sad cat dance 3

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Published 2022-09-30

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  • @F.B.I.1908
    A SWAT vehicle , also known as an armoured rescue vehicle , a vehicle used by police tactical units to respond to incidents . These are often non - military armored vehicles which offer protection to the passengers and can additionally be used to transport specialized equipment such as weapons and breaching tools .
  • Bryan Cranston's performance on Breaking Bad earned him the Primetime Emmy Award for Outstanding Lead Actor in a Drama Series four times (2008, 2009, 2010, and 2014). After becoming a producer of the show in 2011, he also won the award for Outstanding Drama Series twice.
  • @iandidier4734
    The M49 submachine gun is a Yugoslavian submachine gun chambered in 7.62×25mm Tokarev, designed for use with the Yugoslav People's Army. While externally similar to the PPSh-41, as well as being able to interchange magazines, the M49 is actually very different in both construction and design. More similar in nature to the Italian Beretta Model 38, the M49 features a one-piece tube receiver which contains the bolt, recoil spring and buffer mechanism.[1] Constructed of machined parts as well as simple tubing, the receiver assembly incorporates a ventilated barrel shroud to protect the operator from being burned during periods of rapid-fire, as well as a simple muzzle brake to steady the weapon. The M49 is a select fire weapon, with the selector switch being located immediately in front of the trigger, within the trigger guard.[2] The safety is of a push-button variety, which is located on the side of the stock forward of the trigger group. Unlike the later M56 Submachine gun, the M49 features a solid wood stock, similar in construction to that of the M48 Mauser rifle also in use at the time. The M49 is disassembled by unscrewing the cap on the rear of the receiver, permitting all of the internal parts to be extracted through the opening. The M49 and the later M49/57 variant are different only in minor details.
  • @Skymustbelimited
    The Chevrolet Corvette (C3) is the third generation of the Corvette sports car that was produced from 1967 until 1982 by Chevrolet for the 1968 to 1982 model years. Engines and chassis components were mostly carried over from the previous generation, but the body and interior were new. It set new sales records with 53,807 produced for the 1979 model year. The C3 is the third generation of the Chevrolet Corvette, and marks the second time the Corvette would carry the Stingray name, though only for the 1969–76 model years. This time it was a single word as opposed to Sting Ray as used for the 1963–67 C2 generation. The name would then be retired until 2014 when it returned with the release of the C7. The Corvette C3 was patterned after the Mako Shark II designed by Larry Shinoda. Executed under Bill Mitchell's direction, the Mako II had been initiated in early 1964. Once the mid-engined format was abandoned, the Shinoda/Mitchell car was sent to Chevrolet Styling under David Holls, where Harry Haga's studio adapted it for production on the existing Stingray chassis. The resulting lower half of the car was much like the Mako II, except for the softer contours. The concept car's name was later changed to Manta Ray. The C3 also adopted the "sugar scoop" roof treatment with vertical back window from the mid-engined concept models designed by the Duntov group. It was intended from the beginning that the rear window and that portion of the roof above the seats to be removable. The "Shark" has the distinction of being introduced to the motoring public in an unorthodox—and unintended—fashion. GM had tried their best to keep the appearance of the upcoming car a secret, but the release of Mattel's die-cast Hot Wheels line several weeks before the C3's unveiling had a certain version of particular interest to Corvette fans: the "Custom Corvette", a GM-authorized model of the 1968 Corvette. 1968–1969 For 1968, both the Corvette body and interior were completely redesigned. As before, the car was available in either coupe or convertible models, but coupe was now a notchback fitted with a near-vertical removable rear window and removable roof panels (T-tops). A soft folding top was included with convertibles, while an auxiliary hardtop with a glass rear window was offered at additional cost. Included with coupes were hold down straps and a pair of vinyl bags to store the roof panels, and above the luggage area was a rear window stowage tray. The enduring new body's concealed headlights moved into position via a vacuum operated system rather than electrically as on the previous generation, and the new hide-away windshield wipers utilized a problematic vacuum door. The door handles were flush with the top of the doors with a separate release button. Front fenders had functional engine cooling vents. Side vent windows were eliminated from all models, replaced with "Astro Ventilation", a fresh air circulation system. In the cabin, a large round speedometer and matching tachometer were positioned in front of the driver. Auxiliary gauges were clustered above the forward end of the console and included oil pressure, water temperature, ammeter, fuel gauge, and an analog clock. A fiber-optic system appeared on the console that monitored exterior lights and there was no glove box. The battery was relocated from the engine area to one of three compartments behind the seats to improve weight distribution. New options included a rear window defroster, anti-theft alarm system, bright metal wheel covers, and an AM-FM Stereo radio. All cars ordered with a radio, like the C2 cars, continued to be fitted with chrome-plated ignition shielding covering the distributor to reduce interference. The chassis was carried over from the second generation models, retaining the fully independent suspension (with minor revisions) and the four-wheel disc brake system. The engine line-up and horsepower ratings were also carried over from the previous year as were the 3 and 4-speed manual transmissions. The new optional Turbo Hydramatic 3-speed automatic transmission (RPO M40) replaced the two-speed Powerglide. The L30, a 327 cu in (5.4 L) small-block V8 engine rated at 300 hp (224 kW) and a 3-speed manual transmission were standard, but only a few hundred 3-speed manual equipped cars were sold. The 4-speed manual was available in M20 wide-ratio or M21 close-ratio transmission versions. The M22 “Rock Crusher”, a heavy duty, close-ratio 4-speed gearbox, was also available for certain applications. The engine line-up included the L79, a 350 hp (261 kW) high performance version of the 327 cu in (5.4 L) small-block. Also available were several variants of the big-block 427 cu in (7.0 L) V8 engine, that taken together made up nearly half the cars. There was the L36, a 390 hp (291 kW) version with a Rochester 4-barrel carburetor; The L68, a 400 hp (298 kW) motor with a Holley triple 2-barrel carb set up (3 X 2 tri-power); The L71, generating 435 bhp (441 PS; 324 kW) at 5,800 rpm and 460 lb⋅ft (624 N⋅m) at 4,000 rpm of torque also with a tri-power; The L89 option was the L71 engine but with much lighter aluminum cylinder heads rather than the standard cast iron. Then there was the L88 engine that Chevrolet designed strictly for off-road use (racing), with a published rating of 430 hp (321 kW), but featured a high-capacity 4-barrel carb, aluminum heads, a unique air induction system, and an ultra-high compression ratio (12.5:1). All small block cars had low-profile hoods. All big block cars had domed hoods for additional engine clearance with twin simulated vents and “427” emblems on either side of the dome. The new seven-inch wide steel wheels had F70x15 nylon bias-ply tires standard with either white or red stripe tires optional. Rare options were: L88 engine (80), J56 heavy-duty brakes (81), UA6 alarm system (388), L89 aluminum heads (624). In 1969, small block engine displacement increased from 327 cu in (5.4 L) to 350 cu in (5.7 L), though output remained the same. All other engines and transmission choices remained unchanged from the previous year, though the L30 base engine was now the ZQ3 and the L79 motor was redesignated the L46. All cars featured 8-inch-wide (200 mm) steel wheels (increased from 7 inches). Tire size remained the same, although this was the first year for optional white lettered tires and the last for red striped tires. Carried over from the previous year were seven available rear axle ratios ranging from 2.73 to 4.56. Standard ratio remained 3.08 with automatic and 3.36 with manual transmission. The optional Positraction rear axle, mandated on many engine/gearbox combinations, was installed on more than 95% of the cars. "Stingray" script nameplates appeared on front fenders, now one word, in contrast to the “Sting Ray” name used previously. Exterior door handles were redesigned so the finger plate would actuate the door, eliminating the separate release button. Backup lights were integrated into the inboard taillights, headlight washers were added, and front grilles were made all black. Side-mounted exhausts and front fender vent trim were options for this year only. On the inside, revised door panels provided additional shoulder room in the C3's tighter cabin and headrests became standard. Steering wheel diameter was reduced from 16 to 15 inches to permit easier entry and exit, the ignition switch was moved from the dash to the steering column, and map pockets were added to the dash area in front of the passenger seat. Accounting for 57% of the cars, coupes with their removable roof panels, began a trend of outselling roadsters. An extended production cycle due to a labor dispute increased '69 volume. This was the last year for the L88 engine and the only year for the ZL1 option, which offered an all-aluminum 427 cu in (7.0 L) big-block engine listed at 430 hp (321 kW). Rare options: ZL1 aluminum block (2), J56 heavy-duty brakes (115), L88 engine (116), L89 aluminum heads (390). Car and Driver magazine wrote in October 1968, “The small-engine Corvettes are marginally faster and extraordinarily civilized. The large-engine Corvettes are extraordinarily fast and marginally civilized.”
  • GER's "Infinite Death" ability is closely tied to its power of resetting actions and returning them to zero. It is suggested that when someone dies within GER's influence, their death becomes an infinite loop, trapping them in an eternal cycle of demise. When faced with a lethal attack or an unavoidable fate, GER can activate its "Infinite Death" ability to intervene and alter the outcome. Instead of allowing the individual to die, GER resets the cause and effect of their demise, effectively preventing their death from occurring. However, rather than saving the person from death entirely, GER subjects them to an eternal state of dying repeatedly. This infinite loop of dying and resetting creates an eternal torment, as the individual experiences the pain and fear of death endlessly, without ever reaching a final conclusion. The true nature of this ability is shrouded in mystery, leaving room for various interpretations. Some believe that GER's "Infinite Death" ability is a form of punishment, a fate worse than death, as it denies the release and closure that death brings. Others perceive it as a cosmic retribution, balancing the scales by perpetually subjecting the individual to the consequences of their actions. It is important to note that GER's "Infinite Death" ability is showcased in its confrontation with Diavolo, the main antagonist of "JoJo's Bizarre Adventure: Vento Aureo." When Diavolo is struck by GER's attack, he experiences an endless cycle of dying and resetting, trapped in a perpetual state of suffering. The precise mechanics behind GER's "Infinite Death" ability, such as the conditions required for its activation or its range of influence, are not explicitly explained in the series. This ambiguity adds to the mystique and intrigue surrounding GER's powers. Ultimately, the "Infinite Death" ability serves as a testament to GER's extraordinary control over the fabric of reality. It symbolizes the Stand's unmatched power and its ability to manipulate fate itself, inflicting a punishment that surpasses the boundaries of mortality. In summary, Golden Experience Requiem's "Infinite Death" ability is a mysterious and terrifying power that subjects its victims to an eternal cycle of dying and resetting. It represents an unparalleled control over the boundaries of life and death, inflicting an endless torment upon those who cross its path.
  • @ghezaliunknown
    A father figure is usually an older man, normally one with power, authority, or strength, with whom one can identify on a deeply psychological level and who generates emotions generally felt towards one's father. Despite the literal term "father figure", the role of a father figure is not limited to the biological parent of a person (especially a child), but may be played by uncles, grandfathers, elder brothers, family friends, or others.[1] The similar term mother figure refers to an older woman. Several studies have suggested that positive father figures and mother figures (whether biological or not) are generally associated with healthy child development,[2] both in boys and in girls.[3]
  • @svenskii
    The Lahti L-35 is a semi-automatic pistol designed by Aimo Lahti that was produced between 1935 and 1952. Designed to be manufactured autonomously in Finland, the pistol was used by Finland throughout the Winter War and Continuation War. Considered to be of high quality, the Lahti was well manufactured and worked reliably in cold conditions or when fouled. The use of a bolt accelerator, an uncommon feature in a pistol, helped make the Lahti reliable.
  • @HuntsGG
    The missile knows where it is at all times. It knows this because it knows where it isn't. By subtracting where it is from where it isn't, or where it isn't from where it is - whichever is greater - it obtains a difference or deviation. The guidance subsystem uses deviation to generate corrective commands to drive the missile from a position where it is to a position where it isn't, and arriving at a position that it wasn't, it now is. Consequently, the position where it is is now the position that it wasn't, and if follows that the position that it was is now the position that it isn't. In the event that the position that the position that it is in is not the position that it wasn't, the system has acquired a variation. The variation being the difference between where the missile is and where it wasn't. If variation is considered to be a significant factor, it too may be corrected by the GEA. However, the missile must also know where it was. The missile guidance computer scenario works as follows: Because a variation has modified some of the information that the missile has obtained, it is not sure just where it is. However, it is sure where it isn't, within reason, and it know where it was. It now subtracts where it should be from where it wasn't, or vice versa. And by differentiating this from the algebraic sum of where it shouldn't be and where it was, it is able to obtain the deviation and its variation, which is called error.
  • @user-nd1uj3jv3r
    Hey! The Mikoyan-Gurevich MiG-21S is a variant of the Soviet Union's iconic MiG-21 family of jet fighters. The MiG-21, nicknamed "Fishbed" by NATO, is one of the most widely produced and used supersonic jet fighters in the world. The "S" variant is often referred to as the MiG-21S, but its designation can vary depending on the country and specific modifications. Here are some general characteristics and information about the MiG-21S: 1. *Role:* The MiG-21S was designed as a multi-role fighter, capable of performing air-to-air combat as well as ground-attack missions. 2. *Speed and Altitude:* The MiG-21S is known for its high speed and altitude capabilities. It was designed to be a fast and agile interceptor. 3. *Armament:* The armament of the MiG-21S typically includes a combination of air-to-air missiles, rockets, and guns. The specific weapons can vary based on the country's customization and upgrades. 4. *Service History:* The MiG-21S variant served in several air forces around the world, including those of Soviet bloc countries and other nations that received Soviet military equipment during the Cold War. 5. *Upgrades:* Over time, various upgrades were made to the MiG-21S to improve its avionics, radar systems, and overall performance. Different countries adapted the aircraft to meet their specific requirements. 6. *Limitations:* While the MiG-21 was a successful and widely used aircraft, it is important to note that it was designed and built during the Cold War era and may lack some of the advanced technologies found in more modern fighter jets. Keep in mind that there were several sub-variants and customized versions of the MiG-21S, and the specifics can vary based on the country and modifications made to individual aircraft.
  • IJN Suzuya (鈴谷) was the third of four vessels in the Mogami class of heavy cruisers in the Imperial Japanese Navy.[3] She was named after the Suzuya River on Karafuto, (Sakhalin). -Early Career: Suzuya was launched on 20 November 1934 at Yokosuka Naval Arsenal in a ceremony attended by Emperor Hirohito. She was completed in January 1936, but on completion was immediately placed in the reserves while waiting for dry dock space to permit reconstruction and modifications based on experience gained during trials of Mogami to strengthen her welds, and to add bulges to her hull to reduce weight. She was officially commissioned on 31 October 1937; however instead of entering active service, she immediately returned to dry dock for refit work to upgrade her main battery to the heavy cruiser format with 20 cm/50 3rd Year Type naval guns.[3] These upgrades were completed on 30 September 1939, at which she was assigned to Kure Naval District as Cruiser Division 7 of the IJN 2nd Fleet with her sister ships Mogami, Mikuma and Kumano. Suzuya, under the command of Captain Masatomi Kimura, was dispatched on 23 January 1941 as part of a show of force following the Battle of Ko Chang in the Franco-Thai War.[4] She returned to Kure for maintenance, and then took part in training exercises and drills in Japanese home waters though June. From July 1941, she participated in the occupation of Cochinchina, French Indochina from her forward operating base on Hainan, after Japan and Vichy French authorities reached an understanding on use of air facilities and harbors. At the time of the attack on Pearl Harbor, Suzuya was assigned to cover the invasion of Malaya as part of Vice Admiral Jisaburo Ozawa's First Southern Expeditionary Fleet, providing close support for landings of Japanese troops at Singora, Pattani and Kota Bharu.[3] On 9 December 1941, the Japanese submarine I-65 reported sighting of Royal Navy Force Z (the Royal Navy battleship HMS Prince of Wales, battlecruiser HMS Repulse and supporting destroyers). The report was received by light cruiser Sendai, which relayed the message to Admiral Ozawa aboard his flagship, Chōkai. However, the reception was poor and the message took another 90 minutes to decode. Moreover, I-65's report was incorrect about the heading of Force Z. Two Aichi E13A1 "Jake" floatplanes from Suzuya and Kumano attempted to shadow Force Z, but both were forced to ditch due to lack of fuel. Only Suzuya's crew was recovered. The following day, Force Z was overwhelmed by torpedo bombers of the 22nd Air Flotilla from Indochina. In December 1941, Suzuya was tasked with the invasion of Sarawak, together with Kumano, covering landings of Japanese troops at Miri. From her base at Cam Rahn Bay, she sortied with Kumano to cover landings of troops at Anambas, Endau, Palembang and Banka Island, Sabang on Sumatra and Java in the Netherlands East Indies from the end of December 1941 to the middle of March. Suzuya also participated in the seizure of the Andaman Islands in the Indian Ocean on 20 March 1942. -Indian Ocean Raids: From 1 April 1942 CruDiv 7 based from Mergui, Burma joined with CruDiv 4 to participate in the Indian Ocean raids.[3] Mikuma, Mogami and destroyer Amagiri detached and formed the "Southern Group", which hunted for merchant shipping in the Bay of Bengal, while Suzuya, Kumano, and Shiokaze covered the northern areas. Chōkai, light cruiser Yura, aircraft carrier Ryūjō and destroyers Ayanami, Yūgiri, Asagiri formed a center group to reinforce northern or southern wings as necessary. Over the next few weeks, the northern groups claimed kills on a 4,986-ton American merchant vessel Exmoor, British 7,621-ton freighter Autoclycus, British 9,066-ton freighter Malda and the 2,440-ton British freighter Shinkuang.[5] In total the commerce raiding expedition sank over twenty ships during their brief stay in the Bay of Bengal. Afterwards, Suzuya was withdrawn back to Kure for repairs, and was then sent to Guam to join the Midway Invasion Task Force.[3] -Battle of Midway: On 5 June, Admiral Isoroku Yamamoto, CINC of the Combined Fleet ordered CruDiv 7 to shell Midway Island in preparation for a Japanese landing. CruDiv 7 and DesDiv 8 were 410 miles (660 km) away from the island, so they made a high-speed dash at 35 knots (65 km/h). The sea was choppy and the destroyers lagged behind. At 2120, the order was canceled. However, this dash placed CruDiv 7 within torpedo range of the submarine USS Tambor, which was spotted by Kumano. Kumano signaled a 45° simultaneous turn to starboard to avoid possible torpedoes. The emergency turn was correctly executed by the flagship and Suzuya, but the third ship in the line, Mikuma, erroneously made a 90° turn. Behind her, Mogami's navigator, watching Suzuya, did not see Mikuma's movement and turned 45° as commanded. This resulted in a collision in which Mogami rammed Mikuma's portside, below the bridge. Both vessels were severely damaged. Suzuya returned to Kure on 23 June and CruDiv 7 was transferred to the IJN 3rd Fleet. After returning to Singapore, CruDiv 7 (Suzuya and Kumano) were tasked with covering the Invasion of Burma from 28 July 1942. While in the Straits of Malacca, Suzuya was attacked by Royal Netherlands Navy submarine O 23, which fired four torpedoes, but missed. However, with the American invasion of Guadalcanal on 7 August, Suzuya was quickly recalled to the Pacific front. -Battle of Leyte Gulf: In late October, the Japanese fleet assembled in Brunei in response to the threatened American invasion of the Philippines. On 25 October 1944, in the Battle off Samar, Suzuya engaged the three "Jeep carriers" in American Task Group 77.4, but was attacked by ten TBM Avenger torpedo-bombers. A near-miss destroyed her port propeller. At 1050, Suzuya was attacked by 30 other carrier aircraft. Another near-miss caused the Long Lance torpedoes in Suzuya's No. 1 torpedo tubes to explode, which in turn started other fires and damaged the starboard engine rooms and the No. 7 boiler room. Suzuya was abandoned at 1150, and at 1322 sank at 11°45.2′N 126°11.2′E.[3] Destroyer Okinami took off Captain Teraoka and 401 crewmen. US warships later rescued more sailors. Suzuya was removed from the navy list on 20 December 1944. Though it has yet to be located, the wreck of the Suzuya is believed to lie in some 27,600 feet (8,412 meters) of water, making her one of the deepest shipwrecks on record.
  • @mob1len00b3
    "Fat Man" was an implosion-type weapon using plutonium. A subcritical sphere of plutonium was placed in the center of a hollow sphere of high explosive (HE). This implosion-type plutonium bomb, nicknamed Fat Man, weighed 10,800 pounds. The bomb was dropped on Nagasaki, Japan, August 9, 1945, at 11:01 AM. The B-29 Bock's Car (named after Frederick Bock, who was the usual pilot), dropped the bomb from 29,000 feet.
  • @zaach7034
    The AK-47, officially known as the Avtomat Kalashnikova (Russian: Автомат Калашникова, lit. 'Kalashnikov's automatic [rifle]'; also known as the Kalashnikov or just AK), is a gas-operated assault rifle that is chambered for the 7.62×39mm cartridge. Developed in the Soviet Union by Russian small-arms designer Mikhail Kalashnikov, it is the originating firearm of the Kalashnikov (or "AK") family of rifles. After more than seven decades since its creation, the AK-47 model and its variants remain one of the most popular and widely used firearms in the world. The number "47" refers to the year the rifle was finished. Design work on the AK-47 began in 1945. It was presented for official military trials in 1947, and, in 1948, the fixed-stock version was introduced into active service for selected units of the Soviet Army. In early 1949, the AK was officially accepted by the Soviet Armed Forces[9] and used by the majority of the member states of the Warsaw Pact. The model and its variants owe their global popularity to their reliability under harsh conditions, low production cost (compared to contemporary weapons), availability in virtually every geographic region, and ease of use. The AK has been manufactured in many countries, and has seen service with armed forces as well as irregular forces and insurgencies throughout the world. As of 2004, "of the estimated 500 million firearms worldwide, approximately 100 million belong to the Kalashnikov family, three-quarters of which are AK-47s".[4] The model is the basis for the development of many other types of individual, crew-served and specialised firearms.
  • @aqil_ereree10
    A musket is a muzzle-loaded long gun that appeared as a smoothbore weapon in the early 16th century, at first as a heavier variant of the arquebus, capable of penetrating plate armour.[1] By the mid-16th century, this type of musket gradually disappeared as the use of heavy armour declined, but musket continued as the generic term for smoothbore long guns until the mid-19th century. In turn, this style of musket was retired in the 19th century when rifled muskets (simply called rifles in modern terminology) using the Minié ball (invented by Claude-Étienne Minié in 1849) became common. The development of breech-loading firearms using self-contained cartridges (introduced by Casimir Lefaucheux in 1835) and the first reliable repeating rifles produced by Winchester Repeating Arms Company in 1860 also led to their demise. By the time that repeating rifles became common, they were known as simply "rifles", ending the era of the musket.
  • @Noah-gx2xm
    The 1st Special Forces Operational Detachment–Delta (1st SFOD-D), referred to variously as Delta Force, Combat Applications Group (CAG), "The Unit", or within Joint Special Operations Command (JSOC), Task Force Green,[2] is a special operations force of the United States Army, under operational control of JSOC. The unit's missions primarily involve counter-terrorism, hostage rescue, direct action, and special reconnaissance, often against high-value targets. Delta Force and its Navy and Air Force counterparts, DEVGRU and the 24th Special Tactics Squadron, are among the U.S. military's "tier one" special mission units tasked with performing the most complex, covert, and dangerous missions directed by the National Command Authority.[9] Delta Force operators are selected primarily from the United States Army Special Operations Command's elite 75th Ranger Regiment and Special Forces, though members can be selected from other special operations units and conventional forces across the Army and sometimes other military branches.[10][11]
  • The Hog Rider card is unlocked from the Spell Valley (Arena 5). He is a very fast building-targeting, melee troop with moderately high hitpoints and damage. He appears just like his Clash of Clans counterpart; a man with brown eyebrows, a beard, a mohawk, and a golden body piercing in his left ear who is riding a hog. A Hog Rider card costs 4 Elixir to deploy. Strategy His fast move speed can boost forward mini tanks like an Ice Golem in a push. At the same time, he can also function as a tank for lower hitpoint troops such as Goblins as he still has a fair amount of health. Most cheap swarms complement the Hog Rider well, as they are nearly as fast as him and usually force more than one card out of the opponent's hand. The Hog Rider struggles with swarms, as they can damage him down and defeat him quickly while obstructing his path. Barbarians in particular can fully counter him without very strict timing on the defender's part, though be wary of spells. A Hunter can kill the Hog Rider in 2 hits if placed right on top of it. However, if you place something in front of the Hog Rider, the Hunter's splash will damage the Hog Rider and hit the card in front of it more. The Hog Rider in conjunction with the Freeze can surprise the opponent and allow the Hog Rider to deal much more damage than anticipated, especially if the opponent's go-to counter is a swarm, or swarms are their only effective counter to him. Skeletons and Bats will immediately be defeated by the spell, while Spear Goblins, Goblins, and Minions will be at low enough health to be defeated by a follow up Zap or Giant Snowball. However, this strategy isn't very effective against buildings as the Hog Rider will take a while to destroy the building, giving the opponent ample time to articulate another counter. Against non-swarm troops, it can deal a lot of damage during the freeze time, but this can allow the opponent to set up a massive counterpush. For this reason, players should either only go for a Hog Rider + Freeze when they have other units backing it up from a counterattack, or if the match is about to end and they need to deal as much damage as possible. It is not a good idea to send in a Hog Rider simply to destroy a building, especially if it is the only building targeting unit available, as defeating Crown Towers becomes substantially more difficult. Spells or simply waiting out the lifetime of the building are more effective. The exception to this is an Elixir Collector placed in front of the King's Tower. If a Hog Rider placed at the bridge, he can destroy the Collector for a positive Elixir trade, though the damage from both Princess Towers will usually mean he does not survive to deal any damage to them. However, if the opponent sends in defending troops, it can be an opportunity to gain spell damage value. In a deck with several low-cost cards, it might be worth it to simply send the Hog Rider against one building. These decks shuffle their card rotation quick enough, that they will arrive to their next Hog Rider before the next building arrives in the opponent's card rotation. Long-ranged troops like Musketeer and Flying Machine can snipe those buildings, preserving some of the Hog Rider's health, possibly allowing it to get some Tower damage. When there are buildings placed in the middle to counter the Hog Rider, understanding the placement of the Hog Rider and the type of building placed can help the Hog Rider to bypass certain buildings. Passive buildings such as spawners and Elixir Collector have a larger hitbox than defensive buildings; which means that if a passive building was placed 3 tiles away from the river in the middle of the opponent's side, then it is impossible for the Hog Rider to bypass that placement as the Hog Rider will get pulled to that building. Defensive buildings have a smaller hitbox than a passive building, which means if that if a defensive building was placed three tiles away from the river in the middle of the opponent's side, a Hog Rider placed at the very left or right side of the Arena may be able to bypass it due to its smaller hitbox. If the player has a building already placed down in the center of the arena, and the opponent tries to bypass it with a Hog Rider at the edge of the arena, they can use certain air troops to push the Hog Rider towards the building as it jumps over the river, effectively denying the bypass attempt. They must be already hovering over the correct placement, as very quick reflexes are required to correctly perform this technique. For Bats, Skeleton Dragons, and Minion Horde, they should be placed right in front of the Hog Rider as soon as it is deployed. For Minions, Skeleton Barrel, Mega Minion, Flying Machine, Electro Dragon, Baby Dragon, Inferno Dragon, Balloon, and Lava Hound, stagger the above placement one tile to the right if the Hog Rider is placed on the left side of the arena, and vice versa. They can also use ground troops to achieve the same result. Something like an Ice Golem deployed at the Hog Rider’s landing spot will obstruct his path and force him to go around the unit, which causes him to be closer to the building instead of the Crown Tower. The Hog Rider can kite Very Fast non-building targeting troops due to his own Very Fast speed and building only targeting if he is placed on the fourth tile from the bridge, slightly into the opposite lane. He can also stall grounded units when placed right at the bridge. He will pull them towards him while deploying, and then be untargetable by them when he jumps over the bridge. After landing, he will pull them back. This can be useful when the player needs to deal damage in the same lane they are defending. It will also help separate troops behind a tank in a large push. A Tornado placed on the second tile front of the player's King's Tower and staggered two tiles towards the Princess Tower will activate it without any damage dealt to the Princess Tower, helping them in defending future pushes. This can also be a method of mitigating all damage dealt to a Princess Tower, but doing this more than three times may result in the King's Tower's health being low enough to be targeted directly, opening up the possible threat of a back door three crown. A better alternative is to pull the Hog away from the Princess Tower into the attacking range of all three Crown Towers, which will negate all damage as long as none of them are already distracted A very powerful combo is the Hog Rider, the Musketeer, and the Valkyrie, typically referred to as the Trifecta. The Musketeer will defend against most troops, while the Valkyrie can protect her and the Hog Rider from swarms or high damage units. The Hog Rider is used to deal damage to the tower. This can be effectively countered by Lightning, one-shotting the Musketeer and severely damaging both the Valkyrie and Hog Rider. The Minion Horde is also effective, but the enemy can Zap them and the Musketeer will one-shot them all. Even if the Musketeer is defeated, the Hog Rider and Valkyrie will have enough time to severely damage the Tower. The Hog Rider should be placed behind the Valkyrie to give it a boost so that it stays in front of the Hog Rider, protecting it. A Hog Rider combined with a Goblin Barrel can be awkward for the opponent to defend against. Timing it so that the Hog Rider is tanking the tower shots for the Goblins is the most effective way to deal damage. However, a Barbarian Barrel can shut this down with minimal Tower damage for a positive Elixir trade, as long as the Goblin Barrel was placed directly on the Tower. Pairing the Hog Rider with the Balloon can deal devastating damage. If executed properly, the Hog Rider will act as a tank while the Balloon threatens to deal massive damage. The Hog Rider can also destroy any buildings attempting to slow down the combo. However, this combo is very vulnerable to swarms and anti-air cards as neither of the troops target anything but buildings. Additionally, they are easy to separate, due to the disparity in move speeds. Alternatively, the Hog Rider and the Balloon can be played in different lanes to spread the opponent's defenses thin. However, a building or Tornado can bring them back together for an easier defense. The Hog Rider can be paired with the Lumberjack as both a swarm bait and damage combo. It is a very fast combo with an extremely high damage output potential, so the enemy will likely try to counter it with a swarm. If this happens, use a spell like Arrows to render the opponent defenseless. If they manage to defeat the Lumberjack, the dropped Rage will make the Hog Rider even more dangerous than it normally is. A fast and deadly combination is the Hog Rider and Mini P.E.K.K.A. combo. Both units are fast but the Mini P.E.K.K.A. does much more damage and does not attack only buildings so the Mini P.E.K.K.A. can deal with troops like the Executioner and Musketeer. However, this combo can be defeated with swarms like Skeleton Army, which will defeat both of them since neither of them can deal area damage. They are also unable to target air troops, so the Minion Horde can stop this easily. A risky play is to deploy the Hog Rider at the bridge as soon as the match starts. If the opponent does not react fast enough, the Hog Rider will deal a significant amount of damage to the Princess Tower. This can also allow the player to quickly scout the opponent's deck if they happen to react to him fast enough. 4 Reply 2 replies
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