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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Disqus - Latest Comments for fluger</title><link>http://disqus.com/by/fluger/</link><description></description><atom:link href="http://disqus.com/fluger/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Thu, 07 Mar 2013 17:44:42 -0000</lastBuildDate><item><title>Re: Wargaming ASKEW: Seneca Falls, and Selma, Stonewall, Bayarea Open? | Warhammer 40k, Fantasy, Wargames &amp; Miniatures News: Bell of Lost Souls</title><link>http://www.belloflostsouls.net/2013/03/wargaming-askew-seneca-falls-and-selma.html#comment-822364577</link><description>&lt;p&gt;Yeah, that was Rae.  She won in 2004 with Eldar.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Thu, 07 Mar 2013 17:44:42 -0000</pubDate></item><item><title>Re: Warhammer 40k, Fantasy, Wargames &amp; Miniatures News: Bell of Lost Souls</title><link>http://www.belloflostsouls.net/2013/01/40k-dark-angels-tshft-and-meta.html#comment-776055687</link><description>&lt;p&gt;Reece, was great meeting you and talkin' and stuff.  Glad to get more exposure for TSHFT as it's the premiere event of the Pac NW and we just happen to be so geographically isolated!  Thanks for making the trip!  Thankfully, we've had a few of our tourney regulars make the run to NOVA (Jeremy finished 3rd there last go around BTW), so we're hoping to get more respect.  Also, TSHFT is like FedEx or UPS where it pretty much no longer stands for anything anymore.  Your frontline gaming crew were top notch people/gamers/etc, hope y'all can make it out again.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Wed, 23 Jan 2013 17:34:54 -0000</pubDate></item><item><title>Re: 40k Tournament Etiquette: Meta Tactics and Why I Don’t Like Them</title><link>http://www.belloflostsouls.net/2011/04/40k-tournament-etiquette-meta-tactics.html#comment-188499602</link><description>&lt;p&gt;Are you freaking serious?  Why the heck would I want to have all those stupid details written out on an army list?  I HATE HATE HATE HATE HATE army builder printouts since the are so obfuscating and confusing.  I'd much rather have a quick, easy to read list that only lists options taken and points.&lt;/p&gt;&lt;p&gt;That you think this is some how shady is absurd.  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Wed, 20 Apr 2011 18:23:51 -0000</pubDate></item><item><title>Re: Best of 40k 2010: The Blogs</title><link>http://bloodofkittens.com/blog/2010/12/17/best-of-40k-2010-the-blogs/#comment-113789359</link><description>&lt;p&gt;Good choices as far as I know.  Need to check out Wargaming Tradecraft now.&lt;/p&gt;&lt;p&gt;3++ chatbox is the bomb.  Come and join in any time to amuse me while I'm at "work".  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Fri, 17 Dec 2010 16:32:24 -0000</pubDate></item><item><title>Re: 40K Abuse: Krumpin&amp;#8217; Tanks and Tankin&amp;#8217; the Krumps</title><link>http://bloodofkittens.com/blog/2010/12/06/40k-abuse-krumpin-tanks-and-tankin-the-krumps/#comment-107938200</link><description>&lt;p&gt;I love the "standard caveat"  I should come up with my own as well!&lt;/p&gt;&lt;p&gt;I think my only complaint with this article is the one I've had since the beginning:  the fallacy that Orks NEED to get into combat to win.  Holding objectives and exchanging fire is totally viable; and, yet again, if you are where the vehicles need to be later, it doesn't matter if they are faster or can employ blocking and bubblewrap tactics.&lt;/p&gt;&lt;p&gt;The missing piece in the jigsaw as suneokun called it is simply pressure through speed or infiltration.  This is where Snikrot and Stormboyz come into play.  They are non-scoring units that HAVE to be dealt with or they will do damage.  Snikrot-led kommandos especially as he brings 6 S6 attacks that re-roll to hit (not preferred enemy!) which has a really good chance to knock out a stationary vehicle (like a gun platform) and a fairly decent chance against a vehicle that only moved 6" or less.  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Mon, 06 Dec 2010 12:33:17 -0000</pubDate></item><item><title>Re: Ork Defense Force: Stormboyz and KillKannons, think outside the MEq box!</title><link>http://bloodofkittens.com/blog/2010/11/30/ork-defense-force-stormboyz-and-killkannons-think-outside-the-meq-box/#comment-107919487</link><description>&lt;p&gt;Jump packs that move father than any other jump pack out there?  Works for me.  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Mon, 06 Dec 2010 11:31:56 -0000</pubDate></item><item><title>Re: Ork Defense Force: Stormboyz and KillKannons, think outside the MEq box!</title><link>http://bloodofkittens.com/blog/2010/11/30/ork-defense-force-stormboyz-and-killkannons-think-outside-the-meq-box/#comment-107917816</link><description>&lt;p&gt;Nids are also a lot stronger than people give them credit for.  Then again, I propose a hybrid list there as well (some bigs, lots of littles).  ;)  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Mon, 06 Dec 2010 11:26:19 -0000</pubDate></item><item><title>Re: Ork Defense Force: Stormboyz and KillKannons, think outside the MEq box!</title><link>http://bloodofkittens.com/blog/2010/11/30/ork-defense-force-stormboyz-and-killkannons-think-outside-the-meq-box/#comment-105957913</link><description>&lt;p&gt;Trukk boyz have pretty good range and I usually keep them closer to the big mass of boyz.  (Frankly, I normally do the same with stormboyz as well)  Also, Snikrot can show up and be close by if its on the sides.&lt;/p&gt;&lt;p&gt;If I'm moving them up solo, there's probably a good reason; like there aren't enough enemy threats to be worried about it.  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Thu, 02 Dec 2010 11:21:14 -0000</pubDate></item><item><title>Re: Ork Defense Force: Stormboyz and KillKannons, think outside the MEq box!</title><link>http://bloodofkittens.com/blog/2010/11/30/ork-defense-force-stormboyz-and-killkannons-think-outside-the-meq-box/#comment-105638713</link><description>&lt;p&gt;They have a place, most certainly.  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Wed, 01 Dec 2010 14:10:09 -0000</pubDate></item><item><title>Re: Ork Defense Force: Stormboyz and KillKannons, think outside the MEq box!</title><link>http://bloodofkittens.com/blog/2010/11/30/ork-defense-force-stormboyz-and-killkannons-think-outside-the-meq-box/#comment-105638552</link><description>&lt;p&gt;I hate Zagstruck.  He forces you to deepstrike, and that's all kinds of fail IMO.  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Wed, 01 Dec 2010 14:09:30 -0000</pubDate></item><item><title>Re: Ork Defense Force: Stormboyz and KillKannons, think outside the MEq box!</title><link>http://bloodofkittens.com/blog/2010/11/30/ork-defense-force-stormboyz-and-killkannons-think-outside-the-meq-box/#comment-105638368</link><description>&lt;p&gt;Fester, you don't annoy me in the slightest!  We can argue here too though!  :)  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Wed, 01 Dec 2010 14:08:55 -0000</pubDate></item><item><title>Re: Ork Defense Force: Stormboyz and KillKannons, think outside the MEq box!</title><link>http://bloodofkittens.com/blog/2010/11/30/ork-defense-force-stormboyz-and-killkannons-think-outside-the-meq-box/#comment-105638246</link><description>&lt;p&gt;Why did I move my stormboyz out on their own outside of counter-attack distance?  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Wed, 01 Dec 2010 14:08:31 -0000</pubDate></item><item><title>Re: Ork Defense Force: Stormboyz and KillKannons, think outside the MEq box!</title><link>http://bloodofkittens.com/blog/2010/11/30/ork-defense-force-stormboyz-and-killkannons-think-outside-the-meq-box/#comment-105637936</link><description>&lt;p&gt;I do operate more on instinct than anything else; instinct honed from LOTS of games played.  I tend to react to my opponent and the situation and then force them to react to me.  I like YOU specifically, because you make me think about how I'm using them and try and write it down.  For me, if you show me a battlefield and give me a situation, I'll give you my choices as to what I would do and why; but in the abstract world of theoryhammer, its almost impossible to come up with a blanket statement on how to use a specific unit without understanding context.&lt;/p&gt;&lt;p&gt;Counterassault:  Disagree that you can't use more units that work on the basic Ork premise of massed S4 and hidden klaw.  It kind of segues nicely into how I see the value of fearless units holding up things.  I use my big mobs as tarpits, get hit; then counter with Stormboyz and trukk boyz.&lt;/p&gt;&lt;p&gt;Distraction:  What I mean by this is that they are a non-scoring unit that is going to draw fire away from my scoring units and are a serious threat to a lot of things.  They can't/shouldn't be ignored.  If I put them in a position that requires my opponent to redeploy to answer them (say behind a big ruin that is hiding them from LoS, but I can jump over to assault him), they are forced to react, but the stormboyz aren't the thing that's going to win me the game, its the slower elements of my army.&lt;/p&gt;&lt;p&gt;Fast Threat:  In my army I CAN saturate on turn 2; with Snikrot and trukk boyz and lootas (although not a close melee threat; they are able to affect the enemy at range and are an early priority target).  I don't send Stormboyz out on their own ever, unless I'm desperate.&lt;/p&gt;&lt;p&gt;Objective Contester:  I've had it happen a few times when I left them in reserve that they came in on turn 5 and were able to jump up and run and contest an objective on the bottom of the turn.  Not a strategy I'd bank on, but they can swing things sometimes with their speed.  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Wed, 01 Dec 2010 14:07:20 -0000</pubDate></item><item><title>Re: Ork Defense Force: Stormboyz and KillKannons, think outside the MEq box!</title><link>http://bloodofkittens.com/blog/2010/11/30/ork-defense-force-stormboyz-and-killkannons-think-outside-the-meq-box/#comment-105400037</link><description>&lt;p&gt;Regular Stormboyz are mediocre; but Nobz are terrific.&lt;/p&gt;&lt;p&gt;Admittedly, the golden choice for FA in Orks is Rokkit Buggies.  Running 3x3 of those is probably the most optimal option.  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Tue, 30 Nov 2010 21:19:55 -0000</pubDate></item><item><title>Re: Ork Defense Force: Stormboyz and KillKannons, think outside the MEq box!</title><link>http://bloodofkittens.com/blog/2010/11/30/ork-defense-force-stormboyz-and-killkannons-think-outside-the-meq-box/#comment-105330614</link><description>&lt;p&gt;"Yup. Nobody that runs a mechanized list has things like bolters or lasguns, splinter or pulse rifles, or anything like that. &lt;br&gt;&lt;br&gt;Nope. "&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Note I said MOST weapon systems.  &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;"Cover saves will TOTALLY save your Stormboyz from a couple rhinos/chimeras/raiders/devilfish/whatever pulling up, dropping a squad and proceeding to simply hose down your expensive Stormboyz, yes sir."&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Brilliant tactic.  So you use at least two units to move up, GET OUT OF THEIR VEHICLES, to shoot my unit that costs 220 points?  What two units in vehicles cost less than that and have a reasonable chance to kill 15 T4 models?  And, even if they did, now they are out of their vehicles and the rest of the Orks go get those guys.  &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Also, quick note:  It'd take ~30 MEq bolter shots or ~108 lasgun shots to kill 15 T4 models with 6+ armor saves with no cover saves.  How are you getting that level of firepower out of two vehicles?  Or is it two full tac squads in rhinos?  &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;"In a competitive setting, you're not gonna get to 'deliver' that Nob. &lt;br&gt;&lt;br&gt;Not that way. &lt;br&gt;&lt;br&gt;There simply isn't enough terrain to keep them hidden in most Tournaments, especially since you WILL bring at least 10, right?"&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;I take 15, and the setting is plenty competitive, chum.  I don't need to keep them hidden, cover is usually enough.  &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;"Be real. Stormboyz are a momentary distraction AT BEST, and a waste of points, lost opportunity and less scoring units on the table most other times."&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Not even remotely.  Why am I looking at flanks and such?  Can't I just crash them in and do some damage to whatever I hit?  I have 5 scoring units already, do I need more?  Also, more often than not, they stay back and I use them to counter-charge units hitting my main mobs.  They usually turn the tide of combat for me and break the center.  &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;"Prior to the release of the new Imperial Guard, Space Wolf and Blood Angels books, the Orks were an amusing and occasionally deadly opponent. &lt;br&gt;&lt;br&gt;Now they're just amusing. "&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;I readily admit those three codices have better builds worked into them; but Orks are right after 'em.   &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Tue, 30 Nov 2010 18:09:25 -0000</pubDate></item><item><title>Re: Ork Defense Force: Stormboyz and KillKannons, think outside the MEq box!</title><link>http://bloodofkittens.com/blog/2010/11/30/ork-defense-force-stormboyz-and-killkannons-think-outside-the-meq-box/#comment-105321078</link><description>&lt;p&gt;Stormboyz are a great way of killing mech at range.  They should be in charge range on turn two in 2/3rd of the deployments.  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Tue, 30 Nov 2010 17:58:47 -0000</pubDate></item><item><title>Re: Ork Defense Force: Stormboyz and KillKannons, think outside the MEq box!</title><link>http://bloodofkittens.com/blog/2010/11/30/ork-defense-force-stormboyz-and-killkannons-think-outside-the-meq-box/#comment-105320542</link><description>&lt;p&gt;I use my battlewagon to encase my gretchin, making them a tough scoring unit.  The gun is just an added bonus and makes people wary of getting close.&lt;/p&gt;&lt;p&gt;Its all about mid-field contol and threat projection.  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Tue, 30 Nov 2010 17:58:06 -0000</pubDate></item><item><title>Re: Ork Defense Force: Stormboyz and KillKannons, think outside the MEq box!</title><link>http://bloodofkittens.com/blog/2010/11/30/ork-defense-force-stormboyz-and-killkannons-think-outside-the-meq-box/#comment-105319535</link><description>&lt;p&gt;I find trite tactica in which people simply state to do X with units flies in the face of the fact that there are so many variables to consider that you can't possibly truly cover them all.&lt;/p&gt;&lt;p&gt;In regards to Stormboyz; I use them as either a counter-attack force, a distraction, a bubblewrap, a quick-strike threat, or an objective contester.  It all depends on the situation.&lt;/p&gt;&lt;p&gt;Most units aren't straight-forward enough to make general statements about them.  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Tue, 30 Nov 2010 17:57:05 -0000</pubDate></item><item><title>Re: Ork Defense Force: Stormboyz and KillKannons, think outside the MEq box!</title><link>http://bloodofkittens.com/blog/2010/11/30/ork-defense-force-stormboyz-and-killkannons-think-outside-the-meq-box/#comment-105315775</link><description>&lt;p&gt;Thanks, man!  :)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Tue, 30 Nov 2010 17:51:48 -0000</pubDate></item><item><title>Re: Ork Defense Force: Stormboyz and KillKannons, think outside the MEq box!</title><link>http://bloodofkittens.com/blog/2010/11/30/ork-defense-force-stormboyz-and-killkannons-think-outside-the-meq-box/#comment-105314232</link><description>&lt;p&gt;Weird, I wrote this up ages ago and it got buried during the remodel here.  Now it seems kind of silly.  Oh well...  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Tue, 30 Nov 2010 17:49:51 -0000</pubDate></item><item><title>Re: Interwebz R Wrong: Truth about No Retreat Wounds</title><link>http://bloodofkittens.com/blog/2010/11/23/interwebz-r-wrong-truth-about-no-retreat-wounds/#comment-102009627</link><description>&lt;p&gt;We should Vassal some time...  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Wed, 24 Nov 2010 13:58:57 -0000</pubDate></item><item><title>Re: Interwebz R Wrong: Truth about No Retreat Wounds</title><link>http://bloodofkittens.com/blog/2010/11/23/interwebz-r-wrong-truth-about-no-retreat-wounds/#comment-101995877</link><description>&lt;p&gt;Unless you charge through cover...&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Wed, 24 Nov 2010 13:04:09 -0000</pubDate></item><item><title>Re: Interwebz R Wrong: Truth about No Retreat Wounds</title><link>http://bloodofkittens.com/blog/2010/11/23/interwebz-r-wrong-truth-about-no-retreat-wounds/#comment-101511594</link><description>&lt;p&gt;I guess my main point is that no retreat wounds are looked at like they are just the worst ever, when just plain losing combat and taking leadership tests are way worse typically.&lt;/p&gt;&lt;p&gt;Perhaps its that so many people are used to playing MEq and get so caught up in how ATSKNF works.&lt;/p&gt;&lt;p&gt;In terms of getting Orks where they need to go; just have more models and walk there.  It really works.  Trust me.  :)  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Tue, 23 Nov 2010 22:02:01 -0000</pubDate></item><item><title>Re: Interwebz R Wrong: Truth about No Retreat Wounds</title><link>http://bloodofkittens.com/blog/2010/11/23/interwebz-r-wrong-truth-about-no-retreat-wounds/#comment-101331835</link><description>&lt;p&gt;If I'm not mistaken; even in 3rd and 4th, your Ld got capped at 10 (rule of 10), but also, remember that combat worked differently then.  You just took your Ld test on your base leadership, and took small negatives for being outnumbered and some other factors.  5th edition introduced the concept of losing the fight by the wound differential.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Tue, 23 Nov 2010 14:47:13 -0000</pubDate></item><item><title>Re: Interwebz R Wrong: Truth about No Retreat Wounds</title><link>http://bloodofkittens.com/blog/2010/11/23/interwebz-r-wrong-truth-about-no-retreat-wounds/#comment-101329768</link><description>&lt;p&gt;To me, it sounds like your argument is based on a question of style rather than game balance.&lt;/p&gt;&lt;p&gt;In terms of style; I like the rule as is, simply because it allows elite units to tear through hordes as they should.  &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">fluger</dc:creator><pubDate>Tue, 23 Nov 2010 14:44:28 -0000</pubDate></item></channel></rss>