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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Disqus - Latest Comments for TheFallenCypher</title><link>http://disqus.com/by/TheFallenCypher/</link><description></description><atom:link href="http://disqus.com/TheFallenCypher/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Fri, 30 Oct 2009 13:49:31 -0000</lastBuildDate><item><title>Re: 40K BATTLE REPORT: Space Wolves(Goats) vs CSMs (Video)</title><link>http://www.belloflostsouls.net/2009/10/40k-battle-report-space-wolvesgoats-vs.html#comment-21367411</link><description>&lt;p&gt;Correct, majority toughness is something to remember especially when you have a Wolf Lord on thunder wolf mount.&lt;/p&gt;&lt;p&gt;In the case above though we were talking about Armor Saves and not toughness or rolls to wound.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TheFallenCypher</dc:creator><pubDate>Fri, 30 Oct 2009 13:49:31 -0000</pubDate></item><item><title>Re: 40K BATTLE REPORT: Space Wolves(Goats) vs CSMs (Video)</title><link>http://www.belloflostsouls.net/2009/10/40k-battle-report-space-wolvesgoats-vs.html#comment-21357670</link><description>&lt;p&gt;The "mixed armor rule" is a thing of the past, see BRB page 25 for more details.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TheFallenCypher</dc:creator><pubDate>Fri, 30 Oct 2009 11:53:03 -0000</pubDate></item><item><title>Re: 40K BATTLE REPORT: Space Wolves(Goats) vs CSMs (Video)</title><link>http://www.belloflostsouls.net/2009/10/40k-battle-report-space-wolvesgoats-vs.html#comment-21336654</link><description>&lt;p&gt;No because of wound allocation you are able to split up the wounds and take the saves individually.&lt;br&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TheFallenCypher</dc:creator><pubDate>Fri, 30 Oct 2009 02:07:13 -0000</pubDate></item><item><title>Re: How Did I Miss This???</title><link>http://flywire.tumblr.com/post/188861802#comment-16824645</link><description>&lt;p&gt;Check the USR's for the ones that are lost by both IC's and units that join up. BRB pg74.&lt;/p&gt;&lt;p&gt;If a IC with out Scout joins a unit with Scout, the unit loses the USR Scout. &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TheFallenCypher</dc:creator><pubDate>Thu, 17 Sep 2009 14:22:45 -0000</pubDate></item><item><title>Re: How Did I Miss This???</title><link>http://flywire.tumblr.com/post/188861802#comment-16816754</link><description>&lt;p&gt;Mkerr you did miss something.. Saga of the hunter gives Outflank and Stealth not Scout and Outflank. This is where the rules get fuzzy because BEL says if the scouts make use of their Outflank move they may deploy via BEL.&lt;/p&gt;&lt;p&gt;The WGBL may be able to take advantage of this because he has Outflank, though a FAQ ruling is most likely needed&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TheFallenCypher</dc:creator><pubDate>Thu, 17 Sep 2009 11:40:48 -0000</pubDate></item><item><title>Re: The OTHER Space Wolves HQ Choices</title><link>http://flywire.tumblr.com/post/188286928#comment-16699671</link><description>&lt;p&gt;Until the Space Wolves FAQ comes out its almost up in the air as to if Wolf Guard can be taken as troops or just count as troops.&lt;/p&gt;&lt;p&gt;The Rule under WG clearly says that Wolf Guard "COUNT AS" troops in any army that includes Logan Grimnar. I don't see a need for this to be FAQ'd but I'm sure there are plenty of Wolf players who will need it...&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TheFallenCypher</dc:creator><pubDate>Wed, 16 Sep 2009 02:01:17 -0000</pubDate></item><item><title>Re: The OTHER Space Wolves HQ Choices</title><link>http://flywire.tumblr.com/post/188286928#comment-16639892</link><description>&lt;p&gt;Wolf Lords don't make Wold Guard troops, the only one that does this is Logan Grimnar. The down side to this is that the wording used it "count as" not "taken as" which means you can only take up to 3 units of Wolf Guard, no matter if they "count" as troops or not.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TheFallenCypher</dc:creator><pubDate>Tue, 15 Sep 2009 15:19:15 -0000</pubDate></item><item><title>Re: The OTHER Space Wolves HQ Choices</title><link>http://flywire.tumblr.com/post/188286928#comment-16638560</link><description>&lt;p&gt;The Wolf Priests ability is preferred enemy against the unit type he chooses, where as the Chaplin just gets to re-roll to hits in the first round of an assault the he launched.&lt;br&gt;The Wolf Priest's  works all the time (including during a turn that your opponent assaulted, thus giving you Counter Attack on top of the re-rolls)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TheFallenCypher</dc:creator><pubDate>Tue, 15 Sep 2009 15:05:07 -0000</pubDate></item><item><title>Re: The OTHER Space Wolves HQ Choices</title><link>http://flywire.tumblr.com/post/188286928#comment-16638329</link><description>&lt;p&gt;He comes with terminator armor and has no options to remove it.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TheFallenCypher</dc:creator><pubDate>Tue, 15 Sep 2009 14:59:51 -0000</pubDate></item><item><title>Re: The OTHER Space Wolves HQ Choices</title><link>http://flywire.tumblr.com/post/188286928#comment-16636534</link><description>&lt;p&gt;You are 100% correct. Lone Wolves can't join another unit, nor can an IC join the Lone Wolf. The Lone Wolf has no transport options, and the only way to start him in a vehicle is to buy a Land Raider as a heavy choice and start him in it. Doing this is a total waste of points and if anyone does this they should be shamed unitl Russ returns...&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TheFallenCypher</dc:creator><pubDate>Tue, 15 Sep 2009 14:21:22 -0000</pubDate></item><item><title>Re: The OTHER Space Wolves HQ Choices</title><link>http://flywire.tumblr.com/post/188286928#comment-16636302</link><description>&lt;p&gt;Lone Wolves can't join other units ala "Pack of One" rule.&lt;/p&gt;&lt;p&gt;Just like Wolf Guard in terminator armour can't join Wolf Scout units. &amp;lt;-- See 'Dirty Trick #2 for a way to get laughed at and maybe even tossed from a tourney..&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TheFallenCypher</dc:creator><pubDate>Tue, 15 Sep 2009 14:16:18 -0000</pubDate></item><item><title>Re: 40K TACTICS: The OTHER Space Wolves HQ Choices</title><link>http://www.belloflostsouls.net/2009/09/40k-tactics-other-space-wolves-hq.html#comment-16635649</link><description>&lt;p&gt; Dirty Trick#1 For the win!!&lt;/p&gt;&lt;p&gt;Dirty Trick #2 = You can't read... The rule that allows Wolf Guard to split and join other units specifically says "Wolf Guard in Terminator armour, with jump packs or mounted on a Space Marines Bike may not join Wolf Scouts units"...&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TheFallenCypher</dc:creator><pubDate>Tue, 15 Sep 2009 14:02:50 -0000</pubDate></item><item><title>Re: 40K Tactics: Jaws of the World Wolf</title><link>http://www.belloflostsouls.net/2009/09/40k-tactics-jaws-of-world-wolf.html#comment-16587515</link><description>&lt;p&gt;If I were to use Njal, I would for sure use this power. I tend to not use cookie cutter builds and like to shy away from unique characters in my lists.&lt;/p&gt;&lt;p&gt;I will give the power a try, but my opinion on it is still that it only has mild effectiveness when looking at the game as a whole.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TheFallenCypher</dc:creator><pubDate>Mon, 14 Sep 2009 15:05:00 -0000</pubDate></item><item><title>Re: 40K Tactics: Jaws of the World Wolf</title><link>http://www.belloflostsouls.net/2009/09/40k-tactics-jaws-of-world-wolf.html#comment-16587397</link><description>&lt;p&gt;Funny thing is, in my normal gaming group we have 2 Nid players and 1 necron player.&lt;/p&gt;&lt;p&gt;Is this power good, HECK YES. Does it break the game, no I don't think so. &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TheFallenCypher</dc:creator><pubDate>Mon, 14 Sep 2009 15:00:53 -0000</pubDate></item><item><title>Re: 40K Tactics: Jaws of the World Wolf</title><link>http://www.belloflostsouls.net/2009/09/40k-tactics-jaws-of-world-wolf.html#comment-16586019</link><description>&lt;p&gt;While I think this power is very cool, I don't think its over powered. I have been working on my Wolves army list and this power (for me) doesn't make the cut. For those models with a low initiative, yes it can be very deadly. Though models with low initiative also seem to have a lower armor save, which (in my opinion) would be a waste using this power on them. I would rather rapid fire bolters or mow them down with assault cannons :)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">TheFallenCypher</dc:creator><pubDate>Mon, 14 Sep 2009 14:22:36 -0000</pubDate></item></channel></rss>