Codex Alimentarius

Name:
Location: Winnipeg, Manitoba, Canada

The Wholefood Farmacy makes eating healthy easy, convenient and affordable. We offer pure, nutrient-dense, ready-to-eat, whole food meals, snacks, soups, smoothie mixes and treats for the children. All of our foods are vegetarian, most are raw and vegan as well. We also offer many gluten-free and nut-free whole food choices for those with food sensitivities - see our FAQ section of the Whole Food Farmacy Website for more information.

Saturday, March 28, 2020

Back? Well, I Never Actually Went Away.


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Blimey, been a long time since I looked at this, lots has happened, both in life and in wargaming.
Anyway, I will be re-visiting this blog. Maybe not as much as I did seven (7!!) years ago, but I feel now it would be fun to do a bit from time to time.
The main reason for not keeping this blog up was that I'd pretty much run out of puff, so, hopefully now I should be able to capitalise on having had a long break to come up with a few things that some folk might be interested in.

Nazis for Big COC currently on the workbench

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Monday, March 23, 2020

Final Fantasy 5 Book

My friend Fr. Mark Higgins, a priest of the Archdiocese of Southwark, England, recently told me of a really cool book he had picked up about Final Fantasy 5. The book is part of the "Boss Fight Books" series on classic video games.

I was able to get a copy myself on Kindle, and for anyone who was a fan of Square's 16 bit gem, I would highly recommend it.

The book is also interesting inasmuch as it is framed though the biographical details of the life of its author- Chris Kohler, of fame to many in the retro game world (through his contributions to the podcast Retronauts and his other authored works) and also the world of trivia (through his membership of the trivia panel in the podcast Good Job Brain).

Who would have thought that Chris Kohler would have had so much involvement in the original gang of Geeks that fan translated FFV in the early days of the internet, and yet that is what this book reveals, he even was part of the team that produced the first English FAQ! And so the guy has some really interesting bits of information to share on the game, its development and on its reception via emulation world.

The book also shows how FFV has become even more popular in the world of internet 2.0 as fans challenge each other with scenarios like- "beat the game with 4 nijas" or "no mages allowed", reading about their adventures actually got me to boot the game up once again and begin a play though.

So thanks to Fr. Mark Higgins for the head's up, if anyone else has spotted a book, game or podcast that might be of interest to me as Catholic gamer and a classic RPG fan, do let me know.




Friday, March 20, 2020

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Thursday, March 19, 2020

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3000Th Duel Review (NSW)

Written by Patrick Orquia


Title: 3000th Duel
Developer: NeoPopcorn
Publisher: NeoPopcorn
Genre: Metroidvania, Platformer, Action, Adventure, RPG, Soulslike
Number of Players: 1
Platform: Nintendo Switch
Release Date: 19 Feb 2020
Price: $14.99
Also Available On: Steam



I can confidently say by now that metroidvania is my most favorite video game genre. That feeling of my character gradually leveling up as I progress into the game and acquiring more and more skills, abilities, weapons, and other equipment and gears is just awesome. Unlocking new secrets and finding hidden areas are also pure fun. Metroidvania games really evoke the adventurous in me and provide me a rather sweet escape from my boring, sedentary life.




Metroidvania games are dime a dozen on the Nintendo Switch eShop. This is one of the go-to varieties by indie developers, and a good lot of them have released quality titles over the console's three years of existence. One such game is this game, 3000th Duel. Originally released on Steam late last year, it has now found a new and possibly better home on Nintendo's hybrid console.

Unlike most recent indie titles, this game is not of the pixel art variety. It is presented in 2.5D art style, similar to the Trine games. It looks quite amazing, with very good use of particle effects and photorealistic textures and run at a solid framerate all throughout (I think it's 60fps, but I'm not 100% sure). And complementing the visuals is the equally good soundtrack effectively evoke whichever environment or biome that you are in. I have to say, the overall quality of this game, from its looks to gameplay, is surprisingly good. I really liked it and it's just one fun and challenging game to play which sort of came out of nowhere. This is not part of some long-running franchise, and yet, playing it feels familiar. Because, again, it's a metroidvania game.




In this game, you play as an unnamed masked hero who has lost his memory. You embark on an epic journey to regain all of your memories to rediscover who you are and what destiny awaits you. You travel across an expansive world with interconnected areas and you have to acquire skills that will allow you to traverse one area to the next. You know, typical metroidvania stuff. Along the way, many different types of enemies that vary in attack power and size will try to kill you, as they usually do, with some big boss battles at the end of the areas you explore. As you progress into the game, you also gather your lost memories, presented in a wall of text that provide backstory to your character. I would have preferred some voice acting or some cut scenes, but I guess you get all that you want.

Speaking of typical metroidvania stuff, the developers of this game seem to have studied all the common tropes and clichés of metroidvania games and ran away with them for this game. Despite this, the game still manages to stand on its own, as the developers threw in some additional RPG and soulslike elements into it. The game doesn't make your character automatically level up, but as you slay enemies, they drop karma, the main currency for this game, which you can then use to upgrade four attributes for your character: vitality (HP), strength (attack), mind (MP), and activity (the more this is leveled up, the more you can perform dash moves, similar to how it is in soulslike games). Upgrading any of these require a certain amount of karma, and upon doing so levels up your character. At the same time, you earn seal breaker stones each time you level up. These stones are used in obtaining new skill upgrades (aka Sealed Skills) from the skill tree. The skill tree is broken up in sections, meaning you can only break Sealed Skills belonging to the skills that you have already unlocked. You unlock these skills as you progress into the game by collecting them, usually after defeating a boss at the end of certain areas.




The heart and soul of this game is its combat gameplay. You can wield three types of weapons: blade-type, broadsword-type, and lance-type. Blades offer fast attacks but comparatively weak damage, broadswords (which also include axes) are slower but deal heavier damage, and lances are for hitting multiple enemies in front of you at once with medium damage. You can upgrade the attack power of your weapons with the use of some metal ores and the like that you will find in your travels. As you hit enemies, your MP meter gets filled, and when it starts glowing, you can press X to perform a special attack with high damage. The more you upgrade your MP, the more special attacks that you can perform.

On top of these weapons, you can also wield spells, referred in game as occults. These spells also use up you occult devotions, which can be upgraded by breaking certain Sealed Skills and upgrading your Mind attribute. Depending on the type of occult that you use, the number of occult devotions needed for the spells vary, with those that use up more occult devotions having greater attack power.




Up to two different weapons and two different occults can be equipped at any given time and can be switched on the fly by pressing R and L, respectively. Pressing ZR allows you do dash, which is very useful in dodging enemies or traps or in traversing gaps. Pressing ZR allows you to view the map that expands as you progress and explore more areas in the game. Discovered treasures but left unopened or uncollected are marked on the map, so that you can easily get back to them once you have the necessary skills to reach them.

Speaking of the map, as previously mentioned, the world in this game is expansive and the way they interconnect and loop back to one another is very well-designed. The biomes in each area are also varied, with matching varied enemies waiting to take a bite off you. Special mention to the background art design with amazing parallax scrolling. They make the world even wider and more spacious, plus the superb lighting that really highlights the wonderful art style. Anyway, back to the map: the game also has a fast travel system, and these fast travel points are strategically situated within the levels. This makes grinding and backtracking easier. By the way, the NPCs that sell items and upgrade weapons and occults are only found within one area of the game, so using these fast travel points is quite a necessity, especially if you want to be more powerful and more prepared for your upcoming battles.




Overall, 3000th Duel is one surprisingly good game and it plays awesomely on the Switch. It gives you a good bang for your buck, with a playtime of 15-20 hours for $15. Plus it is only about 995Mb, so it won't be too taxing on your microSD card. If you have some spare cash and you want to scratch your metroidvania itch, go give this game a try and if you are a fan of the genre, you will surely love it. So buckle up, grind, and prepare for one epic adventure and be ready for your 3000 or more duels in this indie gem.



REPLAY VALUE: Very high



PROS
  • Surprisingly good visuals with excellent art style, animation, environment, lighting, and particle effects
  • Excellent soundtrack that effectively evokes the ambience of the environment
  • Solid and smooth frame rate throughout the game
  • Very good use of HD rumble
  • Wide range of customization options, from occults to weapons to skills and abilities
  • Good variety of enemies to slay
  • Good variety of weapons and buff items to collect
  • Amazing boss battles, albeit with simplistic attack patterns, but can get really challenging near the end
  • Interesting NPCs that make you feel less alone in this world
  • The challenge ramps up quite steeply by the second half of the game which prevents the game from hitting a plateau and thus will make you strategize more and grind a bit
  • Metroidvania tropes and clichés put into very good use, with some RPG and soulslike elements thrown in
  • Good price point

CONS
  • No voice acting
  • Walls of text for story exposition
  • The title is a bit lame
  • NPCs that sell items and upgrade weapons and occults are only found in only one area, which makes going back to them quite a chore, even with the availability of fast travel points
  • Controls cannot be remapped, which could have helped those who prefer the D-pad over the left analog stick for movement
  • The controls are floaty at times; some control inputs not are registering in time that could result to cheap deaths
  • Some sections are too dark in normal screen brightness handheld mode


RATING: 4.5/5 Metroidvania heroes and villains

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We were expecting some sort of Hitman 2 game ever since IO started referring to the last game as 'The Complete First Season', which rather suggested that there was going to be a Season 2. (Though, as you'll know by now, those expectations have turned out to be not entirely accurate.)
Before a Hitman 2 release date could even be a thing, we needed a Hitman reboot that would be a return to form for the series. After the leaden and muddled Absolution, it's clear IO intends to build on the same sandbox formula they've perfected over the past few years.
After some stealthy – but decidedly non-violent – deduction work, we know loads of Hitman 2 trailer and gameplay details. We know the location of the first two missions, the ways in which the design of the initial game is being expanded, and a few of the silly/excellent costumes you'll be donning. Here's everything we know about Hitman 2.

HITMAN 2 RELEASE DATE

IO Interactive was not shy about revealing this one. The Hitman 2 release date is November 13, 2018. Hitch-free assassinations require patience, but that's barely a wait at all.

HITMAN 2 LOCATIONS

All of Hitman 2 locations have been revealed it looks like Agent 47 is going to acquire lot of air miles. The six locations are Miami, Colombia, New Zealand, India, USA, and the North Atlantic with Austria being the setting for the Sniper Assassin Game Mode. We've seen plenty of Miami and Columbia and in IO's most recent trailer we can feast our eyes on Hawke's Bay, Mumbai, Vermont and the Isle of Sgàil.

MIAMI, USA

Miami was the first Hitman 2 location that we got to feast our eyes on. We've played through Hitman's 2 Miami mission where Agent 47 attended the final hours of the Global Innovation Race a spectacle for the fastest cars in modern racing. In Miami you are tasked with killing a motorsport driver.

SANTA FORTUNA, COLOMBIA

We've also played the game's second mission, and know that Agent 47's work will take him to the thick Colombian jungle. In this level, foliage is your ally as Agent 47 will be slinking through the underbrush to make his kills. There are three targets: Rico Delgado, Jorge Franco, and Andrea Martinez. There are hippos, heavy-chandeliers, drug-filled souvenirs, a precariously rickety gold statue, and the opportunity to stab someone with a tattoo pen. Clearly creatively bumping people off will remain at the forefront of this sequel. IO also said in a press release that guards won't be the only threat this time, so prepare for wild animals and poisonous plants.

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Hawke's Bay, New Zealand looks to be an interesting location. The location trailer shows Agent 47 on a beach at night time perusing his target, sand being kicked up everywhere. With just the sand dunes and the sea for as far as you can see, its going to put your stealth skills to the test.

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Monday, March 16, 2020

Hiring: Project-based Programmer



Title: Gameplay Programmer
Type: Full-time, project-based (1 year)
Last day to apply: 8th of July 2018


Frictional Games is famous for its immersive, atmospheric first-person games; games created by a small team working closely together. For our next game, we need to expand that team! We need a gameplay coder who can support the rest of us, taking on responsibility for game-wide systems such as inventory, AI, first-person body, and other features that the player's experience will depend on. Join us, and help us transport our players to strange and terrifying new realms.

The position is full-time, and project-based for the period of 1 year. After that period there may be a possibility for the position to become permanent.

What will you work on?
Here are some of the specific gameplay systems you will find yourself working on:
  • Inventory management
  • AI behavior
  • Physics interactions
  • User interface
  • Game-specific systems (think Sanity system in Amnesia: The Dark Descent)
  • Inverse kinematics
It is a big plus if you have already worked on most of these before. While we value experience, it is more important that you are willing and able to dig into challenges and learn new things. We are interested in playing to your strengths, so the things listed will not be the only ones you will be working on.

What are we looking for?
The person we're looking for should have a solid understanding of different gameplay systems. You need to be able to see the big picture and have a firm grasp on how information flows between modules, and how complex behaviour can be reduced into simple rule sets.

We use our own engines, so you need to be able to adapt to the existing system and code base. We also value the end user experience, so we hope you can step into the players' shoes instead of only focusing on the nitty gritty technical stuff.

You have to be a European resident to apply!

Here are our other essential requirements:
  • You have worked on a game that uses 3D environments.
  • Well-versed in C++, C#, Java or similar.
  • Strong linear algebra skills.
  • Major role in completing at least one game.
  • Strong self-drive and ability to organise your own work.
  • A critical approach to your work, ability to reflect.
  • Confidence in implementing your own designs.
  • Fluency in English.
  • Team communication skills.
  • Knowledge of game design.
  • A Windows PC that runs recent games (such as SOMA) that you can use for work (unless you live in Malmö and will work from the office).
  • A fast and stable internet connection.
For this position you can work from home. We have a central hub in Malmö, Sweden, which you can use if you wish.

What we offer:
  • Flexible working hours, a no-crunch approach.
  • Opportunities to influence your work flow.
  • Variety in your work tasks, and ability to influence your work load.
  • Participation in Show & Tell of games, having a say in all aspects of the game making.
  • An office in central Malmö you can use.
  • An inclusive work environment.
  • A possibility to become a permanent employee.

Apply? Yes!
Did the tasks above sound like your cup of tea (or other beverage)? Are you the person we're looking for? Then we would love you hear from you! The last day to send the application is 8th of July 2018 - but the sooner the better.

Please send us your:
  • Cover letter
    • Tell us why we should hire YOU!
  • CV
  • Portfolio
    • PDF or links to your works
Please note that we require all the attachments to consider you.

Send your application to apply@frictionalgames.com!

Privacy Policy
By sending us your application, you give us permission to store your personal information and attachments.

We store all applications in a secure system. The applications are stored for two years, after which they are deleted. If you want your your information removed earlier, please contact us through our Contact form. Read more in our Privacy Policy.

Sunday, March 15, 2020

Stonne 1940 Big CoC Weekend Part 1


This has been in the pipeline for a few months now, the first public Big CoC public weekend at the WHC. In this first post I'll give some idea of the thought process (sic) behind the game and then I'll give you the scenarios and how the game played out...oh, and there will be a few pics.
Warlord and Crusader French
Mark Freeth was very keen to get an early war 1940 scenario together, initially we toyed with the idea of running a weekend with 2 games running side by side, one containing French and the other BEF taking on the invading Germans. While this was certainly achievable, it involved a few more logistical headaches concerning turning the games around, plus simply having to focus on 2 games at once rather than one. So, in the end we plumped for a single set of scenarios with just the French and Germans.
A small problem with running Big CoC games is that the scenarios are somewhat dependant on the number of players attending, and given the nature of the WHC the numbers can vary, Some players book months in advance, but often people will book relatively late so the scenario needed to be capable of being tweaked to fit this in. The nuts and bolts of the game don't alter that much, the idea being that each player will command an infantry (or armour) platoon, then the force as a whole has a degree of support which is then dished out. On the whole this is not a problem, but for quite a while we were looking at having six players (fine, 3 on 3) then suddenly the numbers went up to seven. My initial reaction was one of mild horror because it meant balancing the game for a three versus four. However, when I started looking at the way the Stonne game might play out, the imbalance of 3 platoons  against 4 became more and more attractive.


A little Panhard 178. It bogged in the ditch......
The battle at Stonne took place over 4 days commencing on 15th May 1940, with the Germans having the Grossdeutschland motorised infantry regiment, and elements of the 10.PzD (Panzer-Regiment 8)
They were encountering in these scenarios the 3e DIM (Division d'Infanterie Motorisée), supported by 3e DCr (Division Cuirassée)
Looking at the platoon lists for CoC the 1940 German infantry platoons are enormous. Each platoon contains 2 senior leaders and a 50mm mortar team plus 4 x 10 man sections, for a total of 44 men.
The French platoons are a similar size, with 2 platoon leaders (1 senior, 1 junior) a VB rifle grenade team of a junior leader with 4 men. plus 3 sections of 11 for a total of 40 men. 

So if we had seven players, with 3 on the German side and 4 for the French it wouldn't be too bad. 1 player a side would be playing a tank platoon anyway, so it would be 2 German infantry platoons against 3 French, however that is actually 8 German sections opposed to 9 French, making it less unbalanced than first appears. A little extra tweaking by making the Germans "superior regulars" meaning they treat rolls on their command dice of a single six also as a 5, giving them more CoC dice pips during the game, plus increasing the size of their panzer II platoon to a whopping 5 vehicles would compensate for the additional French numbers. Additionally, each German platoon would start with a full Chain of Command Dice. 


Poilus advance, CharB in support 
So I worked on that basis, and prepared everything with 7 players in mind, Then of course Mark called and said " I've got an 8th player"......So the superior regular, and the extra CoC dice went out of the window, and the Panzer platoon was cut from 5 down to 4, and the Germans went up to 3 infantry platoons to make it 4 a side. Also the Germans would not have a significant advantage in support points when they were attacking, while the french would.

 Even after this we had another couple of guys wanting to sign up, but at that late stage we sadly had to say no, and stick with 8, as I think a single game with 5 a side is really stretching it for this rule set - not saying its not possible, but I think the game might suffer.
So that is the format we ended up going with, having said that I'm pretty sure the scenarios will work fine with seven (or 5 for that matter) players if the Germans are bumped up a bit to cater for uneven forces.



Panzerjeager I supports Black Tree and Warlord infantry

The other aspect of the games that numbers have an impact on is the size of the table used for each scenario. The recommendation for Big CoC is that the table size should be the same as for normal CoC (6' x 4')  with an additional foot width per additional infantry platoon added - you add nothing for the armour.
Well, The main table at the WHC is 24' long by 6' deep, and so we already play on a depth of 6' which I prefer over 4'. The patrol phase gets forces into action quickly enough anyway, and having the extra depth gives players a bit more room without slowing things down.
Just adding 2 feet per platoon gives us a width of 8' x 6 " which is fine, but the centres' terrain boards are 3' each so it is convenient to go for a slightly larger width of 9'. a bit more room both on the table and for player comfort. That meant that it wasn't too tricky to divide up the table into 3 sections - 9' at each end and then utilise the central 6' and 3' of one of the other sections to give us 3 x 6' x 9' areas.

The point of all this meant I could set up the entire table beforehand, and players go from game to game  with no great interruptions in order to maximise playing time. Also I think it looks good!






Stonne from west to east: Game 1 at the far end, game 2 in the foreground, game 3 in the centre. The Germans are advancing from the north, the French, the south.

I also planned to have a 4th scenario, which would have meant re-setting the terrain at one end of the table- it would have been that which was fought over in game 2 so we could do it while game 3 was in progress giving plenty of time. As it turned out, we didn't get in 4 games over the weekend, a bit of a shame but, sometimes CoC games can be like that, some go faster than others.
The table was made up simply from having a look at Google Earth, backed up with some excellent maps in Prieser's "Blitzkrieg Legend"- to  get the overall topography. Generally the village hasn't changed enormously since 1940, although it was rebuilt there has been no development sprawl, The critical points haven't changed, in terms of the woods, the road layout, and the extent of the village.Being able to get down at street view is an amazing resource, it shows just how winding and steep the only road the Germans had to approach the village from the north was, as it approaches the Butte De Stonne at the Eastern end of the village, and how despite it appearing very flat on the map, the countryside to the west and south actually has quite a lot of small undulations, the view south from the village is somewhat restricted. At the eastern end of the village the countryside is more wooded and broken, with the road becoming sunken before it winds down back on itself down the steep wooded slope to the north of the village (off- table)

Map showing the initial German attack on Stonne, May 15 at 0800. Influenced by Eric Denis' work. (wikipedia)
Given the nature of playing 3 or possibly 4 games over a weekend in a campaign format with 8 CoC novices I thought that the first scenario should probably be a bit gentle in order to ease them into it, and allow them to possibly make a few mistakes without getting horribly punished. I also wanted to keep it relatively simple.
Given the nature of the fighting in Stonne (the village apparently changed hands 17 times in 3 days), it lent itself to a relatively straightforward narrative: i.e. Attack and counterattack- So I decided to make the first game an attack/defence scenario with the Germans on the offensive at the eastern end of the table, the second game was to be another attack/defence with the French on the offensive at the western end of the table. Game 3 was to be in the central area of the table with the Germans attacking in an "attack on an objective" scenario.
I planned a 4th scenario which was to be played out on new terrain to the east of Stonne and that would have been the French conducting a flank attack. However, time sadly ran out. I'm sure we will do it one day.


The View from east to west, the broken ground of the Butte De Stonne in the foreground

The scene was set:
8 players, hopefully 4 games, Germans versus French at Stonne, one of the iconic battles of the campaign.
What were the salient features of the battle? The Germans had crossed the Meuse a couple of days earlier and were trying to exploit that relatively fragile bridgehead, the French had rapidly managed to assemble a counter attack force. The massif of which Stonne is a small part doesn't readily show up on a map, but have a look at Google Earth and you can see just how important it was for both sides. The village itself is rather innocuous, just a farming village with two roads entering from the south, however, it is the terrain to the north which both sides were focused on. There is a single road which leads out of Stonne to the north, this snakes down the hillside along a steep wooded slope before reaching the more gentle plain. The entire northern side of Stonne is covered in thick fir trees which extend down the steep slope- there is nowhere in the village itself (other than the "Butte de Stonne") which has a view to the north. However, if you hold the town and can establish OP's in this wooded hillside you have a magnificent vista stretching out 4 or 5 kilometres and more to the north, the German bridgeheads, and the routes they will take as they expand. Subsequently this tiny Ardennes village became vitally important.   


French section enters central Stonne