Tag: first

Holiday Inn World’s First Augmented Reality Hotel – The Making of

| May 19, 2012 | 0 Comments

Holiday Inn, the Official Hotel Provider to the London 2012 Olympic and Paralympic Games, has launched the world’s first Augmented Reality Hotel, featuring a host of Britain’s top athletes. Watch Britain’s best ever windsurfer Nick Dempsey ‘windsurfing’ in a bedroom with a bed sheet, four times BMX World Champion Shanaze Reade performing tricks on her bike in the lobby, world number one Will Bayley hitting table tennis balls behind reception, and UK long-jump record holder Chris Tomlinson jumping in a corridor.
Video Rating: 4 / 5

First day in Hastings – Looking Up

| May 18, 2012 | 0 Comments

First day in Hastings – Looking Up
working up a batch

Image by catchesthelight
I started off my first day in Hastings at the Visitor’s Center in the "ladies" where I was surprised to find these old pull chain toilets painted this luscious electric green. See another photoshopped version that captured more attention recently : www.flickr.com/photos/catchesthelight/544241210 I’m having a hard time leaving out any of this Hastings batch as this was a favorite place for me: wonderful contrasts of old & new, working & playing and the day was lovely to boot :>)

Eerste rijdende tapijtklopmachine in Amsterdam / The first carpet beating machine on wheels in Amsterdam

| May 18, 2012 | 0 Comments

Eerste rijdende tapijtklopmachine in Amsterdam / The first carpet beating machine on wheels in Amsterdam
the carpet cleaner

Image by Nationaal Archief
Nationaal Archief

Beschrijving: Eerste rijdende tapijtklopmachine in Amsterdam.

Datum: 22 juli 1960

Vervaardiger: Anefo / Gelderen, Hugo van

Bestanddeelnummer: 911-4458

URL: http://www.isaw.co.uk/eerste-rijdende-tapijtklopmachine-in-amsterdam-the-first-carpet-beating-machine-on-wheels-in-amsterdam.html?xurl=http%3A%2F%2Fbeeldbank.nationaalarchief.nl%2Fna%3Acol1%3Adat97829

Voor meer informatie over het Nationaal Archief: www.nationaalarchief.nl

Voor meer foto’s uit deze en andere collecties, bezoek onze Beeldbank:, www.beeldbank.nationaalarchief.nl

U kunt ons helpen onze kennis van de fotocollecties te verrijken door tags en commentaren toe te voegen. Herkent u mensen of locaties of heeft u een bijzonder verhaal te vertellen bij één van de foto’s, laat dan een reactie achter (als u ingelogd bent bij Flickr) of stuur een mailtje naar: [email protected]

First Tzeentch turn sees their foes out of range

| May 17, 2012 | 0 Comments

First Tzeentch turn sees their foes out of range
turned off turned on turned on by turned out

Image by jon_a_ross
Warhammer battle report: Chaos Daemons of Slaanesh vs. Chaos daemons of Tzeentch.
1000 points, Tzeentch moves first
Five turns
Battle report here jon-a-ross.livejournal.com/954861.html

A quick little battle between the forces of the dark god of corrupted pleasure and the dark god of magic. The horrors that are the bulk of the Tzeentch army would stand and attempt to blast the coming daemonettes and fiends of Slaanesh into pieces while Slaanesh would be using it’s unholy speed to rend the horrors from this plane of existence.

Slaanesh would be the same 1000 point force I’ve used before. Two heralds of Slaanesh, so alluring as to be almost untouchable in close combat. One of them armed with an icon of great despair, while both have a siren call to lure the horrors to their deaths. Two fiends of Slaanesh would be the forerunners, as fast as a flying beast.

Tzeentch would have one large block of horrors lead by a herald of Tzeentch supported on a flank by a second herald of Tzeentch who would pull extra power dice from the warp.

Rather then walking through the battle turn by turn I’m going to use massive summing up.

Tzeentch had the first turn, but just stood waiting. The Slaanesh forces would start their dead run towards the Tzeentch forces, with the fiends of Slaanesh coming way out in front.

Tzeentch would open fire with their magic, blasting the fiends of Slaanesh to pieces. Another handful of daemonettes fall burning under a firestorm of Tzeentch spawning a horror behind their lines.

That horror will be able to slow up the Slaanesh forces, who were out of charge range as it turned out. But both Heralds of Slaanesh will use their siren call to lure the horrors towards them.

On Tzeentch turn 3 the horrors were forced to declare charges, giving up their shooting phase. The magic phase was also disappointing to the Tzeentch forces. Only ten daemonettes have fallen so far, no where near enough.

Slaanesh turn 3 close combat starts. The daemonettes charge into combat. The small group of horrors will be reduced to the herald and a champion. The larger group will be cut down by eight, in no small part due to the leadership penalties off the banner of great despair.

The horrors turn four has their attempt to use magic fail to harm anyone. Then they will lose the last of their small horror group. Which will allow the daemonettes to surround the poor horrors next turn. Under the banner of great despair more horrors fall from the large group. The horrors are down to about 20.

Who are then charged Slaanesh turn four, and although they only lose 3 horror they still lose combat badly. Eight more horrors will fall, leaving only 11 horrors standing against the daemonettes.

Tzeentch turn five sees seven horrors die to the claws of the Daemonettes, the four that remain have a very little chance to stick around and fail.

In five turns (4.5 really) the daemons of Slaanesh have defeated the daemons of Tzeentch.

My first triple-triple!

| May 15, 2012 | 0 Comments

My first triple-triple!
queef

Image by timc74
‘gESTATES’ through the T.

Granted, Sarah let me have ‘QUEEF’ earlier in the game. Who knows how it might have turned out.

Second zombie group will move to save the first

| May 12, 2012 | 0 Comments

Second zombie group will move to save the first
killing the beast

Image by jon_a_ross
A battle of magic: 1000 points of Vampire Counts in the form of two necromantic brothers and their horde’s of zombie followers vs. 1000 points of Tzeentch worshipping beasts of chaos.

Six turns (plus one), beasts of chaos deploy first and go first.

jon-a-ross.livejournal.com/948428.html For the following battle report with pictures:

This battle started out as an experiment to see if a horde of zombies could be a threat, an actually working army. In theory they are cheap enough that you can field a silly number of them, overwhelming mortal armies and dragging them down. To test this out I build a 1000 point vampire counts force using 2 necromancers and 160 zombies. I have 180 zombie models, so with 20 to spare I was all set to roll.

To face the zombies I thought I would see how my beasts of Chaos force works. I have never fielded beasts of Chaos before (and vampire counts only in small warbands battles) so this was going to be an interesting match.

The beasts of chaos got two 8 gor 12 ungor herds, one of which was sent to ambush. Leading the force was a wargor of Tzeentch in Chaos armour and shield, inside a 20 beast unit of Bestigor’s of Tzeentch (Tzaangors). Thinking about it the Tzaangors might have had a magical standard, but if they did I forgot to use it during the game. Rounding out the beasts of Chaos force was a mutated chaos giant, for punch. It turns out to have been an excellent call.

The vampire counts were all zombies as I’ve stated. So the 4 40 corpse zombie hordes with standard and musician would be the bulk. But there was one minor necromancer with the book that has the dancing zombie’s bound spell and the heal undead spell. And the final necromancer general with all three necromantic spells, the nightshroud armour and the scepter of raising the dead mounted on a corpse cart to lead them. I remembered a little late into the game that the general could share his leadership with the troops, something that if I had recalled would’ve put the general even closer to the action and trying to keep all the zombies close enough to get both that bonus and the ability to march.

The battlefield was built to be the site of some fallen settlement, already reclaimed by nature. A small grove of trees, some rocks marking the foundations of buildings and a evil monolith in the center. Looking at the field during the play I found the zombie side wishing their was less terrain on the field. With such large units they were having trouble getting more then one unit into combat at a time, and to win the zombies really needed to double team as much as possible.

In general the beasts of chaos failed their leadership to charge tests only a couple of times, but those moments when they couldn’t get up the nerve to strike bought the zombies time to re-enforce their numbers. Magic was untrustworthy in the game, as I rolled three miscasts using level one and two wizards. The Tzeentch wargor had two miscasts and the zombie general one. I also recall at least two unstoppable force castings. Otherwise both sides had enough dispel dice to counter all but one of the spells from the other. The necromancers had two bound spells and four power dice, but usually I would cast one 2 dice spell off the general and then one single die spell off each necromancer (usually the heal undead spell) followed by the bound spells.

The Tzeentch wargor had rolled up the flaming shield spell as well as a spell that could cause a unit to strike itself, only if that unit isn’t immune to psychology. As the undead are that spell was traded in for the default magic missile zap. In the game only two zaps from the magic missile were successful, but the spell did cast three times successfully. The flaming shield never was cast, it was either dispelled or miscast or even not cast at all (throwing it last after the magic missile using two dice). Magic for the beastmen was not a tipping point.

Turn 1 sees the beasts of chaos rush forward. I was thinking about having the Tzaangors meet up with the beastmen herd and catch the zombies in a pincher movement, but I didn’t want to have my beastmen caught from behind either. I waited to see how fast the zombies would approach. The chaos giant was heading off to deal with the flanking zombies. Some zombies die from magic, but their loss is barely noticed.

The zombies shuffle forward, in such large numbers as to be a threat. The corpse cart and general keep between the large zombie hordes and even summon up some more zombies to join in. The zombies on the flank alone move forward a bit, while the zombies with the necromancer escort are magically encouraged forward.

Turn 2 has the Tzaangors fail their leadership test to charge the fear causing zombies, the general summons the ambushing beastmen herd and the giant charges the zombies on the flank. The beastmen arrive right behind the corpse cart as planned and will force it into a defensive position. The magic phase sees the first miscast from the Tzeentch Wargor and ends. The giant starts jumping up and down on the zombies, something he will do for a while yet.

The zombies move forward on their second turn, pushing forward as their battle plan has already been drawn. The necromancer general summons up and re-enforces a zombie horde to stand between himself and the approaching beastmen. The zombies fighting the giant are not as lucky and find themselves reduced to only four.

Turn 3 sees the wargor of Tzeentch get his men to agree to charge the zombies. The giant will jump on the last of the zombies, and the beastmen herd on the other side will successfully charge the zombies over there. The ambushing beastmen herd will fail to find the courage to charge the zombies summoned up just to deal with them. So far over 40 zombies will have been killed but they do seem to keep on coming.

The zombies charge the beastmen herd that was ambushing them. But even as the beastmen fail their leadership they are able to do enough to win combat against the zombies, who then fail their leadership roll badly (in part because the general was too far away) and lose a number of their troops. The other zombie conflicts continue to push forward, but non zombie losses are light. The necromancer who as babysitting the zombies on the flank runs and in his haste losses the bookmark for his spellbook, casting the dancing one last time on himself to get away.

Turn 4 starts with the giant rushing after the funny little man who dropped stuff. The wargor miscasts for a second time, this time blowing up three of his men, three zombies and taking a wound for his trouble. The beastmen in combat with the zombies keep cutting them down, slashing and cutting, cutting and slashing.

The necromancer doesn’t have much like this round either, with a miscast of his own damaging both himself and the corpse cart he’s on. The zombies are able to charge the beastmen on the flank, hoping to just break them but they past their leadership. Then the flanking charge is hoped to be enough. It isn’t, the beastmen are able to push to a tie on this round of battle. Worse yet, both the zombies slowing down the ambushing beastmen herd as well as the zombies fighting the Tzaangors are both destroyed.

Turn 5 sees three out of the four beastmen units free of attackers and able to push forward to break into the zombie command structure. Only their courage fails them. Both the beastmen herd and the Tzaangors fail their leadership tests to charge fear causing units, leaving the zombie commanders alive and well. One necromancer takes a magic missile but he keeps going with his two wounds. The beastmen herd under the weight of two zombie forces breaks, taking 38 hits for running away from so many zombies.

The zombies follow up on this success by sending the smaller zombie group after the fleeing beastmen, who run further. The rest of the zombies then regroup and move to support the general, turning around and heading back into the center of the battlefield.

Turn six was a bit of a disappointment for both sides. Nothing on the beastmen side was in charge range or passed their leadership tests to charge. The fleeing beastmen kept fleeing. The zombies were able to get seven or so of the mindless buggers to charge the giant but no wounds and all wiped out in a single combat phase.

At the end of the formal game the match was clearly for the beasts of chaos. They had one unit fleeing but all three of the others were mostly undamaged. But the zombies saw a chance that one more turn could change that. It would have to be a perfect turn, but it was possible for a zombie victory.

Turn seven therefore saw the beastmen rally on the flank, as well as the giant and the other beastman herd charge. The giant just runs up to the necromancer and yells at him, ending that battle but causing no wounds to either side. The beastmen that charged the zombies failed to take into account the zombies striking first and the zombies are amazingly able to win the combat. The beastmen break and lose a number of their men to the zombies as they pull down the fleeing troops.

But the zombies do not fair much better. One group of zombies has finally worked it’s way around the monolith and stands ready to surprise the Tzaangors. If the Tzaangors break from combat, as they have already passed the leadership test to be charged by the zombies, they will be lost upon contact with the zombies. The corpse cart takes a direct hit from the giant’s club and even it’s regeneration isn’t enough to put it together. But the necromancer riding it was unharmed, but unable to damage the giant either. The zombies on the flank are lost in their reckless charge against the beastmen (I was hoping for a failed leadership test or similar to give the zombies a chance). And in the end, the zombies against the tzaangors are not enough to break them. It wasn’t even close.

The battle goes to the beasts of chaos.

My first mesh in Agni LOL

| May 6, 2012 | 0 Comments

My first mesh in Agni LOL
LOL

Image by pallina60 Loon
Vieni a vedere!

slurl.com/secondlife/LOL/154/95/26

the first carrot

| May 5, 2012 | 0 Comments

the first carrot
pulling the carrot

Image by Phoenix Dark-Knight
since my t’other carrot picture got a nice comment and invitation to enter The Weirdest Carrot Comptition I thought i’d show everyone the ever-so humorous first carrot that got pulled up in Sept.

Happy First Day Of Spring – Butterfly Snacks!

| May 2, 2012 | 0 Comments

Happy First Day Of Spring – Butterfly Snacks!


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Baby D first birthday. #first #birthday

| April 26, 2012 | 0 Comments

Baby D first birthday. #first #birthday


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