<?xml version="1.0" encoding="utf-8"?>
<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Bell of Lost Souls - Latest Comments in 40K TACTICS: Nine Principles of War - Pt. 5</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_nine_principles_of_war_pt_5/latest.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Sat, 07 Nov 2009 04:32:24 -0000</lastBuildDate><item><title>Re: 40K TACTICS: Nine Principles of War - Pt. 5</title><link>http://www.belloflostsouls.net/2009/11/40k-tactics-nine-principles-of-war-pt-5.html#comment-22121403</link><description>&lt;p&gt;  using a saim hann inspired list (lots of jetbikes, wave serpents, and prisms), i deployed first in a very wide gun line formation. my tyranid opponent tried to match me by deploying across the board. &lt;br&gt;   on turn one i turbo boosted/ star engined one entire flank to the opposite side of the board, effectively ganging up on half of his army with the full force of my eldar. after devastating everything on that side of the table i turned my attention to what was left, basically having two mini battles where my opponent was short handed by a thousand points.&lt;br&gt;  when executed correctly, this classic strategy has wonderful results. &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">DrWobbles</dc:creator><pubDate>Sat, 07 Nov 2009 04:32:24 -0000</pubDate></item><item><title>Re: 40K TACTICS: Nine Principles of War - Pt. 5</title><link>http://www.belloflostsouls.net/2009/11/40k-tactics-nine-principles-of-war-pt-5.html#comment-22021000</link><description>&lt;p&gt;I was not. One of those is a response.&lt;/p&gt;&lt;p&gt;Still Third!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Spun</dc:creator><pubDate>Fri, 06 Nov 2009 02:52:40 -0000</pubDate></item><item><title>Re: 40K TACTICS: Nine Principles of War - Pt. 5</title><link>http://www.belloflostsouls.net/2009/11/40k-tactics-nine-principles-of-war-pt-5.html#comment-22014609</link><description>&lt;p&gt;"See the little metal men MAKE me do it because they don't want to be shot with the make believe lasers. "&lt;/p&gt;&lt;p&gt;You hear the voices too? :P&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Myu</dc:creator><pubDate>Fri, 06 Nov 2009 00:54:21 -0000</pubDate></item><item><title>Re: 40K TACTICS: Nine Principles of War - Pt. 5</title><link>http://www.belloflostsouls.net/2009/11/40k-tactics-nine-principles-of-war-pt-5.html#comment-22004900</link><description>&lt;p&gt;Getting the job done in less amount of time and not giving your opponent time to react sounds good to me.&lt;/p&gt;&lt;p&gt;What do you want them to all stand shoulder to shoulder and fight in nice little template size blocks? Or even better make them all wear little red coats so they are easier to hit er... I mean so they don't forget what side they are on?&lt;/p&gt;&lt;p&gt;You just wish your drop pods could do it.&lt;/p&gt;&lt;p&gt;lol&lt;br&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">VonKoeder</dc:creator><pubDate>Thu, 05 Nov 2009 21:42:16 -0000</pubDate></item><item><title>Re: 40K TACTICS: Nine Principles of War - Pt. 5</title><link>http://www.belloflostsouls.net/2009/11/40k-tactics-nine-principles-of-war-pt-5.html#comment-22001936</link><description>&lt;p&gt;So not putting guys out is  good tactics?  Gee, this doesn't  sound dunb to me at all. Go Dark Eldar, Go!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">No_Gaming_In_Mississippi</dc:creator><pubDate>Thu, 05 Nov 2009 20:56:07 -0000</pubDate></item><item><title>Re: 40K TACTICS: Nine Principles of War - Pt. 5</title><link>http://www.belloflostsouls.net/2009/11/40k-tactics-nine-principles-of-war-pt-5.html#comment-22000082</link><description>&lt;p&gt;YAWN.... Uh?&lt;br&gt;&lt;br&gt;Oh wait, yeah.&lt;br&gt;&lt;br&gt;Its not tactical at all. &lt;br&gt;&lt;br&gt;See the little metal men MAKE me do it because they don't want to be shot with the make believe lasers. Since little men cant make decisions and that is what it takes to be tactical it must not be.&lt;br&gt;&lt;br&gt;Wake me up the the complaining stops.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">VonKoeder</dc:creator><pubDate>Thu, 05 Nov 2009 20:38:54 -0000</pubDate></item><item><title>Re: 40K TACTICS: Nine Principles of War - Pt. 5</title><link>http://www.belloflostsouls.net/2009/11/40k-tactics-nine-principles-of-war-pt-5.html#comment-21981064</link><description>&lt;p&gt;No not coming in till end of turn 2 is what wins Dark Eldar games. So if you think about it, not maneuvering is what wins Dark Eldar games. This must be one of the 40k (tactics) folks keep talking about. 33% of the games we play only go 5 rounds any way so to me if you do this your a @**.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">No_Gaming_In_Mississippi</dc:creator><pubDate>Thu, 05 Nov 2009 19:24:36 -0000</pubDate></item><item><title>Re: 40K TACTICS: Nine Principles of War - Pt. 5</title><link>http://www.belloflostsouls.net/2009/11/40k-tactics-nine-principles-of-war-pt-5.html#comment-21980463</link><description>&lt;p&gt;Agreed...&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">VonKoeder</dc:creator><pubDate>Thu, 05 Nov 2009 19:09:50 -0000</pubDate></item><item><title>Re: 40K TACTICS: Nine Principles of War - Pt. 5</title><link>http://www.belloflostsouls.net/2009/11/40k-tactics-nine-principles-of-war-pt-5.html#comment-21968600</link><description>&lt;p&gt;Chimeras don't have a side access point, only 1 rear, so I'm not sure how that works.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">m0rm0k</dc:creator><pubDate>Thu, 05 Nov 2009 15:45:26 -0000</pubDate></item><item><title>Re: 40K TACTICS: Nine Principles of War - Pt. 5</title><link>http://www.belloflostsouls.net/2009/11/40k-tactics-nine-principles-of-war-pt-5.html#comment-21934199</link><description>&lt;p&gt;This is one place the Dark Eldar really shine. You can get used to the pace of the game and by doing something like taking second turn and holding everything in reserve you change that pace. DE are fast enough they can still deploy and then redeploy in that time. Most armies have trouble with maneuvering in such a shortened time frame. By not giving your opponent time to maneuver it creates tension in the game that is different then the standard. I think it goes very well with the DE fluff.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">VonKoeder</dc:creator><pubDate>Thu, 05 Nov 2009 08:02:30 -0000</pubDate></item><item><title>Re: 40K TACTICS: Nine Principles of War - Pt. 5</title><link>http://www.belloflostsouls.net/2009/11/40k-tactics-nine-principles-of-war-pt-5.html#comment-21934020</link><description>&lt;p&gt;You were forth man......&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">VonKoeder</dc:creator><pubDate>Thu, 05 Nov 2009 07:58:14 -0000</pubDate></item><item><title>Re: 40K TACTICS: Nine Principles of War - Pt. 5</title><link>http://www.belloflostsouls.net/2009/11/40k-tactics-nine-principles-of-war-pt-5.html#comment-21926866</link><description>&lt;p&gt;this one principle is what seperates most players in my area between the wanabees you can crush on your leashure even if you field a fun list against a netlist and those real oponents who force you to think.&lt;/p&gt;&lt;p&gt;One dirty trick I have for maneuvring is with my meltavets in their chimaera.&lt;br&gt;if moving 6" and shooting out of the hatch would not be enough to be in proper range of a dangerous vehicle I do the following:&lt;br&gt;move the full 12", rotate sidewarts so your side is facing the enemy. disembark and position your 3 meltaguns towards the enemy (this nets you another ~2" if needed) and the rest of your squad (minus one dude who has to keep unit coherency) on the other side of the chimeara.&lt;/p&gt;&lt;p&gt;you now have an infanry unit that can freely shoot its meltas from about ~10" furchter out than by jsut using the hatches (because the hatch isnt at the front of the chim either) but still well protected by a 4+ cover save.&lt;/p&gt;&lt;p&gt;this can be applied to all other special weapos as well but I gues plasmaguns are the only other one where its effect would be felt (flamers end you too close to effectively hide anyways unless it was a single scout/infiltrator/deppstriker and grenade launchers usually have enoguh range).&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">xas</dc:creator><pubDate>Thu, 05 Nov 2009 04:28:57 -0000</pubDate></item><item><title>Re: 40K TACTICS: Nine Principles of War - Pt. 5</title><link>http://www.belloflostsouls.net/2009/11/40k-tactics-nine-principles-of-war-pt-5.html#comment-21926837</link><description>&lt;p&gt;A fun use of manoeuvre I like is using deep strike to open up firing lanes and threat angles or just widening the area of firepower an opponent has to deal with.  Obliterators are a great unit for this, as are shooty terminators, battlesuits and anything which has relentless or equivalent.  Placing them behind advancing enemy lines can even create crossfire situations, though on a small gaming surface its tricky to pull off.  Either way if you have enough firepower to cause morale checks its well worth considering a relentless deepstriker to increase the pressure on your opponent.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Jack</dc:creator><pubDate>Thu, 05 Nov 2009 04:27:14 -0000</pubDate></item><item><title>Re: 40K TACTICS: Nine Principles of War - Pt. 5</title><link>http://www.belloflostsouls.net/2009/11/40k-tactics-nine-principles-of-war-pt-5.html#comment-21926165</link><description>&lt;p&gt;Tau are very tricky to play against.  I would have tabled my friend with my wolves, except his smart movement kept him on the board.  Tau have to really use these principles to be affective.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">JonnyQuester</dc:creator><pubDate>Thu, 05 Nov 2009 03:51:58 -0000</pubDate></item><item><title>Re: 40K TACTICS: Nine Principles of War - Pt. 5</title><link>http://www.belloflostsouls.net/2009/11/40k-tactics-nine-principles-of-war-pt-5.html#comment-21922478</link><description>&lt;p&gt;Third!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Spun</dc:creator><pubDate>Thu, 05 Nov 2009 01:53:12 -0000</pubDate></item><item><title>Re: 40K TACTICS: Nine Principles of War - Pt. 5</title><link>http://www.belloflostsouls.net/2009/11/40k-tactics-nine-principles-of-war-pt-5.html#comment-21921650</link><description>&lt;p&gt;I've often found careful maneuvering of my Land Raiders means the difference between victory and defeat. Putting all my land raiders in a refused flank, drawing my opponent towards me, then dashing around terrain and slipping by him has won me several games.&lt;/p&gt;&lt;p&gt;Sisters of battle are a fantastic unit to toss in your opponents face. You can drive up, jump out and rapid-fire/flamer/melta something, and because of the firepower the squad has, you opponent must deal with them. Feed them one sister squad at a time, and they'll be so busy dealing with them that the rest of your army will be left alone.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">DarkLink</dc:creator><pubDate>Thu, 05 Nov 2009 01:24:12 -0000</pubDate></item><item><title>Re: 40K TACTICS: Nine Principles of War - Pt. 5</title><link>http://www.belloflostsouls.net/2009/11/40k-tactics-nine-principles-of-war-pt-5.html#comment-21921259</link><description>&lt;p&gt;Now this is one principle I've thought of at least and used. Used it to great effect with my Tau - turned a definite loss (all the wrong weapons among other things), into a solid draw and almost a win using maneuver correctly. Boo to those who say 40k is ONLY about dice rolling.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Myu</dc:creator><pubDate>Thu, 05 Nov 2009 01:13:17 -0000</pubDate></item></channel></rss>