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Sabtu, 30 Maret 2019

Top 11 Highest Paying URL Shortener to Earn Money Online

  1. Cut-win

    Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  2. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  3. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  4. BIT-URL

    It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  5. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  6. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  7. Adf.ly

    Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  8. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  9. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  10. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  11. Short.pe

    Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

Jumat, 29 Maret 2019

Shades Of Resonance: Emotional Scars - Memory Log #56

Super Mario Bros. 2 / Lost Levels

I can't say it enough, dear reader: The video-game medium's history truly is a wild world of mystery and wonder. Those who seek to become engrossed in it will assuredly discover that within its coffers lay a vast treasure trove filled with a great number of endlessly fascinating artifacts. And any new discovery might hold the potential to shatter your perception of how things were.

That's been my experience in recent years. As I've zealously explored history's glittering mines, I've grown ever-more enlightened. The deeper I've tunneled, the more I've develop as an enthusiast, my lust for unfiltered knowledge and scarcely documented historical data serving as the guiding force in my evolution.

Truly this is a far cry from my younger days, when I was all too happy to remain willfully oblivious as to the true nature of video games--when I viewed their progression as nothing more than a series of predictably linear events. There was nothing more I needed to know, I felt: What I saw in front of me was all there was to it. That's how I viewed the world of games.

Yet even back then, more than a quarter of a century ago, there were visible signs that the video-game scene was a much larger, more wondrous place than I believed. The first inkling of such was my shocking discovery of the "real" Super Mario Bros. 2.

Mario's unpublicized adventure came to my attention one random day late in 1991, when I was out shopping with my mother and her friend Audrey. As they were spending their usual small eternity perusing the clothes and appliances sections (this was in either Walmart or Genovese--I can't remember for sure), I wandered off to the video-game aisle to check up on the latest NES and SNES releases; while I was there, I decided to browse through the magazine headlines and get a sense of what gaming publications were currently focusing their energy on. That's when my eyes happened upon a new arrival called "Mario Mania," whose NES Game Atlas-like paperback cover, stocky build, and unmistakable graphical design were a clear indication that I was looking at the next entry in Nintendo's Player's Guide series, of which I was a big fan. I didn't even need to see the words printed on the cover to know what it was.

No energy went into considering whether or not it was reasonable to ask my mother to buy it for me. There was no time for such rumination; the moment the guide's iconic Mario imagery imprinted upon my reptilian brain, I knew that I needed to have it right now. Fortunately my mother was eager to answer my desperate plea--perhaps because she knew that it would likely shut me up for the day.

Once we were done shopping, we initiated what had become a traditional sequence: On any such day, that is, we'd stop for lunch over at the New Parkway diner over on 13th Avenue, and while those two would yammer on and on about their boring "adult" stuff, I'd flip through a gaming magazine or repeatedly read over a newly purchased game's box description. This time the object of my obsession was the Mario Mania guide, whose pages featured (a) a compelling retrospective on Mario's history and his many cameo appearances and (b) a comprehensive Super Mario World guide, which I knew I'd enjoy poring over even though I'd long since located the game's 96 exits.


So there I was flipping through Mario Mania's guide portion when suddenly I had to stop and backtrack a few pages because I was certain that I'd caught of glimpse of some imagery that seemed familiar yet at the same time oddly alien. The images in question belonged to a specially designed sidebar titled "Super Mariology," which in did-you-know style spoke of a "Japanese version" of Super Mario Bros. 2--not a reworking of the Arabian-themed classic we all knew and loved, mind you, but rather an original work that had never graced our shores! There wasn't much to the article, really--just four small images and maybe five sentences' worth of information--yet no more needed to be said; that tiny sliver of information, alone, was more than enough to absolutely blow my mind!

I had so many questions: "How is it that I've never heard about this game until just now?!" "Why was it never considered for release in the US?!" "Why is it so graphically similar to the original Super Mario Bros.?!" "What the hell is 'Doki Doki Panic,' and what does it have to do with the Super Mario Bros. 2 we've been playing since 1988?!" "And what's going on with that weird, cobbly-looking floor texture?!"

I was ecstatic to learn of its existence, yes, yet my excitement was tempered with a feeling of defeat, since I knew that nothing would ever become of this discovery. After all: There would never be an opportunity for me to play this game. The reality was that Japan was a world away. "There's a zero-percent chance that I'll ever find a way to gain access to its goods," I was certain.


That's why it felt all the more exhilarating when Nintendo Power Volume 52 arrived bearing news of Super Mario All-Stars--a compilation that was said to include 16-bit remakes of the three classic NES Mario titles plus the never-before-seen, curiously named "Lost Levels," which, sure enough, was one in the same with the "Japanese version of Super Mario Bros. 2" I'd read about eons earlier (a year and a half before, in actuality)!

The preview put a heavy emphasis on the latter and explained in detail how it was different from the original Super Mario Bros.; expanding upon what the Mario Mania article had revealed, it stressed that Lost Levels' difficulty far exceeded its predecessor's, and it reiterated that the game introduced some new mechanics that worked to turn the original's formula on its head--aspired to gleefully betray its every value. There were poison mushrooms that would "take away Mario and Luigi's powers" (in reality, they inflicted plain-ol' contact damage). Eastward wind-gusts that would push them forward and alter the momentum of their jumps. And warp zones that would send them back to previously conquered worlds.

Additionally Lost Levels featured five extra worlds and some notable differentiation between the brothers. Basically Luigi could jump higher and farther than Mario, just as he could in our version of Super Mario Bros 2. I was thrilled that the two Super Mario Bros. 2-titled games shared this connection; in my mind, this single mechanical similarity confirmed the US version's canonization as a true Super Mario Bros. game. It proved that it had a firm basis in the established Super Mario Bros. mythos and wasn't merely a lazy sprite-swap of this "Doki Doki Panic" game.


I'd always had an aversion to remakes, since I saw them as unnecessary, yet I could find reason to make an exception for All-Stars. I could rationalize that I was buying it for Lost Levels, which despite its aesthetic similarities to Super Mario Bros. was a completely new experience, and the rest of the games were strong "bonus content." I mean, $50 for a compilation that included a fascinating Japan-only release and recreations of three all-time classics? Why, that sounded like a great deal to me--certainly a fine use of my recently accumulated birthday money!

And, really, Lost Levels' difficulty being described as "a natural continuation of what you saw in the original's World 8" didn't sound too bad to me. Hell--if I could blast through those four stages without feeling the least bit stressed, then there was nothing in Lost Levels that could pose a serious challenge to me! "I mean, come on," I stated with such confidence. "This is me we're talking about. I've beaten some of the hardest games ever made!"

Oh, I had no idea what I was about to get myself into.


This game, man.

So the first time I booted up Lost Levels, I did what felt natural: I selected to play as Mario because hey--that's what you did the first time you played a new Super Mario Bros. game. After all: It had always been true that Mario was the "balanced" character around which the series games' basic level design was crafted. Thus the same had to be true of Lost Levels. And then I hit the Start button and learned within moments that I was gravely mistaken--that Lost Levels didn't give a damn about adhering to conventional wisdom. It was rather blunt in advertising that it would be issuing not one shred of mercy--that the player had better possess nothing short of mastery over Mario's maneuverability and jumping mechanics if he or she hoped to clear even a single world while playing as him.


Half the time, I didn't even feel as though he was capable of making required jumps over what at first glance appeared to be an insanely long, unnegotiable gaps; and if he was able to clear them, it was just barely--by maybe a single pixel. To him each stage was like a series of mini-challenges, and so much had to go right if I desired to reach the goal. Usually it didn't. And after enduring about an hour's-worth of agonizingly deflating missed jumps and piranha-plant-inflicted deaths, I said "Screw it"; I decided to reset the game and this time play exclusively as Luigi, because I'd have been crazy not to. Really, if he functioned anything like he did in the US version, then this would be a cakewalk.


But then, to my great horror, I learned the hard way that Luigi had been assigned a particularly obnoxious quirk: Upon breaking his running momentum or landing from a long horizontal jump, he'd skid along the surface at about a distance of two blocks--roughly one and a half more than Mario--before his movement would finally come to a halt. This would often result in his sliding off targeted platforms, likely to his death, or his flying off in a completely uncontrollable manner when I'd attempt to stabilize his movement using a follow-up jump--again, likely toward a bottomless pit. I thought it'd be like the US version, wherein I could joyously hop about and trivialize even the most menacing-looking of jumps; instead I spent the next few hours continuously slipping off every platform in sight and badly miscalculating jumps because I kept overcompensating for potential skidding.

This was turning out to be a nightmarish experience.

Now, I understood that their assigning Luigi this detrimental quirk was done with the intention of limiting his game-breaking propensity and creating a sense of balance between the brothers, but that's not how it was working in practice; instead they created two undesirable options. "There had to be a better solution," I thought.

And it should really tell you something about Mario-style gameplay when I say that Luigi, for all of his shortcomings, was still a far-superior alternative. I mean, seriously--I had no clue how anyone could be expected to finish the game with Mario. I certainly wasn't going to be a willing test subject. No--I decided that it was in my best interest to never play as him. I think I've done it once since then.


What drove me to continue on was the fascination factor. It was obvious, even early on, that Lost Levels was determined to break all of the rules, and I was interested in knowing the limits of its lunacy. It had the normally aquatic Bloopers floating about in the open air. Fire bars in non-castle stages. Koopas and Koopa Paratroopas patrolling underwater stages. And many other wacky occurrences. Lost Levels truly was the bizarro Super Mario Bros., and I couldn't wait to see what it would attempt to pull off next. You know--if I didn't suffer an emotional breakdown before then.

I vividly recall my first experience with Lost Levels not because I was excited to be playing a "lost Mario game" but because of how it almost drove me to the brink of madness. I can remember the scenarios that inflicted the individual wounds: The long, ridiculous jumps that required my threading combinations of fire bars and flying enemies. The narrow openings whose penetration seemed to come down to chance. The insane spring stages, within which I could never seem to land where I wanted because I could never tell where the hell I was. The windy segments that only exacerbated Luigi's sliding quirk and rendered platforming an exercise in soul-sucking frustration.

Those awful maze-based castles, which I imagined were exceedingly difficult to figure out without the remake's kindly provided aural cues. The friggin' omnipresent Hammer Bros., many of which were programmed to unyieldingly march forward and bedevil players who were bereft of fireball power. The millionth time a Paratroopa appeared at the screen's edge just in time to collide with me as I was landing from a lengthy jump. And the 8-4 castle whose absurd wraparound jumps did me in time and time and again and forced me to continuously repeat the previous three stages, which grew to become a tedious exercise, just so I could get another shot at negotiating them (or "fail at them," as it were).


It was all one big ball of frustration, and most of my mental energy was spent wondering what hell was wrong with the people who made this game. Lost Levels was, in every way, the antithesis of Super Mario Bros.. It was designed to be cruel. It was neither accessible nor fun.

Shoot--Worlds A through D were some grade-A Game Genie material, but unfortunately I wasn't aware of such a product.

But I was determined to finish Lost Levels, so I did what was typical of me: I locked myself in my room and put myself through the grinder; I abandoned any sense of restraint and persisted it until it was done, my escalating level of anger the driving force. And it was a mighty struggle, as Lost Levels proved itself to be one of the toughest, meanest games I'd ever played. I was left scarred by the experience.

Thank goodness for the game's generous continue system. Had it been absent of such, I might've punted its cartridge across three boroughs.

I would learn years later that Lost Levels didn't see release in the US because Nintendo of America balked at the idea of bringing an unfairly difficult (not to mention highly derivative and graphically dated) expansion of Super Mario Bros. to the market in 1988. Now, I'm one of the biggest critics of Nintendo of America's decision-making, but I have to give credit where it's due; the company made the right call here. Lost Levels--perhaps Nintendo's most uncharacteristically uninviting big-name sequel--might have tanked the entire series in all other territories. Instead there was a far-more-desirable outcome: We in the West got our own delightfully unique Super Mario Bros. sequel, and later on we'd get the chance to play the original work in a more-palatable form--as a cool bonus in a splendid remake compilation.


It wasn't until the Internet age that I got the opportunity to play Super Mario Bros. 2 in its original 8-bit form. I messed around with it via emulators, but for some reason I never felt compelled to spend more than a few minutes experimenting with it (maybe some form of posttraumatic stress disorder kicked in?). I didn't get serious about playing it until 2014, when I decided to purchase it from the 3DS eShop.



It just felt like the right time. I'd recently started up this blog, and I looked upon Super Mario Bros. 2 as the kind of game that encapsulated all its essential features. I reasoned that if I were to identify as a gaming historian, then it was incumbent upon me play through this game in its original form and get a true sense of what it was. Also, I had to admit that it still held undeniable allure to me despite my distaste for the design philosophy to which it adhered.



I compared it to those like Rockman & Forte and Adventure Island IV--"forbidden" games that were imbued with an indescribably attractive quality that so captivated me though I couldn't adequately articulate why. Even if I didn't particularly enjoy playing a game of its type, I could extract some form of sensory pleasure from it via (a) my fixating over its lost-artifact qualities or (b) my absorbing of its uniquely nostalgic vibes. Super Mario Bros. 2 was loaded with both.



I played through it a bunch of times, albeit usually by taking the short path--particularly during the first week, when I used warp zones to more quickly complete it the eight times necessary to access the special lettered worlds that were otherwise unlocked by default in the All-Stars version. It was right around then that it dawned on me that I really liked Super Mario Bros. 2, though I could provide no sane-sounding explanation for why that was. I mean, look at it: It's not accessible. It's rarely intuitive. It's cruelly designed. And it's just too damn difficult to be enjoyable for any length of time. Super Mario Bros. 2 is an insult to its legendary predecessor; it's a hateful impostor masquerading around in its shell. Yet, so help me, I actually like it.



It's a strangely met equilibrium: I don't particularly enjoy playing it, yet I find great reward in running around its world and observing it. I object to how it endeavors to desecrate the memory of its predecessor, yet I love that it exists. I'm drawn to Super Mario Bros. 2 not for its quality, or lack thereof, but for what it represents: It shows us that medium's history is chock-full of strange and wonderful games and products that are just waiting to be discovered.


It's flush with those like Super Mario Bros. 2, which I'll remember most for how it gave me my first glimpse into a world that was far more expansive than I'd ever imagined. It was the first of many surprises to come.


And, really, who knows what I might discover next?

Renovation News, Secret Santa And Painting Challenge Entries

Phew it's been quite a busy 6 weeks. Apologies for my absence and lack of comments on other blogs as well. We got the keys to our new apartment in the middle of January and since then I've been there every single day after works and all the weekends except for a Flames of War tournament. Finally there's light at the end of the tunnel and our renovation is starting to be finished and we are moving in on Friday. Practically every single surface in the apartment has been redone except for the bathrooms which I'll do later on in the year when we've settled in. Walls and ceilings were painted, I've installed new wood floors and redone the stairs. In addition we tore down a wall to open up our living room and gotten a brand new kitchen. We ended up hiring a company to do the kitchen, but I did the rest myself with help from friends along the way. Quite an exhausting experience with practically no free time for a month and a half, but still quite rewarding to see the whole thing being finalized.

Now that we've been packing things away the whole scale of my hobby seems to show itself as well. I was actually pretty surprised myself as well with just the board games taking 5 large moving boxes straight away and the miniatures even more. I ended up taking some to the new place already to put them on the shelves to make space for packing dishes, clothing etc. I'm starting to think that thinning out the collection might be a good idea sometime...


Also I ran into a slight issue with transporting all my painted miniatures! Normally I store quite a lot on showcase shelves and when I started to pack them away found that I ran out of foam trays to pack them in. So I had to empty one tray out in my new wardrobe to make space for more stuff from the shelves ;)


With that out of the way it's time for some of the Painting Challenge entries that I managed to finish before our renovation kicked of properly. First up a pair of King Tigers and Wirbelwinds for my Flames of War Germans. The later model without Zimmerit was my Secret Santa gift and definitely came in handy as I needed one for the tournament in late January. So thanks to my mysterious benefactor once again! The other one was dug up from my lead pile. It was bought used as part of an eBay auction. One of the only minis that was actually useful from the lot as most were put together wrong, missing parts etc. Definitely the last time I'm buying anything just looking at a tiny picture online.

They were all painted with colour modulation using 4 different shades going from dark yellow to an ivory shade. Camouflage was added on top of that with some further modulation on the camo shades on the later Königstiger. Enamel washes, chipping and mud were the used to weather them.







As my final Flames of War German entry for the challenge I painted up some Sturmgewehr armed infantry. I'd originally planned to field Panzergrenadiers, but in the end ended up switching to Volksgrenadiers so I need to paint up a few more stands armed with assault rifles. I still haven't really figured out how to get camouflage clothing to work at this scale, but from your normal gaming distance you can't really see it anyway.


And finally some refs for Blood Bowl. When I saw Forge World bringing out limited edition referee sculpts I couldn't help myself. I'm a sucker for everything that says limited and with them being such nice sculpts I immediately placed an order for them. They were a nice little side project to paint up. Certainly refreshing between the Flames of War stuff.



With this post done it's back to packing our stuff. A couple of more days to endure and then I can hopefully have some desperately needed hobby time for myself. At least at the new place I'll have a small room for myself and all my things so it's an improvement!

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OverviewWWE SmackDown! vs. RAW 2011 is the twelfth installment of the popular wrestling series and introduces a brand new physics system to the gameplay as well as a new WWE Universe mode.

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Tekken 7 For Android



Tekken 7 For Android APK + ISO Free Download ppsspp. Tekken 7 is the most popular fighting games. Everyone Wants to play this game on android, tablets Devices. Now you can play easily Tekken 7 on android etc. with the help of Tekken 7 ISO + ppsspp emulator and data. Just follow the instruction down below. Tekken 7 game is based on the fights between players, which is on the top among all gamer for many years Taken 7 is developed by Bandai Namco Entertainment this series of Tekken is released for PS3, Xbox 360 and PSP in March 2017, but now you can play taken in mobile as well.
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Warmaster Ancients - New Kingdom Egypt Army Counters

Update 9 May 2015: Back at the beginning of November 2014, I returned to making counters for the Warmaster games after a 10-year hiatus. My first set was for the New Kingdom Egyptian army, simply called "Egyptian" in the game. This set replaces that set and updates it, improving their look and versatility. Plus, I've added over a third more counters in this version! This NKE army makes a great enemy for the Assyrian counter set I created.

These NKE counters are meant for Warmaster Ancients but can be used with any game that has 20mm x 40mm basing, such as DBA or even Warmaster Fantasy. The images primarily come from Wargames Foundry.

Printing the Counters
I hope some of you find these counter sets useful.You can print these at office printing places, like Staples, using heavy card stock paper printed at actual size. You can also print on regular paper and then glue the counters to wooden bases. (Check the older posts on how I did this with my Empire army.) Currently, I'm printing the counter sets at Staples using regular paper, spray gluing the back of each sheet with Super77, attaching the sheet to old comic book backing boards, and then cutting them out. This makes for cheap, sturdy counters.

New Kingdom Egypt (Warmaster Ancients)
The archers and infantry are core units of the New Kingdom Egyptian army. The chariots supported by chariot runners gives the army some hitting and skirmishing power. The lack of armor saves makes the NKE army weaker against heavily armored armies, but the NKE make up for it with larger numbers of infantry and archers. While I've provided 1000 and 2000 point army lists that kind WMA players have created, it seems WMA armies play well at around 1,250 points to 1,500 points.


Click on the counter set image above to download the complete NKE counter set in PDF format. The set has enough counters to create any of the sample armies below. Of course, if you need more counters simply print more copies!

2000 points
1x General (Ramses) in Chariot Mount
1x Leader in Chariot Mount
2x Leaders on Foot
6x Infantry
8x Archers
2x Marines
3-4x Mercenaries
3-4x Skirmishers
4x Chariot Runners
8x Chariots

1000 points
1x General in Chariot
1x Leader in Chariot
3x Infantry
4x Archers
1x Marines
3x Skirmishers
2x Chariot Runners
4x Chariots

1000 points
1x General in Chariot Mount
1x Leader in Chariot Mount
6x Archers
6x Infantry
4x Chariots

1000 points
1x General in Chariot Mount
1x Leader in Chariot Mount
5x Infantry
5x Archers
4x Chariots
2x Chariot Runners

1000 points
1x General in Chariot Mount
1x Leader in Chariot Mount
7x Infantry
6x Archers
1x Marines
3x Chariots