 rush for 232 yards like it did against Missouri. But it must have a semblance of a run game. The Vols need to get at least 100 yards on the ground. That sounds like a modest goal, but Auburn got 39 on 22 carries against the Dawgs. And offensive coordinator Jim Chaney can’t give up on the run early, even if UT is struggling to push the pile. You can’t become one-dimensional. A decent run game will help UT’s play-action attack. If you ask your quarterback to drop back over 40 times (like Auburn’s Bo Nix did) you’re asking for trouble. Georgia outrushed Auburn 202-39 yards. UT must come within 50 yards of Georgia’s run total.
How good is Georgia’s run defense: It hasn’t allowed a running back to score a rushing touchdown since Alabama’s Josh Jacobs 17 games ago. Since then, three quarterbacks have rushing scores: Nix, Texas’ Sam Ehlinger, Baylor’s Charlie Brewer.
2. Limit turnovers. That seems to go without saying. But put it like this, UT MUST win the turnover margin, even if it’s by one. Breaking even might not be good enough. Losing it spells doom.
3.Better secondary play. Tennessee has had holes in the defensive backfield in the first two games, due in part to many defensive backs missing practice with injuries or covid-related issues. The return of nickelback Shawn Shamburger should help. A healthy Bryce Thomspon should help. A better pass rush would help. The one thing UT can’t afford is to let Georgia quarterback Stetson Bennett sit back in the pocket and survey the field. If so, star sophomore receiver George Pickens will pick UT apart.
4.Efficiency converting first downs and in the red zone. UT was 6×13 converting third downs against Missouri and 4×4 on fourth downs. You don’t get much better than that. UT also scored touchdowns on each of its five red-zone penetrations. That likely won’t happen against Georgia because it will be difficult to get in the red zone five times. But taking touchdowns over field goals when you get inside the 20 gives you a much better chance to spring an upset.
5. Explosive plays. This is a Jeremy Pruitt key. Tennessee had four passes of at least 30 yards against South Carolina. The Vols had six passes of at least 17 yards against Missouri and seven runs of at least 10 yards. That would qualify as a monumental success against Georgia. On the flip side, you can’t allow that many explosive plays to the Bulldogs.
6. Tennessee WRs must beat press coverage. The Vols wideouts have been productive, but they have not beaten man-to-man coverage with consistency. Georgia has at least three NFL defensive backs: Eric Stokes, Tyson Campbell, Richard LeCounte. UT’s receivers must gain separation to help Guarantano in the pass game. If not, UT could suffer the same fate in the pass game as Arkansas did in the second half v. Georgia.
7. Limit possessions. Tennessee had eight full possessions (not counting running out the clock at the end of a half) against Missouri and scored touchdowns on five. The scoring drives covered 14, 9, 8, 16 and 9 plays. That keeps your defense fresh and frustrates a Georgia offense that sits on the sideline. It also gives you a better chance to make this a fourth quarter game. And we all know what can happen in the fourth quarter. Just ask the Chicago Bears. Or Atlanta Falcons.
Sponsored by Big Kahuna Wings: The wings that changed it allTINY METAL is a turn-based strategy game (similar to Advance Wars) with a deep, Japanese-inspired narrative. You’ll command an army with a collection genre-staple units like soldiers, helicopters, and tanks, but you’ll also encounter unique units and new mechanics that set TINY METAL apart from other titles in its genre.
TINY METAL borrows many features from titles like Advance Wars, but it’s far from a carbon copy.
You’ll take the role of Nathan Gries, Lieutenant of the Artemisian Army, commanding your forces across the lands against the rival Zipang army. TINY METAL is strung along with long sequences of dialogue between the missions. The story and characters are thought out fairly well, but during our playthrough, it never seemed to fully grab our attention; instead, the game seemed a bit overdone and overly complex. Of course, this is only our opinion, and we can see how the right audience would find themselves immersed in this game’s dramatic storylines. Yet overall, the story isn’t the focal point of the game, since you’ll mostly focus on giving orders and commanding your army.
TINY METAL features a deep narrative, but sometimes the story feels a bit overwrought.
Many players will likely recognize the game’s base mechanics, inspired by the Advance Wars series. As expected, TINY METAL focuses on moving units and capturing buildings across various different terrains, but offers some improvements and developments. For example, TINY METAL offers a “Focus Fire” attack, which lets two units lock onto an opposing unit and inflict heavy damage. There’s also the “Advance” command, which lets the opposing unit strike first but pushes them back a spot, allowing you to easily take control of poorly defended buildings. Another small but important tweak to the original formula gives an advantage depending on the direction from which a unit is attacked. For example, a unit attacked from the side or rear is more vulnerable to heavier damage than a unit attacked head-on.
The “Lock On” and “Focus Fire” attacks add something new to the formula and dish out heavy damage!
TINY METAL expands upon basic units while adding new units that are completely unique to this title. There are 14 types of units to explore, from tanks (METALs) and infantry to gunships and radar. Control the familiar basic riflemen and anti-tank infantry, or choose to deploy soldiers and special-ops! The terrain in every mission features the “Fog of War” element, where you can only see so much of the map and enemy movement based on the position of your units. Having this mechanic baked into the entire experience of TINY METAL makes sense, but we think it would have worked better as a battle condition only.
Arrangement and placement of units is your key to victory.
TINY METAL’s graphics come in two forms, the 3D battles and the 2D slide-show story sequences. The story and dialogue are delivered by comic-strip-style characters against beautiful backdrops. The art in these story sequences grabbed our attention, and we loved the style. We wish that the 3D gameplay lived up to this 2D experience, but we found that the 3D grid-based maps don’t offer much variety; they feature a bland mix of colors, and our units’ dull yellow color didn’t fit well with the surrounding environment. But aside from their dull color, the 3D graphics are well-polished and look pretty good!
The art during the story segments are beautifully drawn! We almost wish the developers had kept the game in 2D only.
If you’re looking for a game to scratch that itch for an Advance Wars-esque strategy formula, you’ll be glad to know that TINY METAL does just that, and it offers some cool additions to the traditional formula. But please note that TINY METAL is not a substitute for Advance Wars, so don’t expect it to fill its shoes. In any case, being able to take TINY METAL on-the-go and experience its battles at your own pace makes it the perfect strategy game for fans of the genre looking for a quick fix.
Lead your forces to victory in TINY METAL!
> 68.1.0 release.
> Experiments, and devising Thunderbird-specific APIs around that.
> release. They work fairly well in nightly though.
> my recommendation would still be to write it as a WebExtension Experiment.
> you could help us identify where we need to improve our documentation.
https://wiki.mozilla.org/Thunderbird/Add-ons_Guide_63 with information.
It adds to and expands on the information already in the wiki article.
60    :    Already released.
61    :    Will not be released.
63    :    To be released. Currently last release to support XUL addons?
64    :   ?
bootstrapped non-webextension addons?
68    :    To be released. All addons from now on to be webextension?
idea of how things stand today.
compared to current addons? In this dark, dank, old dilapidated asylum, just another life to die in these halls. Kirishima closed his eyes and tried to ignore Bakugou’s words of ‘just so there’s no regret’ or of the thought of his friends gathered in all black.
Then somehow, eventually, Izuku was not a priority of hers.
Daehyun is an internationally acclaimed solo singer who has been on tour entirely too long. Crabbiness ensues, Himchan wants to throttle him, and Jongup is a good boyfriend who likes to surprise him.
Daehyun is literally the King of Hell and falls in love at first sight with soft pastel boy Moon Jongup. Soft chaos ensues as he tries to woo him. Jokes on