Cool Magic Videos images

Some cool Magic Videos images:

El Crucero Carnival Magic, el nuevo buque de Carnival Cruise Lines en Las Palmas de Gran Canaria
6306313741 eea7fefa3f Cool Magic Videos images

Image by El coleccionista de instantes
El Crucero Carnival Magic, el nuevo buque de Carnival Cruise Lines en el Muelle de Santa Catalina de Las Palmas de Gran Canaria (2 – 11 – 2011)

Ver el video de las imágenes aqui : www.youtube.com/watch?v=sltxP8GYZPQ

El puerto de la Luz y de Las Palmas en Gran Canaria, vivirá desde hoy y hasta el próximo domingo una semana intensa en lo que al tráfico de cruceros se refiere. La llegada del Carnival Magic, el nuevo buque de Carnival Cruise Lines, que llegó a las 8.00 horas de esta mañana encabeza una lista de un total de 8 buques que traerán a la capital a un total de 19.872 pasajeros.
La del Carnival Magic es su primera su primera escala en el puerto capitalino, por lo que la Autoridad Portuaria tiene previsto cumplir en la mañana de hoy con la tradicional entrega de metopas a su capitán. Los 3.690 pasajeros que van a bordo de este nuevo buque podrán disfrutar por unas horas de la oferta cultural y comercial de la ciudad y de los municipios cercanos.
La segunda llegada de hoy ha sido la del AIDASol, una habitual del Muelle de Santa Catalina. Sus 252 metros de eslora recalaron en la capital sobre las 8.00 horas con sus 2.194 pasajeros a bordo.

www.canarias7.es/articulo.cfm?id=236379
Ver las imágenes del interior del crucero aqui : www.canarias7.es/multimedia/galeria.cfm?id=6823
Gracias por visitar y comentar
thanks for visit and comment
Visita mi Blog de Fotografias: www.elcoleccionistadeinstantes.com/

El Crucero Carnival Magic, el nuevo buque de Carnival Cruise Lines en Las Palmas de Gran Canaria
6306294395 edef4a94fd Cool Magic Videos images

Image by El coleccionista de instantes
El Crucero Carnival Magic, el nuevo buque de Carnival Cruise Lines en el Muelle de Santa Catalina de Las Palmas de Gran Canaria (2 – 11 – 2011)

Ver el video de las imágenes aqui : www.youtube.com/watch?v=sltxP8GYZPQ

El puerto de la Luz y de Las Palmas en Gran Canaria, vivirá desde hoy y hasta el próximo domingo una semana intensa en lo que al tráfico de cruceros se refiere. La llegada del Carnival Magic, el nuevo buque de Carnival Cruise Lines, que llegó a las 8.00 horas de esta mañana encabeza una lista de un total de 8 buques que traerán a la capital a un total de 19.872 pasajeros.
La del Carnival Magic es su primera su primera escala en el puerto capitalino, por lo que la Autoridad Portuaria tiene previsto cumplir en la mañana de hoy con la tradicional entrega de metopas a su capitán. Los 3.690 pasajeros que van a bordo de este nuevo buque podrán disfrutar por unas horas de la oferta cultural y comercial de la ciudad y de los municipios cercanos.
La segunda llegada de hoy ha sido la del AIDASol, una habitual del Muelle de Santa Catalina. Sus 252 metros de eslora recalaron en la capital sobre las 8.00 horas con sus 2.194 pasajeros a bordo.

www.canarias7.es/articulo.cfm?id=236379
Ver las imágenes del interior del crucero aqui : www.canarias7.es/multimedia/galeria.cfm?id=6823
Gracias por visitar y comentar
thanks for visit and comment
Visita mi Blog de Fotografias: www.elcoleccionistadeinstantes.com/

El Crucero Carnival Magic, el nuevo buque de Carnival Cruise Lines en Las Palmas de Gran Canaria
6306789806 667aa9217f Cool Magic Videos images

Image by El coleccionista de instantes
El Crucero Carnival Magic, el nuevo buque de Carnival Cruise Lines en el Muelle de Santa Catalina de Las Palmas de Gran Canaria (2 – 11 – 2011)

Ver el video de las imágenes aqui : www.youtube.com/watch?v=sltxP8GYZPQ

El puerto de la Luz y de Las Palmas en Gran Canaria, vivirá desde hoy y hasta el próximo domingo una semana intensa en lo que al tráfico de cruceros se refiere. La llegada del Carnival Magic, el nuevo buque de Carnival Cruise Lines, que llegó a las 8.00 horas de esta mañana encabeza una lista de un total de 8 buques que traerán a la capital a un total de 19.872 pasajeros.
La del Carnival Magic es su primera su primera escala en el puerto capitalino, por lo que la Autoridad Portuaria tiene previsto cumplir en la mañana de hoy con la tradicional entrega de metopas a su capitán. Los 3.690 pasajeros que van a bordo de este nuevo buque podrán disfrutar por unas horas de la oferta cultural y comercial de la ciudad y de los municipios cercanos.
La segunda llegada de hoy ha sido la del AIDASol, una habitual del Muelle de Santa Catalina. Sus 252 metros de eslora recalaron en la capital sobre las 8.00 horas con sus 2.194 pasajeros a bordo.

www.canarias7.es/articulo.cfm?id=236379
Ver las imágenes del interior del crucero aqui : www.canarias7.es/multimedia/galeria.cfm?id=6823
Gracias por visitar y comentar
thanks for visit and comment
Visita mi Blog de Fotografias: www.elcoleccionistadeinstantes.com/


Kim Kardashian & THE MAGIC LINE!

default Kim Kardashian & THE MAGIC LINE!

Contouring and Highlighting with the Magic Line method. This is a very old method, but also a very good one. Before using the “magic line” Try changing it first. I have done many videos on contouring and highlighting – if you will check that those i would be really happy. www.youtube.com If you look slimmer this technique you how much it can transform a face. Remember that you do not select to have contour and at the same time. You can only have one. Personally, I prefer to emphasize what I think it looks the best. I love love love The Balm Highlighter – its amazing. I mention it here in my Fav video:) www.youtube.com You need the free make-up studio give-away? It is amazing and worth 00! www.youtube.com
Video Rating: 4 / 5

default Kim Kardashian & THE MAGIC LINE!

We try to make the clock field in a Mini Magic Masters Tournament at PAX! Alex, Dan, and Jeff give you a Magic: the Gathering Mini Masters tournament at the Penny Arcade Expo! What does this mean? You only get 2 booster packs from a 30-card deck to create, and then have to defeat other players to get more cards. Are they ready for the challenge? Be sure that you back tomorrow for more reactions to PAX 2011! All of our PAX coverage can be viewed here: www.youtube.com LIKE comment this video! Miss an episode, subscribe for Daily Videos: www.youtube.com More Episodes: www.youtube.com Facebook: www.facebook.com Twitter: twitter.com Alex’s Twitter: twitter.com Dan’s Twitter: twitter.com Jeffs Twitter: twitter . com about Totally RAD SHOW: The Totally Rad Show is the summer blockbuster of geek news shows. Every week hosts Alex Albrecht, Dan Trachtenberg, and Jeff Cannata rip into the world of movies, video games, TV, comics and much more, and drag that wheel.
Video Rating: 4 / 5


The Magic Man

A few nice Magic Tricks images I found:

The Magic Man
2767787997 89bde7060a The Magic Man

Image by Hillary Stein
I went to the flea market to go to the camera shop, but then my dad and I had some extra time to kill so we wandered around the place for a while. As soon as I found this man showing someone a card trick I was dying to take some pictures. He was more than happy to let me get some shots and show me some tricks icon smile The Magic Man

Blaine Hang 3
303084758 a3fc0397c9 The Magic Man

Image by phrenologist
David Blaine is up to his usual tricks in Times Square this week. I miss David Copperfield.

Magic – Fats or Corky?
5898754279 e243f8bb3a The Magic Man

Image by the justified sinner
Magic trick shop in Brighton.


The screaming catapult takes the second shot

Some cool How to Do Magic Trick images:

The screaming catapult takes the second shot
4068541155 a7d0921e7a The screaming catapult takes the second shot

Image by jon_a_ross
The battle report is here too jon-a-ross.livejournal.com/950979.html

Warhammer Battle report Vampire Counts vs. Tomb Kings
1000 points to a side, six turns plus one, Tomb kings move first.

I have fielded my tomb kings as a cavalry force and found them highly effective. I don’t believe that such a force would do well against the zombies (but I may yet try it) but I also have spearmen and archers. Thus I put together a 1000 point tomb king army using those elements as the core. 19 Archers joined by the lich priest, 19 spearmen with light armour and shield joined by the tomb prince, 3 Ushabti and one screaming skull catapult. This force shall go up against my zombie hordes.

The zombies shall be my zombie hordes as normal, 160 zombies and two necromancers. One necromancer on his corpse cart who is the general and with all his spells, as well as the scepter of undead summoning. The second necromancer is carrying the book that can cast the dancing dead spell each turn.

The battlefield was randomly generated for this match. I have been rolling a d6 to see how many pieces of terrain to put out. 1 gets 3 pieces, 2 gets 4 and so on until it is a 5 or 6. On a 5 the terrain will be arranged in a circle around the battlefield as a clearing or valley. On a six I will put out six large and six small pieces of terrain. As to where they get placed I roll a d6 for each piece that is to be deployed. The battlefield is divided up into six two foot by two foot sections, and the result of the d6 is which section the terrain is placed in. And to make it fair then each army rolls a dice with the highest getting deployed on the east side of the table. Another roll for deploying first and the final roll for going first as normal. As I am the general for both sides I want their to be an epic amount of death and destruction so both sides throw themselves at the enemy as best they can.

Anyway, with all that out of the way as background, the battlefield ended up with 12 pieces of terrain on it, all but one in the south. A very clustered pathway of hills and rocks. The tomb kings would use that to their advantage and place a row of archers up on a rocky hill over looking much of the southern end of the battlefield. To guard the archers side the Ushabti would be deployed. To their other side the screaming catapult would be placed, perhaps a bit more forward then is wise. And then on the far side of that the tomb prince would lead his 19 spearmen. The idea was that the screaming catapult and the archers would reduce any incoming foes before the ushabti and the tomb prince would have to deal with them.

The zombies would deploy mostly in the south as well in a line. In the hilly and rocky south there was three paths that would lead across the battlefield and into the Tomb Kings castle in the sky defense. The general on his corpse cart was deployed in the middle of the three groups of zombies and a bit behind to stay close enough to them to allow the zombies to march (undead can march within 12” of their general). In the north the final group of zombies were deployed along with the necromancer on foot with his magic book. In theory this pair would allow the zombies to hit the flank of the tomb kings at the same time the zombies marching up the front.

The tomb kings shall not do much on their first movement phase. The ushabti shall move forward slowly (because of the difficult terrain on that side) and the archers shall move forward on the hill. The screaming catapult shall stand and fire, while the tomb prince will also stand silently guard. The lich priest shall be able to use his magic to give the screaming catapult a second attack (or rather an extra one in the magic phase). The first screaming catapult shot shall miss, but the second one lands amongst the zombies killing six.

The zombies are hardly fazed, after all a single spell will on average raise more zombies then that to replace them. The zombies rush forward as best they can. The flanking zombies only walk, but when the necromancer goes to use his trick to get them to move faster rolls that dreaded 1 and the magic runs out. This is the second battle in a row for the zombies in which this tactic will fail because the magic isn’t there. The magic phase also has only one successful spell cast for the necromancers, and that was a raise dead on the flanking zombies.

The second tomb king turn has some arrow fire off the archers landing onto the zombies. Actually thanks to the magic of the lich priest two waves of arrows shall be launched, but only a handful of zombies fall as pin cushions. The screaming catapult also fails to hit anything. The ushabti also shift forward slowly but the rest of the tomb kings are still and silent.

The second zombie turn has the zombies shifting forward. Once again their magic phase is denied by bad rolling and dispel dice. Other then moving forward nothing else meaningful happens on the zombie turn.

The third tomb king turn has very little moving again. The ushabti are still moving over their crater. Then onto the tomb king shooting. The screaming catapult rolls a hit and nails a handful of zombies. The archers will also have an excellent turn thanks to the lich priests magic. They get to take two shots into the approaching zombies, rolling 15 hits out of 30 shots (looking for 5 or 6’s). They will kill 13 zombies under all those arrows. Which after the screaming catapult shot will have this one group of zombies quite hurt indeed.

On the third vampire count turn the necromancer general will see what all those ranged attacks are doing to his zombies and choose to duck quickly behind a hill for some cover. The two southern most zombie hordes will move to attack the ushabti both being short this turn but ready for next turn. The zombies rushing down the middle will also just be short of the tomb prince. Magic once again fails the zombies, as they tried to rush the tomb prince this turn. A dispel scroll took care of that and the only other magic that worked was raising yet more zombies.

With the cards showing that next turn the zombies would attack the tomb kings finally make their move. The ushabti rush into the zombies in front of them, hoping that the archers will be able to deal with the flanking zombies. The Tomb prince and his spearmen rush forward to deal with the zombies ahead of them. The tomb prince tries his magic to aid the spearmen attack and fails thanks to the dispel die from the necromancers. The lich priest is able to get is magic to work even with all the counter magic out there and they fire 30 shots into the same zombies they have been shooting up so far. It will not be enough to stop them but the two that remain will not do much against the ushabti.

In close combat the ushabti will kill five zombies but lose combat. Their leadership test is successful so they do not take damage from it. The tomb prince and his spearmen host will also kill five zombies, but for them this is enough to win combat and the leadership test off the zombies will result in seven more zombies falling. The zombies are still not worried however.

The fourth zombie turn gives the zombies a chance to break even. The ushabti will find those last two zombies charge into them, not enough to get a flank bonus but not worth directing any attacks against either. If the ushabti ever win combat against the zombies any losses have to be taken on all units. The zombie flanking unit is not close enough to the general to get to march move and they approach the tomb king spearmen at just a walk.

In the close combat the ushabti beat the zombies but they amazingly pass their leadership test and hold themselves together. The zombies against the tomb prince find the spears are enough to make a big difference and they fall to below the skeletal warriors in numbers.

On the fifth tomb king turn the zombies are in trouble. Or so it appears as the ushabti are not taking damage fighting them and the tomb prince with his spearmen are cutting down the zombies faster then they can be raised. The screaming catapult will be targeted by the lich priest for an extra attack only to have it countered by the necromancers. The tomb prince will also have his magic foiled by the necromancers. The spearmen will manage to kill ten zombies after leadership, while the ushabti will break the zombies by eleven after leadership. Thirteen zombies will fall, and the ushabti have this struggle well in hand.

With the fifth turn in the game already on the zombies and magic having gone so against the vampire counts much of the hope seemed lost. The flanking zombies are finally close enough to the general to march. They move forward but find themselves just out of range of the tomb prince. The necromancers change their plan of attack. Rather then trying for the more difficult dancing spell they try to cast the raise dead spell off their leader. It works, in fact all four spells of the necromancers work this turn as well as the strikes first off the corpse cart. One group of 12 zombies now stands beside the tomb prince, facing the screaming catapult.

It isn’t enough for the zombies to win combat against the tomb kings, but the extra zombies allow them to take the damage and still have the tomb prince locked in combat. The ushabti also smash down more zombies, reducing them to a single rank.

On the tomb king turn six we have a miss off the screaming catapult and the magic of the lich priest and tomb king both fail. The archers on the hill kill four zombies, but there are still eight zombies left standing. The spearmen and the tomb king reduce the zombies to a single rank but the zombies are still there.

With the last official turn of the game now upon the zombies everything has to be pushed forward. The zombies charge into the side of the tomb kings, while the newly summoned group of eight charge the screaming catapult. The necromancer general will have another excellent turn with the tomb kings magic. The dancing dead spell will allow the large block of zombies to reroll misses in their combat while more dead are summoned to full out the ranks. Always striking first also successful and the zombies rush into the skeletal warriors.

Six zombies will fall in that attack and three skeletal warriors will fail their armour saves and fall. But for all the success of the zombies attack the tomb prince will pass his leadership.

Thus in the end the tomb kings will have lost only two troopers, easily replaced via the lich priests magic. But the tomb prince was in danger, and I wanted to see if the next turn would be enough to change the victors from the tomb kings to the zombies.

The seventh tomb king turn just has the ushabti walk forward. Magic was unable to push them into battle as the necromancer’s dispel dice worked. However, the tomb prince’s magic was successful causing four zombies to fall under the spears. The close combat against the spearmen will have more zombies fall but the tomb kings pass their leadership. The screaming catapult crew will not be as lucky. They take a hit from the zombies as well as failing their leadership and their goes the screaming catapult. The zombies turn around with their reform action ready to charge the tomb prince.

With the vampire counts having one chance to score victory three zombie units attack the tomb prince and his spearmen at the same time. Surrounded and attacked first only two more skeletal warriors fall. The zombies were not able to drag a victory from the tomb princes. Another defeat for my zombie hordes.

The tomb kings would go on to use the same defense here against the daemons of Khorne. Stay tuned to see how that turned out.

The 50 zombies are about to jump the three ushabti
4068722565 6c478725cc The screaming catapult takes the second shot

Image by jon_a_ross
The battle report is here too jon-a-ross.livejournal.com/950979.html

Warhammer Battle report Vampire Counts vs. Tomb Kings
1000 points to a side, six turns plus one, Tomb kings move first.

I have fielded my tomb kings as a cavalry force and found them highly effective. I don’t believe that such a force would do well against the zombies (but I may yet try it) but I also have spearmen and archers. Thus I put together a 1000 point tomb king army using those elements as the core. 19 Archers joined by the lich priest, 19 spearmen with light armour and shield joined by the tomb prince, 3 Ushabti and one screaming skull catapult. This force shall go up against my zombie hordes.

The zombies shall be my zombie hordes as normal, 160 zombies and two necromancers. One necromancer on his corpse cart who is the general and with all his spells, as well as the scepter of undead summoning. The second necromancer is carrying the book that can cast the dancing dead spell each turn.

The battlefield was randomly generated for this match. I have been rolling a d6 to see how many pieces of terrain to put out. 1 gets 3 pieces, 2 gets 4 and so on until it is a 5 or 6. On a 5 the terrain will be arranged in a circle around the battlefield as a clearing or valley. On a six I will put out six large and six small pieces of terrain. As to where they get placed I roll a d6 for each piece that is to be deployed. The battlefield is divided up into six two foot by two foot sections, and the result of the d6 is which section the terrain is placed in. And to make it fair then each army rolls a dice with the highest getting deployed on the east side of the table. Another roll for deploying first and the final roll for going first as normal. As I am the general for both sides I want their to be an epic amount of death and destruction so both sides throw themselves at the enemy as best they can.

Anyway, with all that out of the way as background, the battlefield ended up with 12 pieces of terrain on it, all but one in the south. A very clustered pathway of hills and rocks. The tomb kings would use that to their advantage and place a row of archers up on a rocky hill over looking much of the southern end of the battlefield. To guard the archers side the Ushabti would be deployed. To their other side the screaming catapult would be placed, perhaps a bit more forward then is wise. And then on the far side of that the tomb prince would lead his 19 spearmen. The idea was that the screaming catapult and the archers would reduce any incoming foes before the ushabti and the tomb prince would have to deal with them.

The zombies would deploy mostly in the south as well in a line. In the hilly and rocky south there was three paths that would lead across the battlefield and into the Tomb Kings castle in the sky defense. The general on his corpse cart was deployed in the middle of the three groups of zombies and a bit behind to stay close enough to them to allow the zombies to march (undead can march within 12” of their general). In the north the final group of zombies were deployed along with the necromancer on foot with his magic book. In theory this pair would allow the zombies to hit the flank of the tomb kings at the same time the zombies marching up the front.

The tomb kings shall not do much on their first movement phase. The ushabti shall move forward slowly (because of the difficult terrain on that side) and the archers shall move forward on the hill. The screaming catapult shall stand and fire, while the tomb prince will also stand silently guard. The lich priest shall be able to use his magic to give the screaming catapult a second attack (or rather an extra one in the magic phase). The first screaming catapult shot shall miss, but the second one lands amongst the zombies killing six.

The zombies are hardly fazed, after all a single spell will on average raise more zombies then that to replace them. The zombies rush forward as best they can. The flanking zombies only walk, but when the necromancer goes to use his trick to get them to move faster rolls that dreaded 1 and the magic runs out. This is the second battle in a row for the zombies in which this tactic will fail because the magic isn’t there. The magic phase also has only one successful spell cast for the necromancers, and that was a raise dead on the flanking zombies.

The second tomb king turn has some arrow fire off the archers landing onto the zombies. Actually thanks to the magic of the lich priest two waves of arrows shall be launched, but only a handful of zombies fall as pin cushions. The screaming catapult also fails to hit anything. The ushabti also shift forward slowly but the rest of the tomb kings are still and silent.

The second zombie turn has the zombies shifting forward. Once again their magic phase is denied by bad rolling and dispel dice. Other then moving forward nothing else meaningful happens on the zombie turn.

The third tomb king turn has very little moving again. The ushabti are still moving over their crater. Then onto the tomb king shooting. The screaming catapult rolls a hit and nails a handful of zombies. The archers will also have an excellent turn thanks to the lich priests magic. They get to take two shots into the approaching zombies, rolling 15 hits out of 30 shots (looking for 5 or 6’s). They will kill 13 zombies under all those arrows. Which after the screaming catapult shot will have this one group of zombies quite hurt indeed.

On the third vampire count turn the necromancer general will see what all those ranged attacks are doing to his zombies and choose to duck quickly behind a hill for some cover. The two southern most zombie hordes will move to attack the ushabti both being short this turn but ready for next turn. The zombies rushing down the middle will also just be short of the tomb prince. Magic once again fails the zombies, as they tried to rush the tomb prince this turn. A dispel scroll took care of that and the only other magic that worked was raising yet more zombies.

With the cards showing that next turn the zombies would attack the tomb kings finally make their move. The ushabti rush into the zombies in front of them, hoping that the archers will be able to deal with the flanking zombies. The Tomb prince and his spearmen rush forward to deal with the zombies ahead of them. The tomb prince tries his magic to aid the spearmen attack and fails thanks to the dispel die from the necromancers. The lich priest is able to get is magic to work even with all the counter magic out there and they fire 30 shots into the same zombies they have been shooting up so far. It will not be enough to stop them but the two that remain will not do much against the ushabti.

In close combat the ushabti will kill five zombies but lose combat. Their leadership test is successful so they do not take damage from it. The tomb prince and his spearmen host will also kill five zombies, but for them this is enough to win combat and the leadership test off the zombies will result in seven more zombies falling. The zombies are still not worried however.

The fourth zombie turn gives the zombies a chance to break even. The ushabti will find those last two zombies charge into them, not enough to get a flank bonus but not worth directing any attacks against either. If the ushabti ever win combat against the zombies any losses have to be taken on all units. The zombie flanking unit is not close enough to the general to get to march move and they approach the tomb king spearmen at just a walk.

In the close combat the ushabti beat the zombies but they amazingly pass their leadership test and hold themselves together. The zombies against the tomb prince find the spears are enough to make a big difference and they fall to below the skeletal warriors in numbers.

On the fifth tomb king turn the zombies are in trouble. Or so it appears as the ushabti are not taking damage fighting them and the tomb prince with his spearmen are cutting down the zombies faster then they can be raised. The screaming catapult will be targeted by the lich priest for an extra attack only to have it countered by the necromancers. The tomb prince will also have his magic foiled by the necromancers. The spearmen will manage to kill ten zombies after leadership, while the ushabti will break the zombies by eleven after leadership. Thirteen zombies will fall, and the ushabti have this struggle well in hand.

With the fifth turn in the game already on the zombies and magic having gone so against the vampire counts much of the hope seemed lost. The flanking zombies are finally close enough to the general to march. They move forward but find themselves just out of range of the tomb prince. The necromancers change their plan of attack. Rather then trying for the more difficult dancing spell they try to cast the raise dead spell off their leader. It works, in fact all four spells of the necromancers work this turn as well as the strikes first off the corpse cart. One group of 12 zombies now stands beside the tomb prince, facing the screaming catapult.

It isn’t enough for the zombies to win combat against the tomb kings, but the extra zombies allow them to take the damage and still have the tomb prince locked in combat. The ushabti also smash down more zombies, reducing them to a single rank.

On the tomb king turn six we have a miss off the screaming catapult and the magic of the lich priest and tomb king both fail. The archers on the hill kill four zombies, but there are still eight zombies left standing. The spearmen and the tomb king reduce the zombies to a single rank but the zombies are still there.

With the last official turn of the game now upon the zombies everything has to be pushed forward. The zombies charge into the side of the tomb kings, while the newly summoned group of eight charge the screaming catapult. The necromancer general will have another excellent turn with the tomb kings magic. The dancing dead spell will allow the large block of zombies to reroll misses in their combat while more dead are summoned to full out the ranks. Always striking first also successful and the zombies rush into the skeletal warriors.

Six zombies will fall in that attack and three skeletal warriors will fail their armour saves and fall. But for all the success of the zombies attack the tomb prince will pass his leadership.

Thus in the end the tomb kings will have lost only two troopers, easily replaced via the lich priests magic. But the tomb prince was in danger, and I wanted to see if the next turn would be enough to change the victors from the tomb kings to the zombies.

The seventh tomb king turn just has the ushabti walk forward. Magic was unable to push them into battle as the necromancer’s dispel dice worked. However, the tomb prince’s magic was successful causing four zombies to fall under the spears. The close combat against the spearmen will have more zombies fall but the tomb kings pass their leadership. The screaming catapult crew will not be as lucky. They take a hit from the zombies as well as failing their leadership and their goes the screaming catapult. The zombies turn around with their reform action ready to charge the tomb prince.

With the vampire counts having one chance to score victory three zombie units attack the tomb prince and his spearmen at the same time. Surrounded and attacked first only two more skeletal warriors fall. The zombies were not able to drag a victory from the tomb princes. Another defeat for my zombie hordes.

The tomb kings would go on to use the same defense here against the daemons of Khorne. Stay tuned to see how that turned out.

Two batches of 15 arrows landing on the zombies very well indeed
4069428822 23bdf1efd8 The screaming catapult takes the second shot

Image by jon_a_ross
The battle report is here too jon-a-ross.livejournal.com/950979.html

Warhammer Battle report Vampire Counts vs. Tomb Kings
1000 points to a side, six turns plus one, Tomb kings move first.

I have fielded my tomb kings as a cavalry force and found them highly effective. I don’t believe that such a force would do well against the zombies (but I may yet try it) but I also have spearmen and archers. Thus I put together a 1000 point tomb king army using those elements as the core. 19 Archers joined by the lich priest, 19 spearmen with light armour and shield joined by the tomb prince, 3 Ushabti and one screaming skull catapult. This force shall go up against my zombie hordes.

The zombies shall be my zombie hordes as normal, 160 zombies and two necromancers. One necromancer on his corpse cart who is the general and with all his spells, as well as the scepter of undead summoning. The second necromancer is carrying the book that can cast the dancing dead spell each turn.

The battlefield was randomly generated for this match. I have been rolling a d6 to see how many pieces of terrain to put out. 1 gets 3 pieces, 2 gets 4 and so on until it is a 5 or 6. On a 5 the terrain will be arranged in a circle around the battlefield as a clearing or valley. On a six I will put out six large and six small pieces of terrain. As to where they get placed I roll a d6 for each piece that is to be deployed. The battlefield is divided up into six two foot by two foot sections, and the result of the d6 is which section the terrain is placed in. And to make it fair then each army rolls a dice with the highest getting deployed on the east side of the table. Another roll for deploying first and the final roll for going first as normal. As I am the general for both sides I want their to be an epic amount of death and destruction so both sides throw themselves at the enemy as best they can.

Anyway, with all that out of the way as background, the battlefield ended up with 12 pieces of terrain on it, all but one in the south. A very clustered pathway of hills and rocks. The tomb kings would use that to their advantage and place a row of archers up on a rocky hill over looking much of the southern end of the battlefield. To guard the archers side the Ushabti would be deployed. To their other side the screaming catapult would be placed, perhaps a bit more forward then is wise. And then on the far side of that the tomb prince would lead his 19 spearmen. The idea was that the screaming catapult and the archers would reduce any incoming foes before the ushabti and the tomb prince would have to deal with them.

The zombies would deploy mostly in the south as well in a line. In the hilly and rocky south there was three paths that would lead across the battlefield and into the Tomb Kings castle in the sky defense. The general on his corpse cart was deployed in the middle of the three groups of zombies and a bit behind to stay close enough to them to allow the zombies to march (undead can march within 12” of their general). In the north the final group of zombies were deployed along with the necromancer on foot with his magic book. In theory this pair would allow the zombies to hit the flank of the tomb kings at the same time the zombies marching up the front.

The tomb kings shall not do much on their first movement phase. The ushabti shall move forward slowly (because of the difficult terrain on that side) and the archers shall move forward on the hill. The screaming catapult shall stand and fire, while the tomb prince will also stand silently guard. The lich priest shall be able to use his magic to give the screaming catapult a second attack (or rather an extra one in the magic phase). The first screaming catapult shot shall miss, but the second one lands amongst the zombies killing six.

The zombies are hardly fazed, after all a single spell will on average raise more zombies then that to replace them. The zombies rush forward as best they can. The flanking zombies only walk, but when the necromancer goes to use his trick to get them to move faster rolls that dreaded 1 and the magic runs out. This is the second battle in a row for the zombies in which this tactic will fail because the magic isn’t there. The magic phase also has only one successful spell cast for the necromancers, and that was a raise dead on the flanking zombies.

The second tomb king turn has some arrow fire off the archers landing onto the zombies. Actually thanks to the magic of the lich priest two waves of arrows shall be launched, but only a handful of zombies fall as pin cushions. The screaming catapult also fails to hit anything. The ushabti also shift forward slowly but the rest of the tomb kings are still and silent.

The second zombie turn has the zombies shifting forward. Once again their magic phase is denied by bad rolling and dispel dice. Other then moving forward nothing else meaningful happens on the zombie turn.

The third tomb king turn has very little moving again. The ushabti are still moving over their crater. Then onto the tomb king shooting. The screaming catapult rolls a hit and nails a handful of zombies. The archers will also have an excellent turn thanks to the lich priests magic. They get to take two shots into the approaching zombies, rolling 15 hits out of 30 shots (looking for 5 or 6’s). They will kill 13 zombies under all those arrows. Which after the screaming catapult shot will have this one group of zombies quite hurt indeed.

On the third vampire count turn the necromancer general will see what all those ranged attacks are doing to his zombies and choose to duck quickly behind a hill for some cover. The two southern most zombie hordes will move to attack the ushabti both being short this turn but ready for next turn. The zombies rushing down the middle will also just be short of the tomb prince. Magic once again fails the zombies, as they tried to rush the tomb prince this turn. A dispel scroll took care of that and the only other magic that worked was raising yet more zombies.

With the cards showing that next turn the zombies would attack the tomb kings finally make their move. The ushabti rush into the zombies in front of them, hoping that the archers will be able to deal with the flanking zombies. The Tomb prince and his spearmen rush forward to deal with the zombies ahead of them. The tomb prince tries his magic to aid the spearmen attack and fails thanks to the dispel die from the necromancers. The lich priest is able to get is magic to work even with all the counter magic out there and they fire 30 shots into the same zombies they have been shooting up so far. It will not be enough to stop them but the two that remain will not do much against the ushabti.

In close combat the ushabti will kill five zombies but lose combat. Their leadership test is successful so they do not take damage from it. The tomb prince and his spearmen host will also kill five zombies, but for them this is enough to win combat and the leadership test off the zombies will result in seven more zombies falling. The zombies are still not worried however.

The fourth zombie turn gives the zombies a chance to break even. The ushabti will find those last two zombies charge into them, not enough to get a flank bonus but not worth directing any attacks against either. If the ushabti ever win combat against the zombies any losses have to be taken on all units. The zombie flanking unit is not close enough to the general to get to march move and they approach the tomb king spearmen at just a walk.

In the close combat the ushabti beat the zombies but they amazingly pass their leadership test and hold themselves together. The zombies against the tomb prince find the spears are enough to make a big difference and they fall to below the skeletal warriors in numbers.

On the fifth tomb king turn the zombies are in trouble. Or so it appears as the ushabti are not taking damage fighting them and the tomb prince with his spearmen are cutting down the zombies faster then they can be raised. The screaming catapult will be targeted by the lich priest for an extra attack only to have it countered by the necromancers. The tomb prince will also have his magic foiled by the necromancers. The spearmen will manage to kill ten zombies after leadership, while the ushabti will break the zombies by eleven after leadership. Thirteen zombies will fall, and the ushabti have this struggle well in hand.

With the fifth turn in the game already on the zombies and magic having gone so against the vampire counts much of the hope seemed lost. The flanking zombies are finally close enough to the general to march. They move forward but find themselves just out of range of the tomb prince. The necromancers change their plan of attack. Rather then trying for the more difficult dancing spell they try to cast the raise dead spell off their leader. It works, in fact all four spells of the necromancers work this turn as well as the strikes first off the corpse cart. One group of 12 zombies now stands beside the tomb prince, facing the screaming catapult.

It isn’t enough for the zombies to win combat against the tomb kings, but the extra zombies allow them to take the damage and still have the tomb prince locked in combat. The ushabti also smash down more zombies, reducing them to a single rank.

On the tomb king turn six we have a miss off the screaming catapult and the magic of the lich priest and tomb king both fail. The archers on the hill kill four zombies, but there are still eight zombies left standing. The spearmen and the tomb king reduce the zombies to a single rank but the zombies are still there.

With the last official turn of the game now upon the zombies everything has to be pushed forward. The zombies charge into the side of the tomb kings, while the newly summoned group of eight charge the screaming catapult. The necromancer general will have another excellent turn with the tomb kings magic. The dancing dead spell will allow the large block of zombies to reroll misses in their combat while more dead are summoned to full out the ranks. Always striking first also successful and the zombies rush into the skeletal warriors.

Six zombies will fall in that attack and three skeletal warriors will fail their armour saves and fall. But for all the success of the zombies attack the tomb prince will pass his leadership.

Thus in the end the tomb kings will have lost only two troopers, easily replaced via the lich priests magic. But the tomb prince was in danger, and I wanted to see if the next turn would be enough to change the victors from the tomb kings to the zombies.

The seventh tomb king turn just has the ushabti walk forward. Magic was unable to push them into battle as the necromancer’s dispel dice worked. However, the tomb prince’s magic was successful causing four zombies to fall under the spears. The close combat against the spearmen will have more zombies fall but the tomb kings pass their leadership. The screaming catapult crew will not be as lucky. They take a hit from the zombies as well as failing their leadership and their goes the screaming catapult. The zombies turn around with their reform action ready to charge the tomb prince.

With the vampire counts having one chance to score victory three zombie units attack the tomb prince and his spearmen at the same time. Surrounded and attacked first only two more skeletal warriors fall. The zombies were not able to drag a victory from the tomb princes. Another defeat for my zombie hordes.

The tomb kings would go on to use the same defense here against the daemons of Khorne. Stay tuned to see how that turned out.


Magic Tricks Revealed: Money to Burn

An Awesome Magic Trick using a Pilot Frixion Pen. This trick will fool any spectator and make them beg you to reveal the secret to them. This video offers a performance of the trick, as well as a tutorial of it. Please Comment, Rate, and Subscribe for more cool magic tricks! Want to be notified every time I make a new video? Twitter: twitter.com Facebook: www.facebook.com The deck used in this video is the, Bicycle Tragic Royalty Deck
Video Rating: 4 / 5

Learn how to perform a basic coin trick like a professional magician in this free magic lesson video. Expert: Joe Marshall Bio: Joe Marshall has been performing magic since the age of three years old when his grandfather showed him a card trick. Ever since then Joe has been hooked. Filmmaker: Jason Sager
Video Rating: 4 / 5


Easy Card Tricks For Beginners – Cool Magic Trick To Do At School – How To Do Magic Tricks

www.birthday-party-magician.com #13 Funny Magic Trick with Mr Plastic (a family guy) at the Magic School. This is the best magic trick that you can do for audiences that range from kids to grown ups. You will get such a good reaction from all ages. It uses our friend The Fantastic Mr Plastic that you learnt in Video #12 at Julian’s Magician School. Here you team up with a pack of playing cards to produce a really strong magic trick that you will probably be asked to perform again. Now that is generally not a recommended thing to do in magic but the method you will use here is so clean and the trick is so much fun that you can do it a second time for the same audience. So many people I have shown this to go this is the best card trick.Julian’s Magician School has easy magic tricks, funny stuff to make them entertaining plus lots of confidence boosting tips to help you do magic shows. Full of magic tricks, card tricks, coin tricks, rope tricks, paper magic, mind tricks, optical illusions, free magic downloads at www.birthday-party-magician.com. Click on Julian’s Magician School. Julian is a professional magician and family guy. He doesn’t do magic like Criss Angel and David Blaine. Why? Here’s the secret they don’t like you to know. Their cool magic is only for TV and YouTube. True. Their street magic scares people off in the real world. It’s fun to watch but remember they create illusions. I’ll help you take beginner magic tricks (or all the legend cool tricks you have

default Easy Card Tricks For Beginners   Cool Magic Trick To Do At School   How To Do Magic Tricks

Great easy self-working Beginner card tricks revealed this tutorial. Watch performance by schwarzeneggermagic www.youtube.com For the best “card tricks revealed” videos go to www.thecardtrickteacher.com


Magic Table

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I have a podcast that will go through all of my Photo-A-Day 10 photos at a time started. I’ve uploaded the first one to Youtube and Vimeo as well. Once I figure out how to get it on iTunes, I do the set. For now you can view the video on www.benspark.com / photo-a days -7-041505.html


What are some devistating magic tricks to do?

5391305926 dc16f4d414 m What are some devistating magic tricks to do?
by Crossett Library Bennington College

Question by JoeyJordison12929043: What are some devistating magic tricks to do?
Over the past 6 years I’ve been doing street magic(going around to people showing tricks). This has always been a hobby of mine(also helps me get girls). All my tricks are amazing but I want to do some devistating tricks that will freak the audience out that will make them think I had sold my soul to the devil or something like that. What are some tricks I should do?

PS: If u can, please give me the link to the trick or the name of the trick.

Best answer:

Answer by mousie
i have a friend who is 16, female and exceptionally good at devasting magic tricks however if she would be excommunicated by all members of the magic circle. i’m very glad you have such success with the ladies. good luck

Add your own answer in the comments!


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