Orbis Lacteus Newsletter1

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Orbis Lacteus

September 2009

Orbis Lacteus Gigamalon Forum News Letter Issue 1st

9/19/09

Cirno Day is over. I had fun. Anyone who didn't hates kittens. -Gigamalon

Civil War grips the Forum: Weapon of choice is Trolling On Monday Sep. 14, 2009 10:57 pm Dr. Mctrollenstein M.D. began a topic called The Airing of Grievances with the intent on banning forum Moderator C.O. Ninja. The Dr.’s sister Schala added further support to the effort to get Ninja banned. Ninja appealed to the forum’s ruler Gigamalon for support, yet little did anyone know that a massive Xanatos pile up had just ensued. Over the next 3 hours the topic grew larger and faster than any one posted

EVENTS 9/9/09

9/11

9/19/09

Continued on Pg 6

Quote of the Month: Each person has an ideal, a hope, a dream which represents the soul. We must give to it the warmth of love, the light of understanding and the essence of encouragement.-Colby Dam

Colby Dorr Dam

Cirno Day! And also Liz Whalen’s Birthday Memorial of the September 11 Terrorist Attacks FIRST NEWS LETTER YEAH!

Orbis Lacteus

September 2009

Luck & Competition (Continued on pg 7)

One of the most notable things about any competitive activity is the role played by random chance in determining the winner. This can take a variety of forms, and it is wrong to say that less luck inherently makes the subject more competitive. Part of the appeal of adding chance to competitive activities is that it forces participants to adapt to unexpected circumstances, or to compete without knowing all of the relevant information and thus giving an advantage to the participant who is able to act most effectively on the information available to them. Luck can ruin the competitive nature of the subject when it begins to supplant skill, enabling lesser-skilled individuals to triumph over better foes, rather than making the differences in skill more readily apparent. There are two main forms of luck to which the above can apply. I shall call the first "objective luck," where some randomly determined outcomes are simply better than others. This includes, for example, the random cards which one may be distributed during a

GIGAMALON There are two main forms of luck to which the above can apply. I shall call the first "objective luck," where some randomly determined outcomes are simply better than others.

KITTEN GENOCIDE GRIPS NATION!

A Campaign Poster advocating the ill affects of double posting

Apparently scientist have discovered that the cause for the mass death of kittens across the United States is not a new strain of Influenza, but divine retribution for a nation of double posters. Since this development, P.E.T.A. has unleashed a myriad of posters similar to the one on the left pleading for the end of Kitten genocide. P.E.T.A. refused to comment on the situation. C.O. NINJA

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Orbis Lacteus

September 2009

Allies in Warhammer 40K

By Gigamalon

Master Warhammer Player Gigamalon explains the ins and outs of the allies system in Warhammer 40K. He then proceeds to analyze and highlight the strengths of every ally piece in the Game.

Variety and versatility are major factors here – it's a lot of fun to have your massed ranks of Guardsmen backed up by a handful of elite Grey Knights

Several armies in the Warhammer tabletop game are allowed to use allies from another codex in addition to the forces that can be found in their own rulebook. The most notable of these allies are the Inquisitorial armies from Codex: Daemonhunters and Codex: Witch Hunters; however, there are several other possibilities which I will go into later in this article. The rules for using Inquisitorial allies for other Imperial armies are pretty straightforward once you get used to them. You may take up to 1 HQ choice, 1 Elite choice, 2 Troop choices, and 1 Fast Attack choice from either the Daemonhunters or Witch Hunters army lists (or both, thus doubling the number of allies you can take!) as part of the force organization chart for any Imperial army (Space Marines and their variant chapters, Imperial Guard, Daemonhunters, or Witch Hunters). There are a few restrictions: the compulsory 1 HQ/2 Troops must come from the primary codex itself – i.e., you may not use a Grey Knight Hero and an Ordo Hereticus Inquisitor Lord in a Space Marine army, nor may you use Imperial Guard but only have Sisters of Battle for your troop choices. Also, you must abide by any restrictions within the Inquisitorial codices themselves – for example, you cannot take Death Cult Assassins unless you have an Inquisitor from the same codex (note that this means that you MUST take an Inquisitor Lord if you want to use Assassins, as the Assassins use up your single allied Elite slot that a normal Inquisitor could potentially fill. Additionally, you are not allowed to use an Ordo Hereticus Inquisitor and an Ordo Malleus Assassin, despite the fact that their stats are the same; Games Workshop has ruled that the requirements must be fulfilled within the same codex. See their Inquisitorial FAQ for any further clarifications). Finally, note that you may not take any Heavy Support choices as allies – you must have an Inquisition army as the parent army if you want to make use of those options. So, why might you want to use allies instead of the choices within your own

codex? Variety and versatility are major factors here – it's a lot of fun to have your massed ranks of Guardsmen backed up by a handful of elite Grey Knights, and such a combination also does an excellent job of offsetting each side's normal weaknesses. I'll go over some of the allying options below: Inquisitor Lord: Inquisitors have a truly staggering number of options for customization, all of which I won't go into here (that could be it's own article!). This makes them able to fulfill a variety of roles in your army, though you should be careful about going overboard with upgrades (these guys can easily go over 300 points with their retinues, but won't perform like a 300-point unit...). These are most notable for unlocking some of the Inquisitorial Elite choices; specifically, Assassins and Daemonhosts. Daemonhosts: These Ordo Malleus units prevent you from using any Grey Knights, and while they are kind of fun due to their strong melee ability and random psychic powers, you shouldn't rely on them to be game-changing. They are the best way to change your army's tone from mindless drones of the Emperor to a sinister, radical force, though. Assassins: You can only ever have ONE Ordo Officio Assassinorm operative in your army, and for a good reason: these guys are strong and fun. The Vindicare can target individual models in a squad with a variety of special sniper rounds, making him ideal for killing off sergeants and special weapons users; he is even allowed to fire into melee! Callidus Assassins can pop up right in the middle of the opponent's army (this is not considered deep striking!) and attack them with her C'tan phase blade, which ignores ALL saves (this dispatches of those irritating Eldar Farseers with contemptible ease). Culexus

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Orbis Lacteus

September 2009

Culexus Assassins are the ideal anti-psyker assassins; they disrupt the abilities of nearby psykers and their weapons grow stronger in proportion to the number of psykers they are near (really, read their stats and you'll see why psykers have zero chance against these guys).

The two different GW models of the feared Cullexus Assasin.

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September 2009

Finally, Eversor Assassins (and their little siblings, the Death Cult Assassins, of which you may take three as a single Elite choice) are simply berserker units that throw out an awful lot of power weapon attacks in a hurry.

Their armor save to an invulnerable save. You can take a Canoness as an HQ choice, Celestians for an Elite choice, Battle Sisters as Troop choices, and Dominions as a Fast Attack choice. You can also take Seraphim as a Fast Attack choice – these Sisters have jetpacks and dual pistols (including flamer pistols and melta pistols, odd as that might sounds), can be upgraded to carry melta bombs, and give a Leadership boost to nearby friendly units. Sisters do best when they have transports to get them to their favored range; use Rhinos/Immolators from their own codex or save some leftovers from your own army.

Grey Knights: The Grey Knights are to Space Marines as Space Marines are to Guardsmen. Boasting Storm Bolters, higher WS, higher S, a sergeant power weapon, and a passive ability that disrupts the ability of distant units to fire at them, Grey Knights are melee powerhouses that counter the relative melee weaknesses of the other Imperial armies quite well (albeit at a much higher point cost). Additionally, these guys can take Incinerators and Psycannons, powerful assault weapons that ignore invulnerable saves. The Fast Attack version can even deep strike. As an Elite choice, or as a retinue for a Grey Knight Hero, you can also take Grey Knight Terminators, which are amongst the most powerful units in game, period. A Grey Knight Hero can be taken as an HQ choice.

Priests: I wouldn't take these as Imperial Guard, as their Ministrorum Priests are frankly superior, but a couple of these sprinkled among your assault squads can be very helpful as they allow you to reroll hits on the charge (in addition to carrying modestly strong weaponry themselves) at the exchange of causing the squad to always count as having moved. They aren't outstanding, but they also don't take up any force organization slots! Combine with Grey Knights for maximum fun. Arco-Flagellants: These berserker units are reminiscent of Eversor Assassins, except that you may choose when to flip their kill switch, causing you to lose control of these quite powerful power weapon/invulnerable save-equipped units in exchange for making them absolutely vicious. You need to take at least one Priest to use these Ordo Hereticus units.

Battle Sisters: The Adeptas Sororitas are, stat wise, equivalent to Veteran Guardsmen, but have the additions of power armor, bolters, and faith points for a mere 11 points each. Generally speaking, the Sisters are strongest in about the 9" and below range so long as they aren't in melee, as this is where they can bring all of their juicy flamers, meltaguns, and rapidfire bolters to bear. If you bring a lot of Sisters in your army, you will also accumulate a lot of faith points (you start with one per Adeptas Sororitas Veteran Superior, plus an extra two if you bring a Canoness, and gain the points a second time if a faithful unit dies). These points can be used to fuel a variety of special acts of faiths, which can do such things as giving the

Sisters Repentia: Ehh... sorry, but these units aren't very good under the current rules. You're better off with Arco-Flagellants most of the time, unless you

absolutely need the added strength behind their attacks (or just want them for fluff reasons!) Inquisitorial Stormtroopers: These units are often overlooked, due to being one point cheaper than Battle Sisters despite having poorer weaponry, armor saves, and no faith points. They can be useful as a cheap unit for taking objectives, though. I'd avoid them as Imperial Guard, since Veteran Guardsmen are about the same but can take more special weapons and normal Guardsmen are better

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September 2009

At holding objectives. So, all of these options are available to anyone who plays Space Marines, Imperial Guard, or the Inquisition! You might find that Grey Knights make a good shock troop for Guard armies, or that a couple Priests. Scattered throughout your Space Marines will make them

much tougher in close combat. Adding an Inquisitor and Assassin will give your army a much more "special ops" feel, as well. However, you are not limited to using Inquisitorial forces as allies – Space Marines and Guard can be taken as allies to Inquisitorial parent armies, as well. This type of allying is much more heavily restricted, unfortunately- there is a very specific list of units you are allowed to take, with much more stringent prerequisites. Also, you may NOT use Space Marines and Imperial Guard in the same army, no matter what (barring a Deathwatch Killteam, that is... more on that later). Do note that some of the numerical restrictions in place for Inquisitorial allies do not apply to these allies – you could take three Space Marine heavy support choices or four Tactical Squads as allies to the Inquisition! Space Marines may contribute Tactical Squads and a single Scout Squad as Troop choices; if at least two Troop choices are from the Space Marines, you may also take a Land Speeder Squadron, an Assault Squad, a Bike Squadron, a Devastator Squad, a Land Raider, a Predator, and a Dreadnought (counts as a Heavy Support choice when allied). The Imperial Guard may take any number of Infantry Platoons; if at least two are taken, they may take a single Leman Russ Battle Tank (no variants allowed), a Rough Rider Squad, and either a Scout Sentinel Squad or an Armored Sentinel Squad. That concludes the myriad allying options offered by the Inquisition. In the next issue, I'll cover the various other options available to other armies, such as Cypher the Fallen Angel, Codex: Kroot, and Codex: Deathwatch. -Gigamalon

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Orbis Lacteus

September 2009

Continued from page 1 Posted before that day. Gigamalon and Ninja began to troll the enemy faction, which resulted in approximately 2.5 hours of hacking each other’s profiles. As the abuse of Moderator powers continued Gigamalon saw it fit to ban everyone from the forum. He then proceeded to redraw the moderator powers. The War ended 25 minutes past midnight on Tuesday September 15 2009. The remnants of the battlefield were hilarious. The topic had inserted photos all over it deriding the moderators who made angry posts. Dr, Mctrollenstein found himself a moderator, appointed by Gigamalon after the war. Gigamalon seems to be the one who had inserted most of the humorous photos in the topic. The aftermath of the war, as noted above, left the Dr. as a new moderator and Gigamalon as supreme ruler of the forum. Mr. Gigamalon had proved his power over the forum and thus brought order to it. -C.O. Ninja

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C.O. NINJA Which resulted in approximately 2.5 hours of hacking each other’s profiles. As the abuse of Moderator powers continued Gigamalon saw it fit to ban everyone from the forum.

Orbis Lacteus

September 2009

Luck & Competition (Continued from pg 2) A lottery is probably the most extreme example of a competition that rides solely on game, where cards willskill be involved; one person and that seeking to test their objective luck.some There is zero willone simply be declared, at skill objectively than (for involved is not should look any elsewhere. random, thebetter winner. As others each person making sort of choice, there is example, 50 points is better than 10 no subjective luck involved; from this, it can be easily determined that a lottery is hardly points, or an Ace will usually be of better much interesting example a real competition in any sense the word, andAthat onemore seeking to test their skill is than a 10), a game where higher dice chess. One might be tempted to say that should look or elsewhere. rolls are better than lower ones. I shall there is no luck at all in chess, and that call the second "subjective luck," where winner is determined solely on skill – A much more interesting example is chess. One the might be tempted to say that there is no a given choice (or outcome) its is determined however, that not – entirely true. The luck at all in chess, and that is, theon winner solely onisskill however, that is own, roughly equivalent to others, but person who takes the first move (white) not entirely true. The person who takes the first move (white) is determined at random, has value that differs depending on is determined random, studies and astudies of white/black win percentages indicate that white at wins slightlyand more oftenof the choices of your white/black win percentages indicate (roughly 52-56% ofopponent wins, with(this the difference being greater at higher skill levels). Now, assumes that you choice was made with that white wins slightly more that being said, there are a number of other factors in chess that mitigate thisoften no knowledge of your opponent's choice; wins, with the advantage based on the player's skill and ability (roughly to avoid 52-56% mistakes,ofmeaning that the otherwise, this would not be luck but difference being greater at higher skill better player will usually win. This is amplified when considering timed matches that rather an exercise in judgment). The levels). Now, that being said, there are a force players to think under a time limit – such matches tend to have a reduced most basicbetween form of this is the children's of other factors in chess difference white/black win percentages,number presumably because their skill tothat think game "Rock Paper Scissors." Each of the mitigate this advantage based on the and make decisions quickly is now being measured as well, which further reduces the three is objectively equal togiving the one player player's skill and ability to avoid effect choices of the initial chance involved an advantage. Because chess has other two; however, the subjective value mistakes, meaning that the better player so many ways to reduce the effect of luck when it does occur, it is still primarily a game of given varies wildly depending will usually win. This is amplified when of a skill, andchoice a justly respected one at that. on the random choice of your opponent. considering timed matches that force players to near thinkand under a time – Next week, I'll continue this article, using some examples dear to melimit as well It will be most helpful to analyze the such matches tend to have a reduced as some other common ones with which most readers should be able to identify. Stay nature difference between white/black win tuned! of these types of luck and their influence on the competitive nature of percentages, presumably because their certain activities by studying several skill to think and make decisions quickly examples of competition and observing is now being measured as well, which the role which luck plays in determining further reduces the effect of the initial the victor. chance involved giving one player an advantage. Because chess has so many A lottery is probably the most extreme ways to reduce the effect of luck when it example of a competition that rides does occur, it is still primarily a game of solely on objective luck. There is zero skill, and a justly respected one at that. skill involved; one person will simply be declared, at random, the winner. As Next week, I'll continue this article, each person involved is not making any using some examples near and dear to sort of choice, there is no subjective luck me as well as some other common ones involved; from this, it can be easily with which most readers should be able determined that a lottery is hardly a real to identify. Stay tuned! -Gigamalon competition in any sense of the word, 8

Lorem Ipsum Dolor

September 2009

Former Hillsdale Academy Alumni develops I.L.L. I.L.L. stands for Influenza like illness and it has become the primary source of fear in this country. Since the outbreak of H1N1 Influenza A this spring, the world has become very finicky when it comes to I.L.L. Apparently former Academy Alumni Richard Paul Pewe III has developed an I.L.L, which he believes to be H1N1. He will report back to us with further information. We hope he gets better- C.O. NINJA

An undated photo of Richard Paul Pewe before his illness.

Orbis Lacteus http://gigamalon.forumotion.net/forum.htm

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