2019年3月30日土曜日

8 Best URL Shortener to Earn Money

  1. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  2. Adf.ly

    Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  3. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  4. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  5. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  6. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  7. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  8. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

Hitless Winter Classic: December 28


Two teams battle for glory and charity in an end of the year hitless tournament! This will be the 7th and final hitless tournament of 2018, and we're excited to deliver an awesome one day event to bring in the New Year. Matches begin at 11 am EST on Friday, December 28.



Team Hunter's Dream:

  • Dark Souls 2: McDrunkard, Mogenkai
  • Bloodborne: Kwitty23, FaraazKhan

Team Patches:
  • Dark Souls 2: Otzdarva, Donnyrekt
  • Bloodborne: Squillakilla, Colmer

Live commentary at Twitch.tv/McRapt0r. Follow @McRaptorTV on twitter for updates. See you Friday!

2019年3月29日金曜日

Suzy Cube Update: March 16, 2018

#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames 
Unfortunately, I've been sick this week. That means a short update for a couple of reasons: 1. I spent a lot of time resting and 2. I want to get this over with so I can go back to resting. So, on that positive note, let's get it on!
Read more »

Best Beginner Mirrorless Camera 2019: 10 Budget Options For New Users - Ars Technica

Best beginner mirrorless camera 2019: 10 budget options for new users

Gobliiins - No Lemmings Here

By Ilmari


Rumors of this being a Lemmings clone were highly exaggerated.



When I wrote in the intro post that Gobliiins had been compared with Lemmings, I didn't expect to raise so much controversy and even many skeptical glances - could anyone ever have confused these two games? Luckily, some commenters did admit they had always thought the two to be similar. Even more to the point, I checked some period reviews of Gobliiins and found lines like these

In a doff of the hat to Psygnosis' Lemmings... (CU Amiga 29)
Gobliiins... will certainly appeal to fans of the now legendary Lemmings games (Amiga Format 38) 
Of course, these were lines from Amiga magazines - notorious for making reviews based on mere conjectures - so it was no surprise that I could find no resemblance to Lemmings in Gobliins. I mean, let's take some essential features of Lemmings:
  • Lemmings are not individuals. You can assign specific tasks to them, but it's completely indifferent which of the hundred and one rodents gets a certain job.
  • The puzzles in a Lemmings game are physical - building a bridge, digging through an obstacle etc. You are definitely not picking up inventory items and trying to figure out how to use them.
Neither of these features applies to Gobliiins. Firstly, we do not have three scores and plus goblins, but only three of them (hence the three Is on the title). They have names (Hooter, Dwayne and BoBo, according to the manual) and each one of them has his own specific trait: Hooter knows how to do magic, BoBo can both climb a rope and hit things, while Dwayne can carry one item at a time and use it. Secondly… well, this should be obvious by now. BoBo's skills are closest to a physical puzzle, but doing magic and using inventory items just isn't what Lemmings is about.

The closest similarity with Lemmings is that each screen of the game forms a sort of level, and getting through one level rewards you with a password, with which you can begin directly at the beginning of the next level (password is also determined by health bar following the overall constitution of your goblins, so up to now I have had to play most of the levels twice, just to get my goblins through it intact). This is somewhat confusing, because it is not always clear what I should try to do to get to the next level.



Let's illustrate this with the first level. The house you can see on the picture belongs, presumably, to the wizard Niak I am trying to meet. The obvious goal would be to get inside the house, so I naturally concentrated my efforts on that front, usually with bad results.


This is what happens if I try to spell my way in

After a few failed attempts I just tried using the goblins everywhere. Finally, when BoBo hit the right pillar on the gate, one of the horns of the gargoyle dropped on the ground. Just to show that I had achieved something important the goblins jumped up and down couple of times.

Next question was what to do with the horn. Blowing it just irritated the wizard, who dislikes loud noises. In fact, the solution was to let Hooter cast a spell on the horn, which then turned into a pickaxe. Picking up the pickaxe completed the level.

You are probably asking what sort of goal this was. Well, looking at the manual made everything somewhat more sensible. You see, the wizard wants payment and there's a diamond mine next to his house, so of course you'd want a pickaxe. It's just not very clear storywise, if you don't check the manual thoroughly - especially as it's not obvious, what Hooter's spell would do to horn.



The second level has an obvious problem to solve: you see that we need to get to the left side of the screen to dig with the pickaxe, but a broken bridge stops us. The only even remotely interesting things on the screen otherwise are the four apples. The apples can't be picked and hitting an apple just destroys it.


Or worse, a goblin is destroyed, if you hit the leftmost apple

Violence wasn't the solution, but magic was. If I let Hooter do his thing on the fruit, they grew to enormous size. Then, hitting the apple didn't destroy it, but merely dropped it from the tree. One of the three apples had a scary worm in it, but other fruits I could drop to the hole on the bridge. After that, it was just a matter of using pickaxe on the wall.


And not your fist

The next level didn't really deserve that name - we are back on the front yard of wizard's house and all we need to do is to hold out a diamond we had just found.



You'd think the wizard would now be listening to us, since he just saw the diamond, but no, he is far more interested in a book.


10 CAPs for the best suggestion on what book has captivated wizard's attention

I should clearly get on the table and the only means to it are the two flesh-eating plants. BoBo was the only one with the climbing skill, but before he could do it, Hooter had to spell one of the plants to make it a bit higher. Now, this wasn't the final solution, since BoBo did not have the knack to carry the diamond to wizard - and hitting the man wasn't the solution.


Getting his comeuppance

There was this obvious big book on the small table, but BoBo wouldn't go there, because the other flesh-eating plant was blocking his way. It took me a while to get what I was supposed to do, and at least part of the reason was due to finicky controls. The solution lied on the table on the left, with the two small pots on it. Getting a goblin to walk up or down that ladder was difficult, and as I later found out, if Dwayne picked one of the pots and left the diamond in its stead (remember he can carry only one item at time), he had difficulties in getting the diamond back from the table (in other words, the hotspot for the diamond had vanished somewhere). Finally I had to just leave the diamond somewhere on the floor, before getting the pot I required.

So, what was in the pots?


This wasn't the one I needed

The other one contained a fly, which I could feed to the second plant. After getting fed, the plant let BoBo walk beside it, and he was able to punch the big book down. Dwayne then used the book as stairs to get on the table and gave the diamond to the wizard. The wizard opened up the grate that led to underground caverns and gave the goblins a mission to gather some magic items.



This seems like a good place to call it a day. Although my tone might have been a bit critical, I am still enjoying the game, despite the little quirks. It has been somewhat similar experience to Putt-Putt in that behind every click there seems to be a silly animation waiting. And the slapstick humour is bringing smile to my face more often than not.

Session time: 2 h 25 min

ASOIAF: Rodrik Cassel 40Pt Army

Let's get down to business.

Winter has come.  While there are some people out there that prefer to go maneuver-heavy with Robb or face-smashy with Greatjon Umber, I like going Rodrik Cassel.  The reason why is because his tactics cards are absolutely bonkers and making units Vulnerable just makes a smashy faction even smashier.

First, let's take a look at Rodrik Cassel and see what he offers to our army:

A true soldier.

As you can see, Rodrik is a soldier who has an Order to make the opponent's unit Vulnerable after Attack dice are rolled.  The timing for this is exceptionally important because it's what Sworn Sword Captains have as well and it's considered one of the best 1-point attachments in the game.  Vulnerable is huge for someone like Rodrik because it unlocks his Tactics cards and skyrockets the damage potential of all your units.  Having Vulnerable on something after you charge it would mean you re-roll all hits and your opponent has to essentially re-roll all their successful saves.  It pretty much means the Stark army will obliterate units that have low saves or punch through tougher targets that can normally deflect their blows.  Peeling ranks off enemy units will also keep your units around longer as the enemies' damage potential will decrease.

Let's take a look at Rodrik's tactics cards:

All that martial goodness!

Martial Superiority is one of the best defensive tactics cards in the game.  It triggers off when the enemy unit attacks and that dice rolls less dice AND loses all abilities until the end of the turn.  Now, it isn't as powerful as some of the silences we've been before where it lasts until the end of the round, but this card doesn't need any conditionals like expending condition tokens or anything else.  You cast it, boom, and most of the opponent's plans are foiled.  This card is amazing at stopping something like Gregor + Flayed Men from rolling a unit while you set up for a counter-attack.  To make things even more interesting, if you're going after Rodrik's unit, good luck.  Having Weakened on top of this card pretty much means Rodrik's units going to stay around.  Combat Prowess is a great follow-up card when used with Rodrik's unit or with any unit under the influence of Vulnerable.  What if your opponent rolls poorly and you don't need to spend the Vulnerable token?  Guess like he's being silenced and unable to respond with any defensive tactics cards.  It's really fierce when used on the charge as there are fewer things in the game that interacts with that timing window than when a friendly unit attacks.  Lastly, we have Press the Advantage.  This is another one of those cards that trigger off the attack so you can't use a Sworn Sword Captain's Orders and then play this card because it escapes the window.  What this card does is kick your opponents when they're already down because of the Critical Blows on an already Vulnerable target.  That's why I have taken a unit of Tully Sworn Shields with Rodrik because it makes them one of the tankiest units in the game while giving them the opportunity to do bigger damage than their stats suggest.

Here's the list:

Faction: House Stark
Commander: Rodrik Cassel – Master–at–Arms
Points: 40 (4 Neutral)

Combat Units:
• Stark Sworn Swords (5)
  with Sworn Sword Captain (1)
• House Umber Greataxes (7)
  with Robb Stark – The Young Wolf (3)
• Grey Wind (0)
• House Tully Sworn Shields (7)
  with Rodrik Cassel – Master–at–Arms (0)
• Stark Outriders (7)
  with Brynden Tully – Vanguard Infiltrator (3)

Non-Combat Units:
• Sansa Stark – Little Bird (3)
• Petyr Baelish – Littlefinger (4)

Made with ASOIAFBuilder.com

Let me try and explain some of these choices super quick.  The Stark Sword Swords are simply one of the best offensive units in the game for the cost.  With Stark Fury and 8 dice on a 5-point unit and the ability to make someone Vulnerable, the damage potential for this unit is huge.  Great Axes deal a huge amount of damage and can definitely wreck heavy cavalry if they're already engaged with them.  Robb Stark as an attachment makes them regular infantry speed and gives you the ability to launch yourself out there on a Maneuver trigger on the tactics board.  This makes two units that can do it in the army and that will surprise your opponents a lot!  The fact that Robb (and Bran) come with their Dire Wolves is one of the best things about Starks.  These free wolves not only come with great abilities, but they're a free activation and deploy to be used in battle.  Grey Wind is especially good because he is able to apply Vulnerable onto a unit if already used, or apply it beforehand so it can be consumed using Rodrik's own ability or tactics cards.

I already explained a little bit about the Tully Sworn Shields above, but with Rodrik's tactics cards, this unit becomes a very jack-of-all-trades unit.  It's already super defensive with Shield Wall and 3+ save, but cards like Martial Superiority just takes it over the edge.  While the defensive stats normally lower damage expectations, Press the Advantage and Vulnerable tokens in general greatly increases its damage potential.  As for Stark Outriders, I think they're a great, solid unit at 7 points.  With Brynden Tully however, they can be one of the most annoying units in the game thanks for their great flanking ability and healing on retreat.  A lot of the Stark tactics cards play incredibly well with Outriders as well thanks to their unpredictable damage potential.  Just remember that with 7-point units, you can also decide to trade out the Sworn Shields for a unit of Berserkers if you want some more face-smash.

"And yet you betrayed me.."

As for NCUs, I really like Sansa Stark with Rodrik because of her ability to recycle or tutor for exactly what is needed right then and there.  While we all try and anticipate everything that is going to happen in a game, Sansa offers us extra insurance that if an opponent rolls a 6 for a long ass charge you didn't anticipate and is rolling in with crazy Tactics cards in support, you always have a way to Martial Superiority him into the ground.  For my next NCU, believe it or not, I think Littlefinger is a solid choice for the Starks.  It's just comical that I'm taking both Sansa and Littlefinger in the same list, but his ability to claim Combat/Maneuver that unlocks the secondary capabilities for your Stark tactics cards while still reaping the benefit of other unclaimed zones is amazing.

Try out the list and let me know how you fair!

Episode 78: Beyond 16-Bit 2

It seems like once a year, Brent and Rob take a brief departure from the 8-bit and 16-bit era to look at music from eras 32-bit and up.  Episode 78 marks that time of the year, and this time, they're...

The Legacy Music Hour was created by Brent Weinbach and Rob F. specifically for the purpose of talking about video game music from the golden age of gaming (16-bit and earlier).

2019年3月27日水曜日

2019 Summer Innovation Program @ MassDiGi


The 2019 MassDiGI Summer Innovation Program (SIP) is a twelve-week internship program that includes the mentoring, guidance, housing, stipends and game development tools to help student teams finalize an original digital game and prepare it for launch.
  • A chance to work on a game prototype from the ground up
  • Work with a team of students to help create the next big hit
  • Industry mentors to help guide you
  • A free place to live and a stipend
This is not just another internship but a chance to hold the fate of a game in your hands.  There are industry mentors and faculty to help you – but in the end it is up to your team to build a successful game.
  • Update: The 2019 SIP application period is now open. Click here to apply. 
  • The application period will close March 20, 2019 at 11:59 pm ET. Successful applicants will be informed on or before March 31, 2019 at 11:59 pm ET.
  • SIP19 runs from May 14 to August 11, 2019. Please read the FAQ's before applying. 

Reminder SMS/Call Log Policy Changes

Posted by Paul Bankhead, Director, Product Management, Google Play

TLDR; As previously announced and directly communicated to developers via email, we'll be removing apps from the Google Play Store that ask for SMS or Call Log permission and have not submitted a Permissions Declaration Form. If you have not submitted a permissions declaration form and your app is removed, see below for next steps.

We take access to sensitive data and permissions very seriously. This is especially true with SMS and Call Log permissions, which were designed to allow users to pick their favorite dialer or messaging app, but have also been used to enable many other experiences that might not require that same level of access. In an effort to improve users' control over their data, last October we announced we would be restricting developer access to SMS and Call Log permissions.

Our new policy is designed to ensure that apps asking for these permissions need full and ongoing access to the sensitive data in order to accomplish the app's primary use case, and that users will understand why this data would be required for the app to function.

Developers whose apps used these permissions prior to our announcement were notified by email and given 90 days to either remove the permissions, or submit a permissions declaration form to enable further review.

More about app reviews

We take this review process seriously and understand it's a change for many developers. We apply the same criteria to all developers, including dozens of Google apps. We added to the list of approved use cases over the last few months as we evaluated feedback from developers.

Our global teams carefully review each submission. During the review process, we consider the following:

  • Likelihood that an average user would understand why this type of app needs full access to the data.
  • User benefit of the feature.
  • Importance of the permission relative to the core functionality of the app.
  • Risks presented by all apps with this use case having access to this sensitive data.
  • Availability of more narrow alternatives for enabling the feature.

With this change, some uses cases will no longer be allowed. However, many of the apps we reviewed with one of these permissions can rely on narrower APIs, reducing the scope of access while accomplishing similar functionality. For example, developers using SMS for account verification can alternatively use the SMS Retriever API, and apps that want to share content using SMS can prepopulate a message and trigger the default SMS app to show via intents.

Tens of thousands of developers have already resubmitted their apps to support the new policy or have submitted a form. Thank you! Developers who submitted a form received a compliance extension until March 9th.

Next steps

Over the next few weeks, we will be removing apps from the Play Store that ask for SMS or Call Log permission and have not submitted a permission declaration form. If your app is removed and you would like to have it republished, you can do one of the following in the Play Console:

  • submit a new version without these permissions, or
  • submit a new version of your app that retains the permissions. Doing so will require you to complete a permissions declaration form inside the Play Console (coming soon) and will give you an extension until March 9th to remove the permissions or receive approval for your use case.

Keeping our overall Android ecosystem healthy is very important, and protection of user data is vital to the long term health of all developers. We know these changes have required significant work from you and we appreciate your efforts to create innovative experiences while protecting user's privacy.

BEEP


BEEP has traveled for thousands of years through deep space to explore the galaxy. Take control of a spaceship to explore an entire star system and unravel the mystery of what has happened there... BEEP is a high-definition, physics-based platform game. You control a small robot equipped with an anti-gravity device, a jet-pack and a gun. Drive, jump, fly, swim and shoot your way through 24 levels scattered across 6 unique environments. Utilize BEEP's anti-gravity device to manipulate the physics-based environment. The anti-gravity device is as much a tool as a weapon. Use it to smash BEEP's enemies, build towers and solve puzzles.

DOWNLOAD LINK »

Battle Report: Dark Age Campaign Week 2- Prevailers Vs. Bounty Hunters


   Ok, I've never tried writing a battle report before, but I figured I'd try it, since the game was only 300 points and it made a good story. So here goes- let me know what you think!

   It's week two, and we're still at 300 points, but today, instead of kill'em all, we can actually only score points with secondary objective cards. I was really frustrated with the uselessness of the Coils last time (the 3 of them only killed 1 model total, and didn't move far, while Michael flew across the field and took out the other 4), so I decided to go the other way, and just bring 2 archangels, hoping that wouldn't bite me in the arse for objective running. TOG, who also likes to play big guys, brought only 4 models- 3 mercs and one sidekick to a merc. That's 6 models in all for the whole game ::lol::

   Round One: Yeah, yeah, yeah, everybody moves, and you can't collect objective points anyway. Yeah, yeah, yeah. So, my approach is to start moving my guys to where they can obtain a point for my first objective in Round 2: Advance: Have everybody in No Man's Land at the end of the turn. Not too hard since I only have 2 guys. I am assuming my esteemed opponent is doing the same- moving towards objectives.

   Round Two: TOG charges right in with Phadros, slashing at Gabriel from two inches away, because he figures (quite correctly) that leaving that jerk on the field any longer than necessary is a bad idea. He does one point of damage out of three. Gabriel retaliates by smacking him with the Angelic Choir, both stunning him and knocking him prone, because Gabriel's a punk.
   Meanwhile, on the other side of the field, Michael can't aim for Lucky, who is just out of range, so he shoots at Maximo, hitting Lucky anyway since it's a blast template, and doing 1 point. Ironically he does not kill the 1 health point sidekick, who makes both his armor saves, but now they are both on fire, which always becomes important later.
   Lucky retaliates by hitting Michael and blinding him, like she does. Yeah, that whopping 4 point deficit to your AS is definitely annoying.
   Blade runs over to join in on tag-teaming Gabriel, sliding in at the edge of an objective marker hoping to score his team some points, but does not have enough actions left to hurt the big punk.


 
  Round 3: Phadros wastes so much energy getting back on his feet that he can't finish off Gabriel (because Gabriel's a punk). Rather than let Blades also get a shot off on him, Gabriel smacks him point blank with a face-full of Angelic Choir, which sounds bad enough, but really it was Blades' unfortunate crit-failing of his armor save that did him in. He apparently leaned into it, and took both his hit points at once, having had no chance at all to show off. Sucks to be you, Blades. Michael, who has always been the slugger of the Heavenly Host, decides that he'd better come to Gabriel's aid, vaulting in at a 90 degree angle to Gabriel so Gabriel can still use the Angelic Choir if he needs to. Unfortunately, Michael is not able to finish off the massive Phadros, which is only a problem because I have won initiative maybe 5 times in my entire life. What were the other two busy doing this round? Well, Lucky, who remembered that she was on fire, spent the round putting herself out so she wouldn't burn to death, while Maximo, who forgot he was on fire, tried to attack Michael and merely succeeded in immolating himself. (Fire, bad!)




  
   Round 4: TOG wins initiative (big surprise) and activates Phadros (big surprise) who finishes off Gabriel (big surprise), who explodes, like he does. The blast did one point of damage to both Michael (oops, I guess that 90 degree angle wasn't the right pick) and Phadros, who alas only had one left… because Gabriel's a punk.
   So now it's my activation, and I have one guy left- so does TOG, but mine is bigger- and can get within melee range. What was the lesson of week one, kiddies? Don't get into melee with Michael, especially if you're a ranged specialist. Michael vaults in on Lucky, charging her with his massive bonuses. She gets a free melee attack on him and tries to plunk him with the butt of her pistol, but it's like a kid with a pinata stick beating on a mech. He finishes her off with his usual brutality.

   Mind you, this week was all about those objective cards, and at this point he had 3 cards to my one, but I got lucky with pulls, and ended up with 4, since you keep playing it out through round 8.

   So there was the fight, but the really brutal part was the after-game campaign rolls. Gabriel walks away without a scratch, while the guy that killed him (subsequently getting himself blown up in the process) rolls a crit-fail and is out for 3 games. Because Gabriel's a punk. To make matters worse, Lucky and Blades roll just as badly. Ouch. The biggest problem with that is TOG's entire force is based on having 8 or 9 big mercenaries, and he's already down 3 for the next 3 games. At this rate, he may very well end up with a game in which he cannot fill his points allotment, which is generally not good for one's campaign score.



   So, let's recap. Week one, the moral of the story is: Don't Melee with Michael. Week Two, the moral of the story is: Gabriel's a punk. Honestly, TOG really likes that about Gabriel. He's thinking about making a Gabriel and the Banes crew- the version I resisted, 'cause they're a bunch of punks.



2019年3月24日日曜日

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