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<rss version="2.0"><channel><title>NockerGeek.net - Latest Comments</title><link xmlns="http://www.w3.org/2005/Atom" rel="http://api.friendfeed.com/2008/03#sup" href="http://disqus.com/sup/all.sup#forumcomments-f79f04f6" type="application/json"/><link>http://nockergeeknet.disqus.com/</link><description></description><language>en</language><lastBuildDate>Fri, 11 Dec 2009 12:43:34 -0000</lastBuildDate><item><title>Re: Markerlight Tactica: Pathfinders vs. Stealth Suits</title><link>http://www.nockergeek.net/2009/09/04/marketlight-tactica-pathfinders-vs-stealth-suits/#comment-25528226</link><description>(Note: removed your per-item points, just to avoid running afoul of GW.)&lt;br&gt;&lt;br&gt;Your point totals look right from this end. For larger games, this does sound like a solid way to go, where you can get the advantages of both major markerlight platforms. Hope it works for you!</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">NockerGeek</dc:creator><pubDate>Fri, 11 Dec 2009 12:43:34 -0000</pubDate></item><item><title>Re: Markerlight Tactica: Pathfinders vs. Stealth Suits</title><link>http://www.nockergeek.net/2009/09/04/marketlight-tactica-pathfinders-vs-stealth-suits/#comment-25527760</link><description>Wow,  I was just contemplating between these two options and this writeup was perfect.  I think for the size games I prefer (2000+) I'm going to use BOTH options, one of each:&lt;br&gt;Pathfinders x8&lt;br&gt;team leader           &lt;br&gt;Bonding knife&lt;br&gt;Devilfish&lt;br&gt;multi-tracker&lt;br&gt;disruption field &lt;br&gt;Flechette&lt;br&gt;&lt;br&gt;Total  216?&lt;br&gt;&lt;br&gt;Stealth Suit x3 &lt;br&gt;Team leader&lt;br&gt;bonding knife&lt;br&gt;Fusion blaster&lt;br&gt;Markerlight &lt;br&gt;HW-drone controller&lt;br&gt;Hw-Multitracker&lt;br&gt;Drone controler x 2&lt;br&gt;Markerdrones x 6&lt;br&gt;&lt;br&gt;total      297&lt;br&gt; This way I can still field 2 Crisis elite teams and 2 Drone squadrons (cheap and manueverable fodder)</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">JAW</dc:creator><pubDate>Fri, 11 Dec 2009 12:37:24 -0000</pubDate></item><item><title>Re: Found: Non-metallic Necron Painting Guide</title><link>http://www.nockergeek.net/2009/02/26/found-non-metallic-necron-painting-guide/#comment-21913058</link><description>I didn't (this is just a link to someone else's painting guide), but according to the comments on that guide, you can find the red rods on eBay here: &lt;a href="http://cgi.ebay.com/Plastruct-FARR-3H-Fluor-Red-Rod-3-32-8-PLS90272_W0QQitemZ230393224879QQcmdZViewItemQQptZLH_DefaultDomain_0?hash=item35a4819eaf" rel="nofollow"&gt;http://cgi.ebay.com/Plastruct-FARR-3H-Fluor-Red...&lt;/a&gt;&lt;br&gt;&lt;br&gt;The size you want (if you don't want red) is 3/32".</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">NockerGeek</dc:creator><pubDate>Wed, 04 Nov 2009 21:34:53 -0000</pubDate></item><item><title>Re: Found: Non-metallic Necron Painting Guide</title><link>http://www.nockergeek.net/2009/02/26/found-non-metallic-necron-painting-guide/#comment-21872077</link><description>were did you get the red rods from?</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">joe7878</dc:creator><pubDate>Wed, 04 Nov 2009 13:09:20 -0000</pubDate></item><item><title>Re: Markerlight Tactica: Pathfinders vs. Stealth Suits</title><link>http://www.nockergeek.net/2009/09/04/marketlight-tactica-pathfinders-vs-stealth-suits/#comment-21484726</link><description>No apologies needed! I'm glad to answer questions.&lt;br&gt;&lt;br&gt;1. A marker drone becomes the same type as the unit to which it's attached. When it's attached to a stealth team, it becomes Jump Infantry (jet pack). Since it then counts as having a jet pack, it gains the Relentless rule, which allows it to move and fire heavy weapons.&lt;br&gt;&lt;br&gt;2. You're absolutely correct. As long as the unit hasn't moved (since markerlights are Heavy 1), any of the PFs may choose to fire their markerlights or their pulse carbines (or rail rifles, if they have those). You can split up the weapons any way you choose, so long as all fire is at the same target. Don't forget, though, that since the PF markerlights aren't networked, the rest of the PF unit can't gain any benefit from its own markerlight hits.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">NockerGeek</dc:creator><pubDate>Sat, 31 Oct 2009 17:21:22 -0000</pubDate></item><item><title>Re: Markerlight Tactica: Pathfinders vs. Stealth Suits</title><link>http://www.nockergeek.net/2009/09/04/marketlight-tactica-pathfinders-vs-stealth-suits/#comment-21484327</link><description>I'm just starting out with the tau thing (and 40k to be frank), so I apologise in advance.&lt;br&gt;&lt;br&gt;Question: markerlights are heavy 1 -- does that mean that a markerdrone loses movement in the turn it's used, and as such ties the whole stealth unit up for that turn?&lt;br&gt;&lt;br&gt;Secondly, I've been looking around, and I think you have hinted at, although I thought I'd ask you to confirm: a regular PF, they get to use either the marker light or the carbine each turn, is that correct? can the team be split in this regard as long as they aim at the same unit?</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Thingomy</dc:creator><pubDate>Sat, 31 Oct 2009 17:05:28 -0000</pubDate></item><item><title>Re: Curse You, Grandfather Nurgle!</title><link>http://www.nockergeek.net/2009/10/10/curse-you-grandfather-nurgle/#comment-19795075</link><description>At our house we call H1N1 the Hiney Virus, reading it as if the 1's were I's.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">chonk34</dc:creator><pubDate>Sat, 10 Oct 2009 12:41:59 -0000</pubDate></item><item><title>Re: Re-examining Tau Battle Philosophy &amp;#8211; List v1.0</title><link>http://www.nockergeek.net/2009/10/05/re-examining-tau-battle-philosophy-list-v1-0/#comment-18605285</link><description>I don't mind obviousness, though. I like the idea of giving my opponents a pair of bad choices - go out in the open to claim an objective, knowing that it puts you right in the middle of my firing lanes with no cover, or give it up knowing that I will swoop in and claim it without a fight (and will probably still hunt you down in cover). Besides, obviousness is its own form of misdirection; anything I can do to force the opponent's attention in one direction will keep it from being focused elsewhere.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">NockerGeek</dc:creator><pubDate>Mon, 05 Oct 2009 17:17:39 -0000</pubDate></item><item><title>Re: Re-examining Tau Battle Philosophy &amp;#8211; List v1.0</title><link>http://www.nockergeek.net/2009/10/05/re-examining-tau-battle-philosophy-list-v1-0/#comment-18577550</link><description>Read your other post too and had a long comment that got erased by my idiot computer skills...&lt;br&gt;&lt;br&gt;The only issue I have with this philosophy is that it is obvious. too obvious. Most players are going to expect that Tau will place objectives out in the open to bait them out of cover. There isn't much of a surprise element. And I believe that Tau need to be using deception, mobility and misdirection to win games, especially objective based games. Thats what I do, plus I think the moving game is more fun than. &lt;br&gt;&lt;br&gt;Granted the above list is rock hard.   So many high strength shots that you are going to be wrecking people. Just be sure to keep him distracted with all those suits, while your fire warriors sneak around to claim the oobjectives.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Old Shatter Hands</dc:creator><pubDate>Mon, 05 Oct 2009 13:42:12 -0000</pubDate></item><item><title>Re: Re-examining Tau Battle Philosophy</title><link>http://www.nockergeek.net/2009/10/04/re-examining-tau-battle-philosophy/#comment-18504018</link><description>Its not bad, only thing i would suggest is this: Just use regular Fish (DP...MT), DF Gun Drones have won me more games than just about any other unit. Masters of contesting objectives.&lt;br&gt;&lt;br&gt;Warfishes are expensive, and for the points you can get killy suits.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Zeev</dc:creator><pubDate>Sun, 04 Oct 2009 13:48:24 -0000</pubDate></item><item><title>Re: It&amp;#8217;s All Been Done Before</title><link>http://www.nockergeek.net/2009/10/01/its-all-been-done-before/#comment-18101565</link><description>Amen.&lt;br&gt;&lt;br&gt;The Daemons are one of the biggest examples of the OMGWTFLOLCOPTER!!111!!21! thing.  They were just so different...and then people realized how they did and did not work, and their deficiencies.&lt;br&gt;&lt;br&gt;Same for Nob Bikers.  Used to be 'teh uber', then people realized it got countered by the same thing you'd want for killing vehicles, and/or a unit of Terminators tended to do just fine against them. (Or worse, Psyker Battle Squad).  &lt;br&gt;&lt;br&gt;The game changes.  If army builds were static, we'd have chess and we'd lose the variety we like in this game.  &lt;br&gt;&lt;br&gt;Finally, thanks for #3.  I've seen so many viewpoints say that "IT IS RONG TO MOVE TO TEH CODEX OF TEH WEEK!!1! and following up with 'my viewpoint XYZ is the true way.'  Hey.  This hobby's got a spectrum of players and a plethora of reasons for rolling with how they roll the game.  Just accept it and move along.  It's life, folks.  As long as we're enjoying the hobby and not being exclusionary to other POVs, we're probably doing alright.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">raptor1313</dc:creator><pubDate>Thu, 01 Oct 2009 21:52:25 -0000</pubDate></item><item><title>Re: It&amp;#8217;s All Been Done Before</title><link>http://www.nockergeek.net/2009/10/01/its-all-been-done-before/#comment-17954820</link><description>Excellent post.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ronsaikowski</dc:creator><pubDate>Thu, 01 Oct 2009 15:48:19 -0000</pubDate></item><item><title>Re: My First Khorne CSM List</title><link>http://www.nockergeek.net/2009/09/22/my-first-khorne-csm-list/#comment-17403722</link><description>as you see in the list I preferred Kharn, ust remember to make him leave his squad before an assault to make sure he doesn't hurt his buddies. I also chose another squad of berzerkers to raptors cos' they are scoring units, they are cheaper and they are better in assault. each unit in the list can deal with both infantry and armor. lastly I added a Dread to the list for points pusposes.(it's cheaper than the defiler)</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Tankut "dishchi" Seber</dc:creator><pubDate>Fri, 25 Sep 2009 19:53:24 -0000</pubDate></item><item><title>Re: My First Khorne CSM List</title><link>http://www.nockergeek.net/2009/09/22/my-first-khorne-csm-list/#comment-17403662</link><description>Thanks for the list! Definitely gives me some ideas. :)</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">NockerGeek</dc:creator><pubDate>Fri, 25 Sep 2009 19:51:30 -0000</pubDate></item><item><title>Re: My First Khorne CSM List</title><link>http://www.nockergeek.net/2009/09/22/my-first-khorne-csm-list/#comment-17403506</link><description>The meltabombs are out - a friend pointed out the fact that power fists are just about as good and will get more hits - and with them and the personal icon out, I've got points to throw a plasma pistol on the Skull Champ. As far as replacing the Lord with Kharn... I like Kharn, but I don't know if I'm quite ready for the risk to his own unit yet.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">NockerGeek</dc:creator><pubDate>Fri, 25 Sep 2009 19:48:23 -0000</pubDate></item><item><title>Re: My First Khorne CSM List</title><link>http://www.nockergeek.net/2009/09/22/my-first-khorne-csm-list/#comment-17403411</link><description>here is my modified list for you&lt;br&gt;&lt;br&gt;Kharn 165 pts&lt;br&gt;&lt;br&gt;7 Khorne Berzerkers (as a retinue to kharn)     &lt;br&gt;+1skull champ with power weapon&lt;br&gt;+rhino 233 pts&lt;br&gt;&lt;br&gt;7 Khorne Berzerkers&lt;br&gt;+1 skull champ with power fist&lt;br&gt;+ rhino 243 pts&lt;br&gt;&lt;br&gt;7 Khorne Berzerkers&lt;br&gt;+1 skull champ with power fist&lt;br&gt;+ rhino 243 pts&lt;br&gt;&lt;br&gt;Dreadnought &lt;br&gt;+multi-melta&lt;br&gt;+extra armor 115 pts&lt;br&gt;&lt;br&gt;Grand total of 999 pts</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Tankut "dishchi" Seber</dc:creator><pubDate>Fri, 25 Sep 2009 19:46:36 -0000</pubDate></item><item><title>Re: My First Khorne CSM List</title><link>http://www.nockergeek.net/2009/09/22/my-first-khorne-csm-list/#comment-17402954</link><description>I think you'd better lose the meltabombs on characters with power fists, combi flamers on rhinos, the personal icon on the lord, give the lord a pair of LCs and add the first squad a Skull champ with power weapon. actually kharn would better fit your army than any othe lord since he has furious assault rule like the rest of your berzerkers...</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Tankut "dishchi" Seber</dc:creator><pubDate>Fri, 25 Sep 2009 19:31:19 -0000</pubDate></item><item><title>Re: Marks of Khorne in 8 Steps</title><link>http://www.nockergeek.net/2009/09/25/marks-of-khorne-in-8-steps/#comment-17390292</link><description>Useful, good info.  :)</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">thekingelessar</dc:creator><pubDate>Fri, 25 Sep 2009 14:36:33 -0000</pubDate></item><item><title>Re: Marks of Khorne in 8 Steps</title><link>http://www.nockergeek.net/2009/09/25/marks-of-khorne-in-8-steps/#comment-17379545</link><description>The WYSIWYG part was easy to take care of, I just used a combi-bolter with a power blade attachment. :)&lt;br&gt;&lt;br&gt;Saving it for a future Chaos Sorc is a good reason to not use it though. :)</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Ryan</dc:creator><pubDate>Fri, 25 Sep 2009 11:36:28 -0000</pubDate></item><item><title>Re: Marks of Khorne in 8 Steps</title><link>http://www.nockergeek.net/2009/09/25/marks-of-khorne-in-8-steps/#comment-17379364</link><description>True, there is the arm from the sorcerer parts of the sprue, and matching it with the icon pole from the CSM kit is a good idea. I wanted to save that for a future Terminator Sorcerer, though. Also, I didn't want to lose the power weapon and end up getting in a WYSIWYG debate with someone.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">NockerGeek</dc:creator><pubDate>Fri, 25 Sep 2009 11:32:56 -0000</pubDate></item><item><title>Re: Marks of Khorne in 8 Steps</title><link>http://www.nockergeek.net/2009/09/25/marks-of-khorne-in-8-steps/#comment-17379160</link><description>Actually, I had to make a Nurgle Terminator icon bearer a while back... what I did was took the outstretched arm from the Termy Lord kit, added a hand holding a pole (not entirely sure where that came from, prolly the CSM kit) and called it good.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Ryan</dc:creator><pubDate>Fri, 25 Sep 2009 11:27:39 -0000</pubDate></item><item><title>Re: Christmas in September</title><link>http://www.nockergeek.net/2009/09/11/christmas-in-september/#comment-16702112</link><description>Mmmm Treasure Trove! Lol :)</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ElazarTheGlorified</dc:creator><pubDate>Wed, 16 Sep 2009 04:10:55 -0000</pubDate></item><item><title>Re: Followup: Stealth Marker Teams</title><link>http://www.nockergeek.net/2009/09/10/followup-stealth-marker-teams/#comment-16408779</link><description>Naturally, I check out the previous one after hitting this up...&lt;br&gt;&lt;br&gt;Mostly it's the cost that gets me.  In 1500, I think getting a pair of Crisis Suit Teams in is reasonable (along w/ 2 Hammerheads and the typical 2-man Broadside team, at least).&lt;br&gt;&lt;br&gt;Mostly my curiosity was in what the orks had that might threaten the Stealth Suits.  Orks have a nasty volume of fire with their guns when they bother to bring something more than a noise whompin' stick (AKA pistol).&lt;br&gt;&lt;br&gt;Then again, Nob Bikers are also a bit vulnerable to massed fire and the super-unit issue, but it depends on how he built them and if he did the whole 'I loaded them out EACH UNIQUELY' at which point I might ponder fisticuffs.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">raptor1313</dc:creator><pubDate>Fri, 11 Sep 2009 03:09:37 -0000</pubDate></item><item><title>Re: Followup: Stealth Marker Teams</title><link>http://www.nockergeek.net/2009/09/10/followup-stealth-marker-teams/#comment-16407490</link><description>Close. Here's what I was running (from the previous article):&lt;br&gt;&lt;br&gt;3 Shas’ui w/ Burst Cannon, Drone Controller, Marker Drone&lt;br&gt;1 Shas’ui team leader w/ Burst Cannon, Markerlight, Hardwired Multi-tracker, Drone Controller, Marker Drone&lt;br&gt;Cost: 260 points&lt;br&gt;&lt;br&gt;The cost is a bit on the hefty side, and it was a bit more painful than I expected to squeeze that in. Pathfinders are definitely the cheaper option. Performance-wise, though, I feel like I got my points worth.&lt;br&gt;&lt;br&gt;As far as the game went, orks can defintely bring a decent shooty game. The Nob Bikers were all packing dakka guns - think twin-linked burst cannons - and the volume of Tau-style fire they could put out at 18" was just withering. I had a unit of Fire Warriors go from full to dead from one turn's worth of shooting. I definitely owned the long-range game, but the mid-range game was a dead heat.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">NockerGeek</dc:creator><pubDate>Fri, 11 Sep 2009 02:09:18 -0000</pubDate></item><item><title>Re: Markerlight Tactica: Pathfinders vs. Stealth Suits</title><link>http://www.nockergeek.net/2009/09/04/marketlight-tactica-pathfinders-vs-stealth-suits/#comment-16407111</link><description>You bring up a couple of good points regarding economy, both in point cost and in FOC slot cost. There's a great deal of opportunity cost in running a Stealth Team, and giving up a potential Crisis Suit team (which will also come in cheaper) can be a tough choice. It's not going to fit every situation or every army list.&lt;br&gt;&lt;br&gt;As far as Pathfinders and their transports, the main problem I have with using them as taxis (and believe me, I've tried) is what it does to your tempo while playing. You're going to lose at least one turn while you load the FWs into the 'fish. You can get around this by deploying the PFs and their transports separately, but then the 'fish loses the PFs' scout move, and the PFs lose the 'fish's mobility. There's also the DoW problem, as you mention, which can cost you even more time. In a game where you can only count on 5 turns of play (and maybe not even that in a tourney setting), a mechanized army needs to be mobile for as long as possible, not sitting around and waiting for a cab.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">NockerGeek</dc:creator><pubDate>Fri, 11 Sep 2009 01:54:27 -0000</pubDate></item></channel></rss>