Wednesday, April 24, 2019

information om e-postmarknadsföring

God morgon

Jag heter Fabián Torre och jag jobbar med rådgivning i Email
Marketing.
Jag skulle vilja veta om du är intresserad av att få information
om produkter och tjänster av Email Marketing, och till vilken e-
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Skype: chronskype

Monday, April 22, 2019

How Adult Film Stars Stay Hard For Hours (WITHOUT Drugs)

jowie29pino@yahoo.com
Hi There,
 
The long-awaited, all-natural cure for ED has finally been discovered…
 
I could barely believe it myself, until I watched this short (and eye-opening) video:
 
I must urge you to click that link and watch it NOW, because that website
could be GONE from the internet tomorrow…for shocking reasons you’ll learn in a moment.
 
(Let’s just say the $4.9 billion pharmaceutical industry does NOT want
this secret going public, because it will WRECK their profits…)
 
Just click that link,
 
And how to instantly and permanently “reverse” your ED so that you can achieve bulging,
rock-hard erections on command, without pills, pumps or injections.
 
To discover more about how this can cure your ED and save your sex life,
 
 
 
To reclaiming your manhood,
James Mcguire
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 



























 

Wednesday, April 17, 2019

information om e-postmarknadsföring

God morgon

Jag heter Fabián Torre och jag jobbar med rådgivning i Email
Marketing.
Jag skulle vilja veta om du är intresserad av att få information
om produkter och tjänster av Email Marketing, och till vilken e-
postadress jag kan skicka dem.

Tack så mycket

Whatsapp: +55 719 9313-1792
Skype: chronskype

Email Marketing Databases ISA 2019




Code Product Price


Sweden Email Databases
91-0141 Email Database ISA Sweden 2019

124,000 emails in Sweden
EUR 50
91-0142 Email Database ISA Sweden Corporative 2019

78,000 emails of corporative domains in Sweden
EUR 45


Europe Email Databases
91-0136 Email Databases ISA Europe 2018 C

18 countries in Europe - 5.9 million emails
EUR 145
91-0147 Email Databases ISA Europe Corporative 2019

18 countries in Europe - 2.9 million corporative emails
EUR 196


International Email Databases
91-0133 Email Databases ISA Latin America 2018 C

20 countries in Latin America - 6.8 million emails
EUR 106
91-0138 Email Databases ISA Latin America Corporative 2018 D

15 countries in Latin America - 1,033,000 corporative emails
EUR 145
91-0148 Email Databases ISA International 2019

46 countries - 14.2 Million emails
EUR 220


Software
91-2040
ISA Email Packer 2
Email List Optimitation Software


Mix up to 3 lists
Eliminates duplicates
Divide lists into packages with least amount of emails
Eliminates the cut emails
Cleans commas, quotation marks, or the character that you want to
Select emails from a domain
Remove unwanted domains
Deletes emails that contain certain words or symbols
Select emails that contain a certain word
Select emails of corporative domains
EUR 45


Email sending service
93-3050 Super Server Plan EU-50K

Sending 50.000 emails in Latin America and/or Europe
EUR 60
93-3150 Super Server Plan EU-150K

Sending 150.000 emails in Latin America and/or Europe
EUR 150
93-5002 Super Server Plan EU-1M

Sending 1 MILLION emails in Latinamerica, U.S. or Europe
EUR 300
93-5003 Super Server Plan EU-20M

Sending 20 MILLION emails in Latinamerica, U.S. or Europe
EUR 740


Software Consulting
91-4001 Installation of Mailer with Scanner of Open SMTP Servers

Configuration and support of a multi server emailing system
EUR 179
91-4006 Installation of Email Marketing System
with SMTP Server with SPF and DKIM

- Program installed on your computer that allows local administration of your campaigns
- SMTP Servers appropriate to the rules SPF and DKIM
- Online statistics
- Works on Internet service providers with port 25 locked (use port 587)



EUR 55


Click here to remove your email address from the newsletter





ISA Email Marketing
Fabián Torre
Software Consulting

Rua Antonio Rodrigues 22, Itacimirim - Bahia - CEP 42823-000 - BRASIL
WhatsApp: +55 719 9313-1792 - Skype: chronskype


ISA on facebook

Monday, April 15, 2019

[ALERT] Big Pharma wants this website SHUT DOWN

jowie29pino@yahoo.com
Hi There,
 
The long-awaited, all-natural cure for ED has finally been discovered…
 
I could barely believe it myself, until I watched this short (and eye-opening) video:
 
I must urge you to click that link and watch it NOW, because that website
could be GONE from the internet tomorrow…for shocking reasons you’ll learn in a moment.
 
(Let’s just say the $4.9 billion pharmaceutical industry does NOT want
this secret going public, because it will WRECK their profits…)
 
Just click that link,
 
And how to instantly and permanently “reverse” your ED so that you can achieve bulging,
rock-hard erections on command, without pills, pumps or injections.
 
To discover more about how this can cure your ED and save your sex life,
 
 
 
To reclaiming your manhood,
James Mcguire
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 



























 

Sunday, April 14, 2019

[News Packaging] An email which you really can't afford to miss ☄

See how Auge Design doubled their client list in 2 months with Pentawards success...?

Having trouble viewing this email? View in web browser.

The world's leading packaging design competition


WHY ENTER?

Grow your business opportunities

Showcase your work to a worldwide audience

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 How last year's top winner doubled their client list  and expanded into new continents in two months
 
 
Looking for first-hand evidence of how Pentawards exposure can be invaluable for your business? See below how Auge Design, the 2018 diamond winner, witnessed their new business opportunities skyrocket after their success with Pentawards.
A collaboration with illustrator, Ning-ning Li, to create an inspiring Pentawards story 
 

 
From the first idea to receiving an international award for outstanding design. This beautiful story depicts the journey of a Pentaward winner in 2018.
 
 "Olmo and Oliver used to work together before they founded Bold. They met at a company where both were graphic designers. From the beginning, it was clear they would be more than friends. What mattered most wasn’t what they had in common, but what set them apart...."
 
Read the full story
Este envío es confidencial y está destinado únicamente a la persona a la que ha sido enviado. Puede contener información privada y confidencial. Si usted no es el destinatario al que ha sido remitida, no puede copiarla, distribuirla ni emprender con ella ningún tipo de acción. Si cree que lo ha recibido por error, por favor, notifíquelo al remitente. Sus datos han sido incluidos en nuestro fichero automatizado. El responsable de estos ficheros es la sociedad PODIUM GLOBAL MEDIA, S.L.  con domicilio en Rambla Catalunya 5, 1º 3ª -08007- Barcelona. Tiene usted derecho de acceso, transparencia, información, olvido, limitación, portabilidad, oposición, rectificación, cancelación y eliminación de sus datos en la base de datos, remitiendo por escrito a la dirección  antes citada. Este fichero cumple la normativa desarrollada en la LOPD 15/1999 de 13 de Diciembre y reglamento posterior, Real Decreto 1720/2007 y Nuevo Reglamento Europeo 2016/679 de 25 Mayo de 2018.: If you do not want to receive more emails that help you to know the latest news of the sector click here.

Saturday, April 13, 2019

Email Marketing Databases ISA 2019




Code Product Price


Sweden Email Databases
91-0141 Email Database ISA Sweden 2019

124,000 emails in Sweden
EUR 50
91-0142 Email Database ISA Sweden Corporative 2019

78,000 emails of corporative domains in Sweden
EUR 45


Europe Email Databases
91-0136 Email Databases ISA Europe 2018 C

18 countries in Europe - 5.9 million emails
EUR 145
91-0147 Email Databases ISA Europe Corporative 2019

18 countries in Europe - 2.9 million corporative emails
EUR 196


International Email Databases
91-0133 Email Databases ISA Latin America 2018 C

20 countries in Latin America - 6.8 million emails
EUR 106
91-0138 Email Databases ISA Latin America Corporative 2018 D

15 countries in Latin America - 1,033,000 corporative emails
EUR 145
91-0148 Email Databases ISA International 2019

46 countries - 14.2 Million emails
EUR 220


Software
91-2040
ISA Email Packer 2
Email List Optimitation Software


Mix up to 3 lists
Eliminates duplicates
Divide lists into packages with least amount of emails
Eliminates the cut emails
Cleans commas, quotation marks, or the character that you want to
Select emails from a domain
Remove unwanted domains
Deletes emails that contain certain words or symbols
Select emails that contain a certain word
Select emails of corporative domains
EUR 45


Email sending service
93-3050 Super Server Plan EU-50K

Sending 50.000 emails in Latin America and/or Europe
EUR 60
93-3150 Super Server Plan EU-150K

Sending 150.000 emails in Latin America and/or Europe
EUR 150
93-5002 Super Server Plan EU-1M

Sending 1 MILLION emails in Latinamerica, U.S. or Europe
EUR 300
93-5003 Super Server Plan EU-20M

Sending 20 MILLION emails in Latinamerica, U.S. or Europe
EUR 740


Software Consulting
91-4001 Installation of Mailer with Scanner of Open SMTP Servers

Configuration and support of a multi server emailing system
EUR 179
91-4006 Installation of Email Marketing System
with SMTP Server with SPF and DKIM

- Program installed on your computer that allows local administration of your campaigns
- SMTP Servers appropriate to the rules SPF and DKIM
- Online statistics
- Works on Internet service providers with port 25 locked (use port 587)



EUR 55


Click here to remove your email address from the newsletter





ISA Email Marketing
Fabián Torre
Software Consulting

Rua Antonio Rodrigues 22, Itacimirim - Bahia - CEP 42823-000 - BRASIL
WhatsApp: +55 719 9313-1792 - Skype: chronskype


ISA on facebook

information om e-postmarknadsföring

God morgon

Jag heter Fabián Torre och jag jobbar med rådgivning i Email
Marketing.
Jag skulle vilja veta om du är intresserad av att få information
om produkter och tjänster av Email Marketing, och till vilken e-
postadress jag kan skicka dem.

Tack så mycket

Whatsapp: +55 719 9313-1792
Skype: chronskype

Thursday, April 04, 2019

information om e-postmarknadsföring

God morgon

Jag heter Fabián Torre och jag jobbar med rådgivning i Email
Marketing.
Jag skulle vilja veta om du är intresserad av att få information
om produkter och tjänster av Email Marketing, och till vilken e-
postadress jag kan skicka dem.

Tack så mycket

Whatsapp: +55 719 9313-1792
Skype: chronskype

Wednesday, April 03, 2019

Storium Theory: Optional Challenges

Most of the time, when we put down a challenge, it's definite - a note that the story will be focusing on a particular point. But is it possible to use challenges differently? To lay down a challenge for something the players might want to focus on, but are not required to focus on?

I believe it is a tool for the toolbox...but one I would show great caution in using. I've only pulled out an optional challenge once or twice in my own games, and I am wary of using them often, if at all, in my own narration generally. Storium's rules are set up more for completion of challenges and requiring of challenges, and I think there's a good reason for that.

In setup, an optional challenge wouldn't be so different from a regular challenge - you still want to establish the starting situation, the facts of the challenge, and the possible places the challenge can end up once it is complete. There's not much different in the overall technique of setting it up.

But should you decide to use this tool, I think there are some very important things you will need to be sure you address.

First: How will you know if players are or are not going to play on the challenge? You will need a good way of knowing if players have not played on a challenge yet because they haven't gotten to it yet, or because they do not intend to play on it at all. An optional challenge, being optional, could be ignored completely by players for reasons that have nothing to do with slow play or inactivity. It is important to have a way of determining that the players are not going to play on the challenge, and that it is time to move the scene on.

I suggest that you consider one of the following ideas:
  • Set a deadline based on the other challenges - if the optional challenge is not completed by the time the scene's other challenges are, you will consider it incomplete and move the scene on.
  • Set a deadline based on actual time - if the optional challenge is not completed within X days after the rest of the scene's challenges are (or just within X days if there are no other challenges) you will consider it incomplete and move the scene on.
  • Require an affirmative statement from a player that they intend to play on the optional challenge by a specific date. If you have no such statement by that date, you will remove the optional challenge.
These methods are probably not the only ones...or even likely the best...but they all allow you to know when you can regard the challenge as incomplete and move forward. Whatever choice you make, be sure you tell your players so they know what the requirements are.

Second: What happens when the optional challenge is incomplete?

This is a pretty important question, and one that, I think, gets at the reason I don't use optional challenges much. If something's critical enough to the story that you want to set up a challenge for it, it seems like it is something the group should have to interact with - even if their interaction is playing Weakness cards and having their characters utterly ignore it and let it go wrong. In other words, the characters might not care about something, but if it is important enough to the story to rate a challenge, the players should have to do something about it...even if that something is having their characters do nothing. The story of the challenge, once laid out, should probably progress.

If it goes well, then, it ends Strong. If it goes poorly, it ends Weak. If it is less clear, it ends Uncertain. But that's all determined by the cards.

So...what do you do with a challenge that seemed interesting enough to put out there as an option, but that seems like something the character's don't have to address?

My best bet is that you do nothing. An optional challenge is something that is interesting, but not critical. The players don't gain or lose anything by not going after it. It's only if they actually engage it that it matters to the story in any way.

Thus, if the players don't seem interested in it and leave it alone, it just drops off for the moment. Nothing bad happens, nothing good happens. It just fades away into the background again.

That's not to say you can't bring it back again later, or bring it back again later as a normal, required challenge. It's just that for the moment, it wasn't critical enough to be made required, so nothing's reaching any kind of story-altering point with it. It just fades away for now.

If on the other hand players play some of the cards on the challenge, but don't finish it, I'd probably go by my usual rule for ending a challenge early when it becomes absolutely necessary: Most likely, end it by whatever the current result would be (i.e. if it is going Strong, it ends Strong, if it is going Weak, it ends Weak, if it is going Uncertain, it ends Uncertain) - this method makes the players' card plays so far clearly matter, so that's my preference. If you use a different rule for those cases in your own games, be consistent.

But that brings me to another consideration...

Third: How many points do you put on the thing, anyway?

I'm going to just say outright that I think the answer is one, possibly two at maximum. An optional challenge is not the focus of the scene - it is by definition something that can be entirely ignored. Thus, it isn't anywhere near as important as other challenges, and shouldn't get a lot of focus in the scene at hand.

Furthermore, if you put more points on an optional challenge, it makes it harder to judge when players no longer care about it - once it has become active, how do you judge that it isn't going to be active any further? You can always rule that an optional challenge becomes required if at least one player plays a card on it, of course, but that could get messy in terms of game morale and community if players disagree about whether they want to play on it.

So...I suggest making your life as easy as possible by using only one or two points, tops, and making clear to your players that whatever "deadline" you set for the optional challenge is a completion deadline, not a play deadline - the challenge needs to be complete by then or you will move things on. That will prevent an optional challenge from causing delays.

Finally, though: Consider whether the challenge should even be optional in the first place.

Most of the things I've considered as, well, optionally "optional" challenges were ideas that I ended up deciding would either fit perfectly well as required challenges right then, or would fit perfectly well as required challenges later. I've rarely come across something that I considered important to note in challenge form, but not critical enough to be something the players had to address.

If you're considering an optional challenge, think about it a bit more for a while...is it really something that should be optional, or is it just something that hasn't come to a head yet? Maybe it's something you can get some actual drama out of later, and make it a normal challenge in a later scene. Or maybe it's something you can hint at with a minor required challenge now - perhaps to see if someone notices something - and bring in more fully down the line.

Or perhaps it is something that actually is pretty vitally important right now, in which case it should be a required challenge...right now.

So, when can an optional challenge be helpful?

I could see them being useful if you want to allow the group to choose a direction, but neither direction is necessarily better or worse for the story (if one direction is better and the other is worse, you'd instead do a regular challenge and set the first up as the Strong outcome and the second as the Weak). Then, you could set up two different one-point challenges, and tell the players they can only do one of them - that sets them off on that path and determines how it starts out for them.

It isn't my chosen way to find where the players want to go in the story, but I could see it working.

Another method might be something that is solidly an opportunity for the players - again, if they don't do anything, it doesn't go wrong or anything like that, but perhaps it is something they can use to "shortcut" the plot in some way. You'd have to be careful with this one - it's easy to run into the "why don't you just do this as a regular challenge" internal question - but there are ways I could see it working. If you do this, then, the Strong result is very good for the characters, and the Weak result is perhaps less so, but still generally quite good.

The problem I run into myself with that is that if you use that method, it becomes hard to argue that things aren't worse if the player decide not to play the challenge...in which case, again, I feel like it probably shouldn't be optional because it impacts the story in a notable way. And that's exactly where I've ended up when I've reflected on the few times I've used optional challenges...I end up feeling like what I did was render a part of the story optional when it was actually going to have a definite impact. 

And that's the point I keep coming back to myself in considering this - I just generally can't justify putting a challenge down and treating it as "optional." When I put a challenge down, it means that a notable event has started in the story, and the players, through their card plays, need to see where it goes. It needs to get to some conclusion or another, so that we know where the story goes after it. When I find myself thinking of perhaps telling my players a challenge is optional, I start instead thinking of whether it should be there yet at all.

But: I know that this is a technique some other narrators have used in the past, and I'd very much be interested to hear others' thoughts on it. Have you used optional challenges? What did they represent in your game? And how did you ensure that you knew it was fine to move the game forward? Write in, and let me know!

DE: Archon Bubbles And Vehicle Deployment

School's in session.  Listen or die!

Alright, I hope my crappy ass camera with Primsa edit made this a little viewable.  At least the table is the right size so things should be better in scale.

The point of this article is to show off a few tips here and there about deployment and about how to successfully wrap your powerful attack vehicles around your 6" Archon bubbles.  You would be surprised how easy it is to actually get your Archons into a good position so you can start utilizing these massive benefits.  While I completely get the frustration that certain players have that you can't use this aura while inside vehicles, or the fact that our Venoms are still stuck at a 5-man capacity, I'm here to tell you that everything is going to be OK.

It doesn't have to be this extreme.

First, I want to show off this deployment type.  It doesn't have to be exactly like this, and of course, this is a bare naked table with nothing on it, but I want to showcase the long and thin deployment.  Our vehicles are extremely thin and our threat range is extremely long.  Our most powerful weapons such as Dark Lances and Dissies both have 36" range and we have obscene movement on all of our vehicles.  With a 14" move on the Ravager, this gives us a combined threat range of 50" base without any Obsidian Rose or Flayed Skull buffs.

When you deploy, depending on where you set up and where your opponents set up, you will almost always have the ability to nullify a lot of their firepower if you deploy on the board's edge.  In Pitched Battles such as this one, deploying on the edge can give you some serious advantage when it comes to outranging their most powerful weapons.  Remember, the total vertical length of the table is 48", and distances will only increase once we start getting into diagnols.  Whenever I get to a table and look at the terrain, I go full rainman for what my opponent is fielding and where he puts them down so I can deny his every advantage.

Also, please note that the Archon was able to get out of the Raider and move 3"+8" for 11" total movement on the disembark.  Look how far he's able to make it up to the table when a Raider deployed behind the Ravagers in the middle/right of the table.  This is without him Advancing, so you can just imagine how well Dark Eldar can move on foot compared to others.  Learn this, remember this, and don't be afraid to Advance for some extra range just so you can get his bubble into play.  With enough experience, you will be able to move him first after doing a quick measure of your furthest vehicle, so you know that if you move that, everything close will be in range to move towards your Archon's buff.  Don't worry, this will come more natural the more you play.

Taste the salt.

Take a look at this picture here.  My friend is measuring distance for Hellblaster units behind his Land Raider.  The upset look on his face is when he realizes that I parked 37" away from his Plasma Incinerators.  Why does this upset him?  Because even with a 6" move and 30" range, no matter what he does, he will not be able to engage me with those guns.  This right here is what every experienced Dark Eldar player does since the old days of Night Shields (-6" to opponent's range), and why this is an exceptionally important skill for all new generals to learn.  The best form of denying damage is by giving them no chance to deal damage at all.  It sounds almost like a joke at first, but I'm absolutely serious when it comes to understanding your opponents' most lethal weapons, the ones capable of destroying your vehicles, and then countering them with attention to range detail (anti-threat).

Measure twice, move once, that's the rule.  The same could be said about my Razorwings on the opposite sides of the table.  Aside from his Land Raider, there was nothing in his entire army that had the range to reach them.  I absolutely cannot stress this enough:  I don't care if you have to measure every single gun (within reason) from the other guy's army, ask them the weapon ranges (you will learn in time) so you can deny damage while planning to counter-attack on your turn.  This is why movement, weapon range, and thus effective shooting threat range is so important.  It's so you know how you can inflict the maximum amount of damage while taking little to no damage in return (by outranging, by denying LoS, or by gaining cover).  That's pretty much a mini-game in itself for Dark Eldar generals.

Now you see me..

Another deployment trick I like to do is isolate pockets of fire and line of sight.  I purposely pulled some tissues up to block the sail, but I wanted to show you the difference between deploying wider vs. narrow.  It's extremely important for Dark Eldar players to examine the terrain on the table in relation to their greatest threats.  Directly in front of the tissue box (immediate left of the Raider) is a unit of Devastators at ground level behind cover.  In this first picture, the Devastators can draw onto the Prow and the Aft of the Raider, just catching the rear sail.  It's important for you to analyze at all times exactly why you're seeking shelter and from what weapon specifically.  If there were bolters on the other side of this tissue box I might not care as much.

Now you don't.

When you straighten the Raider out, he can no longer see you at all unless he moves, and even then, only a few guns will be able to draw Line of Sight.  This is also hugely important for Dark Eldar players:  Force your opponents to MOVE their heavy weapons.  Unless they have some amazing rule that allows them to stabilize their weapons, they will suffer an aiming penalty.  We can move and fire most of our heaviest weapons for free for a reason, and that is a HUGE boon to our army compared to many others.  Not even our Eldar cousins have this luxury, and this should not be forgotten nor underestimated.

Look at that range!

Ignore the Dark Lance from the Ravager for a second and just look at how long 6" actually is.  For your reference, the Raider above the Archon in the middle is within 6" and so is the Raider on the bottom.  The only thing that is not in range is the Raider on the lower left.  Keep in mind that Raiders and Ravagers have the Hovering rule; which lets you measure the distance to and from the model's hull for the purposes of the bubble.  You don't count the gun (although some people argue against this), you only count the gun when you shoot, but since all of our vehicles are a mile long, you can get quite a bit of range if you fly your vehicles in a certain way.  You can literally fly them backwards if you want because 8th Ed. is designed to be.. immersive and engaging?

If your opponent ever gives you shit about Ravager's gun placement, show him this:

Please turn to Pg. 57 of your Codex for maximum salt.

And yes, I even bookmarked that shit for you (pg.57).  It's from your book and it's fluffy.  In case you're wondering, a Raider is about ~7" long from Prow to Aft depending on if you're counting the rear sail or not.  This allows you to be in bubble range and extend your weapon range out pretty long distances while still getting the benefits from the Archon's re-rolls.  Realistically, you can pull off some pretty ridiculous bubbles such as this one.

Look at everything in the army that gets Living Muse!

I literally fat-stacked my entire army into the range of the bubble except for that one Raider on the bottom left of the screen.  Oh, and that stupid Ravager that's still pointing his gun at the Archon threatening to kill him.

Real game example.

Here is another example of what this looks like in an actual game.  The red circle is the Living Muse and the yellow circle is another Archon.  At this point, all my Dissies are in range of the 6" of the Living Muse and only those two Raiders at the top of the picture are out (but within range of the other Archon).  When you have this much speed and maneuverability, you can pretty much do anything.  For the Razorwings especially, once you make this convergence on the first turn to benefit from Living Muse, they will fly away from the rest of the game pretty much.  That's fine really because the first turn when you converge should be the turn where you inflict the most damage.  This is especially true with flyers because you'll probably never get a second chance.  Your first turn should be your greatest opportunity to inflict a massive Alpha Strike with a shooty list.

Counter-deploy against cheeky assaults.

The last picture I want to show you guys is some flyer hacks and defensive deployment shenanigans used against those pesky alpha assault armies.  Some important numbers in here depending on who you're fighting.  Assuming that we're playing Pitched again (every mission/deployment is different), we're going to turtle up into the corner like this.  The reason for this is to outrange as many of their guns as possible on the opposite side of the table.  Next, we're going to concave our fighters around our ships as much as possible.  You do it just enough so that the distance from your closest Raider is outside max possible charge distance (12.1"), and then you give yourself some more distance with the Razorwings.  This pushes their deployment of 9" out further from your vehicles, making the only targets they can realistically charge the fighters.

If they don't have Fly, like in the case of Genestealers, they're screwed.  Against Flyrants or Blood Angels, you push out your Fighters more so even with pile-in and consolidate (7.1" total), they can't reach your Raiders.  If they do commit, make sure you punish the hell out of them.  What your opponents often don't realize is that closing in on all those Blasters and Poison shots is actually beneficial for you.  Don't forget that in massive counter-attacks against over-extended foes, it's almost always worthwhile to disembark with your Warriors and unload on them with Archon buffs active.

Tuesday, April 02, 2019

[News Packaging] Newsletter of the NewsPackaging magazine - LOPD policy

Podium Global Media S.L

NEWSLETTER of the NewsPACKAGING Magazine with news about packaging, merchandising and design.

In this list we will send you news from the packaging sector and the digital magazine NewsPACKAGING 2 days a week.


Hello, as a result of the entry into force of the European data protection regulation, Regulation (EU) 2016/679 of the European Parliament and the Council of April 27, 2016 (RGPD), we are adapting our Privacy Policy. That is why, we inform you that our intention is to continue protecting your data, according to the New requirements of the European standard. This Regulation (EU) 2016/679 of the European Parliament and of the Council of 27 April 2016 (RGPD) implies that:
  • The person responsible for the processing of your personal data is PODIUM GLOBAL MEDIA
  • The purpose of the processing of personal data is to manage your relationship with our mission to inform you through our portals.
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Monday, April 01, 2019

Got Beat Again

What's going on everyone!?


Today for the #2019gameaday challenge I played a solo game of Carcassonne and although I didnt place last I didn't place first. You know what our good friend Ricky Bobby says about that. ;)

It was a close game until the last 3rd of the game I would say. But that doesn't stop it from being any less fun!

I don't know if I'll ever be sick of this game or not but I can assure you that it will not be any time in the foreseeable future,  lol.

As always, thank you for reading and don't forget to stop and smell the meeples! :)

-Tim