Weekly: This Week in History

August 4, 1996: In the midst of an election season that includes California's medical marijuana initiative, Prop. 215, state narcotics agents, at the direction of California Attorney General Dan Lungren, raid the Cannabis Buyers' Club of San Francisco.

August 5, 2004: In a Seattle Post-Intelligencer op-ed entitled “War on Drugs Escalates to War on Families,” Walter Cronkite calls the war on drugs “disastrous” and a “failure” and provides a plethora of reasons why it should end immediately.

August 6, 1990: Robert C. Bonner is sworn in as administrator of the Drug Enforcement Administration (DEA). Bonner had been a federal judge in Los Angeles. Before he became a judge, Bonner served as a US attorney from 1984 to 1989.

August 6, 2004: The Ninth Circuit orders the release, pending appeal, of Bryan Epis, who had been convicted of conspiracy to grow 1,000 marijuana plants in a federal trial in which the jury was not allowed to hear that he was a medical marijuana activist.

August 7, 1997: The New England Journal of Medicine opines, "Virtually no one thinks it is reasonable to initiate criminal prosecution of patients with cancer or AIDS who use marijuana on the advice of their physicians to help them through conventional medical treatment for their disease."

August 8, 1988: The domestic marijuana seizure record is set (still in effect today) -- 389,113 pounds in Miami, Florida.

August 8, 2001: During his third term in Congress, Asa Hutchinson is appointed by President Bush as chief administrator of the Drug Enforcement Administration (DEA).

August 9, 1990: Two hundred National Guardsmen and Bureau of Land Management rangers conduct a marijuana raid dubbed Operation Green Sweep on a federal conservation area in California known as King Ridge. Local residents file a $100 million lawsuit, claiming that federal agents illegally invaded their property, wrongfully arrested them, and harassed them with their low-flying helicopters and loaded guns.

Permission to Reprint: This article is licensed under a modified Creative Commons Attribution license.
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number of games in the

number of games in the universe Warhammer grows exponentially. New space strategies also come out almost every week. But to make space strategy in the universe "wahi" ... This happens, to put it mildly, infrequently. Battlefleet Gothic: Armada fills this annoying gap. The game is based on the rules of the harsh "desktop" Battlefleet Gothic from the world of Warhammer 40K and in the same way tells about the true Gothic war, namely how the Imperial fleet tries to restore order in the Gothic sector, where Abaddon the Destroyer, orcs, chaosites invade , Eldar and devil knows who else ... The  Imperial campaign slightly resembles the cosmic version of Total War. There is a global map, broken into different star systems, there with each new turn there are new points where the enemies of the Empire invaded, and we decide where to send our fleet to show the scoundrels a kuz'kin mother. And there is a tactical map, on which, in fact, the space battles are unfolding. Based on their results (and in case of victory and defeat), we earn a certain amount of glory points, for which the ships can then be "upgraded", learn new skills for them, "pump" the crew and increase the number of their flotilla.  Another question is that in case of defeat the risk of new invasions increases, and with each point captured by the enemy, various penalties increase - the cost of repairing or improving ships increases, the rate of increase in experience decreases, and so on.  The main dish and "napkins" and its computer adaptation are, of course, the battles of space flotillas. To say that they are intense and deep, is to say nothing! Even at the normal level of complexity, you will not lose fights and lose the whole systems more than once and twice - let alone the "hard" or heroic level created for real Imperials! The fact is that in Battlefleet Gothic: Armada it's not enough just to allocate your flotilla and set it on the enemy. Each vessel, whether it is a battleship, a cruiser or a support ship, has its differences in speed, maneuverability and firepower. There is also a set of activated skills - you can get temporary bonuses for accuracy or protection, become invisible, launch torpedoes, lift fighter jets into the air to guard the battleship, make warp jumps for a short distance, throw trap mines. They even allow sending stormtrooper teams to the enemy's side to arrange a sabotage, fire or disable the turret.  But also just in time to activate abilities on a pause (time does not stop, but slows down), as in "The Star Wolves", is also not enough. In the tactical model Battlefleet Gothic: Armada a lot of nuances - how did you set up the fleet before the fight, at what optimal distance are your ships trying to shoot enemy, from which guns: from onboard or from nasal - and which systems will be hit first ... You can, of course, try to maximally adjust the behavior of AI and give the reins of government in his hands, but it's better and more efficient to do everything personally.  It is especially important to take into account the speed, maneuverability and inertia of ships with which they move in order to stop in time, turn around, change course, go to the enemy in the rear, move to a safe distance or, conversely, , discharge all the guns in the side, or even go to ramming. By the way, the Eldar fleet is the fastest, and, for example, the orc ships are better suited for storming and ramming; There are many differences between the factions, and they too have to be taken into account.Play kizi games online. And, of course, it's important to develop your fleet competently. It is necessary not only to learn new skills and improve different systems (engines, shields, compartments, hulls, guns, etc.), but also to "pump" specialists who serve on cruisers and battleships - here and technician, navigator, and shooter, and other comrade officers. And there is a commissioner whose value is difficult to overestimate - it reduces the chance that the team will under certain conditions out of compliance and try to seize the ship. On the other hand, in this case, you always have the opportunity to simply eliminate the traitor - in a harsh world Warhammer 40K is the most effective way.

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