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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Bell of Lost Souls - Latest Comments in 40K Tactics: Jaws of the World Wolf</title><link>http://belloflostsouls.disqus.com/</link><description>Bell of Lost Souls is a community and news site for tabletop games, RPGs and pop culture.  All the Warhammer, D&amp;D,  Star Wars and geeky entertainment news and opinion articles you can handle.</description><atom:link href="https://belloflostsouls.disqus.com/40k_tactics_jaws_of_the_world_wolf/latest.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Tue, 29 Nov 2011 01:41:41 -0000</lastBuildDate><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-374724573</link><description>&lt;p&gt;Ha  Vehicles, Artillery,  and Jump infantry are immune because of the wording. Some people are gonna make the case that Jetbikes are immune as well, but they are included with bikes do to them sharing a space with bikes in the unit types of the rulebook. &lt;/p&gt;&lt;p&gt;At first I thought this power would be a total screw for tyranids, but unless you use it on a carnifex(poor guy really has some problems), Tervigon, or Tyrannofex who all have a 66% chance of dying the power all of a sudden drops down to a 16% chance  of success not even considering that the rune priest is gonna have to make his psychic test on a 3d6 thanks to shadow in the warp. Even the trygon who has initiative 4 will pass on a 5 or less thanks to the minus 1 for being a monstrous creature. Harpies and Tyrants have initiative 5 and the swarmlord has initiative 6. Deathleaper has a 7 for initiative and denies line of sight to himself. The parasite of mortex and gargoyles are immune outright for being jump infantry.&lt;/p&gt;&lt;p&gt;The thing I like is the rune priest can't draw a diagonal line to his target thanks to the wording he has to draw the line along the board edge meaning he has to waste time moving from side to side and trying to avoid his own modesl that can get caught in the way.&lt;/p&gt;&lt;p&gt;As far as Boba Fett is concerned his resurrection was fan based, but the character garnered so much  attention and toy sales that his surviving the sarlacc pit was made canon.  In the bounty hunters war trilogy Jabbas pleasure barge exploding kills the sarlacc and Boba fett is able to jet pack out of the dead creature to safety where he is rescued by the bounty hunter Dendar and do to the extreme acid burns has to be given medical attention and I think most of his leg becomes metal.     &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">awkaz</dc:creator><pubDate>Tue, 29 Nov 2011 01:41:41 -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-20945204</link><description>&lt;p&gt;Heh, heh, heh. Oh, finally the joy of playing an old, old codex.&lt;/p&gt;&lt;p&gt;JotWW is just another example of the apocalisation of the standard 40K system, nothing more and nothing less. Come Feb 2010 we'll see new nids and chances are they'll include something as nasty if not more so.&lt;/p&gt;&lt;p&gt;I just hope that we continue to see a continued manifestation of these 'scary' psychic powers because my sisters are champing at the bit to shrug them off and  purge these filthy psykers!!! &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ArmouredWing</dc:creator><pubDate>Sat, 24 Oct 2009 17:31:29 -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-20024525</link><description>&lt;p&gt;And what about Tau Drones? They're considered Jump Infantry 'cause they hover over the ground so i don't think this power should affect them.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">pi666</dc:creator><pubDate>Wed, 14 Oct 2009 03:54:38 -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-19853284</link><description>&lt;p&gt;I'm sure there is a special place in hell just for George Lucas (Satan is a huge fan of episodes 4-6)...&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Fluffy_Loving_Teddy_Bear</dc:creator><pubDate>Sun, 11 Oct 2009 13:22:02 -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-19852219</link><description>&lt;p&gt;The entire expanded universe was signed off by George Lucas as canon including the bits he himself directly contradicts.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">AbeSapien</dc:creator><pubDate>Sun, 11 Oct 2009 12:54:12 -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-19819115</link><description>&lt;p&gt;Neil?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Tyris</dc:creator><pubDate>Sat, 10 Oct 2009 18:50:25 -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-19472785</link><description>&lt;p&gt;Naw, its from the bounty hunter books, Most of the books held up to the luc-ass we-write except the bits on where boba came from...&lt;/p&gt;&lt;p&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">maxkool</dc:creator><pubDate>Wed, 07 Oct 2009 22:36:24 -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-18823863</link><description>&lt;p&gt;It is a hair line obviously.  I don't think he needs line of sight.  Jump pack units are still infantry.  You CAN have 4 rune priests, but they can't have the exact same wargear.  They can ALL HAVE the evil earthquake of death.  Also watch out trying to deepstrike against new wolves with rune priests.  It's dangerous.  Good luck with low initiative.  Just remember Necron players.  The new wolf codex promotes primarily melee.  Use your silly huge tank thingy to its fullest potential.  Tao, use them fire warriors/devil fish and run like it's going out of style.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">erik</dc:creator><pubDate>Tue, 06 Oct 2009 04:31:35 -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-18819447</link><description>&lt;p&gt;I used that ability yesterday.  First game with the new codex.  Wolves vs Ork horde. I used 3 rune priests and removed way too many nobs and boys with my wonderful new earthquake of wolfy goodness.My favorite thing about the new codex is that I feel like I can desimate a tao arm now.  Previously I thought they were too fast, but with the ability to drop pod PART of the army, and a chance of dropping tao HQ's inthe Jaws, I'm feeling good about it.  Oh by the way, Canis Wolfborn should not be run into ork boys.  He has to kill 30 of them to pay for himself, and needless to say he can't pull that one off.  I can't wait to let him wail on my buddies fire warriors though.  Also Urlik giving Canis the +1 WS is awesome.  Can't beat 10 attacks that re-roll to hit and to wound, with no save. :)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">erik</dc:creator><pubDate>Tue, 06 Oct 2009 04:08:11 -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-17360459</link><description>&lt;p&gt;IMO i'd play this, as a crevice opening up and the ground quaking which throws everyone affected off-balance(like a surprise birthday party) and as for building/ruin's units that are hit. I'd dish it out as, 2nd and 3rd floor get cover saves and beyond that it doesn't affect, cause anyone on 2nd and 3rd floors have stuff to jump around on (like agile ninjas aka eldar archetypes)or grab on to and wait it out...then again they can always slip and fall. oh and for "jump" infantry they'd get cover saves since they "can" use their packs to possibly escape doom. mmm... maybe 4or 5+ not sure yet, i still got some thinkin to do. and for the "remove from play." i'd think it means you play as if the unit is taken out of the army, if Gazz is hit and fails his test then he's stuck in the ground and not usable for rest of game(I.E. you get no uber Waagh!). but this all depends on opponent's acceptance of this view, i have no problem tossing another power in its place for that battle. &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">chris</dc:creator><pubDate>Fri, 25 Sep 2009 03:08:15 -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-17000614</link><description>&lt;p&gt;I have a question that I haven't seen anyone ask yet.  This is supposed to be a psychic SHOOTING attack, right? Meaning that it has to target a model AND be within 24".  If it is outside this range then it misses like any other shooting.  The rule does not say that you dont have to target a model. Does anyone agree with this or am I just grasping at straws?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ss907</dc:creator><pubDate>Sun, 20 Sep 2009 20:37:43 -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-16823701</link><description>&lt;p&gt;This may be conjecture, but in the Ork Codex (I know all codexes are separate beasts and cannot be cross referenced) but WAAAHH (which works on all infantry models) was errata'd to not work on Stormboyz which are jump infantry.&lt;/p&gt;&lt;p&gt;Pardon my babbling if it is not useful.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">James diGriz</dc:creator><pubDate>Thu, 17 Sep 2009 14:03:36 -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-16821520</link><description>&lt;p&gt;Really not seeing what all the fuss is about. Reminds me of 1st Edition rules when Dreadnoughts were the toughest thing you could field, armies packed themselves to bursting with them and inevitably you found a way to kill them first or second turn!&lt;/p&gt;&lt;p&gt;If you wander too close to the big bad wolf then you'll get bit, but if you hit him from range then he's just more kill points - and expensive ones at that!&lt;/p&gt;&lt;p&gt;Dealing with the ability practically - don't bunch up, which is standard patter, use the advantage of longer range, which is standard patter, kill the enemy before he kills you, which is standard patter.&lt;/p&gt;&lt;p&gt;Not having had the benefit of reading the Codex I'm assuming that the text doesn't preclude units engaged in close combat being affected, in which case don't get involved in a close combat within 10 or 15 inches of a Rune Priest, because if he can be positioned for a flank attack then you may find yourself in trouble.&lt;/p&gt;&lt;p&gt;Sorry for seeming underwhelmed by the whole thing, but in my experience a single model with an extraordinary ability rarely wins battles.&lt;/p&gt;&lt;p&gt;I'm looking forward to the first time that my unit of 7 Plague Marines advance on a Rune Priest, take one casualty as the straight line passes harmlessly through the bulk of them, and they then hose the hairy freak with bolter fire and a plasma gun or two! Papa Nurgle loves you all ... to death.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">adeptusastartes-2008</dc:creator><pubDate>Thu, 17 Sep 2009 13:19:53 -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-16773465</link><description>&lt;p&gt;Why not just pone him over with genestealers then. Do what they do best and mince marines in combat. You really should not be worried about it just take the nid equivilent of a pyschic hood and you should be fine.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Mo-man</dc:creator><pubDate>Wed, 16 Sep 2009 17:24:55 -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-16769518</link><description>&lt;p&gt;The point I was trying to make is a couple RP in the right location can rout entire platoons in one shot, given enough failed Init. tests. Take out the high ld Guard, and "2-3" casualties per squad means a lot of ld 7 break tests.&lt;/p&gt;&lt;p&gt;I'm with you, btw---All infantry, all the way w/my IG force.&lt;/p&gt;&lt;p&gt;Any there's no such thing as the "unbeatable" list or power.  But this particular power is about as warped as can be.   Fortunately, there are (at least at this point) relatively few SW players in my neck of the woods. &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">scadugenga</dc:creator><pubDate>Wed, 16 Sep 2009 16:08:00 -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-16762299</link><description>&lt;p&gt;You most certainly are missing something.  MCs get a -1 modifier to the die roll (which is a bonus since they have to roll *under* their I characteristic) AND a characteristic test is passed if you roll EQUAL TO or under the value. So the Avatar and WL would succeed on 6+ and 5+ even *before* the modifier - after which it would be a 6+ for both (since a 6 is a fail regardless).  Still not fun to lose tough multiwound models on a 1/6 chance roll to a mead-swilling space viking, but hey, this is GW.  It seems they want every new codex to drive us into a frothing frenzy...&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eternum</dc:creator><pubDate>Wed, 16 Sep 2009 14:21:41 -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-16759468</link><description>&lt;p&gt;EQUAL to or lower, so it would be a 6 for both.  If you rolled a 5 for the WL (I4) you would reduce the number on the die by 1 for being a MC, which makes the result a 4 - which is a pass since it is equal to his initiative.   Both the Avatar and Wraithlord only fail on 6's (which is an automatic fail regardless).&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Eternum</dc:creator><pubDate>Wed, 16 Sep 2009 13:52:58 -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-16733242</link><description>&lt;p&gt;also&lt;/p&gt;&lt;p&gt;Vehicles are not affected by this Power....&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Big Dibs theDog</dc:creator><pubDate>Wed, 16 Sep 2009 12:43:28 -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-16732426</link><description>&lt;p&gt;In practice it takes a lot of maneuvering to get "a lot" of figures lined up on the line.&lt;/p&gt;&lt;p&gt;Certainly not in the 1st or maybe even 2nd Turn,&lt;br&gt;so it's 4 to 5 Turns of "a few" models having to make an I test.&lt;/p&gt;&lt;p&gt;More likely the Runepriest player will use this power to hunt sown an otherwise "hard to kill" target with this power.&lt;/p&gt;&lt;p&gt;If you fear this power,&lt;br&gt;make the Rune  Priest your priority kill.&lt;br&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Big Dibs theDog</dc:creator><pubDate>Wed, 16 Sep 2009 12:33:31 -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-16731279</link><description>&lt;p&gt;If you can't win with out your command stucuture you can't will at all.&lt;br&gt;The orders are a nice bonus - not a must have.&lt;br&gt;And I don't play all mech - I love my platoons!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Azaghul</dc:creator><pubDate>Wed, 16 Sep 2009 12:27:33 -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-16716553</link><description>&lt;p&gt;The published product was posted in the article.. He used the wording directly from the codex&lt;/p&gt;&lt;p&gt;Do people actually play that a line is not a line but a rectangle? Is our geometric education failing so badly? :p If someone tries to use a tape measurer to signify a "line" then you should politely remind them that a line that has a length and a width of unequal lengths is indeed a rectangle and not a "line"&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Kirasu</dc:creator><pubDate>Wed, 16 Sep 2009 11:34:09 -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-16716486</link><description>&lt;p&gt;speaking purely from a lore perspective, WBB = We'll be back, or a quote from Terminator. Its basically supposed to represent small arms fire pounding the metal body to crap, but it just keeps getting back up.&lt;/p&gt;&lt;p&gt;I don't see how this applies to a giant crack in the ground that sucks them into the mantle. &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">shiftage</dc:creator><pubDate>Wed, 16 Sep 2009 11:32:49 -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-16708049</link><description>&lt;p&gt;Thats it! I'm f***ed since I play; Nidzilla, Nurgle Daemons, Death Guard, Tau and IG...&lt;/p&gt;&lt;p&gt;I think that my Nurgle Daemons have it worst. They are slow, can't shoot and have a Great Unclean One and Epidemus that I really need too "maybe" pull of a win. "/&lt;/p&gt;&lt;p&gt;I hope that I never meet a 4 RP list in a tournament. &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Easy_the_killer</dc:creator><pubDate>Wed, 16 Sep 2009 08:24:47 -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-16703073</link><description>&lt;p&gt;I can certainly see jaws of the world wolf being the power of choice against horde armies. Orks/Nids/IG I'm looking at you.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Grimm</dc:creator><pubDate>Wed, 16 Sep 2009 05:09:08 -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-16700029</link><description>&lt;p&gt;so the point of this power is to teabag IG characters?&lt;br&gt;sorry, no orders for you buddy... oh, you needed your commander's aura? well... SCREW YOU! *NOM*&lt;/p&gt;&lt;p&gt;&amp;gt;:-3&lt;br&gt;It's the WORLD WOLF! GET IN THE CAR!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Hungry_Santa</dc:creator><pubDate>Wed, 16 Sep 2009 02:18:01 -0000</pubDate></item></channel></rss>