Bc.vc
Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.- The payout for 1000 views-$10
- Minimum payout -$10
- Referral commission-10%
- Payment method -Paypal
- Payment time-daily
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.Linkrex.net
Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.- The payout for 1000 views-$14
- Minimum payout-$5
- Referral commission-25%
- Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
- Payment time-daily
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
Shrinkearn.com
Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.- The payout for 1000 views- up to $20
- Minimum payout-$1
- Referral commission-25%
- Payment methods-PayPal
- Payment date-10th day of every month
BIT-URL
It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.- The payout for 1000 views-$8.10
- Minimum payout-$3
- Referral commission-20%
- Payment methods- Paypal, Payza, and Payeer
- Payment time-daily
Short.pe
Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.- The payout for 1000 views-$5
- Minimum payout-$1
- Referral commission-20% for lifetime
- Payment methods-Paypal, Payza, and Payoneer
- Payment time-on daily basis
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
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.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
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
Oke.io
Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.- The payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-20%
- Payout options-PayPal, Payza, Bitcoin and Skrill
- Payment time-daily
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
Cut-win
Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.- The payout for 1000 views-$10
- Minimum payout-$1
- Referral commission-22%
- Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
- Payment time-daily
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
Friday, March 29, 2019
15 Best Highest Paying URL Shortener Sites to Earn Money Online
28Mm Italian Wars Gendarmes And AHPC
This year, as in the previous two I am taking part in the Analogue Hobbies Winter Paint Challenge, a Group of gamers and painters from across the world who get together, in a virtual sense, once a year. The idea is part competition, with points tables, side duels and part collective support of like minded individuals.
https://thepaintingchallenge.blogspot.com
This year I am taking the opportunity to try and blast through the corner of the lead pile that constitutes my 28mm Italian Wars Project so I can get to the point where I can field a decent sized army and get some game time in on the rule sets I am looking at.
The event started on the 20th December and runs for 3 months. So far for the Italian Wars I have finished a unit of 16 shot, who will appear on here when I finish the accompanying Pike Block. Finished this week is this 6 fig unit of Gendarme.
The figures are from Foundry and although fairly old they are still great figures. The flags come from Pete's Flags on eBay and are representative of the early 15th Century Condottiero Micheletto Attendolo who died in 1451, a little early for my Italian Wars period but that isn't going to stop me using these great banners.
I have used the livery on the flag as a cue for the colour of the units clothing and added the flower motif on the flags to the horse furniture and men. I bought enough for 5 similar units just before Xmas so I am quite excited about how they are going to look en masse.
Above shows the current extent of my Gendarme collection, the 2 other units have featured on the blog before. Even though it's only 18 figures I am more than happy with the look, the flags and colours really give it something.
I have some mounted Crossbow up next as I slog through a Pike Block, looks like 2019 will be the year of the Italian Wars.
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!
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Thursday, March 28, 2019
Tekkyuuman
Tekkyuuman is a new release by prolific Japanese developer Ikiki, famous for a number of controversial games featuring ninjas, bloodbath and outrageous violence. Usually with all three elements at the same time.
In this game, you must make your way towards the green spiky object and smash it with the flail. Use the control key to swing your weapon and tap the left shift key to jump. A wall jump can also be executed by pressing the same shift key when scaling up walls.
Red switches can be activated either by touch or hitting them with your flail. An extra life is awarded after every boss fight. [zip file of Ikiki's games]
Web site address belongs to the musician.
Name: Tekkyuuman
Developer: Ikiki
Category: Action
Type: Freeware
Size: 1MB
Direct download link: Click here [zip format]
Video walkthrough: Available (major spoilers!)
Suzy Cube Update: June 15, 2018
#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames @CanGamingExpo
This is it, folks! Our last Suzy Cube update before the June 19th release! That's only four days away!? ONLY FOUR DAYS AWAY!!!
Read more »Louard's game design sounding board and home of the Pro's and Con's reviews.
McGuire House Rules For Cartegena
Cartagena is a board game for 2-5 players. With the simple McGuire house rules modifications described below, it works well as a strategic family game for players as young as five.
The game features teams of pirate markers racing through a random board depicting a tunnel. The pirate theme continues through the main commodities in the game: rum, guns, swords, hats, and flags.
The strategic decisions made by players are largely timing. The two main moves are pushing forward by playing cards, and dropping back to accumulate cards and establish tactical positions. There's no direct player vs. player conflict.
(There is a 2nd edition called Cartagena II that can be played with the same pieces if you're willing to mark the face of a few cards. It differs primarily in the end-game rule and that "dropping back" is now "advancing an opponent". I think that it is a little better balanced but also a little less kid-friendly because of the complexity. You can download the new rules from the Rio Grande site and play with the original set.)
The game suggests two variants in the rules. Even with all adults, I never play the "strategic" variant in which the draw deck is visible. That variant allows (i.e., forces) players to consider too many options and slows the game too much.
McGuire House Rules
Some simple changes make Cartagena a fast and fun game to play with young children without sacrificing its core strategic value.
1. Remove a few tunnel pieces during setup to reduce game length. The base game takes about 20 minutes with handicapped players. It can easily be reduced to about 10 minutes plus setup time by removing two tiles. That means that you can play two games in half an hour, including setup and cleanup.
2. Give weaker players extra cards during setup to give them a lead. Don't change the number of pirates or advance the pirates--because of the leapfrogging mechanic, moving pirates affects the game in complex ways. I currently grant my elementary school children six cards each at the start of the game.
3. For players having a very hard time with strategy, a simple rule change can reduce the worst case that players can get themselves into with poor play. The minor version is to add the retreat rule:
The game features teams of pirate markers racing through a random board depicting a tunnel. The pirate theme continues through the main commodities in the game: rum, guns, swords, hats, and flags.
The strategic decisions made by players are largely timing. The two main moves are pushing forward by playing cards, and dropping back to accumulate cards and establish tactical positions. There's no direct player vs. player conflict.
(There is a 2nd edition called Cartagena II that can be played with the same pieces if you're willing to mark the face of a few cards. It differs primarily in the end-game rule and that "dropping back" is now "advancing an opponent". I think that it is a little better balanced but also a little less kid-friendly because of the complexity. You can download the new rules from the Rio Grande site and play with the original set.)
The game suggests two variants in the rules. Even with all adults, I never play the "strategic" variant in which the draw deck is visible. That variant allows (i.e., forces) players to consider too many options and slows the game too much.
McGuire House Rules
Some simple changes make Cartagena a fast and fun game to play with young children without sacrificing its core strategic value.
1. Remove a few tunnel pieces during setup to reduce game length. The base game takes about 20 minutes with handicapped players. It can easily be reduced to about 10 minutes plus setup time by removing two tiles. That means that you can play two games in half an hour, including setup and cleanup.
2. Give weaker players extra cards during setup to give them a lead. Don't change the number of pirates or advance the pirates--because of the leapfrogging mechanic, moving pirates affects the game in complex ways. I currently grant my elementary school children six cards each at the start of the game.
3. For players having a very hard time with strategy, a simple rule change can reduce the worst case that players can get themselves into with poor play. The minor version is to add the retreat rule:
Retreat: A pirate may drop back out of the tunnel to the start and draw one card as an action. A player with no pirates currently in the tunnel may draw two cards as an action.A more dramatic version also adds the cave-in rule to increase the bonus for retreating:
Cave-In: When a tile at the start end of the tunnel has no pirates on it, it is removed from the game. Any pirates who aren't yet in the tunnel or the boat move up to being just before the end of this tunnel.I found that using a physical boat instead of the boat card/tile greatly increases the enjoyment of children when moving their pirates off the board. We use a Lego boat hull, but any toy about 8 cm or longer will suffice.
Morgan McGuire (@morgan3d) is a professor at Williams College, a researcher at NVIDIA, and a professional game developer. His most recent games are Project Rocket Golfing for iOS and Skylanders: Superchargers for consoles. He is the author of the Graphics Codex, an essential reference for computer graphics now available in iOS and Web Editions.
Wednesday, March 27, 2019
Report To Stakeholders 2018
This is my fourth report to stakeholders of Black Diamond Games, Ltd. We're a private company with a lot of transparency. I'm going to forgo the formality this year and write informally about our year in general. Every store owner has a specific narrative about what happened to them, with generalities about what is happening in the trade.
A lot of stores have recently announced they're going out of business. More than average? Who knows, we have no data. I also have store owner friends with 20-40% sales increases in 2018. Your mileage may vary and your narrative is mostly your own. I think the trade is booming, but it impacts everyone differently. The rising tide lifts some boats. I also think that tide seems to be crushing it online right now, while the water trickles into the brick and mortar harbors. There really is no way to contain general enthusiasm to build up a head of steam in the Internet age. It's all on the store owner to locally build up enthusiasm. Retail is like a tea kettle and when a head of steam builds up, the release is the Internet. If you hear that whistle, it's money being added to Jeff Bezo's bank account.
I think it is increasingly difficult to funnel the bonkers enthusiasm to the friendly local game store. Parallel systems now exist to do what we do. You can buy your D&D books on Amazon at below wholesale prices and the important service of learning how to play those games can be accomplished by watching high production D&D in play videos online for free. This is an example of our Unique Value Proposition, game space, becoming a mere Useful Value Proposition. It's also an example of poor brand value protection by Wizards of the Coast.
These videos are becoming the normative way to play, and players are holding their local DMs to these professional standards. That's not how it's done on Critical Role they say, so it must be wrong. A good number of YouTube D&D channels now have over a quarter million subscribers, the tip of the cultural iceberg. Personally I can't sit through a recorded D&D session without growing instantly bored, I just don't get it. However, I find Matthew Colville's D&D channel addictive and brilliant.
The question of what would happen to your store if millions of people suddenly played D&D? For us it meant an 18% increase in RPG and dice sales and a 200% increase in miniature sales (because WizKids is awesome). I don't want to sound ungrateful, but I was expecting more from the revolution. Whenever I talk about the tea kettle whistle and how we're mostly left out of this building head of steam, a store owner will tell me they sell a metric buttload of D&D books. Yes, that's not the point. Or ... maybe it is.
Something was off for us in 2018. In retrospect, 2017 was a year too good to replicate, although we pretty much did. In 2017, Warhammer 40K was booming, board games were on fire, Magic staggered around like the giant Pillsbury Dough Boy of Ghostbusters, scaring everyone as it lurched about (while making money), ready to destroy buildings (stores). Our 2017 sales, with construction of our Game Center complete, jumped 14%. 2018 was a shadow of 2017 as it struggled to replicate that success.
2018 saw Warhammer 40K cool a bit as the new edition matured and customers tired of the weekly release schedule (down 20%). The board game bubble deflated a bit and it took months to figure out I was over ordering like we were still booming, right about the time the big hits arrived, and I was too gun shy to go deep (down 7%). I was ready to throw my hands up with board games. It was an enigma in 2018.
Magic staggered around as usual, with a tight embrace of the mass market, finishing up with a volatile December release that took everyone by surprise (down 1%). As I write this I have one box of Ultimate Masters left, and the difference between having it and not having it would have been the difference between losing money in 2018 and making money. You could say that about a lot of things, but since I practically wished Ultimate Masters would die in a fire, I can now say thank you, I was wrong (the $10,000 bill is due in 6 days, and there may be a game trade reckoning). We made money, but only because we sipped at the D&D tsunami through a straw to gain a 18% gain in that department.
There was much flailing about in 2018 with this flatness, and much gnashing of teeth about increased expenses. Our payroll costs and rent rose 4%, both somewhat fixed with the rising minimum wage and our lease structure. This led to a tightening of the belt and cost cutting in other areas, marketing taking the biggest hit. Facebook Page promotion has stopped being a functional tool at this point, and we rely on Groups to do the heavy lifting. Marketing is another enigma, but mostly how to spend money effectively, since Groups are powerful and free. It's more labor intensive but it costs zero dollars, other than directing customers to them.
In the end, cost of goods decreased significantly and cutting expenses rose profits. Dare I say, it was a better, more profitable year than 2017 by nearly 7%. When we're in boom times we crow about gross, but when it's slow and difficult, we can always talk about net. Cut your costs of goods by 1.5% on half a million dollars of stuff, and you've got a new car.
My book, Friendly Local Game Store released in May of 2018. It's on its fourth (small) print run and sells on Amazon and with game distributors, when they have it. It just received its first bad (2 star) customer review on Amazon! All reviews drive interest and this one has some valid criticisms about the narrative (and some off base ones). Publishing the book hasn't changed anything in my life, but it did help pay for an epic road trip visiting game stores and talking to owners throughout Mexico and Guatemala.
Thanks to everyone who supported us in 2018. We have many changes in store for 2019.
--gary
In Ensenada, Mexico
Tuesday, March 26, 2019
All 'Jacked Up!
Magnetizing The Cygnar Avenger - Centurion - Hammersmith Warjack Kit!
By Randy
@coffeeswiller
Hiya, folks! I some more miniature hobby stuff to talk about concerning one of my favorite games, Warmachine by Privateer Press. In a recent post I did on playing Warmachine on a budget, one thing that came up after a helpful comment by a reader was that using magnets to be able to quickly convert one warjack or warbeast to another was one way to save money. I had been itching to try this for months! I finally got a warjack kit, and wanted to share my first attempt at building a model this way. So here's the model:
And here it is all laid out to show the parts:
This kit allows you to build three different warjacks: the Centurion (with spear & shield), the Hammersmith (with 2 matching hammers) and the Avenger (with a sword & a seimic cannon arm). So planning ahead, we primarily need to have the ability to swap out the arms. Each warjack also has a different head, and while this isn't necessary, we'll magnetize those, too. Finally, there are two sets of shoulder pads. It is perhaps completely frivolous, but I'll magnetize those, too.
Here are my tools:
There shouldn't be anything surprising there. From left to right, we have magnets, brass rod, a file for removing mold lines, liquid green stuff, superglue, a pin vise/drill, an X-acto knife and tweezers. Not pictured is epoxy putty (I prefer ProCreate putty) and a Sharpie. Here are the magnets (3mm x 1mm neodymium):
The first step after planning is to drill holes for the magnets. Many model builders will already be doing a bit of this to add pins or brass rods to support heavier parts of models. What I am going to do here is make holes large enough to set in a magnet.
I used epoxy putty and superglue to set them in.
That one is the right arm. That one I pinned to the shoulder, since all the right arm does is hold a weapon in all the possible configurations. Here's one of the weapons (the sword for the Avenger). Each of the right arm weapons has the hand molded to them, and here is what an inset magnet looks like on one of them.
The left arm was a little more tricky. First of all, there are two separate arms: one is a cannon, and the other an arm like the right that has two different weapon combos (a hammer and a shield). The arm and shield combination is fairly heavy, and one magnet (at least of the size I have) will not suffice to hold the whole assembly. So here's what I did
:
I drilled a hole for a brass rod, and I set in one of the magnets slightly farther back. I tested positions for where to place them and this seemed the best. Here are the two arms:
And here is wrist of the left forearm:
The red dot notes where the magnet is (it is covered by putty, which matches the grey of the plastic) and there is also a hole for a brass peg. And here are the shield and the hammer hands:
Each has an inset magnet on the top and a brass peg below. The hammer hand didn't really need it, but I figured it wouldn't hurt. And here is the finished kit, laid out in all its separate pieces:
And here are each of the warjacks it makes:
Update! I made a brief YouTube video showing how this works together. The video isn't the greatest but it should give you an idea of how it works:
This was a fun kit to build! It will, of course, be painted and set on a finished base. But right now, my painting queue is pretty large. One observation I will share that you should note for your magnetized projects is that magnets have positive and negative sides, and your pieces will need to match up. I recommend using a Sharpie to place a dot on a magnet, and be sure to test before gluing. That's it!
Do you have any model projects that you are particularly proud of? Tell us below!
By Randy
@coffeeswiller
Hiya, folks! I some more miniature hobby stuff to talk about concerning one of my favorite games, Warmachine by Privateer Press. In a recent post I did on playing Warmachine on a budget, one thing that came up after a helpful comment by a reader was that using magnets to be able to quickly convert one warjack or warbeast to another was one way to save money. I had been itching to try this for months! I finally got a warjack kit, and wanted to share my first attempt at building a model this way. So here's the model:
And here it is all laid out to show the parts:
This kit allows you to build three different warjacks: the Centurion (with spear & shield), the Hammersmith (with 2 matching hammers) and the Avenger (with a sword & a seimic cannon arm). So planning ahead, we primarily need to have the ability to swap out the arms. Each warjack also has a different head, and while this isn't necessary, we'll magnetize those, too. Finally, there are two sets of shoulder pads. It is perhaps completely frivolous, but I'll magnetize those, too.
Here are my tools:
There shouldn't be anything surprising there. From left to right, we have magnets, brass rod, a file for removing mold lines, liquid green stuff, superglue, a pin vise/drill, an X-acto knife and tweezers. Not pictured is epoxy putty (I prefer ProCreate putty) and a Sharpie. Here are the magnets (3mm x 1mm neodymium):
The first step after planning is to drill holes for the magnets. Many model builders will already be doing a bit of this to add pins or brass rods to support heavier parts of models. What I am going to do here is make holes large enough to set in a magnet.
I used epoxy putty and superglue to set them in.
That one is the right arm. That one I pinned to the shoulder, since all the right arm does is hold a weapon in all the possible configurations. Here's one of the weapons (the sword for the Avenger). Each of the right arm weapons has the hand molded to them, and here is what an inset magnet looks like on one of them.
The left arm was a little more tricky. First of all, there are two separate arms: one is a cannon, and the other an arm like the right that has two different weapon combos (a hammer and a shield). The arm and shield combination is fairly heavy, and one magnet (at least of the size I have) will not suffice to hold the whole assembly. So here's what I did
:
I drilled a hole for a brass rod, and I set in one of the magnets slightly farther back. I tested positions for where to place them and this seemed the best. Here are the two arms:
And here is wrist of the left forearm:
The red dot notes where the magnet is (it is covered by putty, which matches the grey of the plastic) and there is also a hole for a brass peg. And here are the shield and the hammer hands:
Each has an inset magnet on the top and a brass peg below. The hammer hand didn't really need it, but I figured it wouldn't hurt. And here is the finished kit, laid out in all its separate pieces:
And here are each of the warjacks it makes:
The Avenger! |
The Centurion! |
The Hammersmith! |
This was a fun kit to build! It will, of course, be painted and set on a finished base. But right now, my painting queue is pretty large. One observation I will share that you should note for your magnetized projects is that magnets have positive and negative sides, and your pieces will need to match up. I recommend using a Sharpie to place a dot on a magnet, and be sure to test before gluing. That's it!
Do you have any model projects that you are particularly proud of? Tell us below!
Review - FAR CRY 5: HOURS OF DARKNESS Should Be Renamed "Hour Of Darkness"
Of all the places, the first DLC for Far Cry 5 is sending us from Montana to VIETNAM. Seriously. Oh well, after all, Far Cry 3 was sending us from a tropical paradise to a neon-lit apocalyptic and "unapologetic" 80s world with laser-firing robots, so... Why the hell not?
You can pretend you're Rambo, coming from British Colombia in Rambo I to Vietnam in Rambo II.😁
You can pretend you're Rambo, coming from British Colombia in Rambo I to Vietnam in Rambo II.😁
Duff-Up In John'S Shed: The Austrian'S First Outing
Things start to go wrong on the Austrian right- the line is in the process of being shot to bits
I slipped up to Cambridge to John's shed for the day in order to get the Austrians actually on a table for the first time. There wasn't a massive amount of thought put into the game, it was just a bit of an excuse for a duff-up. John is easing his way back into Napoleonics after a lengthy lay-off so we wanted just a quick, low intensity game that wasn't going to tax the brain an awful lot.
Close up of the attack columns on the left. Everything fine at present (sausage roll in support)
It was a pretty straightforwards set-up, a village complex on the (Austrian) right, some skirmish buildings and walls on the left, a few woods in the centre. No big artillery platforms anywhere, French defending. We didn't have a huge amount of time so the French deployed quite far forwards,which didn't help the Austrian cause much. In retrospect we probably could have been a bit cleverer with the terrain,
Panorama of the early stages
The only decent area for cavalry was in the centre which unbalanced things somewhat. I concentrated the Austrian's new shiny hussar brigade there and the French had a regt each of Chassuers, dragoons and cuirraisier plus a horse btty. Each flank had an infantry division to take the respective village areas. The one on the right had a dragoon regt attached.
We used a variable morale system for the infantry, all btns were treated as 1st class line until they took their first morale test,where-upon they rolled to discover their true class: Austrians: 1 to 3- 2nd class line. 4 to 10 1st class line.
French: 1 to 4 -2nd class line 5 to 7 1st class line, 8 to 10, veteran.
French young guard: 1 to 5, veteran. 6 to 10 Elite.
All cavalry was line and all artillery was 1st class.
The Austrians fielded 1 infantry division of 2 Grenzer, 5 line btns with a 6lb btty and 18 skirmishers, these took the left flank. In the centre was a hussar brigade with 14 squadrons of hussars each of 6 figures.
On the right was an infantry division of 6 line btns with a dragroon rgt of 6 x 6 man squadrons plus a 6lb btty and 12 skirmishers. All btns were 48 man strong.
5 battalions: should be enough to take a village, surely?
Connoissuer French attempt to outflank the Austrian left
The French had a 2 infantry divisions each of 6 x 36 supported by a 6lb btty, 24 chassuers and 18 skirmishers. One of each occupied each flank.
In addition they had a young guard division of 4 x32's plus a heavy cavalry outfit with 1 x 32 of dragoons and 32 cuirraisier with a 3 gun horse btty.
All in all, I think the French were too tough for the poor old milkshakes.
The Austrian right develops
The Austrians trundled forwards, because of the speed of our set-up it meant the Austrians couldn't really get any artillery preparation, however they manfully pitched into the attack against each village. They actually did ok, they got forwards,got the guns into position and started to work towards their objectives.
In the centre the massed hussars nullified the french cavalry, a typical ding-dong Grand Manner cavalry scrap continued through the whole game. A lot of folk can't cope with the cavalry system in ITGM but the more I read of historical accounts the more they turn out like ITGM battles. Units go forwards, battle it out, retire, new ones go in, the original ones rally, go back. Its all about having local reserves. Both sides (typicaly) won the combats they should have lost, and lost the ones they "were certain" to win. The rest of the cavalry was squeezed on the extreme Austrian right, and this went a bit more to the script, with the Austrian dragoons making short work of a chassuer regt, which forced a couple of French btns into square and took them out of the fight for the village.
A recent new acquisition: Classic Connoissuer infantry painted by Doug Mason, skulking in square.
On the left a grenzer btn waddled in line through a wood on the the extreme flank, it never got anywhere for the whole game but it did tie down 2 French btns (a bit) so it wasn't a total waste of time.
Meanwhile the asault against the skirmisher buildings and the walled compound went in. John concentrated a lot of fire on one unit (always a mistake in my book) but the size of the Austrian units allowed it to be shrugged off. I had some success at first and things were looking rosy.
6lb battery supporting the Austrian right
The French artillery btty retreated when charged and the lead 2 Austrian units crunched into a lone French btn manning the wall. In fact I had a bit too much success. The French btn routed after the first round of combat, with relatively light casualties. I would have much preferred for it to have stuck around for at least a second round of combat as I had 2 more btns to re-inforce with and the French had one. This would have allowed me to ruin 2 French units, as it was it meant the French just pulled back a bit, I couldn't exploit, and the 2 units I had in the front line were badly shot up. They took more and more fire from the flanks and that was about it for my attack on the left village.
Hussars and Grenzer demonstrate in the centre
The right hand flank told a similar story, despite the dragoon's success I couldn't get sufficient force to bear on the village, I was reasonably successful at clearing the walls but couldn't find room to deploy those big Austrian firing lines. When I finally did, it being Austrian, it took so long to deploy that it was shot down before it could do much damage. Again, the Austrians after initial successes just couldn't finish off those Frenchies.
High point for the left. The Austrians couldn't get over that wall.
Things were coming to close, dinnertime was approaching, and the Austrians had run out of steam. We called it a day.
So in the end it was a suitably inauspicious start for the Austrian army, but then, as we all know, all troops get beat the first time out!
(Good Lord!! I've just noticed...60,000 hits!!- does that mean I can have drink?)
Saturday, March 23, 2019
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