. We are certain that the most art-minded souls among you will put this to good use to produce breathtaking shots. We are looking forward to these, and will probably start producing a few ones ourselves in the near future as a reward for those who are following us and reading us in here!





[h2]That's a lot of Damage[/h2]

Finally, we have also used the small amount of time we had available in February to work further on the damage model of our ships. As our Porter is being readied to serve as a guinea pig for everyone else, it had to endure some extreme punishment day after day, as we were meticulously making boxes within its 3D shapes so that we could puncture them all mercilessly shortly thereafter.



It made it necessary to create the right tools for the job, and we got there with little trouble thanks to the versatility of our existing interface in the editor. These integration tools will be available to you too, and should speed up the modding process whenever you need to add a new ship or aircraft to the existing gallery.



The flooding system, as depicted in the video at the top of this blog post, allows water to incrementally enter a compartment based on the diameter of the hole(s) which were created by damage received from a projectile or a collision. Water pours in, but will not spread to other yellow compartments as long as each adjacent box retains its original integrity. That's where big shells, bombs and torpedo play a role: by damaging several of these "cells", they will create a cascading effect that might very well make the ship impossible to stabilize before it's too late.

One will also have to keep in mind that not all compartments are equal. Engine & boiler rooms occupy larger space (equivalent to several decks) and can critically impact the overall balance of the ship if they were to flood rapidly following a hit. These are basic mechanics of course - one still has to factor in the effect of damage control, which also includes water being pumped out, or counterflooding being used to bring the ship back on an even keel. But we're getting there, solving one issue at a time, and the future still looks bright!





There you go! Hope this was an enjoyable ride. As for us, we're back to the workshop, thinking hard about our next step. Thank you for following us, sharing this post and our media posts, and for supporting us in that long, long trek of ours...!



As always, if you aren't too fond of Discord, Facebook, Twitter or else, don't forget that we have a mailing list here specifically made so as to keep you updated of all our Steam updates and other announcements which might be big enough to deserve a special treatment. Click on the pic below to access the form.



Cheers & take care, and see you at the end of March for our next chapter

The Task Force Admiral team