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Wednesday, September 30, 2020
re: Social traffic
12077210694393123243noreply
here it is, social website traffic:
http://www.mgdots.co/detail.php?id=113
Full details attached
Regards
Mervin Norville �
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Saturday, September 26, 2020
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Tuesday, September 22, 2020
Missed Classic: Hollywood Hijinx - Atomic Chihuahuas From Hell
Like this, but atomic and from Hell. |
Roger Corman in 1986. |
Moving on Up
The Tokyo Tower is slightly taller than the one in Paris. |
Smashing Tokyo
It's the scale model of downtown Tokyo used in the movie "Atomic Chihuahuas from Hell." In the center of the model is Tokyo Central Park. In the eastern half of the park, there is a monument. There is a Big Diamond Ring perched on top of the monument. Stretching east and west from the park is Tokyo's main street. In the street west of the park there is an Atomic Chihuahua. The entire model is covered by a thick plastic dome. Outside the dome on the model there are five buttons: a blue button, a black button, a green button, a white button, and a red button.
Suddenly, several blocks east of the Atomic Chihuahua, a pair of tiny tanks turn a corner onto the main street. They're heading straight for the Atomic Chihuahua. Out of the corner of your eye, you notice a puny plane flying over the park. The puny plane banks, turning towards the main street.
It's just a model. |
The tanks, only a block away, begin firing as they move within range. Over the park, a second plane joins the first one. The Atomic Chihuahua takes two rounds in the throat and gasps. (Two rounds to you and me, but that's 14 rounds to little scale face!)
The Atomic Chihuahua swipes at the puny planes, striking one. A puff of black smoke begins to trail from the puny plane. It rolls to one side, then heads down, crashing in a Tokyo suburb.
Just as the Atomic Chihuahua is about to raise its hind leg, one of the tiny tanks drives up on its toenail. As the Atomic Chihuahua raises its hind leg, the tiny tank is lifted off the ground and hurled through the air into the middle of a nearby apartment building, demolishing a large portion of it. Hundreds of houseplants fall to their deaths. The Atomic Chihuahua stomps the street's pavement with its clawed foot.
Tokyo Disney is one of the only "real" things in this model. |
The Atomic Chihuahua, in a wounded waddle, moves into the west end of the park, violating all leash laws.
Suddenly, from under a clump of trees at the east end of the park, a tiny truck with a rocket mounted on it rolls into view. (Apparently, violating Tokyo's leash laws is not taken lightly.) A small radar dish on the tiny truck spins furiously until it locks on the Atomic Chihuahua and stops. A puff of smoke comes from the back of the rocket as it blasts off towards the dog.
Suddenly, the rocket makes a wide right turn in front of the Atomic Chihuahua. It seems to have found the spot it was looking for. The rocket's speed increases as it heads for the dog's heart!> press red buttonA flame shoots from the dog's mouth into the air.The rocket swoops down, striking the Atomic Chihuahua in the chest. The Atomic Chihuahua explodes and pieces of fur and scales, mixed with bits of wire and a couple of servomotors, scatter throughout the area.** The Atomic Chihuahua has died. **Tokyo is saved!
But wait, there's more! |
The Chihuahua raises its hind leg and soundly stomps on the tiny truck, smashing it to bits. The rocket heads straight to the Atomic Chihuahua, then begins to swerve and dive erratically. It sails past the Atomic Chihuahua, colliding with Tokyo's tallest building, the Ginsu Building, corporate headquarters of the Ginsu Knife Company. Just as your mind pauses to consider the possibility of a ginsu knife standing up to this kind of punishment, the rocket explodes and the entire building collapses. Tokyo isn't saved, but millions of late-night TV viewers are.
Biggest building in Tokyo, 1978-1991 |
A Night at the Theater
PLAY "Yesterday"Love,Aunt Hildegard
Good thing we play piano! |
You push the piano to the south a couple of feet and the room begins to tip. As the south side of the parlor tips down, the piano rolls across the floor and slams against the south wall. The north side of the floor tilts up.
Not many of these around anymore. You'd have to carry around COINS. |
Melting People
Safes and paintings are a thing in adventure games. |
A Light in the Attic (and in the Cellar)
Downhill stair skiing is not yet an olympic sport. |
Beach Blanket Bungled
- The flashlight fizzles out permanently if you get it wet.
- While we can hide the flashlight in the cloth bag, it is not waterproof and the flashlight dies anyway.
- Both the red and green matches become waterlogged from the swim and can no longer be lit.
Monday, September 21, 2020
Karen Tenkar Gets Offended
What in the world?
So, I'm checking in on Tenkar's... sorry, I mean Karen's Tavern when I see this post about a DriveThru product with a dumb pseudo-political message at the bottom of the product description.
Apparently, Erik was offended enough by "All Cops Are Bastards" to email DriveThru with a complaint. Later that day, the product was nuked from orbit.
Now, I'm not a fan of ACAB or much of anything coming from the Antifa, BLM, and rioting leftist area of the culture. But I'm not going to complain, I'm not going to say it shouldn't be there, I'm not going to suggest that products with offensive slogans (political or not) should be removed from shelves (virtual or not).
Last time I checked, this was a free fucking country. The category of "offensive speech" like "hate speech" doesn't exist. It's made-up. But you know what's not make-believe? Cancel culture. It's as real as a heart attack, and people like you and me are living on its edge. We're just one bad tweet away from disintegration, my friend. And the pathetic pearl-clutching authoritarians and losers who believe in such things are only doing it for control.
Part of the reason why I wouldn't want "All Cops Are Bastards" to be censored, other than the fact that it's none of my god damned business, is because it's a slippery slope.
I also wouldn't want products or product descriptions with "Jeffery Epstein Didn't Kill Himself" taken down... or "Black Lives Matter" or "Blue Lives Matter" or "All Lives Matter" or "Social Justice Warriors Need Not Apply" or "Jesus Saves" or "Hail Cthulhu" or "Vote In November" or "Don't Tread On Me" or "I Love The USA" or "Babies Are People, Too. Don't Murder Them."
It's 2020. I don't have to tell you that things are pretty crazy. Let's not make things worse intentionally by calling out every little thing that might not fit the status-quo or our own personal views of what might be safe or proper or appropriate. Who knows, maybe we need to get a little problematic in order to right the ship?
While Karen is asking the clerk if she can speak to the manager, I hope the rest of us can go about our daily lives without succumbing to the desire to crush everything that isn't exactly tailored specifically to us.
We're individuals without the need for safe spaces. Our sensibilities aren't that delicate.
VS
p.s. Cha'alt: Fuchsia Malaise is out, and I hope you grab the PDF... especially if it offends you (and it probably will).
Tuesday, September 15, 2020
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Str8 Creative
Saturday, September 12, 2020
Locke Vs. Irusk2 #RockLockeInCoC
I do however position two servitors on the left flank and shoot them with rough terrain from the Cipher to make things at least inconvenient for the Eliminators. I could have done better with placement.
Brian's Turn 2
Brian runs his Kayazy around the rough terrain to contest my zone. Atanas gives the Demo Corps pathfinder and they run/charge to clear a servitor and contest the center flag. Irusk puts Artifice of Deviation on the lake and the Shocktroopers shield wall up.
The Siege Chariot takes a shot at my Cipher and I shield guard, however I do it to a servitor that is then in line to slam into on of my ADO's, which I was planning on to arc spells over to the Kayazy. Note for next time, pick better shield guard targets.
Brian of course feats this turn to slow down my reprisal, though he is unable to catch the TEP and Cipher in his feat.
Brian scores his zone but I'm able to score my right flag, so we tie scenario 1-1.
My Turn 3
Locke allocates two focus to Cipher and holds onto 5 to try and spell down the Eliminators. The Cipher takes its sentry shot with the POW6 blast at the Eliminators but it scatters far off of them.
The Optifex directive moves up and gets into my zone fully while also giving the Cipher and left Inverter pathfinder. Then I move on to Flare Time from the Attunement servitors: My left most Attunement servitor aims and is within 5" of the Eliminators. I manage to nail the 8 to hit and flare both Eliminators. I then use another servitor to flare the Spriggan and another two servitors are able to flare the entire Shocktrooper units.
The Corollary fills to 3 Focus and transfers it to the Assimilator. The Assimilator then moves its paltry 2" to get out of the TEP's way and drops shots onto four Shocktroopers via ground pounder. I'm able to boost three damage rolls and kill two outright, damaging two others. This focus inducts to the Redline Inverter on the right.
This proc's Road to War for the right Redline Inverter and the left Inverter. The TEP moves up and I consider just trying to spray the Objective down but I figure the Inverter should be able to pull that off. I then start using 5 dice to damage shots into the cluster of three Shocktroopers still alive. After both shots I leave the UA on one box, and it passes its tough checks from Elimination servitor shots.
Locke activates and feats, moving 2" into the zone to get in range of the Eliminators. I boost to hit Bombshell on them and hit, then boost blast on the second Eliminator to....eliminate both of them and clear my zone. With Solid Ground purified off, the Redline Inverter charges into the Spriggan (induct to Corollary) and puts a Macropummler + precision strike to take out the Cortex and knock the jack down. I then take two swings with the chain arm into the objective, killing it, and then take my last two swings into the Spriggan (induct to the other Inverter), ignoring its shield and crippling its lance arm.
I charge the left Inverter into the Demo Corps but only get one in melee (this inducts to the Corollary). This was the only one that was contesting the center flag however. I'm unable to buy more attacks and the focus sits. I then use the Cipher to walk into the Demo Corps and start wailing, doing damage but not killing any models yet due to Sanguine Bond.
Once everything was done, I scored 4 points this turn: My zone, Brian's Objective, Center Flag, and the Right Flag. Brian scores nothing and I'm up 5-1.
Brian's Turn 3
The Demo Corps get Vengeance moves/attacks which result in getting a crit stationary result on my Inverter, who then starts taking tons of damage. Luckily my Cipher gets missed by both Demo Corps.
Irusk allocates one to the Rager, then moves up and casts Battle Lust on the Demo Corps and cast a second spell that I don't remember, giving me two feat tokens that I put on my Cipher.
Dragos annihilates the stationary Inverter, but the other Demo Corps start missing/not doing enough damage to my Cipher to take any systems out. The Siege Chariot impacts its way into the zone and takes a shot at my objective, which I shield guard to a servitor that doesn't slam into the objective.
Then Brian makes a mistake by using the Rager to try and attack my Inverter, using focus to boost damage rolls which then gives me more feat tokens which I put on the Inverter. Not much damage is done and to put insult over injury the Rager rolls a 2 and blows itself up. What Brian should have done was run to contest my flag.
Brian moves up the Suppresion tankers and sprays down the servitors on my flags, but isn't close enough to contest.
Realizing his error he charges the Shocktrooper UA into the TEP, doing decent damage but not enough to kill it. Neither of us score any CP's this turn.
My Turn 4
To end the game I simply move an Elimination servitor up behind the lone Shock Trooper and use gun fighter to plink her to death. An ADO moves to my right flag and I win the game on scenario 6-1.
Conclusions
After the game we spoke about how the Armored Corps list was slow, and then we remembered he would have had advanced move on a bunch of models.
After writing the report it's clear this would have helped him more than we initially thought about the game. He would have at least been in shield wall for my turn two shooting instead of having had to run, or he would have been significantly closer to charging me. The downside to this is that he potentially gets into my threat ranges with the Shock Troops who match up very poorly into Chain Weapon wielding Inverters.
The Siege Chariot ends up being effectively terrible in this match due to my high number of shield guards, and my winning the dice roll to go first really hurts on a scenario this live vs. a list as slow as his where he will be out threat significantly due to Road to War and Redline. Since he's so low on DEF I don't need Engine of Destruction to hit, allowing me to cycle Redline easily which would punish him moving up enough for scenario.
I think Brian just needs a few mods to his list and he can be in a much better position for this game, though I'm not sure this kind of melee oriented Armored Corps wants to fight into #RockLockeInCoC. Convergence guns can eat through Demo Corps and our best melee Jack can power right on through Shocktroopers shield wall.
As for evaluating Locke herself and CoC in general, I definitely liked the list. I appreciated the amount of firepower I can bring to bear in a jack focused list design while also having a high enough model count to be relevant at least early on in scenario and being able to have a competent melee threat as well.
ASOIAF: Tywin Lannister 40Pt Army
My point exactly. |
In my previous article, I gave you guys the rundown for how I go about building army lists. I always start with the Commander first and then try to take units that best take advantage of their tactics cards. Well, I decided to get the party started with my favorite character from GoT: Tywin Lannister. Lannisters, in general, have a ton of control elements and I think Tywin just adds to the flavor in a big way. He is a battlefield commander so that means you put him with your frontline troops in any one of the units that he can be taken in. Since he's considered an infantry character, you have to put him in one of your infantry units. I decided to put Tywin inside a unit of Mountain Men because they have a pretty respectable save of 4+. Besides, having two chances to apply Panic-based damage is great. More on this later.
For now, let's take a look at Tywin himself and his Tactics cards to see what he offers us:
Just look at this badass. |
From the get-go, you can see that Tywin is all about making your opponents' units Weakened and then exploiting those tokens and effects to your advantage. Immediately, you can see that Tywin's Commander card has built-in Lannister Supremacy and Fear of the Lion. Fear of the Lion combos really nicely with Tywin's tactics cards because it allows him to place a free Weaken token on any enemy unit within Long Range of his unit when he activates. I put him with Mountain Men because MMs already have built-in Vicious so on the offense, they can make opponents take Panic Tests with a -2 modifier. When they attack back, Tywin's Lannister Supremacy makes it so if I roll a 7+ on my Panic test, my opponent has to take another test at -2 again. This is some pretty silly free damage if my opponent rolls poorly and can also be a form of damage negation because the more models they lose to Panic checks, the less damage they will do because of the ranks lost. Throw Weaken on top of this from Tywin and it becomes a force multiplier.
The Lion doesn't mess around. |
The Tactics cards themselves are very nasty. Exploit Weakness is a perfect example of a card that kicks your opponent when they're down. If you spend the Weaken token, you can force your opponent re-roll all of their successful hits and any 1s to pop up will deal automatic wounds to their unit on top of whiffing on their attacks. This is extremely effective at taking down heavy cavalry because it essentially turns that units attack into wounds that bypass saves. The Lion's Wrath is a great card because it affects ALL enemy units on the board that has Weaken on them and it lasts until the end of the round. You will hear me say this a lot, but anything that lasts an entire round is super good. Players take alternating turns activating their units, but rounds last after all player turns are finished. This means that for the duration of the round, anything Weakened on the battlefield will be moving -1 movement AND suffering Disorderly Charge on a roll of 1-2. First, this card auto-applies a Weaken effect anywhere on the board, but Disorderly Charge is super frustrating when it happens. Another example of Lannisters kicking you while you're down, but Disorderly Charge robs you from your ability to re-roll hits on a Charge AND essentially silences you for the rest of that unit's turn. Players cannot play Tactics cards for the remainder of that unit's action, and if you miss the actual charge itself, that unit has to take a Panic test. Lastly, we have Lannister Intimidation. This is pretty much a hard silence on the enemy unit and all of its attachments until the end of the round. Again, end of the round here folks, Tywin doesn't F around. Almost everything he does is centered around making your opponents' units weaker while giving slightly leveraging your battlefield position.
Pycelle is an auto-include with Tywin. |
As for unit selection, there are quite a few things you can do and I think Tywin is one of the more flexible commanders for how you want to build the list. To make things a little easier, let me first start off by saying that you should probably take Pycelle as your first NCU. Pycelle is incredible with Tywin because he puts Weaken tokens on your opponents when he claims a zone. This is exactly what Tywin needs when playing his Tactics cards and Pycelle on the Tactics zone after The Lion's Wrath will see 3 enemy units Weakend on a single turn. Now, Varys is pretty much one of the best NCUs in the game IMO. His ability is incredibly good even if you only have a limited amount of Order tokens. The ability to stop a crucial game-altering tactics board play or NCU ability from triggering when claiming a zone can be huge. Since Lannisters is a control-heavy faction in general, you will see me playing Varys a lot in my lists.
Alright, enough talk, here's the list:
Faction: House Lannister
Commander: Tywin Lannister – Lord of Casterly Rock
Points: 40 (4 Neutral)
Combat Units:
• Lannister Guardsmen (5)
with Assault Veteran (1)
• House Clegane Mountain Men (6)
with Tywin Lannister – Lord of Casterly Rock (0)
• House Clegane Mountain Men (6)
with Assault Veteran (1)
• Lannister Crossbowmen (6)
• Knights of Casterly Rock (8)
Non-Combat Units:
• Pycelle – Grand Maester (3)
• Lord Varys – The Spider (4)
Made with ASOIAFBuilder.com
As you can see, I have quite a bit of diversity in there with 7 total activations (5 combat and 2 NCUs). Combat activations matter for deployment, but total activations matter for how much control you have over the board state. That will be its own article at another time, but this isn't the first time I've played a minis game where activation and unit activation order matters a lot. Anyways, let's take a look at the rest of the list I have here: You will see Guardsman with Assault Vet, Tywin in MM and another unit of MM because they're a rock-solid unit. Assault Veterans because I love the aggression and they are great with Tywin because Weaken basically ensures that there will be a second round of combat and your guys will attrition quite well. For the Guardsman, you can also choose to bring along a Guard Captain to auto-pass Panic and therefore guarantees Lannister Supremacy every time.
When it comes to rounding out the rest of the army, Crossbowmen are there so they can pick off enemy units from range. From here, you can generally branch into any direction you want to bring for the meta. You can take another unit of Lannister Guards, another unit of MM, but for diversity and the ability to harass objectives, I decided to go with Xbows. If you think about it, if you're running a pretty aggressive infantry army, having 7 shots of Sundering from Long Range that hits on 3s is no joke. On top of that, I've decided to go wih a unit of Knights of Casterly Rock because they're a pretty decent unit to have for the points. Some people don't like them because you need to play them well and they're not push and win like the Flayed Men, but if you get them on the flank of a combat you need to win, you will like them a lot. They're designed to win on the charge so if you're not destroying units on the charge, think about saving them until you do or else you'll have to waste turns (or Manuever on the Tactics Board) to set them up again.
Stay tuned for my next article where I cover one of my favorite Stark lists to play right now!