<?xml version="1.0" encoding="utf-8"?>
<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Disqus - Latest Comments for Warmaster</title><link>http://disqus.com/by/Warmaster/</link><description></description><atom:link href="http://disqus.com/Warmaster/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Wed, 15 Sep 2010 11:49:50 -0000</lastBuildDate><item><title>Re: 40K: The Warmaster's Corner - Soulgrinder Analysis</title><link>http://www.belloflostsouls.net/2010/09/40k-warmasters-corner-soulgrinder.html#comment-77801502</link><description>&lt;p&gt;About the glance.  Your right for av11 there is a 5% better chance to get a glance but that's even'd out once you go over 11.  For the dp's reliably killing av14 I don't agree as much.&lt;/p&gt;&lt;p&gt;To reliably catch a fast moving av14 vehicle the daemon prince has to have wings, and more than likely the strength upgrade, then it needs either the mark of tzeentch, or iron hide, all of a sudden your vehicle hunting daemon prince has met or exceeded the cost of my soul grinder.  Moving over 6 you are going to need 6's to hit followed by a 9 on 2d6 to get the pen.  The grinders and princes both have 5 attacks, and I think the str10 is superior to the str6+2d6.  Plus the grinder still has it's ap1 str10 shot it gets to shoot first.&lt;/p&gt;&lt;p&gt;Here's what I've discovered about nids.  Fiends eat every monstrous creature nids can put out, but the fiends will die to super gaunts, genestealers and raveners.  The soul grinders are there specifically for those last three not the monstrous creatures.&lt;/p&gt;&lt;p&gt;Jump pack BA are going to suffer through at least 1 maybe two rounds of str 8 pie plates from the grinders just to get there and if the assault squads are focusing on the grinder's then the fiends get to run rampant over the rest of the list.  I haven't played much against mech ba, just mech wolves, but I still hold steady there because of their reliance on str8.  I guess it depends on if the mech ba player loads up on auto-cannon/lascannon pred's, otherwise he won't have enough las cannons to take out 3 of them at range.&lt;/p&gt;&lt;p&gt;I really like the daemon princes, especially the tzeentch shooty version, but with nid's and blood angels they just weren't killing enough for me, which is why I swapped to the grinder's.  That and the fact that the fiends were bouncing off of nob biker's, and thunder hammer storm shield terminators with feel no pain.  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Wed, 15 Sep 2010 11:49:50 -0000</pubDate></item><item><title>Re: 40K: The Warmaster's Corner - Soulgrinder Analysis</title><link>http://www.belloflostsouls.net/2010/09/40k-warmasters-corner-soulgrinder.html#comment-77602188</link><description>&lt;p&gt;Yes&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Tue, 14 Sep 2010 14:41:57 -0000</pubDate></item><item><title>Re: 40K: The Warmaster's Corner - Soulgrinder Analysis</title><link>http://www.belloflostsouls.net/2010/09/40k-warmasters-corner-soulgrinder.html#comment-77549760</link><description>&lt;p&gt;I think he means he's putting the horrors in front of the grinder to keep the melta's out of 6 inch range which then makes it really hard for the melta to pop the grinder.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Tue, 14 Sep 2010 12:14:11 -0000</pubDate></item><item><title>Re: 40K: The Warmaster's Corner - Soulgrinder Analysis</title><link>http://www.belloflostsouls.net/2010/09/40k-warmasters-corner-soulgrinder.html#comment-77548874</link><description>&lt;p&gt;The grinder's size is both good and bad.  Bad when you deep strike, but nice when you are trying to block off assaults on troops hiding behind it.  His foot print and fleet also mean that it has a good assault radius on the table.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Tue, 14 Sep 2010 12:13:03 -0000</pubDate></item><item><title>Re: 40K: The Warmaster's Corner - Soulgrinder Analysis</title><link>http://www.belloflostsouls.net/2010/09/40k-warmasters-corner-soulgrinder.html#comment-77548038</link><description>&lt;p&gt;I disagree the grinder does definitly have a roll to fill.  It's the best thing in the army for popping av14 all round vehicles.  And like I said if you give it all upgrades it gives you a unit that can kill vehicles, meq, geq, everything in between with it's guns.&lt;/p&gt;&lt;p&gt;Against nid's the grinder isn't for MC's it's for the horde of little gaunts and hormagauntsa nd stealers that will eat your fiends and other low armor assault unit's.&lt;/p&gt;&lt;p&gt;The ba are going to have a tough time getting to the grinders unless they are in reserves.  Then it's a crap shoot about whose stuff drops first.&lt;/p&gt;&lt;p&gt;The role the soul grinder fills in the lists that I use it in, could not be filled by a daemon prince.  I have other daemon lists that I need the prince's in and don't use the grinder's, it's all about the symmetry between the units.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Tue, 14 Sep 2010 12:11:59 -0000</pubDate></item><item><title>Re: YMMV: Goatboy's Tournament Types</title><link>http://www.chainfist.com/2010/08/ymmv-goatboys-tournament-types.html#comment-73519060</link><description>&lt;p&gt;Astronomicon con I think would fall under Goatboys Wacky subject line.  Every table has a different mission on it.&lt;/p&gt;&lt;p&gt;&lt;a href="http://www.mts.net/~xian/astronomi-con/websiteV2/index.htm" rel="nofollow noopener" target="_blank" title="http://www.mts.net/~xian/astronomi-con/websiteV2/index.htm"&gt;http://www.mts.net/~xian/as...&lt;/a&gt;&lt;/p&gt;&lt;p&gt;From the "big" multi-day tournaments I would have to agree with you.  But when you look at the smaller scale 3 round tournaments that players see more locally I think the soft scores have a larger impact (which I know you didn't take into account, but that's the majority type of tournament people go to isn't it?).&lt;/p&gt;&lt;p&gt;I paint okay, and am a decent sport when playing.  But I can't tell you how many times I won all 3 of my games and lost to someone else who won 3 or won 2 and tied one but had better painting.  Especially during the old rogue trader rules.  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Tue, 31 Aug 2010 10:53:07 -0000</pubDate></item><item><title>Re: Your Move: Daemons Vs. Space Marines Answer</title><link>http://blog.spikeybits.com/2010/08/your-move-daemons-vs-space-marines.html#comment-72486139</link><description>&lt;p&gt;Except that you don't have to tank shock to contest the objective.  If you roll low on your run moves for the bloodletter's all it needs to do is get into the 3 inch zone and stay an inch away from them.&lt;/p&gt;&lt;p&gt;Also you have the added chance of the rhino just tank shocking through the blood thirster.  If it has extra armor, you still need to roll 4+ on the pen roll to keep it from getting through.  You are down to a 50/50 on whether you win the game or not, 2/3's if it doesn't have extra armor.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Thu, 26 Aug 2010 18:30:23 -0000</pubDate></item><item><title>Re: Your Move: Daemons Vs. Salamander Space Marines</title><link>http://blog.spikeybits.com/2010/08/your-move-daemons-vs-salamander-space.html#comment-70000397</link><description>&lt;p&gt;You should probably mention what speed the rhino was moving at?  I'm going to assume it was moving over 6 for the previous turn.  Also I can't tell if/where the squad sergeant is at from the pictures and what equipment it may have.&lt;/p&gt;&lt;p&gt;1.  Skull taker will assault the forward group of 5 marines near the rhino.  There's a chance that he dies but it's a risk I think you need to take because the bloodthirster is needed for the rhino.&lt;/p&gt;&lt;p&gt;2.  Bloodthirster shoots and then assaults the rhino.  Take your str7 shot at the rear, watch it fizzle, assault and pray for a 6!&lt;/p&gt;&lt;p&gt;3.  The bloodletters combi-charge the back squad near the rhino and the squad in front of the objective.  Have the bloodletters split their attacks 2 letters into each squad.  This should kill a total of 5 models between the two (hopefully 2, 3).  Their attacks back should kill one bloodletter.  Marines break at a -4 you hope that you won't catch one of the squads or both even.  Still if you catch both they should still lose another model each to no retreat saves.  This leaves one marine in one squad and 2 marines in the other.  Send one bloodletter vs the lone marine and the other 2 against the others and pray!.&lt;/p&gt;&lt;p&gt;Going strictly by odd's you should come out okay, but every single one of those fights could go the opposite way with a bit of bad luck or even just one unit slightly going above odds (for the marines) or under odds for the daemons.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Thu, 19 Aug 2010 11:00:30 -0000</pubDate></item><item><title>Re: 40k: A Middle Schoolboy's Daemonic Primer</title><link>http://www.belloflostsouls.net/2010/08/40k-middle-schoolboys-daemonic-primer.html#comment-69445197</link><description>&lt;p&gt;Well I don't know if I'm a fluff bunny but I did fluff bunny a list without spamming, at least I think I did.  It all lies in counts as :) or conversions.&lt;br&gt;&lt;br&gt;I have a full up mono-tzeentch army that I run, that is spammy because those are the only units available.  I also have my skittles army.  The third which I consider more fluff bunny is a nurgle army.  It uses bloodcrushers, flamers, daemon prince's, etc.  But everything that is non-nurgle is convered.  Using ancient beasts of nurgle I have plague bearer riding pipe organ beasts as my blood crushers (or plague riders as I like to call them).  I have dire wolves that are painted up all plague like that are used as flesh hounds (or plague hounds if you prefer),  I also created plague flies out of squigs for flamers, etc.  To me that solves the fluff bunny issue and lets me play a competative themed nurgle army.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Tue, 17 Aug 2010 19:41:26 -0000</pubDate></item><item><title>Re: 40k: A Middle Schoolboy's Daemonic Primer</title><link>http://www.belloflostsouls.net/2010/08/40k-middle-schoolboys-daemonic-primer.html#comment-69336036</link><description>&lt;p&gt;Are you going to talk about troop choices in another article?  If not I will expand upon why horror's are better here rather than wait :).&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Tue, 17 Aug 2010 11:19:57 -0000</pubDate></item><item><title>Re: 40k: A Middle Schoolboy's Daemonic Primer</title><link>http://www.belloflostsouls.net/2010/08/40k-middle-schoolboys-daemonic-primer.html#comment-69335498</link><description>&lt;p&gt;I think it's up to the person to play how they want.  I think spamming a unit can be effective, especially in older codex's.  And for daemons I think the heavy support choice is a perfect example.  I have exactly two choices, a walker, or daemon prince.  And that walker is the only vehicle in the entire army, so if I don't want my vehicle blow away with someone's anti-tank I need to take more vehicles.  You're on your own with the hq's and elite's though :).  There I do like a least a little variety, although I do agree with spamming tzeentch heralds, one of the only ways to get consistent mileage from shooting in the whole list.&lt;br&gt;&lt;br&gt;I'm also going to disagree with you about plague bearers and horrors.  I get along just fine without the pb's and prefer that my units actually be able to shoot or do something during the game besides just sitting on the objective.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Tue, 17 Aug 2010 11:17:43 -0000</pubDate></item><item><title>Re: 40K: A Schoolboy's Daemonic Primer</title><link>http://www.belloflostsouls.net/2010/08/40k-schoolboys-daemonic-primer.html#comment-67578995</link><description>&lt;p&gt;Hmm, always interesting to read a blog post a see a picture of your own army.  I'll have to "like" it just for those purposes.  Nobody where I play will say that daemons are not competative.  Actually it's usually comments like fiends are nasty, flamers are broke, the masque is just wrong.  I've been playing the army since it came out and it has served me very well in tournaments.  I think that shot was taking at WargamesCon.  I didn't do quite as well as I wanted, but I don't think placing 11th with my daemons was just  horrible and.  I will say that I think daemons are a tough army for a new player coming into the game and that it requires a lot of thinking on your feet, bad scatter's, wrong wave's, all of them require a lot more thought while on the table top.&lt;/p&gt;&lt;p&gt;About your list.  3 fiends is nice, but do you really need 3 units of fiends?  The elites are the best units in the codex I don't know if it's a good idea to just stick to one type, unless going for a theme.  I like 2 fiends, and then one of the others.  For a synergy perspective I would rather pair fiends with soul grinder's.  If going heavy crusher or flamer I would pair them with daemon princes.&lt;/p&gt;&lt;p&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Tue, 10 Aug 2010 11:44:20 -0000</pubDate></item><item><title>Re: 40K: The Winners in Detail</title><link>http://www.belloflostsouls.net/2010/08/40k-winners-in-detail.html#comment-66325861</link><description>&lt;p&gt;I played one in the 7th round, that was straight codex, no special characters.  He ended up placing 25th I think.&lt;br&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Thu, 05 Aug 2010 18:11:13 -0000</pubDate></item><item><title>Re: Goatboy's 40k Thoughts: Ard Boyz Breakdown</title><link>http://www.belloflostsouls.net/2009/06/goatboys-40k-thoughts-ard-boyz.html#comment-11561033</link><description>&lt;p&gt;I think a lot of this discussion is pre-mature because the missions haven't been released yet.  Last year not too many people looked at taking mech armies because of kp, but when they released their rules that said that transports didn't count the number of mech lists grew exponentially.  I know that completely changed what I was taking.&lt;/p&gt;&lt;p&gt;I took mech-sisters the entire way placing 5th at the final's last year, it never lost a game but got a couple of ties.  This year I think mech guard can give it a run for the money.  But if they have kp as one of the objectives for 2 out of three last year, some guard commanders are going to have to do some thinking.  People may re-think mech vet because of the high kp count, or they may just decide not to worry about it and plan on trying to table their opponents.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Mon, 22 Jun 2009 12:13:41 -0000</pubDate></item><item><title>Re: 40K HOBBY: Rogue Trader Eldar Jetbikes</title><link>http://www.belloflostsouls.net/2009/06/40k-hobby-rogue-trader-eldar-jetbikes.html#comment-11021884</link><description>&lt;p&gt;I still have my first 40k army which was black legion.  I recently stripped it re-based it and had a friend paint it up to table top standard for me.  All told it just barely topped 100 of the old lead chaos renegades.  I eventually plan to add in a bunch of the new vehicle model's because they are so much better than the old ones.  But it's fun to just pull them out and play with them every now and then.&lt;/p&gt;&lt;p&gt;I still have two furibundus dreads that I slapped chaos weapons on for my nurgle army, as well as my mark 2 terminiators, but they aren't quite as old as the renegades.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Tue, 16 Jun 2009 19:15:04 -0000</pubDate></item><item><title>Re: 40K TACTICA: Demons of Tzeentch</title><link>http://www.belloflostsouls.net/2009/05/40k-tactica-demons-of-tzeentch.html#comment-10154805</link><description>&lt;p&gt;The big difference between disc and chariot is that if you buy the disc you still count as an independent character which means you can join units and hide.&lt;/p&gt;&lt;p&gt;The chariot you lose your ic status which means you can be targeted by anything that can see you.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Thu, 28 May 2009 11:54:02 -0000</pubDate></item><item><title>Re: 40K TACTICA: Demons of Tzeentch</title><link>http://www.belloflostsouls.net/2009/05/40k-tactica-demons-of-tzeentch.html#comment-10154682</link><description>&lt;p&gt;Just for an alternate view of a mono-tzeentch force:&lt;/p&gt;&lt;p&gt;I'm not a big fate weaver fan for mono-tzeentch armies.  It tends to force you to bunch up your models to benefit from his save.  This means that it's easier to get multi-charges off against your forces.  Instead I like to be able to spread out my horror squads.&lt;/p&gt;&lt;p&gt;Also the 330 points you  pay for fate weaver is 3 heralds on chariots w/ bolt, master of sorcery, and we are legion, which lets you pump out 3 bolts of change and 3 daemonic gazes a turn all at separate targets, plus giving you 15 wounds and jetbike speed for objective grabs or running away.&lt;/p&gt;&lt;p&gt;My typical 1750 list is something like this&lt;br&gt;HQ&lt;br&gt;1 Herald of Tzeentch w/ chariot, we are legion, master of sorcery, bolt of tzeentch&lt;br&gt;1 Herald of Tzeentch w/ chariot, we are legion, master of sorcery, bolt of tzeentch&lt;br&gt;1 Herald of Tzeentch w/ chariot, we are legion, master of sorcery, bolt of tzeentch&lt;br&gt;1 The Blue Scribes&lt;/p&gt;&lt;p&gt;Elites&lt;br&gt;3 Flamers&lt;br&gt;3 Flamers&lt;br&gt;3 Flamers&lt;/p&gt;&lt;p&gt;Troops&lt;br&gt;9 Horrors, bolt of tzeentch&lt;br&gt;9 Horrors, bolt of tzeentch&lt;br&gt;9 Horrors, bolt of tzeentch, changeling&lt;/p&gt;&lt;p&gt;Heavy Support&lt;br&gt;1 Daemon Prince w/ mark of tzeentch, daemonic gaze, bolt of tzeentch&lt;br&gt;1 Daemon Prince w/ mark of tzeentch, daemonic gaze, bolt of tzeentch&lt;br&gt;1 Daemon Prince w/ mark of tzeentch, daemonic gaze, bolt of tzeentch&lt;/p&gt;&lt;p&gt;So for this list i think daemon princes synergize better than grinders.  Because of the list set up anti-tank fire is mostly wasted there really is no great target for lascannons and multi-meltas.  The dp's support the horror squads, the flamers suicide around with the scribes pavaning safely from a horror squad and the jetbikes fly around and annoy people, blocking access hatches getting rear shots, tying up stuff in hth.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Thu, 28 May 2009 11:49:34 -0000</pubDate></item><item><title>Re: BoLScon: Imperial Guard Q &amp;amp; A</title><link>http://www.belloflostsouls.net/2009/05/bolscon-imperial-guard-q.html#comment-10100360</link><description>&lt;p&gt;How are you going to rule on platoons in valkryies.  If you have 3 squadrons of valkryies and put 1 squad from each platoon in a different valkryie squadron what happens.  The rules say that the platoon comes on with only one role.  So do you make one role for the platoon or 3 roles for the valkryies.  And does the entire thing come on the table at the same time?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Wed, 27 May 2009 14:19:04 -0000</pubDate></item><item><title>Re: 40K NEWS: Forgeworld Vraks 3 Goodies</title><link>http://www.belloflostsouls.net/2009/05/40k-news-forgeworld-vraks-3-goodies.html#comment-8903979</link><description>&lt;p&gt;Those blight drones will definitely be making an appearance in my nurgle armies.  Now to decide if I'm going to convert them into defilers/soul grinders or use them as vindicators.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Fri, 01 May 2009 15:20:35 -0000</pubDate></item><item><title>Re: 40k SNEAK PEEK: Nurgle Daemon Prince?</title><link>http://www.belloflostsouls.net/2009/02/40k-sneak-peek-nurgle-daemon-prince.html#comment-6657526</link><description>&lt;p&gt;Umm, wow, WANT!!!&lt;/p&gt;&lt;p&gt;That beauty if it comes out my kill my idea of making daemon princes out of plague ogryn for my nurgle daemon army :(.  But man is he cool!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Thu, 26 Feb 2009 11:29:26 -0000</pubDate></item><item><title>Re: SHOWCASE: 40k Scale Imperator Titan</title><link>http://www.belloflostsouls.net/2009/02/showcase-40k-scale-imperator-titan.html#comment-6210901</link><description>&lt;p&gt;Just simply wow&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Thu, 12 Feb 2009 12:54:07 -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-5481037</link><description>&lt;p&gt;So, am I the only curious person about the list JWolf took, to win the heavy tournament with guard?&lt;/p&gt;&lt;p&gt;I saw a lot of armies like this back in 4th edition with the inquisitors.  And from a fluff aspect it's probably the only reason I would knock it.  But I do agree with the current meta it really is needed by the imperial gunlines to keep daemons at bay.  The question is what are the imperial armies going to do when they can't take inquisition allies anymore :)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Thu, 22 Jan 2009 18:27:53 -0000</pubDate></item><item><title>Re: Baltimore is next week... What my happy butt is playing</title><link>http://www.belloflostsouls.net/2008/11/baltimore-is-next-week-what-my-happy.html#comment-3577335</link><description>&lt;p&gt;Hmm,&lt;br&gt;  I'll have a rental and might be willing to let some people hop on in for a ride to the bunker, as long as it's agreed that I get first dibs on forge world :).&lt;/p&gt;&lt;p&gt;I'm not staying at the hotel (using frequent traveler points so gotta go elsewhere).  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Thu, 06 Nov 2008 17:56:19 -0000</pubDate></item><item><title>Re: Baltimore is next week... What my happy butt is playing</title><link>http://www.belloflostsouls.net/2008/11/baltimore-is-next-week-what-my-happy.html#comment-3574220</link><description>&lt;p&gt;I'll be up there on Thursday also.  I'll be taking sisters to the ard boyz and daemons to the gt.  It'd be great to get a game in with someone also.&lt;/p&gt;&lt;p&gt;Are you guys planning on heading up to the bunker?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Thu, 06 Nov 2008 14:59:49 -0000</pubDate></item><item><title>Re: Bell of Lost Souls - 'Ard Boyz Semi-Finals Scenarios</title><link>http://belloflostsouls.tumblr.com/post/53728925#comment-3025422</link><description>&lt;p&gt;Only mistake you made is that the small 5 man celestians squads don't have books or vss's.  It's just not worth the extra 15 points.  Especially since they are almost always used for tank hunting duty.  Also all vehicles had smoke launchers and 2 of the rhinos had search lights.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Warmaster</dc:creator><pubDate>Mon, 13 Oct 2008 12:59:58 -0000</pubDate></item></channel></rss>