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		<title><![CDATA[Dogs of War - All Forums]]></title>
		<link>http://dogsofwaronline.com/forum/</link>
		<description><![CDATA[Dogs of War - http://dogsofwaronline.com/forum]]></description>
		<pubDate>Sat, 31 Jul 2010 12:06:25 -0400</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[8th Ed. 2250pts.]]></title>
			<link>http://dogsofwaronline.com/forum/showthread.php?tid=1061</link>
			<pubDate>Thu, 29 Jul 2010 06:01:33 -0400</pubDate>
			<guid isPermaLink="false">http://dogsofwaronline.com/forum/showthread.php?tid=1061</guid>
			<description><![CDATA[Here's a sort of preliminary list. Keep in mind that I have not played an 8th Ed. game yet, and likely will need a trial by fire on this list, but I'd like some thoughts nonetheless.<br />
<br />
Lords<br />
Hireling Wizard Lord - 360<br />
Level 4<br />
Book of Ashur, Talisman of Endurance<br />
Pegasus<br />
<br />
Characters<br />
Paymaster - 108<br />
Helm of Discord, Other Trickster's Shard<br />
Heavy Armour, Shield, Morningstar<br />
<br />
Mercenary Captain - 167<br />
Crown of Command, Enchanted Shield, Luckstone<br />
Heavy Armour, Brace of Pistols, Lance<br />
Pegasus<br />
<br />
Core<br />
Crossbowmen (10x) - 90<br />
Musician<br />
Crossbowmen (10x) - 90<br />
Musician<br />
<br />
Duelists (10x) - 110<br />
Pistols, Champion, Musician<br />
Duelists (10x) - 110<br />
Pistols, Champion, Musician<br />
<br />
Light Cavalry (15x) - 210<br />
Shields, Spears<br />
<br />
Special<br />
Paymaster's Bodyguards (20x) - 155<br />
Heavy Armour, Full Command<br />
War Banner<br />
<br />
Norse Marauders (30x) - 270<br />
Flails, Full Command<br />
Norse Marauders (30x) - 270<br />
Flails, Full Command<br />
<br />
Rare<br />
Cannon - 85<br />
Cannon - 85<br />
Halfling Hot Pot - 50<br />
Halfling Hot Pot - 50<br />
<br />
Some of this is self-explanatory. The dual cannons and hot pots, well, we have 500+ points for Rare that we can't do anything else with. Might as well max them out. Plus, artillery rules have been boosted greatly in 8th. Hot pots wreak havoc now, and our cannons can make short work of monsters unlike before.<br />
<br />
I have always been a fan of the Bodyguard. They're still I3, but I think the new rules for combat will allow them to shine against enemies that use to smash them, like Great Weapons.<br />
<br />
The Light Cavalry. I wasn't sure what to do with these guys. I used to run some Bretonnian Men-at-Arms + Empire Pistoliers converted as Light Cav with Shields and Spears. Before, they were always reliable. If an enemy block was engaged to the front, they'd usually kill off enough in a flank charge not to get wiped out in return, then break them after negating their ranks. Now, however, their I3 means that simple Clanrats will smash a force of 5 or 6 Light Cavalry. Plus, they must have at least one rank bonus to disrupt the enemy. I thought about giving them bows instead since even cavalry may volley fire now, but at that point I might as well grab some Halflings instead. So I'm experimenting with three ranks of Light Cavalry with Spears. Put enough buildings down at terrain placement and you should be able to avoid ranged fire on your way to the flanks.<br />
<br />
Crossbowmen and Duelists - Well, I'm just hoping that the new and improved rules for both skirmisher marching and shooting and shooting in two ranks will allow these guys to pour down enough S4 ranged attacks to either distract my opponents from the lightly armoured Norse and Bodyguards or at the very least deny some flanks.<br />
<br />
The Norse Marauders are the product of my rant in the other thread about them. I figured that their I4 was begging to get used, and losing S5 after the first round of combat isn't a huge deal since if I don't break them in the first, there was no way they were going to survive a grinding combat anyways. New TLOS rules will make it harder to screen from ranged attacks, so an extra rank was included in each unit to make sure they have more ranks than the enemy when they do get into combat. I don't want to kill 10 guys on a charge just to see them Steadfast at Ld8 or something.<br />
<br />
I'm worried about the Wizard Lord. He's got a hefty +5 to cast and dispel, but I'm worried that my opponent will simply bring a Dispel Scroll and a Hex Scroll and shut my magic down completely for half the game - the important half of course. I don't see how I could fit another Level 2 in there, and I feel that one Level 4 is superior to two Level 2s.<br />
<br />
The Captain, well, he's the typical Captasus. The Crown of Command, high armour save, and reroll from the Luckstone will let him either tie up a unit for a while or prevent an enemy from pursuing a unit of mine that looks about to flee.<br />
<br />
The Paymaster is purely hopped up for defense against characters. Ward saves must be rerolled, and every turn of combat (Mine and theirs) their character has a chance to become a temporary invalid.<br />
<br />
Suggestion? Insults? Let me know...]]></description>
			<content:encoded><![CDATA[Here's a sort of preliminary list. Keep in mind that I have not played an 8th Ed. game yet, and likely will need a trial by fire on this list, but I'd like some thoughts nonetheless.<br />
<br />
Lords<br />
Hireling Wizard Lord - 360<br />
Level 4<br />
Book of Ashur, Talisman of Endurance<br />
Pegasus<br />
<br />
Characters<br />
Paymaster - 108<br />
Helm of Discord, Other Trickster's Shard<br />
Heavy Armour, Shield, Morningstar<br />
<br />
Mercenary Captain - 167<br />
Crown of Command, Enchanted Shield, Luckstone<br />
Heavy Armour, Brace of Pistols, Lance<br />
Pegasus<br />
<br />
Core<br />
Crossbowmen (10x) - 90<br />
Musician<br />
Crossbowmen (10x) - 90<br />
Musician<br />
<br />
Duelists (10x) - 110<br />
Pistols, Champion, Musician<br />
Duelists (10x) - 110<br />
Pistols, Champion, Musician<br />
<br />
Light Cavalry (15x) - 210<br />
Shields, Spears<br />
<br />
Special<br />
Paymaster's Bodyguards (20x) - 155<br />
Heavy Armour, Full Command<br />
War Banner<br />
<br />
Norse Marauders (30x) - 270<br />
Flails, Full Command<br />
Norse Marauders (30x) - 270<br />
Flails, Full Command<br />
<br />
Rare<br />
Cannon - 85<br />
Cannon - 85<br />
Halfling Hot Pot - 50<br />
Halfling Hot Pot - 50<br />
<br />
Some of this is self-explanatory. The dual cannons and hot pots, well, we have 500+ points for Rare that we can't do anything else with. Might as well max them out. Plus, artillery rules have been boosted greatly in 8th. Hot pots wreak havoc now, and our cannons can make short work of monsters unlike before.<br />
<br />
I have always been a fan of the Bodyguard. They're still I3, but I think the new rules for combat will allow them to shine against enemies that use to smash them, like Great Weapons.<br />
<br />
The Light Cavalry. I wasn't sure what to do with these guys. I used to run some Bretonnian Men-at-Arms + Empire Pistoliers converted as Light Cav with Shields and Spears. Before, they were always reliable. If an enemy block was engaged to the front, they'd usually kill off enough in a flank charge not to get wiped out in return, then break them after negating their ranks. Now, however, their I3 means that simple Clanrats will smash a force of 5 or 6 Light Cavalry. Plus, they must have at least one rank bonus to disrupt the enemy. I thought about giving them bows instead since even cavalry may volley fire now, but at that point I might as well grab some Halflings instead. So I'm experimenting with three ranks of Light Cavalry with Spears. Put enough buildings down at terrain placement and you should be able to avoid ranged fire on your way to the flanks.<br />
<br />
Crossbowmen and Duelists - Well, I'm just hoping that the new and improved rules for both skirmisher marching and shooting and shooting in two ranks will allow these guys to pour down enough S4 ranged attacks to either distract my opponents from the lightly armoured Norse and Bodyguards or at the very least deny some flanks.<br />
<br />
The Norse Marauders are the product of my rant in the other thread about them. I figured that their I4 was begging to get used, and losing S5 after the first round of combat isn't a huge deal since if I don't break them in the first, there was no way they were going to survive a grinding combat anyways. New TLOS rules will make it harder to screen from ranged attacks, so an extra rank was included in each unit to make sure they have more ranks than the enemy when they do get into combat. I don't want to kill 10 guys on a charge just to see them Steadfast at Ld8 or something.<br />
<br />
I'm worried about the Wizard Lord. He's got a hefty +5 to cast and dispel, but I'm worried that my opponent will simply bring a Dispel Scroll and a Hex Scroll and shut my magic down completely for half the game - the important half of course. I don't see how I could fit another Level 2 in there, and I feel that one Level 4 is superior to two Level 2s.<br />
<br />
The Captain, well, he's the typical Captasus. The Crown of Command, high armour save, and reroll from the Luckstone will let him either tie up a unit for a while or prevent an enemy from pursuing a unit of mine that looks about to flee.<br />
<br />
The Paymaster is purely hopped up for defense against characters. Ward saves must be rerolled, and every turn of combat (Mine and theirs) their character has a chance to become a temporary invalid.<br />
<br />
Suggestion? Insults? Let me know...]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Marauders: An 8th Ed. Existential Conundrum]]></title>
			<link>http://dogsofwaronline.com/forum/showthread.php?tid=1060</link>
			<pubDate>Thu, 29 Jul 2010 05:23:58 -0400</pubDate>
			<guid isPermaLink="false">http://dogsofwaronline.com/forum/showthread.php?tid=1060</guid>
			<description><![CDATA[So I've been writing myself up an army list for the new edition with Dogs of War, and I've come to a very distinct problem when it comes to the use of Norse Marauders in the newest edition.<br />
<br />
In the past, I have always used marauders as a rank and file, combat res. generating unit. Sounds strange, I know. I used to use Empire Swordsmen as their models, equipping them with only their hand weapons and shields. Fluffwise, I always thought of them as impetuous young warriors out to prove themselves in battle, skilled but reckless, much like the Knights-Errant from Brettonia (or whichever units of theirs sometimes charge on their own).<br />
<br />
In 7th, I merely screened them with fast cav or with skirmishers to essentially cage them until I was ready to let them charge. In combat, their 4+ save with HW+Shield gave them reasonable protection and Frenzy meant they were dealing out a respectable amount of wounds for a human combat res. unit with full command.<br />
<br />
In 8th, this is pretty much scrapped. Charge ranges are utterly random, meaning screening is really only viable for blocking ranged attacks. Frenzy will trigger anytime within 16 inches, likely leading to many failed charges against a skilled opponent. And any unit you use to 'cage' the Marauders is now susceptible to the longer charges of your opponent and probably will end up charged itself. So getting pulled into unfavourable combat is going to be inevitable.<br />
<br />
Not only is the Parry bonus worse than it used to be, but units with Frenzy cannot even make use of it. Their ability to survive in prolonged combat swiftly diminished when combined with the new stepping up and supporting attacks. When played right, you could charge them in, taking in return only one or two casualties at most (from other regular infantry), then break and pursue your enemy after an assisted flank charge from even mere Duelists. In 8th, however, their T3 and 5+ AS will ensure a significant casualty rate from even two ranks of WS3 or 4 S3 infantry, nonetheless S4.<br />
<br />
What good is a combat res. unit that loses a quarter of it's power capacity every time it enters combat?<br />
<br />
Naturally, I began to consider alternate (and probably the most common) roles for my marauders. In 7th, Great Weapons were always a good choice. With a champion, you tossed 11 S5 hits out, which could end even a dragon, leaving basically no one to attack back. If you got charged, well, those were the risks of having Great Weapons. They shouldn't be getting charged.<br />
<br />
In 8th, they took away the greatest advantage of Great Weapons - charging. Since it doesn't matter whether you charged or not, GW's strike last. No longer can you dish out a torrent of high strength attacks, leaving no survivors. These furious, frothing at the mouth warriors will charge their opponent, then pause and (In a posh British accent if possible) say "Excuse me, good sirs. Please, after you!" and let themselves get hewed down by Goblin Spearmen before raising an arm in protest.<br />
<br />
So Flails, perhaps. Generally, you want to keep that S5 for as long as possible, but Marauders have a nice above average Initiative begging to be used by this new 100% Initiative based combat. Again, we run into another 8th Edition wrench ready to throw itself into our carefully laid out Marauder machinery. They somehow managed to make Initiative simultaneously important and worthless. You'll strike first and kill 7 or 8 guys, but they'll just jump right up and send a whole rank of your Marauders to an early grave. The situation is not that different from using GW's.<br />
<br />
So here I am at one possibility. If I still want to use them for anything other than small units of harassers, they pretty much half to be run as a large block equipped with Flails. I think the Flails have an edge vs GW's as GW's are going to be highly susceptible to flank charges by skirmishers or cavalry. With GW's, the Marauders will still kill them, but they'll be murdered in return. With Flails, provided there are only about 10 men in the attacking unit, you'll strike hopefully first with their Initiative and leave no attacks back.<br />
<br />
I just cannot see a way to field these guys without them losing nearly a quarter (or more!) of their strength every time they get into a combat, short of some fancy magicking or just using plain overwhelming force. Must we resign ourselves to using Marauders as simple leg-borne one-shot ballistic missiles, annihilating the enemy with a charge once then being useless for the rest of the game? Any ideas from veteran mercenary generals here?<br />
<br />
tl;dr version:<br />
I can't figure out how to use Norse Marauders in 8th. How would you do it?]]></description>
			<content:encoded><![CDATA[So I've been writing myself up an army list for the new edition with Dogs of War, and I've come to a very distinct problem when it comes to the use of Norse Marauders in the newest edition.<br />
<br />
In the past, I have always used marauders as a rank and file, combat res. generating unit. Sounds strange, I know. I used to use Empire Swordsmen as their models, equipping them with only their hand weapons and shields. Fluffwise, I always thought of them as impetuous young warriors out to prove themselves in battle, skilled but reckless, much like the Knights-Errant from Brettonia (or whichever units of theirs sometimes charge on their own).<br />
<br />
In 7th, I merely screened them with fast cav or with skirmishers to essentially cage them until I was ready to let them charge. In combat, their 4+ save with HW+Shield gave them reasonable protection and Frenzy meant they were dealing out a respectable amount of wounds for a human combat res. unit with full command.<br />
<br />
In 8th, this is pretty much scrapped. Charge ranges are utterly random, meaning screening is really only viable for blocking ranged attacks. Frenzy will trigger anytime within 16 inches, likely leading to many failed charges against a skilled opponent. And any unit you use to 'cage' the Marauders is now susceptible to the longer charges of your opponent and probably will end up charged itself. So getting pulled into unfavourable combat is going to be inevitable.<br />
<br />
Not only is the Parry bonus worse than it used to be, but units with Frenzy cannot even make use of it. Their ability to survive in prolonged combat swiftly diminished when combined with the new stepping up and supporting attacks. When played right, you could charge them in, taking in return only one or two casualties at most (from other regular infantry), then break and pursue your enemy after an assisted flank charge from even mere Duelists. In 8th, however, their T3 and 5+ AS will ensure a significant casualty rate from even two ranks of WS3 or 4 S3 infantry, nonetheless S4.<br />
<br />
What good is a combat res. unit that loses a quarter of it's power capacity every time it enters combat?<br />
<br />
Naturally, I began to consider alternate (and probably the most common) roles for my marauders. In 7th, Great Weapons were always a good choice. With a champion, you tossed 11 S5 hits out, which could end even a dragon, leaving basically no one to attack back. If you got charged, well, those were the risks of having Great Weapons. They shouldn't be getting charged.<br />
<br />
In 8th, they took away the greatest advantage of Great Weapons - charging. Since it doesn't matter whether you charged or not, GW's strike last. No longer can you dish out a torrent of high strength attacks, leaving no survivors. These furious, frothing at the mouth warriors will charge their opponent, then pause and (In a posh British accent if possible) say "Excuse me, good sirs. Please, after you!" and let themselves get hewed down by Goblin Spearmen before raising an arm in protest.<br />
<br />
So Flails, perhaps. Generally, you want to keep that S5 for as long as possible, but Marauders have a nice above average Initiative begging to be used by this new 100% Initiative based combat. Again, we run into another 8th Edition wrench ready to throw itself into our carefully laid out Marauder machinery. They somehow managed to make Initiative simultaneously important and worthless. You'll strike first and kill 7 or 8 guys, but they'll just jump right up and send a whole rank of your Marauders to an early grave. The situation is not that different from using GW's.<br />
<br />
So here I am at one possibility. If I still want to use them for anything other than small units of harassers, they pretty much half to be run as a large block equipped with Flails. I think the Flails have an edge vs GW's as GW's are going to be highly susceptible to flank charges by skirmishers or cavalry. With GW's, the Marauders will still kill them, but they'll be murdered in return. With Flails, provided there are only about 10 men in the attacking unit, you'll strike hopefully first with their Initiative and leave no attacks back.<br />
<br />
I just cannot see a way to field these guys without them losing nearly a quarter (or more!) of their strength every time they get into a combat, short of some fancy magicking or just using plain overwhelming force. Must we resign ourselves to using Marauders as simple leg-borne one-shot ballistic missiles, annihilating the enemy with a charge once then being useless for the rest of the game? Any ideas from veteran mercenary generals here?<br />
<br />
tl;dr version:<br />
I can't figure out how to use Norse Marauders in 8th. How would you do it?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[5000pt Warhammer battle]]></title>
			<link>http://dogsofwaronline.com/forum/showthread.php?tid=1059</link>
			<pubDate>Mon, 26 Jul 2010 13:54:22 -0400</pubDate>
			<guid isPermaLink="false">http://dogsofwaronline.com/forum/showthread.php?tid=1059</guid>
			<description><![CDATA[<a href="http://warhammer-empire.com/theforum/index.php?topic=34770.0" target="_blank">http://warhammer-empire.com/theforum/ind...ic=34770.0</a><br />
<br />
This weekend I played a 5000 point battle against a couple of the chaps from Warhammer-Empire, while not strictly Dogs of War armies, they were both mercenary armies from the forthcoming Treachery and Greed online campaign.<br />
<br />
A short report and some excellent pics are in the link]]></description>
			<content:encoded><![CDATA[<a href="http://warhammer-empire.com/theforum/index.php?topic=34770.0" target="_blank">http://warhammer-empire.com/theforum/ind...ic=34770.0</a><br />
<br />
This weekend I played a 5000 point battle against a couple of the chaps from Warhammer-Empire, while not strictly Dogs of War armies, they were both mercenary armies from the forthcoming Treachery and Greed online campaign.<br />
<br />
A short report and some excellent pics are in the link]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Magic Item Fluff Thread]]></title>
			<link>http://dogsofwaronline.com/forum/showthread.php?tid=1058</link>
			<pubDate>Sun, 25 Jul 2010 08:57:39 -0400</pubDate>
			<guid isPermaLink="false">http://dogsofwaronline.com/forum/showthread.php?tid=1058</guid>
			<description><![CDATA[Ok, I wasn't sure where to put this so I put it here.<br />
<br />
My idea is that we make up fluff for the common magic items that are in the BRB. They would have a Dogs of War feel, just like the magic items in the army books do for that army. Each person would ONLY DO ONE item, and we would try and fill the list.<br />
<br />
What do people think ?]]></description>
			<content:encoded><![CDATA[Ok, I wasn't sure where to put this so I put it here.<br />
<br />
My idea is that we make up fluff for the common magic items that are in the BRB. They would have a Dogs of War feel, just like the magic items in the army books do for that army. Each person would ONLY DO ONE item, and we would try and fill the list.<br />
<br />
What do people think ?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[8th ed. Pirate themed DoW list]]></title>
			<link>http://dogsofwaronline.com/forum/showthread.php?tid=1057</link>
			<pubDate>Sun, 25 Jul 2010 06:53:35 -0400</pubDate>
			<guid isPermaLink="false">http://dogsofwaronline.com/forum/showthread.php?tid=1057</guid>
			<description><![CDATA[Wizard Lord - Level 4 (probably Life Magic), Pirate Ship on wheels* 310<br />
Paymaster - heavy armour, shield, brace of pistols,  Obsidian Lodestone, Ironcurse Icon - 75<br />
	<br />
20 'Duelist' Pirates, Musician, Champion	200<br />
11 Crossbowmen	88<br />
10 'Duelist' Pirates 90<br />
10 Crossbowmen	80<br />
10 Crossbowmen	80<br />
<br />
30 Long Drongs	435<br />
6 Ogres - Great Weapons, Full Command	276<br />
16 Halfling Bowmen	96<br />
	<br />
Cannon	85<br />
Cannon	85<br />
Hotpot	50<br />
Hotpot	50<br />
<br />
* The Pirate Ship on wheels is pulled about by the Ogres when not in battle but counts as Fozzrik's Folding Fortress in game terms. The plan is for it to acts as a bunker for my Paymaster, Wizard and the big Duelist unit, who'll have -3 to hit them from shooting, only take D6 hits from template/cannon attacks, 6+ Ward vs Warmachine attacks and 4+ MR Ward vs damage spells.<br />
<br />
Though Life isn't the most obviously appropriate law I feel it may be best tactically to have the healing spells for characters and healing the precious war machines and for boosting toughness of Long Drong's.<br />
<br />
I have the models bought and semi-converted from ages ago. I haven't actually played Warhammer for years but am hoping to dabble a little this edition (though still mainly playing Epic Armageddon).<br />
<br />
Thoughts and opinions on the list?]]></description>
			<content:encoded><![CDATA[Wizard Lord - Level 4 (probably Life Magic), Pirate Ship on wheels* 310<br />
Paymaster - heavy armour, shield, brace of pistols,  Obsidian Lodestone, Ironcurse Icon - 75<br />
	<br />
20 'Duelist' Pirates, Musician, Champion	200<br />
11 Crossbowmen	88<br />
10 'Duelist' Pirates 90<br />
10 Crossbowmen	80<br />
10 Crossbowmen	80<br />
<br />
30 Long Drongs	435<br />
6 Ogres - Great Weapons, Full Command	276<br />
16 Halfling Bowmen	96<br />
	<br />
Cannon	85<br />
Cannon	85<br />
Hotpot	50<br />
Hotpot	50<br />
<br />
* The Pirate Ship on wheels is pulled about by the Ogres when not in battle but counts as Fozzrik's Folding Fortress in game terms. The plan is for it to acts as a bunker for my Paymaster, Wizard and the big Duelist unit, who'll have -3 to hit them from shooting, only take D6 hits from template/cannon attacks, 6+ Ward vs Warmachine attacks and 4+ MR Ward vs damage spells.<br />
<br />
Though Life isn't the most obviously appropriate law I feel it may be best tactically to have the healing spells for characters and healing the precious war machines and for boosting toughness of Long Drong's.<br />
<br />
I have the models bought and semi-converted from ages ago. I haven't actually played Warhammer for years but am hoping to dabble a little this edition (though still mainly playing Epic Armageddon).<br />
<br />
Thoughts and opinions on the list?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Wythel Warriors]]></title>
			<link>http://dogsofwaronline.com/forum/showthread.php?tid=1056</link>
			<pubDate>Fri, 23 Jul 2010 15:04:20 -0400</pubDate>
			<guid isPermaLink="false">http://dogsofwaronline.com/forum/showthread.php?tid=1056</guid>
			<description><![CDATA[Hi guys,<br />
<br />
i'm looking for the RoR Wythel Warriors from Citadel Journal 37. If any of you guys own it, could you please post the rules of this regiment, or better, send me a scan.<br />
<br />
Greetings from Germany<br />
<br />
Valerigon]]></description>
			<content:encoded><![CDATA[Hi guys,<br />
<br />
i'm looking for the RoR Wythel Warriors from Citadel Journal 37. If any of you guys own it, could you please post the rules of this regiment, or better, send me a scan.<br />
<br />
Greetings from Germany<br />
<br />
Valerigon]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hello Fellow DOW]]></title>
			<link>http://dogsofwaronline.com/forum/showthread.php?tid=1055</link>
			<pubDate>Fri, 23 Jul 2010 13:02:20 -0400</pubDate>
			<guid isPermaLink="false">http://dogsofwaronline.com/forum/showthread.php?tid=1055</guid>
			<description><![CDATA[Hello:<br />
<br />
 I am neew to this site.  I think its great, I have been working of Dogs of War armies for a few years now.  I am interested in Estalian, Tilean, Pirates, Empire, Kislev armies.  I have few home brewed myself.  I have been trying to build them with army builder programs.  I can use any advise possible.  I am trying to build my world with more armies, Like Irish typed, Hobgoblin, Ind, Nippon, Cathy/China, Norse/Viking, New World based colonies, and different Wood Elf armies. <br />
<br />
Let me know, and thanks for this forum.]]></description>
			<content:encoded><![CDATA[Hello:<br />
<br />
 I am neew to this site.  I think its great, I have been working of Dogs of War armies for a few years now.  I am interested in Estalian, Tilean, Pirates, Empire, Kislev armies.  I have few home brewed myself.  I have been trying to build them with army builder programs.  I can use any advise possible.  I am trying to build my world with more armies, Like Irish typed, Hobgoblin, Ind, Nippon, Cathy/China, Norse/Viking, New World based colonies, and different Wood Elf armies. <br />
<br />
Let me know, and thanks for this forum.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Always Strikes First Pikes]]></title>
			<link>http://dogsofwaronline.com/forum/showthread.php?tid=1054</link>
			<pubDate>Fri, 23 Jul 2010 07:45:02 -0400</pubDate>
			<guid isPermaLink="false">http://dogsofwaronline.com/forum/showthread.php?tid=1054</guid>
			<description><![CDATA[In the new 8th Edition rules, anyone who has Always Strikes First also rerolls misses in combat against anyone whose Initiative they match or beat.<br />
<br />
Since in the first round of combat Pikemen always strike first against enemies engaged to their front, would this mean that they'd be eligible to reroll misses as well?<br />
<br />
I understand that the wording in the special rules for Pikes would leave this a little ambiguous, as they don't specifically mention "Always Strikes First" as a capitalized, bold letter rule, but this is much like the old "Additional Hand Weapon" debate of old. It would be my opinion, if asked, that they'd benefit from rerolls against anyone with 3 Initiative or lower on the first round, but I wanted to know what all the other Dogs of War veterans thought about it.<br />
<br />
If they do, then they're even closer to actually being worth 11 points (Though still not quite there) with the new fighting in multiple ranks, horde, stepping up, steadfast, and supporting attacks rules. And it would certainly open up a new can of worms when it comes to combinatory tactics (i.e. Lowering an enemy's elite infantry block WS to 1 via spells, charging a fear causing unit into the enemy to first lower their WS thereby granting your pikemen rerolls, etc...)<br />
<br />
Edit: I didn't spot any discussion of the sort in the other 8th Ed. threads, pardon me if I missed it.]]></description>
			<content:encoded><![CDATA[In the new 8th Edition rules, anyone who has Always Strikes First also rerolls misses in combat against anyone whose Initiative they match or beat.<br />
<br />
Since in the first round of combat Pikemen always strike first against enemies engaged to their front, would this mean that they'd be eligible to reroll misses as well?<br />
<br />
I understand that the wording in the special rules for Pikes would leave this a little ambiguous, as they don't specifically mention "Always Strikes First" as a capitalized, bold letter rule, but this is much like the old "Additional Hand Weapon" debate of old. It would be my opinion, if asked, that they'd benefit from rerolls against anyone with 3 Initiative or lower on the first round, but I wanted to know what all the other Dogs of War veterans thought about it.<br />
<br />
If they do, then they're even closer to actually being worth 11 points (Though still not quite there) with the new fighting in multiple ranks, horde, stepping up, steadfast, and supporting attacks rules. And it would certainly open up a new can of worms when it comes to combinatory tactics (i.e. Lowering an enemy's elite infantry block WS to 1 via spells, charging a fear causing unit into the enemy to first lower their WS thereby granting your pikemen rerolls, etc...)<br />
<br />
Edit: I didn't spot any discussion of the sort in the other 8th Ed. threads, pardon me if I missed it.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Magic Gear + Dogs of War]]></title>
			<link>http://dogsofwaronline.com/forum/showthread.php?tid=1053</link>
			<pubDate>Thu, 22 Jul 2010 20:20:18 -0400</pubDate>
			<guid isPermaLink="false">http://dogsofwaronline.com/forum/showthread.php?tid=1053</guid>
			<description><![CDATA[So, with the introduction of 8th edition, many of our (or at least my) hopes have been confirmed as far as new magic items go.  No longer are we limited to a dozen or so basic pieces of gear.  No, now there are SEVERAL dozen basic pieces of gear to choose from!<br />
<br />
Lets break down these items one section at a time.<br />
<br />
<span style="font-weight: bold;">Magic Weapons</span><br />
<br />
<span style="font-style: italic;">Giant Blade</span><br />
+3 Strength.  This weapon provides a bigger boost than you can achieve with Mundane equipment, but it's points cost puts it out of reach of Hero level characters.  Additionally, Strength 7 no longer has the aura it once did, with Chariots no longer being insta-killed by it.<br />
  Overall, i would think our lord level fighters could find a better place to spend their points, most likely in armour and unit assisting gear.<br />
<br />
<span style="font-style: italic;">Sword of Bloodshed</span><br />
+3 Attacks.  Again, out of the reach of heroes, this weapon will give us Lords with 7 attacks.  Unfortunately, with no Hatred, ASF or other rule which allows us to re-roll misses, and a Strength of 4, those 7 attacks will not accomplish a great deal.  Perhaps combined with a Potion of Strength this would be worth it, but such a character would have used up nearly his entire magic gear allowance.<br />
<br />
<span style="font-style: italic;">Obsidian Blade</span><br />
Ignores Armour.  Using up your heroes entire equipment allowance, this weapon is again questionable on a S4 character.  Perhaps best used on Lords with additional magic gear, or on Captains equipped as Knights, as an anti-Cavalry unit.<br />
<br />
<span style="font-style: italic;">Ogre Blade</span><br />
+2 Strength.  Leaving precious few points for other options and giving the benefit of a Greatweapon, this is a questionable choice, especially as GWs can now be used mounted to full effect.<br />
<br />
<span style="font-style: italic;">Sword of Strife</span><br />
+2 Attacks.  Again, with a S4, Dogs of War characters may not accomplish a great deal with more basic attacks.  However, the ability to put this on a Captain creates more use, as it is not such a waste to gear a hero up for anti-rank and file combat.<br />
<br />
<span style="font-style: italic;">Fencer's Blades</span><br />
Granting an extra attack (as long as you are on foot) and a Weaponskill of 10 would perhaps be a boost to a characters defence (making most basic units hit him on 5+), as well as a minor combat bonus.  Additionally, this choice leaves enough points to purchase one or perhaps even two other cheap pieces of gear.<br />
<br />
<span style="font-style: italic;">Sword of Anti Heroes</span><br />
Giving an additional +1S and +1A for each hero in contact with the bearer or his unit at the begining of combat has the potential to be a good choice, especialy considering that the benefits of being in contact with even 1 hero give you the advantages of a Sword of Might and a Sword of Battle for 3/4 the points.  This item has an increased use in higher points games, as more characters are present, as well as against armies who will contain a  high number of cheap characters, such as Goblins.<br />
<br />
<span style="font-style: italic;">Spellthieving Sword</span><br />
Wound a Wizard, he loses a spell.  Very situational, and probably not overly usefull.  Most wizards will either be beaten/killed in combat, or be able to flat out beat you to death, as is the case with Vampires or Demons.<br />
<br />
<span style="font-style: italic;">Sword of Swift Slaying</span><br />
Always Strikes First.  With the new rules for ASF allowing you to re-roll misses if you have a Higher I than your opponent, this weapon has more value.  Combined with a Potion of Strength, this could more or less ensure a few good kills against heavily armoured targets, or a wound or two on a powerful (but slow) monster.<br />
<br />
<span style="font-style: italic;">Sword of Battle</span><br />
+1 attack.  You can probably find something better to do with these points.<br />
<br />
<span style="font-style: italic;">Berserker Sword</span><br />
Frenzy, which you can't lose.  As above, but with the added advantage of being immune to psych.  Unfortunately, having only one model in a unit which is ITP does not benefit the unit.<br />
<br />
<span style="font-style: italic;">Sword of Might</span><br />
+1 Strength.  Perhaps the best of the cheaper swords so far.  +1S allows our characters to wound most RnF units on 2+, as well as ignore their armour, while leaving the other hand free for a shield.  Most often you would still be better off taking a Great Weapon or Halberd and spending the points on magical armour.  <br />
<br />
<span style="font-style: italic;">Gold Sigil Sword</span><br />
Initiative 10.  Great if you already have ASF, otherwise, a captain with I10 is more often than not just a Captain.<br />
<br />
<span style="font-style: italic;">Sword of Striking</span><br />
+1 to hit.  Helpful, but not combat changing.<br />
<br />
<span style="font-style: italic;">Biting Blade</span><br />
-1 Armour.  Fairly cheap.  Most likely better to go for a Morning Star and spend the points on a magic shield.<br />
<br />
<span style="font-style: italic;">Relic Sword[i&#93;<br />
Always wounds on 5+, unless it would be better.  Interesting, and potentially good, assuming your character is planning on going hunting against models with T6+.  If you are, it is cheap enough for you to afford the armour you are certainly going to need to stay alive.<br />
<br />
</span>Shrieking Blade<span style="font-style: italic;"><br />
Cause Fear.  Perhaps the single BEST choice available from the list, though the reasons may not be immediately apparent. First of all, EACH round of combat, enemy models in contact with the bearer must pass a Ld check, or have their ENTIRE units WS reduced to 1.  This means that the sword is actually a powerful DEFENSIVE tool, and should often find itself sitting with the Paymaster, a character who is not expected to reap a heavy toll on the enemy, and so very little by taking it.<br />
<br />
</span>Tormentor Sword<span style="font-style: italic;"><br />
Giving a monster or character stupidity if you wound them is probably not very useful.  At least it's cheap!<br />
<br />
</span>Warrior Bane<span style="font-style: italic;"><br />
Monsters/characters lose one attack for each unsaved wound, down to 1.  Well, as most characters have 1 more attack then wound, this doesn't seem very helpful, and since you are going to be a S4 character fighting monsters, many of which this weapon has no effect on (giants, hellpits, ect).  Again, cheap, but probably better to save the points.<br />
<br />
<span style="font-weight: bold;">Magic Armour</span><br />
<br />
</span>Armour of Destiny<span style="font-style: italic;"><br />
Heavy Armour, 4+ Ward.  Although this seems to be a simple no brainer choice for the maximum of character protection, it is actually far from.  Considering that it uses up a Hero's entire magic gear allowance, a better choice would be a Talisman of Preservation, combined with an Enchanted Shield and mundane Heavy Armour, which would provide the same ward save and, for 4 pts more, an better armour save, as well as spreading your protection over 2 magic items, making it more difficult to nullify both.<br />
  For Lord choices, who may want to leave points open for a different Talisman, this choice would work much better.<br />
<br />
</span>Trickster's Helm<span style="font-style: italic;"><br />
+1 armour, enemies re-roll succesffull wounds.  Again, using up the entirety of a heroes magic points allowance, this item is not ideal on a Toughness 4 character.  Combined with a potion of toughness, it could go a long way to making a Lord capable of standing up to a charge from even the most devastating monster.<br />
<br />
</span>Armour of Silvered Steel<span style="font-style: italic;"><br />
2+ save, cannot be improved.  A solid choice for characters on foot, but more often than not a feat that can be replicated with a combination of mount and mundane gear.  This armour would combine will with either the Luckstone, or the Dragonbane Gem, to offer some protection against character killing Lore of Metal spells.<br />
<br />
</span>Armour of Fortune<span style="font-style: italic;"><br />
Heavy Armour, 5+ ward save.  Again, a 5++ save talisman and Enchanted Shield would be a better choice overall, but by putting the two together points are left open for another talisman.  Unfortunately, no other Talismans combine well with this item.<br />
<br />
</span>Helm of Discord<span style="font-style: italic;"><br />
+1 armour, 1 enemy character in contact must pass a leaderhship test, or not attack.  Using up most of a Heroes Points allowance, this item takes effect less than 50% of the time, and has no additional effect on monsters or basic troopers.  Probably better to just go for a better armour save and more general protection.<br />
<br />
[i&#93;Glittering Scales</span><br />
Light Armour. -1 to hit the character in Combat.  A solid choice, making most basic troopers hit your character on 5+, and more or less ensuring that enemy characters hit on, at best, 4+.  Unfortunately it limits your overall save, and is probably best combined with a barded mount for those shots that do get through.<br />
<br />
<span style="font-style: italic;">Shield of Ptolos</span><br />
Shield.  1+ against shooting.  An interesting choice.  Generally, shooting attacks that can pick out characters don't care about armour (cannons, stone thrower hits, ect), so this item would see the most use on characters who are going to go it alone, such as a Captain mounted on a Pegasus.<br />
<br />
<span style="font-style: italic;">Spellshield</span><br />
Shield.  magic Resistance 1.  Again, it would seem that an OBsidian Trinket combined with an Enchanted Shield would be a better option.<br />
<br />
<span style="font-style: italic;">Gamblers Armour</span><br />
Heavy Armour, 6+ ward.  As above, but with the Talisman of Protection and Enchanted Shield.<br />
<br />
<span style="font-style: italic;">Dragonhelm</span><br />
+1 Armour, 2+ ward against flaming attacks.  Although at first it would seem that an Enchanted Shield and Dragonbane Gem would be better, the Dragonhelms additional +1 armour save leaves these choices about equal, but both hands free for a great weapon.  I expect this item to see a fair amount of play, especially on Captains riding Pegasi, as it allows them to reach the 2+ armour save of normal heavy cav, as well as leaving the Talisman slot open, and allowing them to ignore two entire lores of magic, as well as providing that unlikely, but potentially awesome boost against flaming characters and gear.  Suddenly a Captasus can straight up stomp a unit of Flamers.<br />
<br />
<span style="font-style: italic;">Enchanted Shield</span><br />
The much talked about Enchanted Shield.  For its price, not much can compare.<br />
<br />
<span style="font-style: italic;">Charmed Shield</span><br />
Ignore the first hit on a 2+.  This item is INCREDIBLE, though it is more or less wasted by allowing the character holding it to fight Rank and File troopers who do not really threaten them.  It's power lies in it's versatility, as it allows the wielder to ignore the first 'hit', not 'hit in close combat', meaning that a stray Cannonball is ignored just as easily as an impact hit.  Additionally, many, though not all, spell effects cause hits as well.  Really, for it's points and situational usefullness, this item is without compare.<br />
<br />
<br />
More to come...]]></description>
			<content:encoded><![CDATA[So, with the introduction of 8th edition, many of our (or at least my) hopes have been confirmed as far as new magic items go.  No longer are we limited to a dozen or so basic pieces of gear.  No, now there are SEVERAL dozen basic pieces of gear to choose from!<br />
<br />
Lets break down these items one section at a time.<br />
<br />
<span style="font-weight: bold;">Magic Weapons</span><br />
<br />
<span style="font-style: italic;">Giant Blade</span><br />
+3 Strength.  This weapon provides a bigger boost than you can achieve with Mundane equipment, but it's points cost puts it out of reach of Hero level characters.  Additionally, Strength 7 no longer has the aura it once did, with Chariots no longer being insta-killed by it.<br />
  Overall, i would think our lord level fighters could find a better place to spend their points, most likely in armour and unit assisting gear.<br />
<br />
<span style="font-style: italic;">Sword of Bloodshed</span><br />
+3 Attacks.  Again, out of the reach of heroes, this weapon will give us Lords with 7 attacks.  Unfortunately, with no Hatred, ASF or other rule which allows us to re-roll misses, and a Strength of 4, those 7 attacks will not accomplish a great deal.  Perhaps combined with a Potion of Strength this would be worth it, but such a character would have used up nearly his entire magic gear allowance.<br />
<br />
<span style="font-style: italic;">Obsidian Blade</span><br />
Ignores Armour.  Using up your heroes entire equipment allowance, this weapon is again questionable on a S4 character.  Perhaps best used on Lords with additional magic gear, or on Captains equipped as Knights, as an anti-Cavalry unit.<br />
<br />
<span style="font-style: italic;">Ogre Blade</span><br />
+2 Strength.  Leaving precious few points for other options and giving the benefit of a Greatweapon, this is a questionable choice, especially as GWs can now be used mounted to full effect.<br />
<br />
<span style="font-style: italic;">Sword of Strife</span><br />
+2 Attacks.  Again, with a S4, Dogs of War characters may not accomplish a great deal with more basic attacks.  However, the ability to put this on a Captain creates more use, as it is not such a waste to gear a hero up for anti-rank and file combat.<br />
<br />
<span style="font-style: italic;">Fencer's Blades</span><br />
Granting an extra attack (as long as you are on foot) and a Weaponskill of 10 would perhaps be a boost to a characters defence (making most basic units hit him on 5+), as well as a minor combat bonus.  Additionally, this choice leaves enough points to purchase one or perhaps even two other cheap pieces of gear.<br />
<br />
<span style="font-style: italic;">Sword of Anti Heroes</span><br />
Giving an additional +1S and +1A for each hero in contact with the bearer or his unit at the begining of combat has the potential to be a good choice, especialy considering that the benefits of being in contact with even 1 hero give you the advantages of a Sword of Might and a Sword of Battle for 3/4 the points.  This item has an increased use in higher points games, as more characters are present, as well as against armies who will contain a  high number of cheap characters, such as Goblins.<br />
<br />
<span style="font-style: italic;">Spellthieving Sword</span><br />
Wound a Wizard, he loses a spell.  Very situational, and probably not overly usefull.  Most wizards will either be beaten/killed in combat, or be able to flat out beat you to death, as is the case with Vampires or Demons.<br />
<br />
<span style="font-style: italic;">Sword of Swift Slaying</span><br />
Always Strikes First.  With the new rules for ASF allowing you to re-roll misses if you have a Higher I than your opponent, this weapon has more value.  Combined with a Potion of Strength, this could more or less ensure a few good kills against heavily armoured targets, or a wound or two on a powerful (but slow) monster.<br />
<br />
<span style="font-style: italic;">Sword of Battle</span><br />
+1 attack.  You can probably find something better to do with these points.<br />
<br />
<span style="font-style: italic;">Berserker Sword</span><br />
Frenzy, which you can't lose.  As above, but with the added advantage of being immune to psych.  Unfortunately, having only one model in a unit which is ITP does not benefit the unit.<br />
<br />
<span style="font-style: italic;">Sword of Might</span><br />
+1 Strength.  Perhaps the best of the cheaper swords so far.  +1S allows our characters to wound most RnF units on 2+, as well as ignore their armour, while leaving the other hand free for a shield.  Most often you would still be better off taking a Great Weapon or Halberd and spending the points on magical armour.  <br />
<br />
<span style="font-style: italic;">Gold Sigil Sword</span><br />
Initiative 10.  Great if you already have ASF, otherwise, a captain with I10 is more often than not just a Captain.<br />
<br />
<span style="font-style: italic;">Sword of Striking</span><br />
+1 to hit.  Helpful, but not combat changing.<br />
<br />
<span style="font-style: italic;">Biting Blade</span><br />
-1 Armour.  Fairly cheap.  Most likely better to go for a Morning Star and spend the points on a magic shield.<br />
<br />
<span style="font-style: italic;">Relic Sword[i]<br />
Always wounds on 5+, unless it would be better.  Interesting, and potentially good, assuming your character is planning on going hunting against models with T6+.  If you are, it is cheap enough for you to afford the armour you are certainly going to need to stay alive.<br />
<br />
</span>Shrieking Blade<span style="font-style: italic;"><br />
Cause Fear.  Perhaps the single BEST choice available from the list, though the reasons may not be immediately apparent. First of all, EACH round of combat, enemy models in contact with the bearer must pass a Ld check, or have their ENTIRE units WS reduced to 1.  This means that the sword is actually a powerful DEFENSIVE tool, and should often find itself sitting with the Paymaster, a character who is not expected to reap a heavy toll on the enemy, and so very little by taking it.<br />
<br />
</span>Tormentor Sword<span style="font-style: italic;"><br />
Giving a monster or character stupidity if you wound them is probably not very useful.  At least it's cheap!<br />
<br />
</span>Warrior Bane<span style="font-style: italic;"><br />
Monsters/characters lose one attack for each unsaved wound, down to 1.  Well, as most characters have 1 more attack then wound, this doesn't seem very helpful, and since you are going to be a S4 character fighting monsters, many of which this weapon has no effect on (giants, hellpits, ect).  Again, cheap, but probably better to save the points.<br />
<br />
<span style="font-weight: bold;">Magic Armour</span><br />
<br />
</span>Armour of Destiny<span style="font-style: italic;"><br />
Heavy Armour, 4+ Ward.  Although this seems to be a simple no brainer choice for the maximum of character protection, it is actually far from.  Considering that it uses up a Hero's entire magic gear allowance, a better choice would be a Talisman of Preservation, combined with an Enchanted Shield and mundane Heavy Armour, which would provide the same ward save and, for 4 pts more, an better armour save, as well as spreading your protection over 2 magic items, making it more difficult to nullify both.<br />
  For Lord choices, who may want to leave points open for a different Talisman, this choice would work much better.<br />
<br />
</span>Trickster's Helm<span style="font-style: italic;"><br />
+1 armour, enemies re-roll succesffull wounds.  Again, using up the entirety of a heroes magic points allowance, this item is not ideal on a Toughness 4 character.  Combined with a potion of toughness, it could go a long way to making a Lord capable of standing up to a charge from even the most devastating monster.<br />
<br />
</span>Armour of Silvered Steel<span style="font-style: italic;"><br />
2+ save, cannot be improved.  A solid choice for characters on foot, but more often than not a feat that can be replicated with a combination of mount and mundane gear.  This armour would combine will with either the Luckstone, or the Dragonbane Gem, to offer some protection against character killing Lore of Metal spells.<br />
<br />
</span>Armour of Fortune<span style="font-style: italic;"><br />
Heavy Armour, 5+ ward save.  Again, a 5++ save talisman and Enchanted Shield would be a better choice overall, but by putting the two together points are left open for another talisman.  Unfortunately, no other Talismans combine well with this item.<br />
<br />
</span>Helm of Discord<span style="font-style: italic;"><br />
+1 armour, 1 enemy character in contact must pass a leaderhship test, or not attack.  Using up most of a Heroes Points allowance, this item takes effect less than 50% of the time, and has no additional effect on monsters or basic troopers.  Probably better to just go for a better armour save and more general protection.<br />
<br />
[i]Glittering Scales</span><br />
Light Armour. -1 to hit the character in Combat.  A solid choice, making most basic troopers hit your character on 5+, and more or less ensuring that enemy characters hit on, at best, 4+.  Unfortunately it limits your overall save, and is probably best combined with a barded mount for those shots that do get through.<br />
<br />
<span style="font-style: italic;">Shield of Ptolos</span><br />
Shield.  1+ against shooting.  An interesting choice.  Generally, shooting attacks that can pick out characters don't care about armour (cannons, stone thrower hits, ect), so this item would see the most use on characters who are going to go it alone, such as a Captain mounted on a Pegasus.<br />
<br />
<span style="font-style: italic;">Spellshield</span><br />
Shield.  magic Resistance 1.  Again, it would seem that an OBsidian Trinket combined with an Enchanted Shield would be a better option.<br />
<br />
<span style="font-style: italic;">Gamblers Armour</span><br />
Heavy Armour, 6+ ward.  As above, but with the Talisman of Protection and Enchanted Shield.<br />
<br />
<span style="font-style: italic;">Dragonhelm</span><br />
+1 Armour, 2+ ward against flaming attacks.  Although at first it would seem that an Enchanted Shield and Dragonbane Gem would be better, the Dragonhelms additional +1 armour save leaves these choices about equal, but both hands free for a great weapon.  I expect this item to see a fair amount of play, especially on Captains riding Pegasi, as it allows them to reach the 2+ armour save of normal heavy cav, as well as leaving the Talisman slot open, and allowing them to ignore two entire lores of magic, as well as providing that unlikely, but potentially awesome boost against flaming characters and gear.  Suddenly a Captasus can straight up stomp a unit of Flamers.<br />
<br />
<span style="font-style: italic;">Enchanted Shield</span><br />
The much talked about Enchanted Shield.  For its price, not much can compare.<br />
<br />
<span style="font-style: italic;">Charmed Shield</span><br />
Ignore the first hit on a 2+.  This item is INCREDIBLE, though it is more or less wasted by allowing the character holding it to fight Rank and File troopers who do not really threaten them.  It's power lies in it's versatility, as it allows the wielder to ignore the first 'hit', not 'hit in close combat', meaning that a stray Cannonball is ignored just as easily as an impact hit.  Additionally, many, though not all, spell effects cause hits as well.  Really, for it's points and situational usefullness, this item is without compare.<br />
<br />
<br />
More to come...]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Like a BSB]]></title>
			<link>http://dogsofwaronline.com/forum/showthread.php?tid=1052</link>
			<pubDate>Wed, 21 Jul 2010 16:11:54 -0400</pubDate>
			<guid isPermaLink="false">http://dogsofwaronline.com/forum/showthread.php?tid=1052</guid>
			<description><![CDATA[Does the fact that a payamaster being treated exactly like a BSB, mean that when the paymaster's unit runs away he dies automatically?]]></description>
			<content:encoded><![CDATA[Does the fact that a payamaster being treated exactly like a BSB, mean that when the paymaster's unit runs away he dies automatically?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Charriot]]></title>
			<link>http://dogsofwaronline.com/forum/showthread.php?tid=1051</link>
			<pubDate>Wed, 21 Jul 2010 12:09:21 -0400</pubDate>
			<guid isPermaLink="false">http://dogsofwaronline.com/forum/showthread.php?tid=1051</guid>
			<description><![CDATA[I have an old charriot of Chaos force.<br />
I'd like use it for my paymaster as Midas does.<br />
I'm looking in the 6th-7th edition errata for Dogs of War but i found no cost for the Charriot, and i have no rulebook now.<br />
Someone can tell me how much points it cost?<br />
<br />
Thanks]]></description>
			<content:encoded><![CDATA[I have an old charriot of Chaos force.<br />
I'd like use it for my paymaster as Midas does.<br />
I'm looking in the 6th-7th edition errata for Dogs of War but i found no cost for the Charriot, and i have no rulebook now.<br />
Someone can tell me how much points it cost?<br />
<br />
Thanks]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Non Human Generals]]></title>
			<link>http://dogsofwaronline.com/forum/showthread.php?tid=1050</link>
			<pubDate>Tue, 20 Jul 2010 18:12:33 -0400</pubDate>
			<guid isPermaLink="false">http://dogsofwaronline.com/forum/showthread.php?tid=1050</guid>
			<description><![CDATA[I read on army book that you can have a non-human general in command of a army of mercenaries.<br />
The book says that the rules would be published on a future expansion (I assume a number of White Dwarf).<br />
You know nothing?<br />
Indeed I wish to lead my army (I'm slowly creating) is a elven general]]></description>
			<content:encoded><![CDATA[I read on army book that you can have a non-human general in command of a army of mercenaries.<br />
The book says that the rules would be published on a future expansion (I assume a number of White Dwarf).<br />
You know nothing?<br />
Indeed I wish to lead my army (I'm slowly creating) is a elven general]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The Invocation - Issue #5]]></title>
			<link>http://dogsofwaronline.com/forum/showthread.php?tid=1049</link>
			<pubDate>Tue, 20 Jul 2010 17:53:46 -0400</pubDate>
			<guid isPermaLink="false">http://dogsofwaronline.com/forum/showthread.php?tid=1049</guid>
			<description><![CDATA[Hi!<br />
<br />
I am very pleased to announce that the Invocation Issue 5 has now been released.<br />
<br />
This issue includes:<br />
<ul>
<li>Overview of the 8th Edition Changes</li>
<li>Background on the Blood Dragon Bloodine</li>
<li>Blood on a Budget Part 2</li>
<li>Writing Advice from The Pale Lady, author of the Children of Matt</li></ul>
<br />
Please click on the below picture to download from Carpe Noctem's new article section.<br />
<br />
<a href="http://www.vampirecounts.net/mydownloads.php?action=browse_cat&amp;cid=1" target="_blank"><img src="http://www.vampirecounts.net/pdfs/invocation5link.png" border="0" alt="[Image: invocation5link.png&#93;" /></a><br />
<br />
I hope you enjoy.<br />
<br />
Many Thanks<br />
<br />
Disciple of Nagash<br />
<br />
Note for Mods: I have prior agreement with Admininstration to post in regards to the Invocation.]]></description>
			<content:encoded><![CDATA[Hi!<br />
<br />
I am very pleased to announce that the Invocation Issue 5 has now been released.<br />
<br />
This issue includes:<br />
<ul>
<li>Overview of the 8th Edition Changes</li>
<li>Background on the Blood Dragon Bloodine</li>
<li>Blood on a Budget Part 2</li>
<li>Writing Advice from The Pale Lady, author of the Children of Matt</li></ul>
<br />
Please click on the below picture to download from Carpe Noctem's new article section.<br />
<br />
<a href="http://www.vampirecounts.net/mydownloads.php?action=browse_cat&amp;cid=1" target="_blank"><img src="http://www.vampirecounts.net/pdfs/invocation5link.png" border="0" alt="[Image: invocation5link.png]" /></a><br />
<br />
I hope you enjoy.<br />
<br />
Many Thanks<br />
<br />
Disciple of Nagash<br />
<br />
Note for Mods: I have prior agreement with Admininstration to post in regards to the Invocation.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Warhammer Armies: Marienburg]]></title>
			<link>http://dogsofwaronline.com/forum/showthread.php?tid=1048</link>
			<pubDate>Tue, 20 Jul 2010 04:05:30 -0400</pubDate>
			<guid isPermaLink="false">http://dogsofwaronline.com/forum/showthread.php?tid=1048</guid>
			<description><![CDATA[So this is just a sort of quick look at what my version of Marienburg will be like and when I start writing, I shall update this post with all the different units.<br />
<br />
The idea is a sort of de-industrialised British Empire (3rd Empire) crossed with the Empire. The basic core unit will be a bit like an Empire Handgunner but with Bayonets as well. As for the rest, you'll just have to see... (or use the Tilean inquisition to get it out of me <img src="http://dogsofwaronline.com/forum/images/smilies/tongue.gif" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" />)<br />
<br />
Verezzo]]></description>
			<content:encoded><![CDATA[So this is just a sort of quick look at what my version of Marienburg will be like and when I start writing, I shall update this post with all the different units.<br />
<br />
The idea is a sort of de-industrialised British Empire (3rd Empire) crossed with the Empire. The basic core unit will be a bit like an Empire Handgunner but with Bayonets as well. As for the rest, you'll just have to see... (or use the Tilean inquisition to get it out of me <img src="http://dogsofwaronline.com/forum/images/smilies/tongue.gif" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" />)<br />
<br />
Verezzo]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Warhammer Armies: Nippon (by Verezzo)]]></title>
			<link>http://dogsofwaronline.com/forum/showthread.php?tid=1047</link>
			<pubDate>Tue, 20 Jul 2010 03:44:02 -0400</pubDate>
			<guid isPermaLink="false">http://dogsofwaronline.com/forum/showthread.php?tid=1047</guid>
			<description><![CDATA[So here I am with the last of the first group of my books. I won't get started for a while but I'll say all the unit's so you can have a look and see what you think.<br />
<br />
<span style="text-decoration: underline;">Lords - Special Characters</span><br />
Emperor Keufo Nasha of all Nippon<br />
Shogun Okado Yuto<br />
Lethuka Mersa, the Emperor’s Shugenja<br />
<br />
<span style="text-decoration: underline;">Lords</span><br />
Daimyo<br />
High Shugenja<br />
<br />
<span style="text-decoration: underline;">Heroes - Special Characters</span><br />
Tamaton Yousin, Champion of the Emerald Order<br />
King of the Ronin’s Kukoto Shut<br />
Ikite Nasha, Heir of the Throne of Nippon<br />
Ayosasa Shadow<br />
<br />
<span style="text-decoration: underline;">Heroes</span><br />
Taisoho<br />
Shugenja<br />
Shadow<br />
<br />
<span style="text-decoration: underline;">Core</span><br />
Samurai<br />
Samurai Cavalry<br />
Ashigaru<br />
Doshin<br />
Tengu<br />
<br />
<span style="text-decoration: underline;">Special</span><br />
Hatamoto<br />
Sumo Warriors<br />
Oni<br />
Ronin<br />
Hatamoto Cavalry<br />
Shuriken Kabuki<br />
<br />
<span style="text-decoration: underline;">Rare</span><br />
Ninja<br />
Elementals<br />
Inugami<br />
Kitsune<br />
Elemental Dragon]]></description>
			<content:encoded><![CDATA[So here I am with the last of the first group of my books. I won't get started for a while but I'll say all the unit's so you can have a look and see what you think.<br />
<br />
<span style="text-decoration: underline;">Lords - Special Characters</span><br />
Emperor Keufo Nasha of all Nippon<br />
Shogun Okado Yuto<br />
Lethuka Mersa, the Emperor’s Shugenja<br />
<br />
<span style="text-decoration: underline;">Lords</span><br />
Daimyo<br />
High Shugenja<br />
<br />
<span style="text-decoration: underline;">Heroes - Special Characters</span><br />
Tamaton Yousin, Champion of the Emerald Order<br />
King of the Ronin’s Kukoto Shut<br />
Ikite Nasha, Heir of the Throne of Nippon<br />
Ayosasa Shadow<br />
<br />
<span style="text-decoration: underline;">Heroes</span><br />
Taisoho<br />
Shugenja<br />
Shadow<br />
<br />
<span style="text-decoration: underline;">Core</span><br />
Samurai<br />
Samurai Cavalry<br />
Ashigaru<br />
Doshin<br />
Tengu<br />
<br />
<span style="text-decoration: underline;">Special</span><br />
Hatamoto<br />
Sumo Warriors<br />
Oni<br />
Ronin<br />
Hatamoto Cavalry<br />
Shuriken Kabuki<br />
<br />
<span style="text-decoration: underline;">Rare</span><br />
Ninja<br />
Elementals<br />
Inugami<br />
Kitsune<br />
Elemental Dragon]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Found this today]]></title>
			<link>http://dogsofwaronline.com/forum/showthread.php?tid=1046</link>
			<pubDate>Mon, 19 Jul 2010 15:10:54 -0400</pubDate>
			<guid isPermaLink="false">http://dogsofwaronline.com/forum/showthread.php?tid=1046</guid>
			<description><![CDATA[I found out about <a href="http://forbiddenplanet.com/events/2010/09/09/black-library-invasion/" target="_blank">http://forbiddenplanet.com/events/2010/0...-invasion/</a><br />
Is anyone thinking about going or is there no point?<br />
I could always buy the book but what would it be worth going? I don't normally go to these events and it is a bit of a distance to travel. I would like to hear people's take on these events.]]></description>
			<content:encoded><![CDATA[I found out about <a href="http://forbiddenplanet.com/events/2010/09/09/black-library-invasion/" target="_blank">http://forbiddenplanet.com/events/2010/0...-invasion/</a><br />
Is anyone thinking about going or is there no point?<br />
I could always buy the book but what would it be worth going? I don't normally go to these events and it is a bit of a distance to travel. I would like to hear people's take on these events.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Slayer Piarate Rules For A nOOB]]></title>
			<link>http://dogsofwaronline.com/forum/showthread.php?tid=1045</link>
			<pubDate>Mon, 19 Jul 2010 08:23:28 -0400</pubDate>
			<guid isPermaLink="false">http://dogsofwaronline.com/forum/showthread.php?tid=1045</guid>
			<description><![CDATA[Hi, I'm new to this site and I was wondering how to use the slayer pirates? I have just started a Dogs Of War army and I don't really get the "festooned with pistols" special rule, so I was wondering if some one could explain it to me? (I know I spelt pirates wrong so could someone please change it)]]></description>
			<content:encoded><![CDATA[Hi, I'm new to this site and I was wondering how to use the slayer pirates? I have just started a Dogs Of War army and I don't really get the "festooned with pistols" special rule, so I was wondering if some one could explain it to me? (I know I spelt pirates wrong so could someone please change it)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Skavenblight Gazette issue #9 released]]></title>
			<link>http://dogsofwaronline.com/forum/showthread.php?tid=1044</link>
			<pubDate>Sun, 18 Jul 2010 06:12:20 -0400</pubDate>
			<guid isPermaLink="false">http://dogsofwaronline.com/forum/showthread.php?tid=1044</guid>
			<description><![CDATA[URL: <a href="http://www.skavenblightgazette.com/issue/issue09.html" target="_blank">http://www.skavenblightgazette.com/issue/issue09.html</a><br />
<br />
Greetings to all.<br />
<br />
With a new edition of Warhammer Fantasy (and with that, a starter set including Skaven) having reached us, so has another issue of the Skavenblight Gazette. The issue, created by Skaven players for Skaven players, tries to get the best from each aspect of the hobby right here for you to read.<br />
<br />
This issue features:<br />
- the Ask Seer Squeek column<br />
- houserules for the Renegade-Adept Dazkin character for Mordheim<br />
- a Secrets of the Skaven article for Warhammer Roleplaying<br />
- Character Spot: Grey Seer Thanquol <br />
- the returning Confessions of a Dwarf Slave painting article series<br />
- After the Change<br />
- a converting your Rat Ogre article from the Construction Warrens<br />
<br />
So, you should have a good read during those nice summer days.<br />
Please let us know what your thoughts on this issue are, and in case people wish to contribute to the Skavenblight Gazette, do not hesitate to contact us.<br />
<br />
Greetz]]></description>
			<content:encoded><![CDATA[URL: <a href="http://www.skavenblightgazette.com/issue/issue09.html" target="_blank">http://www.skavenblightgazette.com/issue/issue09.html</a><br />
<br />
Greetings to all.<br />
<br />
With a new edition of Warhammer Fantasy (and with that, a starter set including Skaven) having reached us, so has another issue of the Skavenblight Gazette. The issue, created by Skaven players for Skaven players, tries to get the best from each aspect of the hobby right here for you to read.<br />
<br />
This issue features:<br />
- the Ask Seer Squeek column<br />
- houserules for the Renegade-Adept Dazkin character for Mordheim<br />
- a Secrets of the Skaven article for Warhammer Roleplaying<br />
- Character Spot: Grey Seer Thanquol <br />
- the returning Confessions of a Dwarf Slave painting article series<br />
- After the Change<br />
- a converting your Rat Ogre article from the Construction Warrens<br />
<br />
So, you should have a good read during those nice summer days.<br />
Please let us know what your thoughts on this issue are, and in case people wish to contribute to the Skavenblight Gazette, do not hesitate to contact us.<br />
<br />
Greetz]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Huzzah!]]></title>
			<link>http://dogsofwaronline.com/forum/showthread.php?tid=1043</link>
			<pubDate>Sun, 18 Jul 2010 06:08:39 -0400</pubDate>
			<guid isPermaLink="false">http://dogsofwaronline.com/forum/showthread.php?tid=1043</guid>
			<description><![CDATA[Huzzah!<br />
<br />
I'm slowly building a Dogs force, not got many models for it but I like playing using Dogs (using the ol' origami armies). I'm building an actual force by way of getting Dogs additions to my Dwarfs and Chaos Dwarfs, plus a few extra units in theory.<br />
<br />
I also write for a small e-zine called A Call To Arms, which I sometimes write Dogs related articles in (I have a thing for the old disallowed army lists, they always seem more fun than the "proper" ones).<br />
Linky;<br />
<a href="http://s1.zetaboards.com/A_Call_to_Arms/index/" target="_blank">http://s1.zetaboards.com/A_Call_to_Arms/index/</a><br />
<br />
My dogs plan is that my army is that of an originally Tilean sorceress who has, through various adventures and misadventures, ended up ruling a small island somewhere south of the Darklands (which is the same region in which my rebel Chaos Dwarf reside). The CDs have a strong greek mythology theme which may well be carried over into some of the Dgos, though I'm expecting the latter to be mroe eclectic too with a few pirates, lost norscans, and so on running round the place too. <img src="http://dogsofwaronline.com/forum/images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" />]]></description>
			<content:encoded><![CDATA[Huzzah!<br />
<br />
I'm slowly building a Dogs force, not got many models for it but I like playing using Dogs (using the ol' origami armies). I'm building an actual force by way of getting Dogs additions to my Dwarfs and Chaos Dwarfs, plus a few extra units in theory.<br />
<br />
I also write for a small e-zine called A Call To Arms, which I sometimes write Dogs related articles in (I have a thing for the old disallowed army lists, they always seem more fun than the "proper" ones).<br />
Linky;<br />
<a href="http://s1.zetaboards.com/A_Call_to_Arms/index/" target="_blank">http://s1.zetaboards.com/A_Call_to_Arms/index/</a><br />
<br />
My dogs plan is that my army is that of an originally Tilean sorceress who has, through various adventures and misadventures, ended up ruling a small island somewhere south of the Darklands (which is the same region in which my rebel Chaos Dwarf reside). The CDs have a strong greek mythology theme which may well be carried over into some of the Dgos, though I'm expecting the latter to be mroe eclectic too with a few pirates, lost norscans, and so on running round the place too. <img src="http://dogsofwaronline.com/forum/images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Cap'n Jubal's Desert Raiders (1K)]]></title>
			<link>http://dogsofwaronline.com/forum/showthread.php?tid=1042</link>
			<pubDate>Sun, 18 Jul 2010 06:00:49 -0400</pubDate>
			<guid isPermaLink="false">http://dogsofwaronline.com/forum/showthread.php?tid=1042</guid>
			<description><![CDATA[This was my tournament list for this year, got me to the Semi-Finals of my local club somehow so I thought I might post it. I'm doing this from memory, mind, so I may have got this a little wrong.<br />
<br />
<blockquote><cite>Quote:</cite>Captain<br />
Pegasus<br />
HA<br />
Enchanted Shield<br />
Ward Save<br />
<br />
Paymaster<br />
Horse<br />
Lance<br />
Heavy Armour<br />
Shield<br />
<br />
Al Muktar's (unit of 10)<br />
<br />
9 Heavy Cav with full command (paymaster with these<br />
<br />
2 units of 5 light cav, both with bows, one with shields and spears<br />
<br />
1 Galloper Gun</blockquote>
<br />
I think that was it. I tended to use it as a "stampede in and flatten everything" force, plus a few flank charges when I could make 'em. I came out top of the main round robin stage (from which we go directly to the semis) then got knocked out in the semi-final by an Empire force (decimated with shooting, particularly outriders).]]></description>
			<content:encoded><![CDATA[This was my tournament list for this year, got me to the Semi-Finals of my local club somehow so I thought I might post it. I'm doing this from memory, mind, so I may have got this a little wrong.<br />
<br />
<blockquote><cite>Quote:</cite>Captain<br />
Pegasus<br />
HA<br />
Enchanted Shield<br />
Ward Save<br />
<br />
Paymaster<br />
Horse<br />
Lance<br />
Heavy Armour<br />
Shield<br />
<br />
Al Muktar's (unit of 10)<br />
<br />
9 Heavy Cav with full command (paymaster with these<br />
<br />
2 units of 5 light cav, both with bows, one with shields and spears<br />
<br />
1 Galloper Gun</blockquote>
<br />
I think that was it. I tended to use it as a "stampede in and flatten everything" force, plus a few flank charges when I could make 'em. I came out top of the main round robin stage (from which we go directly to the semis) then got knocked out in the semi-final by an Empire force (decimated with shooting, particularly outriders).]]></content:encoded>
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