<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments for Incunabulog</title>
	<atom:link href="http://incunabulum.co.uk/blog/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://incunabulum.co.uk/blog</link>
	<description>Wargaming, Painting, Modelling and Terrain</description>
	<lastBuildDate>Wed, 16 May 2012 10:28:52 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.2</generator>
	<item>
		<title>Comment on Custom Mission &#8211; Gauntlet by Dave</title>
		<link>http://incunabulum.co.uk/blog/2009/09/04/custom-mission-gauntlet/comment-page-1/#comment-1638</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Wed, 16 May 2012 10:28:52 +0000</pubDate>
		<guid isPermaLink="false">http://incunabulum.co.uk/blog/?p=298#comment-1638</guid>
		<description>Sounds like fun.

I take it if the pursuers capture the VIP, the games doesn&#039;t automatically end and the rescuers have a chance to get him back, i.e. the winner is one with the VIP at the end of the game if he has not been taken off the board?

This sounds like it could be a good Necromunda scenario as well. Perhaps an uphive trader or priest pays a gang to protect them as they move through the Underhive from other gangs, mutants, Scavvies etc?</description>
		<content:encoded><![CDATA[<p>Sounds like fun.</p>
<p>I take it if the pursuers capture the VIP, the games doesn&#8217;t automatically end and the rescuers have a chance to get him back, i.e. the winner is one with the VIP at the end of the game if he has not been taken off the board?</p>
<p>This sounds like it could be a good Necromunda scenario as well. Perhaps an uphive trader or priest pays a gang to protect them as they move through the Underhive from other gangs, mutants, Scavvies etc?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Parasite of Mortrex by Sholto</title>
		<link>http://incunabulum.co.uk/blog/2010/09/13/parasite-of-mortrex/comment-page-1/#comment-1626</link>
		<dc:creator>Sholto</dc:creator>
		<pubDate>Tue, 08 May 2012 11:24:17 +0000</pubDate>
		<guid isPermaLink="false">http://incunabulum.co.uk/blog/?p=2369#comment-1626</guid>
		<description>I will see if he remembers!</description>
		<content:encoded><![CDATA[<p>I will see if he remembers!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Terrain: Updated HD Video Of My 40k Terrain by Sholto</title>
		<link>http://incunabulum.co.uk/blog/2012/04/29/terrain-updated-hd-video-of-my-40k-terrain/comment-page-1/#comment-1625</link>
		<dc:creator>Sholto</dc:creator>
		<pubDate>Tue, 08 May 2012 09:33:38 +0000</pubDate>
		<guid isPermaLink="false">http://incunabulum.co.uk/blog/?p=3726#comment-1625</guid>
		<description>I think you are touching on the distinction between simulation and game, there.  Simulations of modern warfare do exist, but (AFAIK) only in console/ PC games.  Games played on table-sized surfaces have inherent and very powerful limitations that mean simulations are all but impossible.  So instead of a faithful simulation, or even an approximation of one, we get Chess with dice :)  It stops being a simulation and becomes a game with its own internal logic and structures.  The visuals draw heavily on aspects of simulation, but that is window-dressing (vital and important window-dressing).

And even in chess, no-one would like a game variant where I could take your pieces using my Super Queen that is never placed on the table and actually has no model to represent it at all!  So in a miniatures game we want every aspect of the game (or as many aspects as possible) to be represented by a miniature, which is why things like Orbital Bombardment are so rarely dug out of the game-designers&#039; toolkit.</description>
		<content:encoded><![CDATA[<p>I think you are touching on the distinction between simulation and game, there.  Simulations of modern warfare do exist, but (AFAIK) only in console/ PC games.  Games played on table-sized surfaces have inherent and very powerful limitations that mean simulations are all but impossible.  So instead of a faithful simulation, or even an approximation of one, we get Chess with dice <img src='http://incunabulum.co.uk/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />   It stops being a simulation and becomes a game with its own internal logic and structures.  The visuals draw heavily on aspects of simulation, but that is window-dressing (vital and important window-dressing).</p>
<p>And even in chess, no-one would like a game variant where I could take your pieces using my Super Queen that is never placed on the table and actually has no model to represent it at all!  So in a miniatures game we want every aspect of the game (or as many aspects as possible) to be represented by a miniature, which is why things like Orbital Bombardment are so rarely dug out of the game-designers&#8217; toolkit.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Tau Codex &#8211; Some Thoughts by Sholto</title>
		<link>http://incunabulum.co.uk/blog/2009/09/29/tau-codex-some-thoughts/comment-page-1/#comment-1624</link>
		<dc:creator>Sholto</dc:creator>
		<pubDate>Tue, 08 May 2012 09:23:45 +0000</pubDate>
		<guid isPermaLink="false">http://incunabulum.co.uk/blog/?p=582#comment-1624</guid>
		<description>I think if you gear up your army to deal with vehicles of all kinds, as well as MEQs, you should not also expect that same army to be able to stop hordes with equal aplomb.  That said, there are ways of dealing with hordes without building your army solely to deal with them, and I don&#039;t think Tau are lacking in the anti-infantry stakes at all.  I think Burst Cannons are a lesser option in the codex, as Tau don&#039;t lack S5 18&quot; range firepower.  I cannot really see what an additional 3 S5 shots would add to a FW squad. The problem as I see it is that any discussion of &quot;what Tau need&quot; is that with 6th edition all bets are off.  We don&#039;t know what anyone will need to do well in 6th edition, let alone Tau.  All the last few years&#039; Tau wish-lists have been based on 5th edition thinking, and they are about to be invalidated by what likes like a sweeping revision of the game system.</description>
		<content:encoded><![CDATA[<p>I think if you gear up your army to deal with vehicles of all kinds, as well as MEQs, you should not also expect that same army to be able to stop hordes with equal aplomb.  That said, there are ways of dealing with hordes without building your army solely to deal with them, and I don&#8217;t think Tau are lacking in the anti-infantry stakes at all.  I think Burst Cannons are a lesser option in the codex, as Tau don&#8217;t lack S5 18&#8243; range firepower.  I cannot really see what an additional 3 S5 shots would add to a FW squad. The problem as I see it is that any discussion of &#8220;what Tau need&#8221; is that with 6th edition all bets are off.  We don&#8217;t know what anyone will need to do well in 6th edition, let alone Tau.  All the last few years&#8217; Tau wish-lists have been based on 5th edition thinking, and they are about to be invalidated by what likes like a sweeping revision of the game system.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Tau Codex &#8211; Some Thoughts by Mazryonh</title>
		<link>http://incunabulum.co.uk/blog/2009/09/29/tau-codex-some-thoughts/comment-page-1/#comment-1623</link>
		<dc:creator>Mazryonh</dc:creator>
		<pubDate>Tue, 08 May 2012 03:11:27 +0000</pubDate>
		<guid isPermaLink="false">http://incunabulum.co.uk/blog/?p=582#comment-1623</guid>
		<description>The problem is that Railguns are being used to cover too many bases in the Tau Army, and in the case of Broadsides, come free with the unit itself (it&#039;d be better if they were no longer the standard armament of Broadsides and you had to pay extra to use them).  If a non-Apocalypse-Unit-mounted Plasma Cannon could shoot both its S7 AP2 large blast AND a Single Focussed S10 AP1 blast, it would be called overpowered, and rightfully so (granted, the Railgun&#039;s submunition mode isn&#039;t quite as fearsome as as Plasma Cannon&#039;s blast, but still).  

If the Tau faction&#039;s weaponry options are rounded out in a future codex many of their current problems would be substantially solved.  Jacob&#039;s troubles with Tyranids would disappear if (for instance), Tau Fire Warriors could get Heavy Gun Drones with Burst Cannons or Flamers to hang out with them/Assault 2 Pulse Carbines appeared/if they got access to Tau-style Grenade Launchers.  Imagine if Broadsides got access to Heavy Flamers too--that would do wonders for their anti-horde capabilities without the need for a Stabilization System.</description>
		<content:encoded><![CDATA[<p>The problem is that Railguns are being used to cover too many bases in the Tau Army, and in the case of Broadsides, come free with the unit itself (it&#8217;d be better if they were no longer the standard armament of Broadsides and you had to pay extra to use them).  If a non-Apocalypse-Unit-mounted Plasma Cannon could shoot both its S7 AP2 large blast AND a Single Focussed S10 AP1 blast, it would be called overpowered, and rightfully so (granted, the Railgun&#8217;s submunition mode isn&#8217;t quite as fearsome as as Plasma Cannon&#8217;s blast, but still).  </p>
<p>If the Tau faction&#8217;s weaponry options are rounded out in a future codex many of their current problems would be substantially solved.  Jacob&#8217;s troubles with Tyranids would disappear if (for instance), Tau Fire Warriors could get Heavy Gun Drones with Burst Cannons or Flamers to hang out with them/Assault 2 Pulse Carbines appeared/if they got access to Tau-style Grenade Launchers.  Imagine if Broadsides got access to Heavy Flamers too&#8211;that would do wonders for their anti-horde capabilities without the need for a Stabilization System.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Terrain: Updated HD Video Of My 40k Terrain by Mazryonh</title>
		<link>http://incunabulum.co.uk/blog/2012/04/29/terrain-updated-hd-video-of-my-40k-terrain/comment-page-1/#comment-1622</link>
		<dc:creator>Mazryonh</dc:creator>
		<pubDate>Tue, 08 May 2012 02:11:47 +0000</pubDate>
		<guid isPermaLink="false">http://incunabulum.co.uk/blog/?p=3726#comment-1622</guid>
		<description>If you think about it, almost every TT miniatures-based game is a &quot;cities of death&quot; style game--ranges are scaled far shorter than they would be in real life, and CQB is the word for the millenium.  A modern Main Battle Tank has an effective range of kilometers.  But on the 40k tabletop, a Leman Russ doesn&#039;t have that much more range than a Guardsman&#039;s bog-standard Lasgun.  And the reason for this is because no one wants to play a game where the enemy is nothing other than a smudge on the horizon or beyond visual range, or where combat is being guided purely by indirect observers (satellites/drones or the like).</description>
		<content:encoded><![CDATA[<p>If you think about it, almost every TT miniatures-based game is a &#8220;cities of death&#8221; style game&#8211;ranges are scaled far shorter than they would be in real life, and CQB is the word for the millenium.  A modern Main Battle Tank has an effective range of kilometers.  But on the 40k tabletop, a Leman Russ doesn&#8217;t have that much more range than a Guardsman&#8217;s bog-standard Lasgun.  And the reason for this is because no one wants to play a game where the enemy is nothing other than a smudge on the horizon or beyond visual range, or where combat is being guided purely by indirect observers (satellites/drones or the like).</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Tactica &#8211; Pathfinders by Mazryonh</title>
		<link>http://incunabulum.co.uk/blog/2009/11/17/tactica-pathfinders/comment-page-1/#comment-1621</link>
		<dc:creator>Mazryonh</dc:creator>
		<pubDate>Tue, 08 May 2012 02:05:09 +0000</pubDate>
		<guid isPermaLink="false">http://incunabulum.co.uk/blog/?p=1121#comment-1621</guid>
		<description>Dave, 

Actually, what I suggested wouldn&#039;t be out of line with what other armies can do to call in support fire.  An IG army with a certain HQ advisor can call in a powerful template weapon anywhere he can see.  SM commanders can call in orbital bombardments, etc. 

If Pathfinders were made non-compulsory Troops (almost like Eldar Pathfinders, durr) and had the unique ability to access support fire (appropriate for the various points levels) on units they &quot;paint&quot; with their Markerlights, there would be much more reason to take them over the newer Tetras.  A little imagination can go a long way towards making a TT army more balanced and fun to play.</description>
		<content:encoded><![CDATA[<p>Dave, </p>
<p>Actually, what I suggested wouldn&#8217;t be out of line with what other armies can do to call in support fire.  An IG army with a certain HQ advisor can call in a powerful template weapon anywhere he can see.  SM commanders can call in orbital bombardments, etc. </p>
<p>If Pathfinders were made non-compulsory Troops (almost like Eldar Pathfinders, durr) and had the unique ability to access support fire (appropriate for the various points levels) on units they &#8220;paint&#8221; with their Markerlights, there would be much more reason to take them over the newer Tetras.  A little imagination can go a long way towards making a TT army more balanced and fun to play.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Parasite of Mortrex by Chris</title>
		<link>http://incunabulum.co.uk/blog/2010/09/13/parasite-of-mortrex/comment-page-1/#comment-1620</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Mon, 07 May 2012 03:46:15 +0000</pubDate>
		<guid isPermaLink="false">http://incunabulum.co.uk/blog/?p=2369#comment-1620</guid>
		<description>Are you sure this is made from the Varghulf model? The one on the GW website doesn&#039;t look anything like it. What -is- the base model Incunabulog.</description>
		<content:encoded><![CDATA[<p>Are you sure this is made from the Varghulf model? The one on the GW website doesn&#8217;t look anything like it. What -is- the base model Incunabulog.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Tau Codex &#8211; Some Thoughts by Jacob</title>
		<link>http://incunabulum.co.uk/blog/2009/09/29/tau-codex-some-thoughts/comment-page-1/#comment-1619</link>
		<dc:creator>Jacob</dc:creator>
		<pubDate>Wed, 02 May 2012 21:06:24 +0000</pubDate>
		<guid isPermaLink="false">http://incunabulum.co.uk/blog/?p=582#comment-1619</guid>
		<description>I disagree I feel that we are very good at anti vehicle. 

I have two broadsides in a squad with target array and between the two of them I can pen a land raider 49% of the time first turn. I also bring 2 ion heads which can decimate both light vehicles and Meq&#039;s 

My real problem is tyranid. The ion heads and rail guns can deal about 4 wounds per turn to their monsters and I always kill every gene stealer. But by then( turn 3) I am overrun by 2 squads of termagaunts form mommy and a squad of hormugaunts. Hiding in and behind Devilfish and hammerheads with Flèchette is all I have. And even then they just flow over the immobilized wrecks.

I say we need a combination of two of these
- assault pulse rifles 
- high volume S6 troop or stealth suit weapons 
- a BS base of 4 so that the army that shoots the best guns in the game can hit as often as a tactical marine. Not an ork</description>
		<content:encoded><![CDATA[<p>I disagree I feel that we are very good at anti vehicle. </p>
<p>I have two broadsides in a squad with target array and between the two of them I can pen a land raider 49% of the time first turn. I also bring 2 ion heads which can decimate both light vehicles and Meq&#8217;s </p>
<p>My real problem is tyranid. The ion heads and rail guns can deal about 4 wounds per turn to their monsters and I always kill every gene stealer. But by then( turn 3) I am overrun by 2 squads of termagaunts form mommy and a squad of hormugaunts. Hiding in and behind Devilfish and hammerheads with Flèchette is all I have. And even then they just flow over the immobilized wrecks.</p>
<p>I say we need a combination of two of these<br />
- assault pulse rifles<br />
- high volume S6 troop or stealth suit weapons<br />
- a BS base of 4 so that the army that shoots the best guns in the game can hit as often as a tactical marine. Not an ork</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Tau Codex &#8211; Some Thoughts by Sholto</title>
		<link>http://incunabulum.co.uk/blog/2009/09/29/tau-codex-some-thoughts/comment-page-1/#comment-1618</link>
		<dc:creator>Sholto</dc:creator>
		<pubDate>Tue, 01 May 2012 14:29:39 +0000</pubDate>
		<guid isPermaLink="false">http://incunabulum.co.uk/blog/?p=582#comment-1618</guid>
		<description>S10 AP1 Railguns are a Tau signature weapon, so I hope GW don&#039;t just nerf it.  Tweaking it is fine, so long as it remains a fearful weapon of AV destruction.</description>
		<content:encoded><![CDATA[<p>S10 AP1 Railguns are a Tau signature weapon, so I hope GW don&#8217;t just nerf it.  Tweaking it is fine, so long as it remains a fearful weapon of AV destruction.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

