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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Disqus - Friends of erfunk</title><link>http://disqus.com/by/erfunk/</link><description></description><atom:link href="http://disqus.com/erfunk/friends.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Fri, 18 Jul 2008 09:20:06 -0000</lastBuildDate><item><title>Re: testing comments</title><link>(u'http://belloflostsouls.tumblr.com/post/40326105',%20774937L)#comment-774937</link><description>&lt;p&gt;Yeah, this is pretty cool&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Sun, 29 Jun 2008 16:18:18 -0000</pubDate></item><item><title>Re: Tomorrow&amp;#039;s List: TYRANIDS!</title><link>(u'http://belloflostsouls.tumblr.com/post/39876921',%20775286L)#comment-775286</link><description>&lt;p&gt;I originally moved them to the Elite slot because I heard that in Kill Point missions an HQ counted as 2 points. After reading the actual rule, I'll be changing the list as you suggest! Thanks!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Sun, 29 Jun 2008 18:08:00 -0000</pubDate></item><item><title>Re: Tomorrow&amp;#039;s List: TYRANIDS!</title><link>(u'http://belloflostsouls.tumblr.com/post/39876921',%20776012L)#comment-776012</link><description>&lt;p&gt;I agree. Capture and control is a great mission for horde Tyranids. I'll be interested in whether they allow Lurking troops to claim objectives (but at least we know they'll be able to contest them).&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Sun, 29 Jun 2008 21:48:33 -0000</pubDate></item><item><title>Re: Tomorrow&amp;#039;s List: TYRANIDS!</title><link>(u'http://belloflostsouls.tumblr.com/post/39876921',%20776037L)#comment-776037</link><description>&lt;p&gt;I felt that the army needed a bit more shooting (although the Deathspitter Warriors were pretty impressive). The S8 big blasting Barbed Stranglers and the S10 Venom Cannons were great.&lt;/p&gt;&lt;p&gt;I just realized that I forgot that the Venom Cannon's restriction on glancing hits only applies to closed top vehicles! Arghh! &amp;lt;shakes fist=""&amp;gt; BULLLLWWWAARRRKKKK!!!!&amp;lt;/shakes&amp;gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Sun, 29 Jun 2008 21:54:49 -0000</pubDate></item><item><title>Re: Tomorrow&amp;#039;s List: TYRANIDS!</title><link>(u'http://belloflostsouls.tumblr.com/post/39876921',%20781159L)#comment-781159</link><description>&lt;p&gt;Thank goodness for Army Builder!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Mon, 30 Jun 2008 10:04:54 -0000</pubDate></item><item><title>Re: Yesterday&amp;#039;s Game: TYRANIDS!</title><link>(u'http://belloflostsouls.tumblr.com/post/40221418',%20781187L)#comment-781187</link><description>&lt;p&gt;Only an Ork mob with 11 or more models gains the Fearless rule. This is determined at the time of the Morale test.&lt;/p&gt;&lt;p&gt;What I was able to do was cause enough casualties to bring the mob below 11. In one instance, I caused 8 casualties to a Ork mob of 18. This brought them to a Ld10. I won the combat by 5 wounds, forcing them to check at -5. The mob went from Fearless to taking a Ld test against a 5 -- this often led to wiped out Ork mobs.&lt;/p&gt;&lt;p&gt;If I managed to assault a small unit (say 10 or 12 models in strength, like Lootas), then this was even more effective.&lt;/p&gt;&lt;p&gt;When the Orks won (and I was in Synapse range), I didn't suffer any negatives at all. &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Mon, 30 Jun 2008 10:08:09 -0000</pubDate></item><item><title>Re: Yesterday&amp;#039;s Game: TYRANIDS!</title><link>(u'http://belloflostsouls.tumblr.com/post/40221418',%20783278L)#comment-783278</link><description>&lt;p&gt;Assuming the Tyranids lost and were outnumbered.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Mon, 30 Jun 2008 14:30:13 -0000</pubDate></item><item><title>Re: Yesterday&amp;#039;s Game: TYRANIDS!</title><link>(u'http://belloflostsouls.tumblr.com/post/40221418',%20784507L)#comment-784507</link><description>&lt;p&gt;I had two Barbed Stranglers on BS3 Carnifexes and they worked great. I was able to get 5-7 hits easily when I hit (and almost as many when I missed). I only deviated without causing hits a couple of times.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Mon, 30 Jun 2008 16:55:22 -0000</pubDate></item><item><title>Re: Tomorrow&amp;#039;s List: TYRANIDS!</title><link>(u'http://belloflostsouls.tumblr.com/post/39876921',%20820125L)#comment-820125</link><description>&lt;p&gt;It changed in 5E. Instead of hitting on 3s, you now always re-roll misses in close combat. In addition, they removed the restriction that prevented PE from working on Monstrous Creatures, Independent Characters and Walkers (making it much more useful). This is probably the largest easter egg in 5E.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Sat, 05 Jul 2008 20:25:29 -0000</pubDate></item><item><title>Re: Tomorrow&amp;#039;s List: BLOOD ANGELS!</title><link>(u'http://belloflostsouls.tumblr.com/post/40701568',%20851983L)#comment-851983</link><description>&lt;p&gt;I've always hated tank shock and I hate the ramming rules even more. It just feels like a crappy way to get an advantage in the game. I try to avoid both rules in friendly games (although I think I tried out ramming against Bulwark to some effect and I know it's been used against me by Bigred in the past).&lt;/p&gt;&lt;p&gt;I'm taking 2 Rhinos and a Baal, if memory serves. Nick may have a single Rhino in the army he's using (he hasn't posted his list on the blog yet...). In any case, I don't expect a lot of demolition derby action, but I'll certainly post the results of the game.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Thu, 10 Jul 2008 00:54:42 -0000</pubDate></item><item><title>Re: Tomorrow&amp;#039;s List: BLOOD ANGELS!</title><link>(u'http://belloflostsouls.tumblr.com/post/40701568',%20851995L)#comment-851995</link><description>&lt;p&gt;It was worse than that. We negotiated for a table on a packed night and I started unpacking. Then I realized I only brought one bag -- it's tough to borrow 50 marines to proxy (especially when 30 of them have Jump Packs).&lt;/p&gt;&lt;p&gt;Nice was nice enough to push off the beating for another week and I went home to my family (we had just moved into our new house that afternoon and I was already in the doghouse for playing on our "first night in our new home").&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Thu, 10 Jul 2008 00:57:09 -0000</pubDate></item><item><title>Re: Tomorrow&amp;#039;s List: BLOOD ANGELS!</title><link>(u'http://belloflostsouls.tumblr.com/post/40701568',%20852002L)#comment-852002</link><description>&lt;p&gt;If you don't have one painted, I recommend you grab a Corbulo model ASAP. Dante + Corbulo are going to be the 5E power combo.&lt;/p&gt;&lt;p&gt;I'm going to add a Furioso for kicks (especially since Dante's Preferred Enemy radius works on him...).&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Thu, 10 Jul 2008 00:58:56 -0000</pubDate></item><item><title>Re: Yesterday&amp;#039;s Game: TYRANIDS!</title><link>(u'http://belloflostsouls.tumblr.com/post/40221418',%20852013L)#comment-852013</link><description>&lt;p&gt;I find +1T and +1W critical upgrades on my heavy Fexes. I lose a handful of models, but I'm already taking all of the Genestealers I have painted... In most cases, it makes a huge difference in my games (especially when Carnifexes were scoring).&lt;/p&gt;&lt;p&gt;In this game, they were big helps on the GunFexes (keeping them in the game for 1 or 2 extra shooting phases) and didn't do anything for the Close Combat Fex (too many power klaws).&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Thu, 10 Jul 2008 01:02:27 -0000</pubDate></item><item><title>Re: Tomorrow&amp;#039;s List: TYRANIDS!</title><link>(u'http://belloflostsouls.tumblr.com/post/39876921',%20852025L)#comment-852025</link><description>&lt;p&gt;As I said, I'll be interested if they fix that in the FAQ. In any case, they'll be able to contest.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Thu, 10 Jul 2008 01:05:17 -0000</pubDate></item><item><title>Re: New Favorite Thing: CENTAURS!</title><link>(u'http://belloflostsouls.tumblr.com/post/38570950',%20852053L)#comment-852053</link><description>&lt;p&gt;The Centaurs have been MVPs in all of the games I've used them in. They are AMAZING at their role (sniping and grabbing objectives).&lt;/p&gt;&lt;p&gt;Bigred will attest at how annoying they are. They can hide in a wrinkle of table felt and can put out a surprising amount of fire (thanks to being open-topped). In the Eldar game, they managed to do some serious damage before being destroyed (that was a Kill Points game and I had no chance of actually winning).&lt;/p&gt;&lt;p&gt;The second time I played them was against Necrons. They weren't quite as useful there (I just couldn't get away from the destroyers), but I did manage to use one to keep the door of the Monolith blocked as well as dump troops on an objective to stay in the game at the end.&lt;/p&gt;&lt;p&gt;I haven't found the right army to use them in yet, but they are fantastic!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Thu, 10 Jul 2008 01:11:38 -0000</pubDate></item><item><title>Re: New Favorite Thing: CENTAURS!</title><link>(u'http://belloflostsouls.tumblr.com/post/38570950',%20889398L)#comment-889398</link><description>&lt;p&gt;I've only tried Platoon Command Squad (Meltagun/Autocannon), Command HQ (Plasma Gun/Autocannon) and Storm Trooper (2x Plasma Guns) combinations so far, but there are tons of great options for Centaurs.&lt;/p&gt;&lt;p&gt;I'm going to try Lascannons at some point and go tank hunting. Since tanks don't generally gain the cover benefit of intervening troops, I think this combo will work nicely for my Platoon Command squads.&lt;/p&gt;&lt;p&gt;I'm also planning on trying it out with a Techpriest Engiseer and servitors.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Mon, 14 Jul 2008 14:57:19 -0000</pubDate></item><item><title>Re: Thursday Night Fight: BLOOD ANGELS!</title><link>(u'http://belloflostsouls.tumblr.com/post/42408661',%20918084L)#comment-918084</link><description>&lt;p&gt;I'm like you jdubb; I really like having lots of different units in my army. It probably leads to weaker armies on my part, but I get to try out all kinds of crazy things.&lt;/p&gt;&lt;p&gt;In Nick's defense, I don't think I've seen him take the same army twice. Ever. He's still experimenting with his Black Templars to find out what works. Last week he found out that spamming Crusader squads works, lol.&lt;/p&gt;&lt;p&gt;I can't wait to see what nastiness he brings tomorrow.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Thu, 17 Jul 2008 01:29:25 -0000</pubDate></item><item><title>Re: Tomorrow&amp;#039;s List: WITCH HUNTERS!!</title><link>(u'http://belloflostsouls.tumblr.com/post/42544781',%20920080L)#comment-920080</link><description>&lt;p&gt;I think that the "defenders reaction" move saves Assassins.&lt;/p&gt;&lt;p&gt;Consider the 3 DCAs preparing to assault a 10-Assault Marine unit. The first DCA moves into base contact (trying to contact the Veteran Sergeant). Now the assaulted unit must move into contact with that lone DCA. So we get 5 or so in base contact and other 5 ring him. The other 2 DCAs move into contact with Marines that are engaged but not in base contact with the original DCA.&lt;/p&gt;&lt;p&gt;That means when I5 comes around, I get all 12 of my attacks against the entire unit. Of the surviving 10 Marines, the 5 in base contact with the original DCA MUST put their attacks against him. This will leave my other 2 DCAs practically unscathed.\&lt;/p&gt;&lt;p&gt;I'll win the fight and have a decent chance to put No Retreat wounds on the survivors. Then the rest are mopped up at I5 on my next turn. I end the 2 round close combat with 2 DCAs with 3-4 wounds left.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Thu, 17 Jul 2008 09:40:17 -0000</pubDate></item><item><title>Re: Tomorrow&amp;#039;s List: WITCH HUNTERS!!</title><link>(u'http://belloflostsouls.tumblr.com/post/42544781',%20920216L)#comment-920216</link><description>&lt;p&gt;When I made my pass through the new rulebook, I thought I saw a section on Mixed Armor. I'm not finding it now.&lt;/p&gt;&lt;p&gt;Assuming that it's gone, then I wouldn't buy Carapace Armor for my Inquisitor Lord (and would consider upgrading the armor on my Acolytes).&lt;/p&gt;&lt;p&gt;I'll do some more digging.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Thu, 17 Jul 2008 09:49:33 -0000</pubDate></item><item><title>Re: Tomorrow&amp;#039;s List: WITCH HUNTERS!!</title><link>(u'http://belloflostsouls.tumblr.com/post/42544781',%20926778L)#comment-926778</link><description>&lt;p&gt;The reaction move doesn't happen on the Assassin's part (only the defenders "react"). The fist DCA assaults, the defenders react, then the other 2 DCAs assault. This allows the 2nd and 3rd assassins to minimize return attacks.&lt;/p&gt;&lt;p&gt;I felt that 11 Heavy Bolters was a bit much for this army. I considered a 2nd Retributor squad, but decided to go for a 2nd Exorcist instead.&lt;/p&gt;&lt;p&gt;Yes, AV 14 is a problem and I'll have to rely on things like the Eversor's Meltabombs (or move to 6 Lascannons in the Infantry platoons) to deal with them. I plan on focusing the Exorcist's firepower at AV10-12 vehicles and at nearby squads (hoping that the Exorcist's mobility will deny them cover saves).&lt;/p&gt;&lt;p&gt;We'll see!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Thu, 17 Jul 2008 18:45:55 -0000</pubDate></item><item><title>Re: Tomorrow&amp;#039;s List: WITCH HUNTERS!!</title><link>(u'http://belloflostsouls.tumblr.com/post/42544781',%20926797L)#comment-926797</link><description>&lt;p&gt;This army isn't going to have any problems with hordes, but will struggle with Monstrous Creatures. I find that flamers are only useful on fast units that can get close (mounted Sisters and Seraphim). Since these Sisters will spend most of their time offering the nearby Infantry platoons the protection of their Books of St Lucius, they won't be advancing into template range.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Thu, 17 Jul 2008 18:47:57 -0000</pubDate></item><item><title>Re: Tomorrow&amp;#039;s List: WITCH HUNTERS!!</title><link>(u'http://belloflostsouls.tumblr.com/post/42544781',%20926813L)#comment-926813</link><description>&lt;p&gt;I think that Russes are great (and I use one from time to time in my WH+IG army). In this instance, I wanted to give the Exorcists a spin to see how they fared in 5E.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Thu, 17 Jul 2008 18:50:01 -0000</pubDate></item><item><title>Re: Tomorrow&amp;#039;s List: WITCH HUNTERS!!</title><link>(u'http://belloflostsouls.tumblr.com/post/42544781',%20927927L)#comment-927927</link><description>&lt;p&gt;I'll have to check on the wording. When I read the defenders reaction section, I left with the impression that it was immediately after a unit was engaged.&lt;/p&gt;&lt;p&gt;If you are correct, perhaps they used that wording to prevent you from drawing a unit into range of another unit that started the phase out of assault range.&lt;/p&gt;&lt;p&gt;I'll let you know what I find out!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Thu, 17 Jul 2008 21:12:06 -0000</pubDate></item><item><title>Re: Tomorrow&amp;#039;s List: WITCH HUNTERS!!</title><link>(u'http://belloflostsouls.tumblr.com/post/42544781',%20927955L)#comment-927955</link><description>&lt;p&gt;That's correct, but I don't see how that's a problem for assassins. The key is trying to direct all of their attacks at a single assassin (to preserve the other two and to win the close combat by a decent margin).&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Thu, 17 Jul 2008 21:14:35 -0000</pubDate></item><item><title>Re: Tomorrow&amp;#039;s List: WITCH HUNTERS!!</title><link>(u'http://belloflostsouls.tumblr.com/post/42544781',%20931776L)#comment-931776</link><description>&lt;p&gt;Yeah, that makes unsupported DCAs a lot less survivable.&lt;/p&gt;&lt;p&gt;The only real way to protect an Assassin now is to have him join a existing close combat. &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">mkerr</dc:creator><pubDate>Fri, 18 Jul 2008 09:20:06 -0000</pubDate></item></channel></rss>