Hello!
As you may have noticed, I sent you an email from your account.
This means that I have full access to your device.
I've been watching you for a few months now.
The fact is that you were infected with malware through an adult site that you visited.
If you are not familiar with this, I will explain.
Trojan Virus gives me full access and control over a computer or other device.
This means that I can see everything on your screen, turn on the camera and microphone, but you do not know about it.
I also have access to all your contacts and all your correspondence.
Why your antivirus did not detect malware?
Answer: My malware uses the driver, I update its signatures every 4 hours so that your antivirus is silent.
I made a video showing how you satisfy yourself in the left half of the screen, and in the right half you see the video that you watched.
With one click of the mouse, I can send this video to all your emails and contacts on social networks.
I can also post access to all your e-mail correspondence and messengers that you use.
If you want to prevent this,
transfer the amount of $781 to my bitcoin address (if you do not know how to do this, write to Google: "Buy Bitcoin").
My bitcoin address (BTC Wallet) is: 1K7nnDHosR5czKZtuKT928YSxXXNSaDK6H
After receiving the payment, I will delete the video and you will never hear me again.
I give you 50 hours (more than 2 days) to pay.
I have a notice reading this letter, and the timer will work when you see this letter.
Filing a complaint somewhere does not make sense because this email cannot be tracked like my bitcoin address.
I do not make any mistakes.
If I find that you have shared this message with someone else, the video will be immediately distributed.
Best regards!
Sottolineature pescate qua e la quando capita
venerdì 5 aprile 2019
mercoledì 3 aprile 2019
Gobliiins - Collecting Reagents
By Ilmari
Happened last time: the goblins were asked to collect three magical reagents - Airain's Mushroom, Arachnide's Elixir and Bald Plant - which the wizard needed for curing the goblin king.
In this level the obvious goal was to get past the Igor wannabe. The basic solution was pretty simple.
By spelling the weirdly shaped antenna on the coffin, I could woke a zombieish creature, who was able to frighten Igor away. Behind Igor I found also Airain's Mushroom. The problem was that the zombie frightened also the goblins, which ate a lot of their energy. It was back to square one, if I wanted to get through unscathed.
This time the key to the solution was hidden in the statuesque figure at the center of the screen. Near the hand closest to Igor grew a some sort of plant. When Hooter tried his skills with it, the plant grew roughly double its original size. Only BoBo was able to climb the plant and get to the hand of the statue. Punching now the face of the statue revealed a tongue coming out of the mouth, and another punch hid the tongue back in mouth. The solution was to put the two remaining goblins on the tongue and punching them to safety before the zombie could overtake them.
Like in the previous level, I had two goals: to get out of the cave and to find Arachnide's Elixir. The first task was this time quite simple. There was one spider guarding the second bridge - when enchanted, it climbed upper - and a second spider guarding the cave - it had to be shot with the pistol found on the cave floor.
The elixir was a bit harder. It certainly wasn't the bottle you can see in the screenshot - that one was just full of small spiders. Instead, it was in the possession of the middle spider, and second spell made it drop the bottle. All I had to do still was to find something soft to soften the fall of the elixir. This I could find by shooting the leftmost spider, since there was a pillow hidden behind it.
At the next level, I had to play the gardener to get the Bald Plant.
The trick was to let Hooter do some magic, which moved the bag to a better position, where Dwayne had the chance to take it. Next I had to just plant the seeds and the plant would grow by itself, right?
I had to punch the scarecrow, which would move and scare the birds before they could eat all the seeds. Still, the plant wouldn't grow, what should I do?
Happened last time: the goblins were asked to collect three magical reagents - Airain's Mushroom, Arachnide's Elixir and Bald Plant - which the wizard needed for curing the goblin king.
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I hope his ears are waxless |
In this level the obvious goal was to get past the Igor wannabe. The basic solution was pretty simple.
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No, it did not involve the monster mask lying on the path |
This time the key to the solution was hidden in the statuesque figure at the center of the screen. Near the hand closest to Igor grew a some sort of plant. When Hooter tried his skills with it, the plant grew roughly double its original size. Only BoBo was able to climb the plant and get to the hand of the statue. Punching now the face of the statue revealed a tongue coming out of the mouth, and another punch hid the tongue back in mouth. The solution was to put the two remaining goblins on the tongue and punching them to safety before the zombie could overtake them.
Like in the previous level, I had two goals: to get out of the cave and to find Arachnide's Elixir. The first task was this time quite simple. There was one spider guarding the second bridge - when enchanted, it climbed upper - and a second spider guarding the cave - it had to be shot with the pistol found on the cave floor.
The elixir was a bit harder. It certainly wasn't the bottle you can see in the screenshot - that one was just full of small spiders. Instead, it was in the possession of the middle spider, and second spell made it drop the bottle. All I had to do still was to find something soft to soften the fall of the elixir. This I could find by shooting the leftmost spider, since there was a pillow hidden behind it.
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Things I've learned in adventure games: if you need to drop a vase or other easily breakable objects, you can always find a pillow designed for just that purpose in a dark cave |
At the next level, I had to play the gardener to get the Bald Plant.
The trick was to let Hooter do some magic, which moved the bag to a better position, where Dwayne had the chance to take it. Next I had to just plant the seeds and the plant would grow by itself, right?
![]() |
Wrong |
I had to punch the scarecrow, which would move and scare the birds before they could eat all the seeds. Still, the plant wouldn't grow, what should I do?
lunedì 1 aprile 2019
Double CoC Play-test For Barbarossa
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4 new terrain boards for Mark, 12 feet of canal! |
One of the things we wanted for these games was a canal board - these will also do perfectly for planned France/Belgium/Holland 1940 games, not to mention Holland/Belgium 1944- Mr Waple is also keen to incorporate them into a Carentan scenario. They will also do fine for Mark's massive 20mm set-up.
So, over Christmas I made 12' of canal...that's it really! They had to be on a 12mm ply base to match with the existing boards, so I routed out the channel and some ditches, then built up the towpaths with a further layer of 9mm MDF. The water was just painted brown and then resin poured- I'll have to do a further post really to give a bit more detail- suffice to say I have a little more fine tuning to do on them to match them to Mark's boards, but overall they have turned out ok. I'm well pleased.
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Boards laid out for the game, some new-ish fields in the foreground |
The Germans took a Stug III A (6 points), an Ig18 (4 points) and a preliminary barrage (2 points). The Russian picks (I think) were a BT5 (4 points) and 3 entrenchments (1 point each). Given that the buildings, although numerous, were all flimsy wooden ones only giving light cover the trenches were a wise choice for the Russians. For the Germans, my logic was the Stug is a hefty beast, solid in all departments with both good defensive options and high offensive capability against both soft targets and any Soviet armour which might appear. The Ig18 gives another 75mm gun with which to hammer the Russians from range, this, in conjunction with the Stug should make it easy. The barrage was a nice bit of icing on the cake to hinder the Soviet deployment.
We played on a 6' x 6' (although we set up a bit more to make the pictures pretty
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The patrol phase for game 1 from the German side. Fields by Hotz matts |
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Stug moves up the main road, buildings from Scenic Store pimped by my good self at CAC Terrain |
So the German plan was simple enough, batter away with the Stug and the infantry gun from range, then strengthen with the infantry...Didn't quite work out like that.
Both sides were a bit cagey, I got the Stug on early and pushed up the road, the Soviets did very little, and both sides accumulated CoC dice points, as the Stug drew level with the barn, I deployed an infantry section to advance tactically with it, and perhaps draw some fire. They did. 2 Soviet sections deployed in the house by the bridge and in the ditches and opened fire...despite being tactical the big Soviet squads were putting out a lot of fire (more than a German squad) 17 dice iirc, and the german section took a few hits which mounted up fast. There was very little room to deploy another section to put down covering fire, and although the Stug hit back with HE because it lacked an mg it couldn't cover the infantry. Then a BT5 hove into view on the other side of the bridge. The Stug had to redeploy in order to get the BT in its sights (no turret...grrrr). The Russian infantry could carry on firing unmolested. A brief duel took place between the armour, with eventually the Stug coming off best - the BT's main armament getting Ko'd. It scuttled off and reversed behind the house.
Meantime the Soviets got a couple of double turns, and the German section took more hits, including the Junior leader! he took a round right between the eyes. The German FM took a hit, and the firepower of the Stug just wasn't proving enough to do major damage to the dug in Russians.
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The Stug is given support in the assault on the Bridge. Really excellent rubber cobbled road sections from EWM |
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A 75mm Ig18 gives additional fire support. What could go wrong? All models by Warlord, Painted by me! |
And this is where it all got interesting.
In many rule-sets simply replaying the same scenario with essentially the same forces would result in pretty much the same game, particularly in a scenario like an attack on clearly defined defence line. This is not what happened at all.
FM rolls went German 11 Russian 9- In the patrol phase the Germans got 2 free moves, but it played out fairly similarly however, this time the Germans got a bit further forward, getting a JOP behind the bomb-damaged building on the left.
For the Germans the support picks were very different.I took 2 x Pzr II's at 5 points each and an observer for a mortar battery. The Russians, it transpired swapped it about a bit - A BT (4) and an ATR (2) and a trench.
No hanging about this time, I quickly got on both Pzr II's and they advanced up the road, leapfrogging with one on over-watch as the other advanced, I got a section way out on the right which advanced in the lee of a rise, heading for some hedges. The FO got into the barn next to the road with a good view of the Russian left- any of them popping up to attack the German section there would get pounded by the 81mm battery.
It more or less (ok, less) went like clockwork. The Russians deployed the BT in a cunning spot where it could fire down the road but couldn't be spotted by the second Pzr II which by now was crunching through the gardens on the German left. A little duel ensued with both tanks dealing shock, with little result. As the second Pzr II advanced in order to get a view of the BT5 up popped the ATR in the ditch! it fired! CLANG! the Pzr II ground to a halt- immobilised
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Game 2: A different approach, armour heavy, 2 x panzer II's leapfrog up route 1. An infantry section swings right in the distance |
Finally, the Germans get some hits...a Soviet section has deployed along the river to fire on the Germans hitting the ATR, A firefight ensues, the Germans lose an entire LMG team, The ATR goes down in a hail of cannon fire from the stranded panzer, both FM's are starting to trickle down. The Russians have opened up on their left and are duly met with a brutal mortar barrage, the Russians end the turn, but hadn't realised the Germans held a dice to continue the barrage- The Russians play a second CoC dice and the turn ends but not before the barrage gets a a couple of lucky kills on the Russians.
The Germans are trading fire on both flanks,using a mix of covering fire and LMG fire
on the Russians, the ability of the Germans to use individual teams paying off in the face of the sledgehammer Russian sections. A couple of Soviet leaders get wounded, the little panzer pouring in cannon fire onto the infantry- finally with yet another Coc dice the BT advances, interrupts and fires on the PanzerII- it misses!
The little German mortar keeps chipping in with the odd hit on the guys in the ditch. The Germans are winning the firefight.
The Panzer now has a shot at the BT...gets 3 hits- zero saves from the Russians- BOOM! the Russian tank is burning, their FM plummeting. This leaves the panzer free to keep firing at the dwindling section to its front, The FO manages to call in the mortars for a second time which again start to hit the left flank Russians...A brutal lucky hit clobbers a couple more Russians including the JL. and the Russians break- BTH and the suddenly their FM is at zero.....the Germans have done it!
Great fun, a fine time was had by all.
BUT...what really got me thinking was how different the 2 games were. They were both exciting, they both had their moments of tension, but both sides employed similar forces and tactics for both games..yet they were totally different.
It could have been the first game where the power of the Stug prevailed, it could have been that the German mortars had no effect, The BT might have one-shotted the second Panzer...there were a lot of possibilities, and it shows why CoC is such an intriguing game.
Can't wait for the Barborrossa big CoC campaign week-end where the canal will double up as the Kharkov river at some point. In my crystal ball I foresee T34's...and a Soviet counter-attack!
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Infantry attempt to build a base of fire on the left flank. |
on the Russians, the ability of the Germans to use individual teams paying off in the face of the sledgehammer Russian sections. A couple of Soviet leaders get wounded, the little panzer pouring in cannon fire onto the infantry- finally with yet another Coc dice the BT advances, interrupts and fires on the PanzerII- it misses!
The little German mortar keeps chipping in with the odd hit on the guys in the ditch. The Germans are winning the firefight.
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The lead Panzer II dukes it out with the BT5 over the canal while the mortar barrage pounds the Soviet infantry on the right. Bridge is a Sarissa kit. |
The Panzer now has a shot at the BT...gets 3 hits- zero saves from the Russians- BOOM! the Russian tank is burning, their FM plummeting. This leaves the panzer free to keep firing at the dwindling section to its front, The FO manages to call in the mortars for a second time which again start to hit the left flank Russians...A brutal lucky hit clobbers a couple more Russians including the JL. and the Russians break- BTH and the suddenly their FM is at zero.....the Germans have done it!
Great fun, a fine time was had by all.
BUT...what really got me thinking was how different the 2 games were. They were both exciting, they both had their moments of tension, but both sides employed similar forces and tactics for both games..yet they were totally different.
It could have been the first game where the power of the Stug prevailed, it could have been that the German mortars had no effect, The BT might have one-shotted the second Panzer...there were a lot of possibilities, and it shows why CoC is such an intriguing game.
Can't wait for the Barborrossa big CoC campaign week-end where the canal will double up as the Kharkov river at some point. In my crystal ball I foresee T34's...and a Soviet counter-attack!
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Game 1:Whats left of the first German section cower behind a house, letting the Stug do the work |
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