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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Disqus - Latest Comments for k2vsate</title><link>http://disqus.com/by/k2vsate/</link><description></description><atom:link href="http://disqus.com/k2vsate/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Tue, 30 Sep 2008 16:49:54 -0000</lastBuildDate><item><title>Re: Breaking the Space Marine Codex: Part 2</title><link>http://belloflostsouls.tumblr.com/post/52218904#comment-2763621</link><description>&lt;p&gt;But you lose the SG advantage which is their ammo. Really you want to stack combi weapons so that you get flexibility, if you go combi flamers you only get to do your trick once but don't lose anything against meq or what ever you are shooting at.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">k2vsate</dc:creator><pubDate>Tue, 30 Sep 2008 16:49:54 -0000</pubDate></item><item><title>Re: Breaking the Space Marine Codex: Part 2</title><link>http://belloflostsouls.tumblr.com/post/52218904#comment-2742264</link><description>&lt;p&gt;Interesting I thought that one of the Pedro/Lib combo's great strengths was that it allowed you to set up 2 fronts and put the damage where you needed to have it on any given turn. Someone else has already commented on pods, but I think the ability to split the sternguard into 2 squads 1 with 2 combi meltas might be worthwhile. I still look at the new SM codex and see the undercosted units. I think that there will be some scarily solid lists built with the new scout transports as objective grabbers.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">k2vsate</dc:creator><pubDate>Mon, 29 Sep 2008 19:57:57 -0000</pubDate></item><item><title>Re: Breaking the Space Marine Codex: Part 2</title><link>http://belloflostsouls.tumblr.com/post/52218904#comment-2740266</link><description>&lt;p&gt;Is there any reason your sternguard aren't 10 man with 2ish combi melta's? That lets them deal well with anything when they arrive, combat squad for another 2 scoring units and gives the port librarian a tad more punch. Are you planning on using the pedro jump to move round your attack bonus? If so would you not benefit more from 2 squads of jump pack assault troops over the vanguard vets?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">k2vsate</dc:creator><pubDate>Mon, 29 Sep 2008 17:11:47 -0000</pubDate></item><item><title>Re: Thoughts on Marines and Chaos...</title><link>http://www.belloflostsouls.net/2008/09/thoughts-on-marines-and-chaos.html#comment-2667409</link><description>&lt;p&gt;:) Well simply put the wording on the new locater beacons allows any deep striking unit to use them. So yes both sides get to deep strike off a beacon.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">k2vsate</dc:creator><pubDate>Sun, 28 Sep 2008 02:14:13 -0000</pubDate></item><item><title>Re: Breaking the Space Marine Codex: Part 1</title><link>http://belloflostsouls.tumblr.com/post/51035346#comment-2525540</link><description>&lt;p&gt;I think you will find that Vulkan is specifically not a chapter master or a captain for this reason. He doesn't give you honor guard or a command squad. He is just a special character.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">k2vsate</dc:creator><pubDate>Mon, 22 Sep 2008 17:30:04 -0000</pubDate></item><item><title>Re: Breaking the Space Marine Codex: Part 1</title><link>http://belloflostsouls.tumblr.com/post/51035346#comment-2506311</link><description>&lt;p&gt;Fortunately the codex is a lot clearer then that. So it does work and its rather clear cut :)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">k2vsate</dc:creator><pubDate>Sun, 21 Sep 2008 06:30:40 -0000</pubDate></item><item><title>Re: &amp;#039;Ard Boyz List: TMCs</title><link>http://belloflostsouls.tumblr.com/post/49316691#comment-2243671</link><description>&lt;p&gt;I assume all your hive tyrants have the horror or whatever the one that makes assaulting them horrid? (Make a morale check ...if you fail it fall back)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">k2vsate</dc:creator><pubDate>Tue, 09 Sep 2008 07:00:59 -0000</pubDate></item><item><title>Re: SNEAK PEEK: Marines Confirmations</title><link>http://www.belloflostsouls.net/2008/09/sneak-peek-marines-confirmations.html#comment-2192339</link><description>&lt;p&gt;^^ I can do that but you really need to tell me who you are because I do not remember that user name. In Wellington for FoB btw.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">k2vsate</dc:creator><pubDate>Sun, 07 Sep 2008 00:03:30 -0000</pubDate></item><item><title>Re: SNEAK PEEK: Marines Confirmations</title><link>http://www.belloflostsouls.net/2008/09/sneak-peek-marines-confirmations.html#comment-2180501</link><description>&lt;p&gt;IIRC yes, I am pretty sure everything in the marine army gets transport options now except maybe tech marines.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">k2vsate</dc:creator><pubDate>Sat, 06 Sep 2008 01:43:04 -0000</pubDate></item><item><title>Re: SNEAK PEEK: Marines Confirmations</title><link>http://www.belloflostsouls.net/2008/09/sneak-peek-marines-confirmations.html#comment-2180441</link><description>&lt;p&gt;bolter, bp, frag,krak iirc. No melee weapon.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">k2vsate</dc:creator><pubDate>Sat, 06 Sep 2008 01:30:54 -0000</pubDate></item><item><title>Re: SNEAK PEEK: Marines Confirmations</title><link>http://www.belloflostsouls.net/2008/09/sneak-peek-marines-confirmations.html#comment-2180435</link><description>&lt;p&gt;40pts for assault termies regardless of kit.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">k2vsate</dc:creator><pubDate>Sat, 06 Sep 2008 01:30:15 -0000</pubDate></item><item><title>Re: BoLS Polls: Burninator Edition</title><link>http://www.belloflostsouls.net/2008/09/bols-polls-burninator-edition.html#comment-2101736</link><description>&lt;p&gt;I get a lot of mileage with flamers in guard against assault armies. Often after they line break I can move in with flamers, rapid fire and mop up even some of the traditionally hard units. I also love 4 flamer deepstriking command squads in anything other then kill points.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">k2vsate</dc:creator><pubDate>Thu, 04 Sep 2008 01:53:29 -0000</pubDate></item><item><title>Re: &amp;#039;Ard Boyz List: AC + Allies (part deux)</title><link>http://belloflostsouls.tumblr.com/post/48192772#comment-1999791</link><description>&lt;p&gt;Is there anyway you can up the number of IST's because after 1 cas you are testing LD every time you get a plasma overheat, that seems not optimal to me, actually maybe you could swap to melta. Seeing as your meta is not all gunline I think the army may go well, but I am always leary of low scoring units. Its one of those odd ones, I come from a background of playing magic (MTG) competitively and have played on the pro tour, there it is all about (imo) picking the environment and playing something that beats it. It is I think the single most important thing in wargaming / cardgaming even over skill. Assuming you have skill and a good list, well only bad luck screws you. Sigh I should write something about meta analysis sometime.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">k2vsate</dc:creator><pubDate>Tue, 02 Sep 2008 00:44:20 -0000</pubDate></item><item><title>Re: &amp;#039;Ard Boyz List: AC + Allies (part deux)</title><link>http://belloflostsouls.tumblr.com/post/48192772#comment-1948088</link><description>&lt;p&gt;I agree that in annihilation there is no real issue with them but in Seize ground and Capture and control I just get the feeling they are too flimsy. I see the IST's as units that are waiting to die unless they are shepherded very carefully, even then a 5 man squad is rather easy to get with deep strikers or out flankers or even just by you randomly losing a hole in your line.&lt;/p&gt;&lt;p&gt;I think that most armys that you can expect to see enough firepower to break 2 landraiders. The issue is when they will break and what you lose if they do. What armies are you expecting to see and what damage can you expect them to put out?&lt;/p&gt;&lt;p&gt;I think you are looking at an army that can always force a draw, but if you fall victim to a hard hitting army that can move or out shoot you then thats all you may be doing. Its the problem I am having building guard armies at the moment, building to win is much much harder then building to always be able to draw.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">k2vsate</dc:creator><pubDate>Sun, 31 Aug 2008 23:53:49 -0000</pubDate></item><item><title>Re: &amp;#039;Ard Boyz List: AC + Allies (part deux)</title><link>http://belloflostsouls.tumblr.com/post/48192772#comment-1946245</link><description>&lt;p&gt;I just look at it and get the feeling that lack of scoring units is the killer. All you need to do is get cut into hard and fast by an army and if they can get rid of your sisters and IST's you are in real trouble. What is the army's performance like re total annihilation of the enemy? Can it do that to something like mech eldar if they focus on your troop squads and then hide?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">k2vsate</dc:creator><pubDate>Sun, 31 Aug 2008 20:09:42 -0000</pubDate></item><item><title>Re: Armored Company + Ard Boyz &amp;ne; Fun</title><link>http://belloflostsouls.tumblr.com/post/47371310#comment-1857875</link><description>&lt;p&gt;To me thats what Ard Boyz is all about, you play hard tough armies, yes scoring tanks is hard but if it changes the metagame and makes other armies worse the whole game will shift to balance it out. Sure it will be amazing for 1 tourney but after that it will just be another army.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">k2vsate</dc:creator><pubDate>Tue, 26 Aug 2008 17:15:32 -0000</pubDate></item><item><title>Re: Armored Company + Ard Boyz &amp;ne; Fun</title><link>http://belloflostsouls.tumblr.com/post/47371310#comment-1848730</link><description>&lt;p&gt;I think you really are crying over spilt milk here. For AC to be viable their tanks need to be scoring, this makes them good, even makes them competitive. It makes them strong till the metagame shifts to counter them which in turn makes other armies better. That is the cycle of most games, its more evident in CCG's but happens in wargames as well!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">k2vsate</dc:creator><pubDate>Tue, 26 Aug 2008 06:56:35 -0000</pubDate></item></channel></rss>