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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Disqus - Latest Comments for ShadRS</title><link>http://disqus.com/by/ShadRS/</link><description></description><atom:link href="http://disqus.com/ShadRS/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Tue, 04 Jun 2013 16:16:01 -0000</lastBuildDate><item><title>Re: Warhammer 40k, Fantasy, Wargames &amp; Miniatures News: Bell of Lost Souls</title><link>http://www.belloflostsouls.net/2013/06/brent-legohammer-and-legohammer-40k.html#comment-919015709</link><description>&lt;p&gt;Well written.  Have you seen Mobile Frame Zero?  Its a miniature wargame that you use legos to build the miniatures.  The rules flow pretty well.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Tue, 04 Jun 2013 16:16:01 -0000</pubDate></item><item><title>Re: 40K NEWS: Elysian and Raven Guard Minis</title><link>http://www.belloflostsouls.net/2010/03/40k-news-elysian-and-raven-guard-minis.html#comment-40719883</link><description>&lt;p&gt;Thats not a Runtbot!  That's clearly a Tin-Boy!!! *girlish squeal*&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Sat, 20 Mar 2010 21:25:39 -0000</pubDate></item><item><title>Re: FFG NEWS: Warhammer: Invasion Card Game</title><link>http://www.belloflostsouls.net/2009/07/ffg-news-warhammer-invasion-card-game.html#comment-12375207</link><description>&lt;p&gt;If its played similair to the Cthulhu LCG (and the cards look like it is), then one base set is needed for 2 players.  But if you want to play with more than 2 players, each player needs their own base set.&lt;/p&gt;&lt;p&gt;Also if you want to create any really interesting decks (single faction decks, theme decks, etc).  You'll probably need more than one base set.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Thu, 09 Jul 2009 09:05:09 -0000</pubDate></item><item><title>Re: FFG NEWS: Warhammer: Invasion Card Game</title><link>http://www.belloflostsouls.net/2009/07/ffg-news-warhammer-invasion-card-game.html#comment-12375121</link><description>&lt;p&gt;The thing to remember is that this is a LCG not a CCG.  The difference is once you've bought a card set, you have all the possible cards from that expansion/set.  And the expansion/sets go for about $10 a piece (or at least thats how the Call of Cthulhu ones are priced).  So I wouldn't exactly group it with the money sucking experience that a CCG is.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Thu, 09 Jul 2009 09:01:39 -0000</pubDate></item><item><title>Re: 40K Deep Thought: Unit Synergy</title><link>http://www.belloflostsouls.net/2009/06/40k-deep-thought-unit-synergy.html#comment-10705116</link><description>&lt;p&gt;Fateweaver and Flamers of Tzeentch.  Rerolling 4+ invulnerable saves makes them hard to kill and the multitude of Breaths of Chaos makes them impossible to ignore.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Wed, 10 Jun 2009 13:31:30 -0000</pubDate></item><item><title>Re: HOBBY: Painting Handles</title><link>http://www.belloflostsouls.net/2009/04/hobby-painting-handles.html#comment-8646632</link><description>&lt;p&gt;I do something similair.  All my minis have a magnet on ther bottom (used to transport them inside of metal bottomed trays.  The magnets go on before the painting and so its a simple matter to stick the magnetized minis to any metallic object to aid painting.  Of late I've been using medicine bottles with another magnet stuck on the underside of the lid.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Fri, 24 Apr 2009 08:02:06 -0000</pubDate></item><item><title>Re: ARMY LIST: The Humble Marine Gunline</title><link>http://www.belloflostsouls.net/2009/01/army-list-humble-marine-gunline.html#comment-5461995</link><description>&lt;p&gt;What exactly does the Null zone do?  I'm a Daemon player and I'm curious why I should fear it.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Thu, 22 Jan 2009 09:22:20 -0000</pubDate></item><item><title>Re: GW Chaos Mortals, Orks, and More</title><link>http://www.belloflostsouls.net/2008/10/gw-chaos-mortals-orks-and-more.html#comment-3046211</link><description>&lt;p&gt;Anyone else thinking of trying to turn the Stegadon into a Squigoth?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Tue, 14 Oct 2008 13:06:22 -0000</pubDate></item><item><title>Re: Bell of Lost Souls - 'Ard Boyz Semi-Finals Scenarios</title><link>http://belloflostsouls.tumblr.com/post/53728925#comment-2977562</link><description>&lt;p&gt;I managed to Alt my way into the Semi's.  One of the guys has no way to drive 3 hours to the nearest location on the day of the event.  So yah me!  Really looking forward to getting up tomorrow to drive to DC.&lt;br&gt;Speaking of which, when I called the store down there, they said the Store itself (Game Parlor in Woodbridge) wasn't the one running the event, it was a private gaming club.  Any one know anything about it?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Fri, 10 Oct 2008 08:00:10 -0000</pubDate></item><item><title>Re: 2008 'Ardboyz Semi-finals Missions</title><link>http://www.belloflostsouls.net/2008/10/2008-ardboyz-semi-finals-missions.html#comment-2977525</link><description>&lt;p&gt;Army special rules override standard mission/deployment rules.  So Daemons always do the Daemonic assualt (the two waves).  I'm guessing the same would also apply to the Marine's Drop Pod Assault.&lt;br&gt;I have to say though, I'm a little bitter that SMs are better at deepstriking half thier army when Daemons have to deepstrike their whole army.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Fri, 10 Oct 2008 07:55:32 -0000</pubDate></item><item><title>Re: RUMORS: WFB/40k Schedules</title><link>http://www.belloflostsouls.net/2008/10/rumors-wfb40k-schedules.html#comment-2891363</link><description>&lt;p&gt;Is this time table from some semi-offical source?  Or is it an amalgamation of the various internet rumors?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Mon, 06 Oct 2008 08:02:04 -0000</pubDate></item><item><title>Re: Aventine's Khorne Daemons- Khor-aeka's Bloody Host</title><link>http://www.belloflostsouls.net/2008/10/aventines-khorne-daemons-khor-aekas.html#comment-2820133</link><description>&lt;p&gt;Aventine, nice looking army!&lt;br&gt;A few questions for ya:&lt;br&gt;Has Blessings of Khorne proved that useful for you?  I don't seem to fight enough Psykers to make it worth while.&lt;br&gt;Also, how do you typically split your waves?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Fri, 03 Oct 2008 08:52:47 -0000</pubDate></item><item><title>Re: Fateweaver; Oracle of Tzeentch, by Gentleben</title><link>http://www.belloflostsouls.net/2008/09/fateweaver-oracle-of-tzeentch-by.html#comment-2507912</link><description>&lt;p&gt;The Lord of Change always comes with the two necks, the two heads, and the two staffs.  The picture on the box shows all the different options it comes with.&lt;/p&gt;&lt;p&gt;Now having said that, nice model.  I hope my Fateweaver looks as nice when I get around to painting him.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Sun, 21 Sep 2008 11:10:40 -0000</pubDate></item><item><title>Re: Chaos Daemons</title><link>http://belloflostsouls.tumblr.com/post/50627711#comment-2504554</link><description>&lt;p&gt;Now you see why Skarbrand is an iffie chose.  Unless your fighting a purely ranged enemy you can end up hurting yourself as much as you help.  And taking Fateweaver and Skarbrand together? Wow what a point sink.  How many points was the game?  I like the idea of that combo though, use the Fateweaver to offset some of your opponents rerolls.  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Sat, 20 Sep 2008 22:38:01 -0000</pubDate></item><item><title>Re: Chaos Daemons</title><link>http://belloflostsouls.tumblr.com/post/50627711#comment-2451556</link><description>&lt;p&gt;For the 'Ard Boyz Tournament I was running three packs of 9 strong.  Not much they couldn't take out.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Sat, 20 Sep 2008 02:49:01 -0000</pubDate></item><item><title>Re: Chaos Daemons</title><link>http://belloflostsouls.tumblr.com/post/50627711#comment-2439752</link><description>&lt;p&gt;Fateweaver does have a BS of 5, his WS however is only 4.  And frankly if your using him in assaults, your doing it wrong!  He is purely a support unit, meant to improve the survivability of those around him.  And sure his Toughness may not be that of other GDs, he has a re-roll-able 3+ save which more than makes up for it.  He should always be surrounded by other units with little chance of him getting assaulted.  And if the unit he is near gets assaulted, he should be lending his weight by Booning every turn.&lt;/p&gt;&lt;p&gt;As for Soulgrinders versus Daemon Princes, they have completely different uses and to compare them is like comparing apples to oranges.  A Soulgrinder is a fairly slow monster that’s meant to cause your opponent worry and be a fire magnet.  They just can't be ignored, they must be dealt with, because while their BS and WS are comparatively low they can deliver enough volume of fire to be a concern to your opponent, to say nothing of being a great tar pit for some units who have nothing (or little) that can penetrate their armor.&lt;/p&gt;&lt;p&gt;And finally, Plaguebearers versus Horrors.  Your right, in strictly an objective holding capacity, its hard to beat Plaguebearers.  But if you need an objective cleaned off first, I'd rather have the horrors.  It’s all about balance; I personally try to have one unit of each in most armies, because they serve two separate purposes.&lt;br&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Fri, 19 Sep 2008 08:12:11 -0000</pubDate></item><item><title>Re: Chaos Daemons</title><link>http://belloflostsouls.tumblr.com/post/50627711#comment-2430480</link><description>&lt;p&gt;Refer to where I said "For purposes of the test vehicles have a Leadership of 10." for how they work on Monoliths.  And unfortunatly you can only have one per army.  He's a unit upgrade for Horrors.&lt;/p&gt;&lt;p&gt;Still though, soo much fun when it works.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Thu, 18 Sep 2008 14:38:08 -0000</pubDate></item><item><title>Re: Chaos Daemons</title><link>http://belloflostsouls.tumblr.com/post/50627711#comment-2429204</link><description>&lt;p&gt;Glamour of Tzeentch is the Changeling's big ability in 40K.  In your opponents shooting phase you select a unit within so many inches of the Changeling (I think 24).  That unit must pass a leadership test in order to fire at thier chosen target.  If they fail then you get to redirect their fire to one of thier own units that is within LoS to the Changeling.  For purposes of the test vehicles have a Leadership of 10.&lt;/p&gt;&lt;p&gt;Against some armies it is completly useless.  Other armies only margianal.  But for 5 points, there's no reason not to include it.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Thu, 18 Sep 2008 14:06:16 -0000</pubDate></item><item><title>Re: Chaos Daemons</title><link>http://belloflostsouls.tumblr.com/post/50627711#comment-2420979</link><description>&lt;p&gt;With that many Horrors you need a Changeling.  His Glamour may not always work, but when it does it can be a thing of beauty.  Picture the Glamour of Tzeentch working on a Monolith surrounded by half your opponents army, *sniff* almost makes you want to tear up.  And the best part of it all is he only costs 5 points (I think, don't have the book in front of me).&lt;/p&gt;&lt;p&gt;Also Seekers!  If you can lay your hands on some (or convert them) do so.  Combined with Skarbrand and/or Fateweaver they are glorious killing machines.  Five rending attacks on the charge (a 12 inch one at that) will clean the clocks of most units (I use them mostly to hunt terminators).&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Thu, 18 Sep 2008 07:38:48 -0000</pubDate></item><item><title>Re: &amp;#039;Ard Boyz List: Imperial Guard</title><link>http://belloflostsouls.tumblr.com/post/49951918#comment-2358008</link><description>&lt;p&gt;Love the motto!  Gonna have to remember that.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Mon, 15 Sep 2008 07:45:29 -0000</pubDate></item><item><title>Re: &amp;#039;Ard Boyz List: Imperial Guard</title><link>http://belloflostsouls.tumblr.com/post/49951918#comment-2357726</link><description>&lt;p&gt;The Flamers are key!  Nine Flamers means 27 Strength 4 shots per turn if at range, or a no cover/armour savable wound on a 4+.  In a practice game versus a nidzilla army I wiped out all his Tyrants and Carnifexs pretty easily.  This is part of the reason a friend described my army as the Anti-Cheese Cheese army.&lt;br&gt;First wave is the three Flamer packs, both Soulgrinders and Fateweaver.  Thus forcing my opponent to choose, shoot fateweaver and try to take away my save re-rolls, or try and deal with the more immediate threat of the flamers that will decimate three units a turn if lucky.  Most of my opponents went for the flamers, and Fateweaver only died in the first game.  Mostly because it was a gurad army who could force me to make enough rolls to eventually fail some saves.  Fateweaver actually passed his morale checks though and it was just the number of wounds inflicted. &lt;br&gt;My second opponent (Dark Eldar) managed to pull the flamer packs away from Fateweaver through careful assaults, forcing me to choose which one I wanted to keep Fateweaver near.  I went after the pack that had been assaulted by his lord , who I spawned =).&lt;br&gt;I also left out on unit in my list above, a winged Daemon Prince of Slaanesh with all the trimmings.  He ultiimatly proved to be my MVP.  First game he assisted a plaguebearer group in cleaning off an objective, then using Pavane and a careful assault pulled another unit off an objective to give me a major victory.  Second game he kept a unit of Wyches tied up and off of my flamers and Fateweaver.  And in the last game he managed to dig a Soulgrinder out of a prolonged melee.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Mon, 15 Sep 2008 06:48:32 -0000</pubDate></item><item><title>Re: &amp;#039;Ard Boyz List: Imperial Guard</title><link>http://belloflostsouls.tumblr.com/post/49951918#comment-2348810</link><description>&lt;p&gt;Fateweaver&lt;br&gt;27 Flamers (3 Groups)&lt;br&gt;2 Soulgrinders&lt;br&gt;10 Horrors (plus the Changeling)&lt;br&gt;21 Plaguebearers (2 groups, 10 &amp;amp; 11)&lt;br&gt;8 Seekers&lt;/p&gt;&lt;p&gt;It worked pretty well I think.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Sun, 14 Sep 2008 15:33:03 -0000</pubDate></item><item><title>Re: &amp;#039;Ard Boyz List: Imperial Guard</title><link>http://belloflostsouls.tumblr.com/post/49951918#comment-2346979</link><description>&lt;p&gt;At our store it was:&lt;br&gt;1.  Tyranids&lt;br&gt;2. Orks&lt;br&gt;3. Necrons&lt;br&gt;4. Daemons (me)&lt;/p&gt;&lt;p&gt;My last round I wiped everything the guy had on the table (he was ultramarines) but a single Landraider.  Turn four he used machine spirit to move it in and park it on an objective and thus deny me a massacre.  And of coarse I fluffed the roll to go one more turn.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Sun, 14 Sep 2008 11:27:32 -0000</pubDate></item><item><title>Re: &amp;#039;Ard Boyz: Round 1 Missions!!!</title><link>http://belloflostsouls.tumblr.com/post/49480184#comment-2262151</link><description>&lt;p&gt;Thing that bugs me with my Daemon List is I'm garunteed to give up at least one Battle Point per game to my opponent.  I use Fateweaver and he quickly becomes a fire magnet.  And in nearly all my test games he ends up dying because of it (though he's only ran away once).  On the plus side, my army has fairly few KPs available to my opponent, let's hear it for small elite armies!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Wed, 10 Sep 2008 13:26:09 -0000</pubDate></item><item><title>Re: BoLS Polls: Burninator Edition</title><link>http://www.belloflostsouls.net/2008/09/bols-polls-burninator-edition.html#comment-2103386</link><description>&lt;p&gt;Amen brother!  I love bathing my enemies in the flames of perdition!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ShadRS</dc:creator><pubDate>Thu, 04 Sep 2008 08:00:36 -0000</pubDate></item></channel></rss>