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Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
New thread time!
Cheesegear presents Cheesegear's Newbie Guide on How to pick Warhammer 40K army, by Cheesegear (and contributors).
SpoilerDisclaimer: This is not a guide to say which armies are 'better' than other armies. Except in hyperbole. The 'stars' notation is for what Newbies should play. By no means does this mean that you shouldn't play Chaos Daemons. It means that if you're a new player and don't fully understand the rules to the game, it might be hard to make Daemons work.
Any unit that gets specifically mentioned is a stand-out unit, or will represent a 'must-have' unit that the army has.
General Advice for all armies;
- Where possible, you should always talk to a GW Staff Member. No, you don't have to actually listen to or do anything they say. But, you should at least talk to them so they can point you in at least a general direction. Don't buy anything on your first trip into the store. GW Staff are very persuasive, and you can - or will - often end up buying something you don't even want.
- If and when you do finally decide on an army, play a few games in an actual GW Store using the Store's models. Otherwise, where possible, use proxy models. This will give you a basic understanding of most of the rules and the turn sequence and a general idea of how your army-of-choice plays. Or, at least give you an idea that an army or unit that you thought was cool, really isn't. Or maybe that particular army just isn't for you. And that unit that 'looks cool' doesn't fit your play style.
- Read a Codex. Whatever gets said on the internet, means absolutely nothing if you don't have a Codex to understand what's being said. This ties into the above in that it's kind of important that you have played a few games and know the rules.
- GW doesn't mention it all that much, but; You don't have to use your army's Codex for your army. For example; It's perfectly reasonable to, say, use the Chaos Space Marine Codex to represent a 1st Company of Loyalist Marines. You can, in fact, use Imperial Guard models to represent Tau, or Eldar. Just so long as your models look suitably awesome and your models conform to the rules of a different list (the WYSIWYG rule). If you can also give a background justification - or 'fluffy' reason - for why your Imperial Guard are wielding Shuriken or Pulse Rifles; Even better!
- In regards to the above; 'Counts as' models can generally be shown to be a fluffy reason for why you have what you have. So, maybe your Imperial Guard regiment has a lot of Ogryns. You can use an Ogryn-holding-a-Lascannon as your 'Heavy Weapon Team'. As long as it's WYSIWYG, and at least makes a passing attempt at conforming to the rules (such as base size/shape), nobody cares. However, GW really doesn't like it when you come into their store and start using a different company's miniatures to play a GW game. However, making a scratch-build from Green Stuff and Plasticard is totally okay. Just so long as you aren't giving their competitors money, eh?
- With that said; Painting, Green Stuff, Plasticard and Conversions in general, the only way to get better at it, is to practice. Start easy, start small. Start with adding cloaks to troops. Large, rectangular pieces of Green Stuff. Easy. Maybe you'll be confident to add textures. Ability comes with practice. And, there are literally dozens of tutorials to be found on YouTube. And hundreds of tutorials just about everywhere else.
- Less is more. Don't try to equip your unit to do everything. Assign your units to fulfill a role, and let them do it. Don't waste points on things you aren't going to use.
- Bodies are far more important than Wargear. Do not spend 100 extra points on Wargear, if you could otherwise spend 100 points on buying a whole unit. Wargear is not a substitute for models. Well, it is. But, it's a poor substitute.
- In regards to the above two points, very rarely, should you spend more than 200 points on a single model (such as an HQ model), or 300 points on a single unit.
- Troops. Win. Games. Do not, under any circumstances, skimp out on your Troops selection. More often than not they are the cheapest unit in the Codex, and, Troops are the only units who can capture an objective. Any unit can contest an objective, but, only Troops can claim objectives. All contesting objectives will do is get you is a Draw.
- Assault on Black Reach. Bad for Space Marine players. Good for Ork Players.
- Vehicles and You.
- Cheesegear's Speaking Of Tournaments.... General themes to consider when attending a competitive arena.
- To Tailor Your List Or Not To Tailor
- Wraith's Handy-Dandy Guide to Painting and Assembling an Army
- Closet_Skeleton says:
"Every Troops choice you spend on a non-Scoring unit is Troops choice wasted."
- How To Write An Army List | Sample
- Should you buy a Battleforce? In most cases, yes.
Guide to Armies
SpoilerSpace Marines (Codex Marines, SMs):
SpoilerPros: Space Marines are the eponymous 40K army. They are the army by which all other armies are judged. Just about all their units can be outfitted in many different ways to fulfill many different roles (but, in regards to General Advice, they should only try to do one thing at a time). With few exceptions, the entire army selection is plastic for easy conversions and assembly (and, most of the metal models you don't even need). As plastics, the army is also relatively cheap to buy.
GW Staff are extremely knowledgeable on all things Space Marine.
Troops unit choice with the ability to Infiltrate and have Sniper Rifles.
Power Armour and Bolters.
Cons: Honestly, none. Save for the common misinformation that GW Staff will tell you to get you to buy certain units and sets (like Assault on Black Reach). But, this is by no means bad. As a Space Marine is a Space Marine. And pretty much all the units in the Codex can be useful one way or another.
One such example is that there is a growing proportion of Space Marine players who feel - despite the fluff and the statline - that Scout Squads are superior to Tactical Squads (the reason why is outside the scope of this guide).
The only truly bad thing about Space Marines, is that everybody has them. GW sells them at every opportunity. All starter sets ever produced by GW has contained Space Marines as one of the 'learner' armies. By extension, a lot of people turn to Space Marines because that's what they learned the game with, but, what they don't realise, is that the Assault on Black Reach starter kit is weak.
Recommendation for Newbs; *****. But the Assault on Black Reach kit isn't a good start to a Space Marine army. GW likes misinformation.
* or ** depending on whether or not you care about being 'just like everyone else'.
What's so bad about AoBR?
Codex Space Marines theoretically allows you to build 7 different 'themes' of Space Marines (even though it's 6) based around what colours and which Special Characters you like. However, any special character can be used in any Chapter, painted any colour that you choose. So, really, what Chapter you choose is kind of irrelevant since you can use other Chapters' special characters anyway.
The common belief is that 'Space Marines is Space Marines'. They all have Power Armour and Bolters. All of the above applies to the below;
Dark Angels: Outdated Codex. A few minor differences. Many people are best off going with Codex Marines rather than playing by Dark Angels rules. The only reason to play Dark Angels is for Ravenwing. And, even then, sometimes you might be better off with Codex Marines with a 'Captain on Bike'. *
Black Templars: You will need the FAQ. Slightly more focused on close combat. With some unique rules. ***
Space Wolves: Space Wolves are actually the 'most fair' list out of all the Space Marine variants. They're a solid list. They have no actual 'bad' or 'trap' units. ****
Blood Angels: The only real difference in the List is more options to take Jump Packs, Fast vehicles, and a slight bonus to Deep Striking. Staggeringly similar to Codex Marines otherwise and you wont actually lose much by playing Blood Angels. ****
What if you like one particular unit more than the others? Which Codex would be best for you?
Chaos Space Marines (Chaos Marines, CSMs):
SpoilerLike Space Marines, but Evil. So, just about everything that applies to Space Marines applies to Chaos Space Marines.
Pros: Chaos Space Marines are slightly more focused on close combat than their Imperial counterparts - but, by no means to they have to be. CSMs are not necessarily 'better' than regular SMs. Just...Different. Each faction has different toys at their disposal.
There are a variety of different ways you can outfit your squads, and it's kind of difficult to find any two CSM armies the same.
Power Armour and Bolters.
Converting your 'Starter Box' Space Marine army to Chaos Marines is fairly easy. Just add spikes and arrows and mutations.
Cons: There are options in the Codex. Too many options some say. It's very easy to get confused on what or what not to get for your squads and characters. And it's even easier to go overboard on wargear and skills and the like (remember; Wargear != Bodies).
CSMs are also a fairly commonly seen army as they cater to the people who want to play Space Marines, but, think that 'Evil is Cool'. Some do consider who they get associated with as a bad thing.
The 'some of everything' approach that a lot of new players have when collecting their armies doesn't really work for Chaos Marines. Most of the time, you're best off going all-out on one or two of the Cult units (below).
Recommendation for Newbies: ****
Chaos Space Marines (Cults):
SpoilerContributions supplied by Winterwind, DaedalusMkV and unknowingly by Myatar Panwar
World Eaters/Khorne-based/Beserkers:
Lots of attacks...Aaand...That's about it. Khorne Beserkers have WS 5 and also gain Furious Charge, meaning that when Assaulting, they're hitting and wounding most things on 3s and 2/3s. Their initiative 5 (when Assaulting) helps them a lot when they can strike before most enemies and kill them before they get attacks back. Khorne Berzerkers are fairly good at what they do, but, their individual unit effectiveness is directly proportional to their opponent's armour save.
Meaning, that, for the most part, you need lots of Beserkers. Lots. Khorne Beserker armies also don't function very well without Rhinos, as their only ranged weapons are Pistols. So, this is a lot of currency. On top of which; As they lack ranged weapons, Obliterators, Vindicators and Defilers are almost required for the army.
Khorne Lords and Daemon Princes are considered to be the least efficient. The Daemon Weapon gives you double the chance to hurt yourself. As well as +2D6 Power Weapon attacks is pretty much overkill. You don't really need that many.
Their special character - Kharn - is quite good though.
*** You will need Rhinos. Luckily, Berzerkers come in boxes of 12 (which is more than the other Cult units) and are plastic. Which is good.
Thousand Sons/Tzeentch-based:
All models with the Mark of Tzeentch gain an Invulnerable save. Or, their save gets improved if they already have one. This makes Tzeentch-based lists very tough to kill on the outset.
Onto specialised units; Thousand Sons are a Troop choice that comes with a 4+ invulnerable save, and have AP3 Bolters. Perfect for objective-squatting. This also makes them deadly in ranged firefights - and their invulnerable save makes them hard to kill on the return. Being Slow and Purposeful, it's a good idea to get as much use our their Bolters as you can get.
Thousand Sons also have a Sorcerer as their 'Sergeant'. Chaos Psychic Powers being as they are, this is quite good, as most 'shooting' powers tend to be AP3 or better, or allow no save at all. The Sorcerer also comes with a Force Weapon (add Warptime for fun). Meaning units with an Independent Character kind of need to think twice before Assaulting Thousand Sons units.
However, units without Independent Characters (that you can't target), and other dedicated Assault units will have an easy time. As Thousand Sons are the worst Assault unit in the Codex. But, this isn't saying a whole lot, as they're still Space Marines.
Tzeentch Daemon Princes and Sorcerers are quite good, able to choose and use two powers in the same turn. As well as receiving a better Invulnerable save. Tzeentch Lords are 'okay'. The Tzeentch special character - Ahriman - is pretty good. But, far too overpoints'd.
*** Thousand Sons boxes are expensive. But, you get plenty in a box.
Emperor's Children/Slaanesh-based/Noise Marines:
Marks of Slaanesh add to Initiative. This means pretty much everything in the CSM army will be functioning at Initiative 5. If you're unit holds Power Weapons, you can do a lot of damage before your opponent even gets to attack.
Noise Marines. Are. Amazing. Sonic Blasters are essentially Storm Bolters that get an extra shot if you're standing still. A Blastmaster, is a S8, AP3 Blast weapon that causes Pinning. Do you want yet? Just before Assaulting, the Noise Marine Champion has access to a S5, AP3 Flamer. This will kill things dead. Then Assault, at Initiative 5 (if you're opponent didn't fail their Morale check from you shooting the crap out of them, that is) and you can do some serious damage.
Daemon Princes and Sorcerers gain Lash of Submission. Usually considered one of the more unfair psychic powers as it allows you to move your opponent's models. Where? Into Dangerous Terrain, out of their precious cover, towards your own models into Assault range, or even just moving their Heavy Weapon team out of LoS.
Chaos Lords with Blissgiver are perfect Character killers as with 3+D6 attacks and Initiative 6, they only need to cause one wound (with a 'Power Weapon') to kill pretty much anything they want.
Lucius the Eternal is just as good as - if not better than - Kharn. And doesn't even cost that many points.
**** The Noise Marine box doesn't come with with many Sonic Blasters. They are, however, available in bulk from Mail Order. But, they're not that important. You're really only getting Noise Marines for Blastmasters and Doom Sirens.
Death Guard/Nurgle-based/Plague Marines:
Extra Toughness. Might not seem like much. But, it's (usually) the most expensive Mark for units that can take it for a reason. Works best on models in Terminator Armour or models on Bikes.
Plauge Marines are pretty much exactly the same as regular Chaos Marines, except with Toughness 5 and Feel No Pain. They're extremely hard to kill. On top of which, they have Defensive Grenades. And that's pretty good. Aaand...That's about it actually. Not much can be said about Plague Marines except exactly that.
The Mark of Nurgle is mostly wasted on Daemon Princes as they don't really need the extra Toughness compared to what else they could take and Sorcerers on gain access to Nurgle's Rot, which, again, compared to other powers, isn't that great. As Nurgle's Rot works best in close combat. But, Nurgle Sorcerers only get one psychic power per turn. So, it's Nova, or use the Force Weapon.
On Chaos Lords (especially in Terminator Armour), the Mark of Nurgle is alright. Giving access to a reasonably good Daemon Weapon.
The special character for Death Guard is Typhus. He's pretty damn good. Opinion appears to be divided on whether or not he's worth the points. He has Wind of Chaos, and Nurgle's Rot (otherwise known as Nurgle's Nova). And he auto-passes all psychic tests when using those powers. As well as having the Nurgle-based Daemon Weapon, that also counts as a Force Weapon. As well as Terminator Armour and Defensive Grenades. Whether you like him or not is your choice.
**** Plague Marines are pretty boring for options. But, Toughness 5 and Feel No Pain are really, really good. And the Mark of Nurgle is usually the most expensive Mark for those who would get any real use out of it.
Tyranids ('Nids):
SpoilerIf you think of the movie Alien, or Starship Troopers, Tyranids aren't far off the mark.
Pros: Tyranids are primarily seen as a close combat swarm army. The big Tyranids are extremely customisable and immensely powerful in whatever role you want to give them (but you should only choose one role at a time, remember), and, the smaller Tyranids come in massive numbers designed to make your opponent crap themselves on just how many bodies you can put on the table. The Tyranids also possess one of the most deadly close combat units in the entire game.
A Troops choice that can Infiltrate.
Most of the army is plastic. And, many of the metal models you only need a few of. So, per box, Tyranids are pretty cheap. Also, the Tyranid Battleforce is generally considered the 'best' one. Although, it's definitely recommended by most of the internet that you get two.
Cons: Like CSMs, it's often possible to overload your Monstrous Creatures with too many biomorphs (wargear), which gets expensive. Fast. And, many of the smaller Tyranids are designed for one unchangeable role. The smaller Tyranids can't adapt their units for what they want to do. A Tyranid army is usually seen as very shooty-heavy, or very assault-heavy. It very - extremely rarely - can be both. Often, trying to be both is actually a detriment to the Tyranid army.
Without the bigger Tyranids to back them up, the smaller Tyranids suddenly become a lot more vulnerable, partly because they already have low toughness and high armour saves to begin with. Therefore, you may need to spend a bit of money on the larger, more expensive models.
As a swarm army, box-per-box, you also don't get very many points in each box. This means you'll probably have to end up spending a lot of money to get a decent amount of points onto the table.
Also, like SMs and CSMs, if a 14 year old kid isn't playing SMs or CSMs, then they're playing Tyranids.
Reccomendation for Newbies: ** to ****. Depending on how much real-world currency you have to spend. If you don't have a lot of money, you wont be able to field a lot of bodies or acquire the larger Monstrous Creatures. If you can field ~50 Termagants and 50 Hormagaunts per battle and have Monstrous Creatures to back them up...Good.
SpoilerElves. In SPAAACE!
Pros: The Eldar boast a 'swiss army knife' army. They have a unit for everything and every unit can do their job well. Each and every unit looks vastly different to every other unit, and are actually supposed to be painted in different colours to each other. So, you have a huge variety of models and colours. If variety is important to you.
Most of the army can Fleet. All Eldar tanks are Fast, Skimmers, and the army contains Eldar Jetbikes (which have different rules to 'normal' Jetbikes). In short, the Eldar army boasts speed and maneuverability.
As with their Infantry, they also have HQ units to fit certain roles. An Autarch can be outfitted to suit almost any battlefield role. Eldar Farseers and Seer Councils are powerful psykers. And the Avatar is a close combat Monster (literally).
A lot of the metal models in the range come in reasonable sized boxes at a (fairly) reasonable price. The good news is, you usually don't need too many of the metal models.
Troops unit choice with the ability to Infiltrate and have Sniper Rifles.
A Wraithlord is one of the scariest models in the game. An absurdly high Toughness and a reasonable armour save. And can kill troops and heavy armour with equal ease. Often at the same time. It's strength 10 and Monstrous Creature status also means it can rip apart tanks even when it's guns are suited to killing Infantry. It even causes Instant Death on most Infantry that attack it. Including a lot of HQ characters.
Wraithguard are like smaller Wraithlords high Strength and Toughness, with a good save and toting around deadly guns.
...It's possible to build an entire army out of Wraithguard and Wraithlords.
Cons: Low 'Elf' Toughness.
The sheer amount of variety can sometimes make it hard to decide which units to take. Especially since some of the units in the Eldar army overlap, but, achieve their role in slightly different ways. And it's these 'slightly different ways' that can make or break the unit depending on your opponent. Some particular units are even useless or near-useless depending on your opponent.
Every unit fills a role. And is unadaptive. You can't manipulate any squad to do anything other than what it was designed to do (except Dire Avengers). And, in smaller point games where you can't afford to take every unit you want, you'll know that you're missing that unit. Because nothing else you have will be able to perform as well as the missing unit.
It's these missing units that make of most of the metal models that will be in your army. You'll need the metal models.
Individual Wraithguard units can often be prohibitively expensive in currency.
Taking too many Wraithlords in your army will have people crying for curdled dairy products. That is; Cheese. In lower point games, just one Wraithlord is enough for "OMG! Cheese!" cries.
Recommendation for Newbies: *** or ****. The Eldar army is an army where it's hard - but not impossible - to go wrong. With such a huge mandatory variety in models, an 'I want every unit' mindset (common in newbies) is actually beneficial to the Eldar army setup.
Dark Eldar (DE):
SpoilerLike Eldar, but evil (there's an argument that Dark Eldar are more evil than 'regular Chaos'). But vastly different.
Pros: The Dark Eldar as just as fast and just as maneuverable - if not more - as their 'good' Eldar counterparts. Except pack a lot more firepower. Each and every unit is customisable (unlike Eldar) to attack different things. Splinter Cannons for killing Infantry and Dark Lances for popping tanks. And you can fit a lot of both in an army.
The Dark Eldar close combat portion of the army is nothing to be sneezed at either.
The Dark Eldar also posses Raiders. A Fast, Skimming, Open-Topped Transport vehicle. For some, this means putting a squad of Warriors in and flying them around the battlefield and shooting anything that moves thanks to being open-topped.
Because a Raider is also Fast, and Open-Topped, and some Dark Eldar Infantry are also Fleet, it means Dark Eldar are often capable of the 'First Turn Assault'. Given just how effective Dark Eldar assault units are, this can only end well.
Also being Open-Topped, it means that when (rarely if) the Raider is destroyed, it's occupants can bail out easier.
In this author's opinion, the Dark Eldar also host some of the best models in the entire GW range.
Cons: Fragile. Fragile. Fragile. The Dark Eldar army is best described as 'shock and awe' (read the fluff ). The goal of the army is to butcher and hamstring the opponent as quickly and as brutally as possible. If it isn't blindingly obvious that the Dark Eldar are winning by Turn 3 or 4, then they probably wont win the battle at all. By turn 3 or 4, most of the Dark Eldar Raiders should be destroyed (if they're not, laugh), leaving the Dark Eldar to rely on their enormous Toughness of 3, or Jetbikes.
The Dark Eldar have huge reliance on their Raider transport vehicles. This will end up costing a fair bit of currency in the end as nearly every unit will need one for extra protection or speed.
A lot of (effective) Dark Eldar armies tend to look the same.
Recommendation for Newbies: ** or ***. The Dark Eldar are easy to learn, but hard to master. But, once mastered...The Dark Eldar tend to either win by a significant margin (often by Turn 3 or 4), or lose spectacularly (by Turn 5 or 6).
SpoilerThink The Terminator, or perhaps think of Undead metal skeletons. And you can think of the Necrons.
Pros: Some of the toughest basic Troops in the entire game.
Power Armour and Bolters. Except 'Necron Bolters' have a special version of Rending-but-not-quite, allowing them to wound Toughness 8 or better models or cause Glancing Hits to any vehicle. Including Land Raiders. Yes. The basic Troop type, with no options, can cause Glancing Hits against Land Raiders.
As well as their reasonable Toughness and 'Power Armour', they come with the We'll Be Back rule. Essentially your models can stand back up, even after they've been 'killed'. Like Undead. Or T-800s. Essentially, the Necrons are hard to kill. And sometimes don't even stay dead.
Warscythes - available to Necron Lords and Pariahs - are the best weapon in the entire game. Ignoring all saves - including Invulnerable Saves - and rolling 2D6 for Armour Penetration. Given that both Lords and Pariahs have Strength and Toughness 5, they can and will carve through almost anything put in front of them. Not even 'hard' units, that rely on 2+ armour and Invulnerable saves (like Space Marine Terminators) need to think twice about assaulting Pariahs.
The Necron army list is straightforward. You don't have to worry about whether to take Flamers or Plasmaguns. The unit is the unit. No fiddling necessary.
Most of the (useful) Necron model range is plastic. And also come at a high in-game points cost. For this reason, the Necrons are probably the cheapest army to buy when it comes to currency.
Necrons are extremely easy to paint.
The C'Tan. The Necrons are able to field near-literal Gods on the battlefield.
The Monolith. There's a legend that if you crack it open, it's full of cheese!
Disclaimer: Cheesegear does not endorse breaking your Necron Monolith to find out if cheese is inside it.
Cons: First and foremost, the Phase Out rule. When an arbitrary proportion of your army is destroyed, the Necron army automatically loses. Regardless of the mission being played, the opponent has the same objective; 'Kill them all'.
Certain units are able to mitigate Phase Out from happening. One of the best ways to do this is to take a lot of the cheaper - and less fun - units in the army. For this reason, a lot of (effective) Necron armies tend to look pretty boring and are always pretty similar.
The only real individuality to be found in the entire Necron army list is to be found on the Necron Lord. No other unit truly allows options except for whether to take grenades or not.
The Assault capabilities of the Necron army is pretty effective, but, minimal. Either being expensive in points (like the aforementioned awesome Pariahs) and/or are not Troops. The Necron list also has a profound lack of Power Weapons, which doesn't help. The only power weapons found in the Necron list are Warscythes, which are only found on the expensive units; Lords and Pariahs (please note that Warscythes are awesome, however).
Pariahs may be totally awesome, and perhaps the best unit in the game, but, they don't come with the Necron rule. Meaning, every Pariah you get for your army, means that you're one step closer to Phasing Out earlier.
The basic Necron Troop comes at a high points cost, for this reason, Necrons do not often do well in games that are less than 1000 points.
(Unless the opponent doesn't entirely know what they're doing, and doesn't know how to defeat We'll Be Back or force a Phase Out).
Recommendation for Newbies: The Necrons are a very straightforward list. Very few options to get confused about, and extremely easy to paint. Necrons are very much like the Dark Eldar. It's very easy to make a bad list. It's also very easy to make a completely devastating list if you know what you're doing.
* if you can't get your head around Phase Out or want a list that offers variety.
**** or even ***** if you're looking for an easy army to put together and paint. And you can get your head around Phase Out, and know how to make it less bad.
SpoilerWith help provided by Nameless Ghost, Ricky S and Selrahc
Tau are the archetypal alien race. Very progressive technology and a near-utopic society. Also draws several parallels to Mechs and Exosuits - if you like that sort of thing.
Pros: Firepower. You want a really 'Shooty' army? You pick Tau.
Like Necrons and Space Marines, you actually can't go very far wrong with the 'normal' Troop choice; Fire Warriors. They have a decent save of 4+, so they aren't dying en masse to Bolter fire. And they boast the best base-Troop weapon in the game. Yes. Better than Bolters. Easily. Their Transport (Devilfish), similarly, for it's points cost is one of the best in the game. Second only to the Eldar Wave Serpent. You can field a very respectable army fielding nothing but Fire Warriors and Devilfish - just bring some anti-armour weapons.
HQ and Elites choices field some very respectable units in the form of Crisis Suits and Stealth Teams. Effectively your Mechs/Exosuits/Gears. With their ability to take a wide array of guns, on top of their ability to fire at multiple units at the same time, it makes them a very nice support unit for your Fire Warriors. Or, even a front-line squadron if you're brave enough. Crisis Suits also possess Jet Packs, rather than Jump Packs. Which is a really cool bonus to have. As it allows you to move in the Assault phase for move-shoot-move combos like Eldar Jetbikes.
Tau Heavy Support though is what you're really looking at. Broadsides are exactly what their name suggests if you're into Naval Warfare. Broadsides carry Railguns; High-strength guns designed to annihilate whatever they're pointed at. And they do it well too.
This author would be remiss if he didn't also mention Hammerheads. One of the better tanks in the game.
Cons: Tau fold like paper in Assault. What they do in Shooting, they lose out in Assault. Even worse than Necrons. Low Weapon Skill, low Toughness, low Initiative, and no access to Power Weapons or weapons that don't allow saves in Assault. Their decent armour saves them somewhat, but not much.
The Tau also have more than their fair share of 'trap' units. Which, outside of Themed Lists, don't actually do very well.
Like taking Kroot. Kroot are better in Assault than pretty much anything else in the army, but, that's not really saying much. You're best off with more Fire Warriors.
Ethereals are extremely good. But, your opponent will pretty much always target him first. And then he becomes a massive liability for your army.
Like Tyranids and Chaos Marines, it's kind of hard not to go overboard on Wargear options on your Crisis Suits, because they're all just so good. Leaving you fewer points to spend on Fire Warriors. Not only that, Crisis Suits are not Terminators, and don't do real well under fire.
Heavy Support choices are expensive in points. Problem is, if you don't take them, you're seriously missing out on some really impressive firepower options.
Recommendation for Newbs; *** The Battleforce is one of the better ones around, so long as you remember that the Kroot are essentially 'free'; If you didn't pay currency for them, you're under no obligation to use them. Replace them with Fire Warriors as soon as you can. The Tau way of battle also requires a lot of tactics to use well (similar to Eldar), in that you need to prioritise fire and occasionally you have no choice but to sacrifice the odd unit here and there. Tau often play very static roles, unless you shell out extra currency for Devilfish. Which isn't always the best thing in the world. And no. There really isn't a way around being bad at Assault. The best thing you can hope for is that you've shot the crap out of your enemy before they get there.
Chaos Daemons (Daemons, CDs)
SpoilerDaemons. They come out of the Warp to eat your face. That's about all you need to know.
Pros: Chaos Daemons, as an army, possess some of the more powerful units in the game. Strong HQs, strong Elites, reasonably impressive Fast Attack, and some strong Heavy Support in the form of Soul Grinders and Daemon Princes.
The entire army is Invulnerable and sports Eternal Warrior and Fearless on every single unit except the Soul Grinder. But, as a Daemon, the Soul Grinder gets some pretty impressive things on its own. So, Power Weapons and other low AP ranged weapons don't really have any extra effect on Daemons. Your opponent is basically wasting points.
Very powerful Assault army if you can get it there. It only takes three or four models to wipe out an opposing unit of 10 even on a fairly average day.
Very fast army. A number of Beasts/Cavalry and Jump Infantry units, and the whole army Deep Strikes.
High diversity and distinctive imagery of all it's units.
Most of the army is plastic (or soon will be), which keeps currency costs low.
Cons: *Deep Breath* Well, deployment. Before any game even starts, you're at a disadvantage. You can't actually plan with Chaos Daemons. Before the game starts, divide your army in half. Half your army arrives on Turn 1 via Deep Strike, and the rest of the army trickles in over the rest of the game.
...The really annoying part, is that you don't actually get to pick which half you get on the first turn. The only way to make a 'plan' with Daemons, is to have symmetrical halves, so, no matter what comes down, you've got what you want. Which means, all that diversity in models goes out the window as you now need to duplicate every unit. Leading to 'cookie cutter' units. Which nobody really likes - unless you want that.
Yeah, the entire army arrives via Deep Strike and reserves. It's both good and bad, it's more often bad. Since Chaos Daemons have a real lack of shooting. The opposite of Tau, who have low Assault. But, due to Deep Striking, and the disallowance of Assault, your army will get shot at before you get to Assault with your units.
This is solved by 'aggressive Deep Striking', which is ignoring terrain difficulties, and deploying as close to your enemy as you possibly can so you can Assault next turn. This means that you could take casualties from Difficult Terrain, and following Shooting phase from your opponent. To do this, you need lots of models, which costs currency.
The Codex - like Eldar - has a higher-than-normal amount of unit redundancy. Some of those diverse units that you like, just wont be taken because there are other units that can do the same job, better. Like Necrons, Daemons' Elites and Fast Attack choices are mostly just more powerful versions of the Troops units. Because of this reason, Daemons' Troops are pretty lackluster in comparison to everything else. Except that you have to take Troops...well, because they're your Troops. Which is even worse because those Troops units aren't exactly cheap in points.
With such a low save, Fearless is quite often a hindrance. And, unlike Orks or Tyranids, Daemons don't usually have the numbers to keep up a sustained losing-assault. But, Daemons don't usually lose Assault (even with such small unit sizes). So, you've got that.
Recommendation for Newbies: * The deployment rules are like nothing a new player would be able to deal with. Not to mention the complexity and tactics that you need with a Chaos Daemons army in order to win.
** If you really like the imagery and painting/conversion opportunities that Chaos Daemons presents.
Sadly, Daemons are more Cons than Pros unless you build your list a specific way. Which you - a new player - probably wont do.
Grey Knights (GKs):
SpoilerTBD. Needs redoing for new Codex.
Recommendation for Newbies: * or **
A pure Grey Knight Army is arguably one of the trickiest and most difficult army to use in Warhammer 40,000 - every casualty is a massive set back and your plans have to go off perfectly, for even the slightest mistake will leave you crippled in an instant.
Witch Hunters and Sisters of Battle (WHs, SoBs): ***
Orks: *** to ***** depending on how much currency you have (horde army). Extra points because it's the more useful of the AoBR Starter Armies. So, a decent Ork army actually comes stock in the 'newbie box'.
Imperial Guard (IG): * to ***** depending on how much currency you have. A ***** IG army is the single-most expensive army in the entire game. Even more than Daemonhunters.
Imperial Guard Tanks.
Still to come;
Imperial Guard, re-done Grey Knights, Witch Hunters and Orks.
These armies I have lot of experience with. Send PMs if you believe you have advice that I might leave out.
Actually looking for, or things I can't write myself;
More General Advice (I think I've covered most of it).
SEND PMs. Don't Derail Thread.
Please submit suggestions for additions to the guide to my PM box as to keep from derailing the thread. Also, try and keep it general. Specifics can be delved into after the aspiring player has picked an army.
This hobby breeds opinions like no tomorrow. Please read.
Some Battle Reports
Previous Threads
Spoiler* Warhammer 40K Tactics
* -II- Tactics for the Tactics God
* III - Hats for the Hat Throne
* IV - The Enemy of Your Enemy is Still Your Enemy.
* V: Everyone Is On Fire. Some Moreso Than Others.
* VI: Chaos Bringing Eternal Darkness? I brought my flashlight.
* VII: Common Sense is not RAW.
* VIII: "You're Gonna have To Face It, You're Addicted To Maths
* IX: "Mech Is King? I Never Voted For It!"
* X: "Everybody expects the Inquisition!"
* XI: "More Threads than your Tactical Squad has Room for!"
* Warhammer 40K Tabletop XII: "Now in Rapid Fire range!"
Last edited by Cheesegear; 2011-08-03 at 09:33 AM.
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Re: Warhammer 40K Tabletop XIII
Last time in the Eternal Darkness
The last two pages of the thread devolved into discussions of what the next thread title should be. Even though it doesn't even matter, really.
We now return you to regular darkness...
Last edited by Cheesegear; 2011-07-25 at 04:47 PM.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"
yay new thread!
anyway, does the rule in the space marines codex that says that bike squads of at least five models can be taken as troop also apply to scout bikers? or do they stay in the fast attack slot?
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"
Cheesegear: You have missed Thread XII: "Now In Rapid Fire Range!" and the list of GitP Warhammerers' Battle Reports from your OP.
Jus' sayin'.~ CAUTION: May Contain Weasels ~
RPG Characters What I Done Played As (Explained Badly)
17 Things I Learned About 40k By Playing Dark Heresy
Tales of a Role-Play Gamer - Horrible Optimisation
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"
Too early to discuss the thread title for XIV?
Brains a muddle at the moment. I'm trying to prep an Ork army for an upcoming tournament. Having seen what most people in the area field, I know my usual lists don't stand much of a chance. I don't really have the models or time to make one of the more popular lists (Green Tide, Kan Wall, Battlewagon spam) and have bits of each.
My current 1750 list is (in brief):
-3 deffrolla Battlewagons, 2 full of slugga boys, 1 with a trio of Meganobz
-KFF big mek
-Snickrot and Kommandos
-Grot zooka killa kans
-Deffkopta with rokkits and buzzsaw
-Shoota boys in trukk
-Objective grabbin' grots
I had lootas but they have utterly failed to do anything, due in part to being the only infantry to shoot at early on and getting every low strength weapon pointed at them.
In the last tournament I ended up dead centre of the rankings with 2 wins, 2 loses and a draw. The BW are usually good at getting the boys to the enemy line, but with so much Mech I'm having trouble making an impact when I get there.
I'm currently thinking of just using this list and letting go of hopes of grand victory and instead focus on having fun individual games. That said, I applied that logic to the last tournament and found the flavour lacking without the sweet tang of victory. I worry I have become all about the winning.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"
Unfortunately, I'm not quite up to task with writing down all the Battle Reports. Some days there's lots in a row, and other times it goes for weeks without any...And I forget.
But it carries over into the next thread...Well, it usually does, if someone actually posts something that doesn't get resolved and doesn't relate to a title.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"
I'd replace the cans with more Deffkoptas or another squad of Boys in a Trukk, so your army all goes forward as one. I guess there's an arguement for having the Kans sit in your DZ and protect the Grots if anything threatens them. But in all honesty if anything so much as sneezes at Grots they're done for, so you'd be better off snagging other objectives with your Trukks and Wagons full of Boyz rather than protecting the Grots.
I'd drop the Buzzsaws on the Deffkoptas too, you don't want Initiative 2 models in at tiny unit sizes in combat, not usually anyway. Depending on the unit size you could use the points for 1-2 more Meganobz.
I'm a bit of a rookie with Orks though, so I'm probably wrong.
Excellent Elan & Yoshi avatar by Mr Saturn
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"
So Cheesegear. You, uh, haven't taken a look at the Chaos Marine Codex in a while, huh?I am the golden shadow. I am the Ninja Chocobo
Avatar by me.
My other avatars.
The rest of my signature.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"
Remember, rokkit'koptas hunt vehicles, nothing else. Then, the saw might be useful for a mercykill when the shooting goes worse than usual and it has to be neutralized for the next turn.GENERATION 15: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"
GW annual report is out:
Result summary: Sales Down 123.1M from 126.5M and profit pretty much flat.
Remember GW has an annual price rise of like 5% averaged over the whole product line so if they actually had a loss of volume of about 7% again. Not so good. They do not mention the lack of volume growth much.
They also claim that everyone had a positive reaction to finecast and got a 97% Quality Control value. This would have to be the level of kits they deemed shippable at production and not the return to store level.
Better pic of the Ur-Guhl and Medusae (paintjob is very slick):
Looks like the Ur-Guhl has two heads and is the mystery skull found on a few DE kits. The Medusa appears to have a moveable visor for the eye-blast.Princess in the streets.
Princess in the sheets.
Don't touch me I'm royalty.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!""Courage is the complement of fear. A fearless man cannot be courageous. He is also a fool." -- Robert Heinlein
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"
Probably because most walkers are. Why shouldn't they be?"Courage is the complement of fear. A fearless man cannot be courageous. He is also a fool." -- Robert Heinlein
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"
well they just look more intimidating than AV12. they got all the legs and stuff. the fact that they could be taken out of commission by several shots from a missile launcher just doesn't seem right.
Last edited by gabado; 2011-07-26 at 05:22 PM.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
In other news, picture this;
During a round in a tournament, a pair of players finish their Deployment Phase, immediately, the Tyranid player forfeits. The Space Wolf player, complains, saying "Just play the game."
The Tyranid responds that the Space Wolf player is playing full Mech, there's no way that he - the Tyranid player - can win, and to save himself the embarrassment of a crushing, humilating defeat, the player will forfeit the match and go have an early lunch or something.
The Space Wolf player responds "You suck. Just play the game, I want to beat you. If you don't, I'm marking you a bad Sportsman. I want to play the game, and you're denying me that right, you're preventing me from having fun."
The Tyranid player calmly responds that that response is why he's forfeiting. Calls a TO over, and hands the piece of paper that says he lost to the TO.
The Space Wolf player wont sign the slip, therefore the TO can't accept the slip, and the Tyranid player has to play him.
The Space Wolf player is summarily asked to leave the Tournament. The Tyranid player, counts as having a Bye for the round, and therefore is awarded a 'win'.
Last edited by Cheesegear; 2011-07-27 at 02:22 AM.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"
That being said, the SW player reaction is on the far side of OTT. I don't see how the puppy-player could try to justify personal attacks because of this.
And seriously, who doesn't plan for mech-based when going to a tournament?
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"
forfeit is there because you have some unforseen circumstance come up (eg illness, family stuff), not "I can't win".
But, sometimes there's no point in playing because the outcome is a forgone conclusion. Nobody really likes to lose if they have a choice, and nobody likes to lose when there's absolutely no chance they could've won anyway.
you learn more from [Major Losses] than yet another close loss that you blame on poor dice rolls.
And seriously, who doesn't plan for mech-based when going to a tournament?
Last edited by Cheesegear; 2011-07-27 at 02:16 AM.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Soul Grinders, oh my!"
I haven't been to a tourney for a few years, so didn't know of the "choose to surrender" option. If that were clearly spelt out in the tourney rules (or even just common knowledge), that more obviously makes the SW-player reaction even worse.
Wow - I didn't know 'nids were *that* bad. Then again, the way I play, even a killer SW/BA list of doom could look like nids
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"
Also sadly the FAQ has gotten rid of the best anti-mech Doom's ability to hit people inside transports.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"
PsyTest => Roll To Hit => Roll to Pen => Roll to damage
3 (or 4, if you don't like damage rolls) chances to fail. And that's not even including that every other army out there tries to shuts down Powers whenever they can. Compare to a Librarian Dreadnought with Lance. While it may have failed it's Psychic Test - or otherwise failed to kill a vehicle - it's still a Dreadnought with an S6 Force Weapon.
Hive Guard are great. But, AV13+ still is a problem. Like Predators, Leman Russes, and Ironclads with dual-Flamers that are about to tear your swarm a new one.
Of course, there are Tyrannofexes. But, they cost as much as a Land Raider (or Mephiston) and aren't anywhere near as good. Not to mention that they're apparently a pain in the butt to make - if you can find a conversion idea that you like.
Also sadly the FAQ has gotten rid of the best anti-mech Doom's ability to hit people inside transports.
Last edited by Cheesegear; 2011-07-27 at 02:39 AM.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"
also in regards to the whole tyranids don't have good anti tank defenses, what about the heavy support slot? old one eye and the other monstrous creatures they got milling around down there can pack a serious punch.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"
Problem is, MCs are just so slow. You can put one Carnifex in a Spore and wait for it to land (or, you've ditched your Alpha Warrior like a silly person and gone with a Hive Tyrant), and then watch it get shot at in your opponent's turn. It's not fun.
The other option is Shrikes with Rending Claws and Boneswords. Yes. You read correctly. Why would you take Rending when you already have Power Weapons? Because you have to. Otherwise you're in trouble. Given that 'Nids have no other good FA options except for Deep Striking Gargoyles, Shrikes are a pretty good pick. It's a shame they're almost as much of a pain in the butt to make (or get right) as a Tyrannofex.
But, then your opponent just shoots the Shrikes with Meltaguns, Krak Missiles and Lascannons-on-Razorbacks.
Tyranids can't deal with Mech. True story.
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Re: Warhammer 40K Tabletop XIII: "Ironclads, Furiosos and Defilers, oh my!"
Last edited by nyarlathotep; 2011-07-27 at 04:53 AM.


text:
Downsized U.S. Air Base Hits Azores Islands Hard
A U.S. air base on the island of Praia da Vitoria in the Azores archipelago off the coast of Portugal is downsizing. WSJ's Patricia Kowsmann looks at the impact this will have on the community. #Via WorldStream
This transcript has been automatically generated and may not be 100% accurate.
... I ... I ... Richie's community ... its two thousand miles from the U S Coast has led to Europe's financial crisis better than me ... the reason why is because of the presence of a large U S Air Force base that has been used by Americans for over six decades ... a civic duty station Friday Jetson course that means ... the basis for buttermilk with the jobs and economy with a much needed cash injection ... but that is about change ... but some of two thousand and fourteen more severe thousand eight hundred and eighty Americans leaving a PC that is in these islands would head home ... as part of the U S government plan to cut five hundred began dollars in defense spending ... let me tying UB hundred and sixty America military personnel ... the reduced which the sports staff ... in hundreds opening playdough cost ... officials here say the consequences will be the ideal produced fell twenty two thousand residents ... and three ... the numbers are awful from any angle you look at namely enemy year reduction of thirty percent of the gross domestic product of our community ... local unemployment can go from eight percent to ... twenty years ... is to buy whenever reality to a small community in an island that has always welcomed the Americans like family ... the U S presence is everywhere the eye and ... bakery owner my little sis is news of the parts you USX it took a mosquito ... many of his customers are bracing for a doctor's future ... in their spending less money ... I ... deals have already dropped ten percent ... predicted to hit twenty five percent without a doubt ... girl co-workers and the beast the future looks even gloomier ... play that card is the day economic activity is carrying wheat production to the crisis stricken put's continent where demand isn't holding up ... that little chance of finding another job on the island ... may say more can turn of the country may be the only option ... management ... right now the futures on certain for all workers especially for the online it's ... personally and what I feel from Holly is the we don't know what will happen tomorrow ... we are supposed to have our productivity levels and one hundred percent and a half now that ... people have families in homes and dads and children ... in need don't know what the future ... it's ... in a visit to put it in January U S Defense Secretary Leon can it unfolds to help minimize the impact on to preach peace community including making sure no cost because meaning on the Terri Thompson's possible ... officials have all seen he said a taskforce to identify possible bases opportunities for private investors ... locals say they're skeptical the idea to attract ... a new peak in Texas and women's health in Europe is facing an economic crisis that has no interest ... Purdue Wall Street Journal this is Patricia Houseman India's tourists ...

subset: commoncrawl


text:
Detail Page
published by the National Aeronautics and Space Administration
supported by the U.S. Department of Energy
This is a multimedia overview of RPS (radioisotope power systems), a type of nuclear energy technology that uses heat to produce electricity for powering spacecraft. The heat is produced by the natural radioactive decay of plutonium-238. RPS systems have been in use for more than 50 years, and could continue to support missions to some of the most extreme environments in the solar system. Advantages of RPS include: continuous operation over long-duration space missions, largely independent of changes in sunlight, temperature, charged particle radiation, or surface conditions like thick clouds or dust.
This resource is part of NASA's Solar System Exploration website. It includes videos, 3D interactive animations, illustrations, schematics of RPS components, and fact sheets about how the technology has been used in past missions.
Please note that this resource requires Flash.
Editor's Note: Most RPS systems currently in operation use Radioisotope Thermoelectric Generator technology. An RTG produces electric energy through the interaction of the radioactive heat source and the generator. RTG's are reliable because they generate electricity without moving parts -- a crucial consideration in space exploration, where repairs are not feasible. Great resource for integration of engineering practice into a unit on radioactive decay.
AAAS Benchmark Alignments (2008 Version)
3. The Nature of Technology
3A. Technology and Science
4. The Physical Setting
4A. The Universe
4D. The Structure of Matter
4E. Energy Transformations
8. The Designed World
8C. Energy Sources and Use
Common Core State Reading Standards for Literacy in Science and Technical Subjects 6—12
Integration of Knowledge and Ideas (6-12)
Range of Reading and Level of Text Complexity (6-12)
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Department of Energy. NASA: Radioisotope Power Systems. Washington: National Aeronautics and Space Administration, 2006.
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NASA: Radioisotope Power Systems. (2006). Retrieved October 30, 2020, from National Aeronautics and Space Administration: https://rps.nasa.gov/
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NASA: Radioisotope Power Systems:
Same topic as PhET Simulation: Alpha Decay
This simulation promotes understanding of alpha decay, the same decay mode produced by Plutonium 238, the fuel source currently used by NASA in RPS systems.relation by Caroline Hall
Is Based On NASA: Radioisotope Generator Facts
A fact sheet from NASA that fully explains the design of radioisotope thermoelectric generators - their applications in space exploration, potential hazards, and future alternatives to their use.relation by Caroline Hall
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BBA in Athens, Ohio
Many foreign students apply to universities of Athens, Ohio to complete a BBA course from there. For admission in BBA in Athens, Ohio, the different university maintains different rules and regulations. If you are looking for Bachelor of Business Administration in Athens, Ohio, you should gather information about living opportunities, tuition fees etc. Nowadays BBA from Athens, Ohio has been among the first choices as it opens the various career options like MBA, PGDM or good job


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Warning: prices, links and product specifications for Nikon COOLPIX W300 are submitted by our listed stores. Please notify us if you find any errors.
Find the best offers for Nikon COOLPIX W300 on ShopMania. You can buy Nikon COOLPIX W300 from hundreds of trustworthy online stores that deliver all over the US, having the best prices for Nikon COOLPIX W300. Read product reviews from the shoppers in our community, see photos of Nikon COOLPIX W300 and learn about all its features. Only on ShopMania you can find the best discounts and sales, compare digital cameras deals and buy at the lowest possible price a Nikon W 300 digital camera and thousands of other similar products.
Nikon W 300 - Similar searches: Nikon W 300, Nicon w300, NikonW300


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Amnestie-placcaat (1534)
The Amnestie-placcaat (proclamation of amnesty) was issued by Emperor Charles V concerning the Melchiorites or Anabaptists in the Netherlands on 27 February 1534. According to the proclamation, though both those who had performed rebaptism and those who have been rebaptized had forfeited life and property, they would receive pardon and be restored to favor if they applied to their confessors within 24 days with a solemn declaration of repentance. On 20 March 1534, after the term was closed, only 15 Anabaptists had reported.
Hoop Scheffer, Jacob Gijsbert de. Inventaris der Archiefstukken berustende bij de Vereenigde Doopsgezinde Gemeente to Amsterdam, 2 vols. Amsterdam: Uitgegeven en ten geschenke aangeboden door den Kerkeraad dier Gemeente, 1883-1884: v.I, Nos. 19, 20, 21a, 27.
Kühler, Wilhelmus Johannes. Geschiedenis der Nederlandsche Doopsgezinden in de Zestiende Eeuw. Haarlem: H.D. Tjeenk Willink, 1932: 93-94.
|Nanne van der Zijpp
|Date Published
Cite This Article
MLA style
Zijpp, Nanne van der. "Amnestie-placcaat (1534)." Global Anabaptist Mennonite Encyclopedia Online. 1955. Web. 22 Oct 2020. https://gameo.org/index.php?title=Amnestie-placcaat_(1534)&oldid=122347.
APA style
Zijpp, Nanne van der. (1955). Amnestie-placcaat (1534). Global Anabaptist Mennonite Encyclopedia Online. Retrieved 22 October 2020, from https://gameo.org/index.php?title=Amnestie-placcaat_(1534)&oldid=122347.
Adapted by permission of Herald Press, Harrisonburg, Virginia, from Mennonite Encyclopedia, Vol. 1, p. 99. All rights reserved.
©1996-2020 by the Global Anabaptist Mennonite Encyclopedia Online. All rights reserved.


text:
3 On the Paper Trail
Asking for grant funds from the Department of Education is not a complicated process, but it requires that you give us specific information to enable us to consider your request fairly and completely. When you apply for discretionary grant funds, you must provide and send us information on two or more different forms. This section identifies some of these forms, why each is needed, how to get copies of them, and where to send them. The Department is making every effort to give applicants a longer period of time to prepare their applications before the application deadline date.
How do I apply for funding from a Department discretionary grant program?
Contact the program office responsible for the program that interests you and request an application package. Follow the application instructions in the package. You will generally be required to complete and submit to the Department by a specified date certain standard forms, a narrative description of the proposed project, and an estimated budget.
What is an application package?
A discretionary grant application package contains all of the information and forms that you will need to apply for funds from the Department. Application packages typically include the application notice, program regulations and/or legislation, and application instructions and forms. These forms include the Application for Federal Education Assistance or ED 424, as well as the certifications and assurances needed to apply for a grant. Some application packages contain a 'Dear Colleague' or 'Dear Applicant' letter from a Principal Office official, which gives an overview of the particular program and discusses any funding priorities in effect for a particular competition.
How do I get an application package?
Application packages are available from the specific program office that is responsible for a particular program. Some application packages are published in the Federal Register for an applicant to photocopy and use. Federal Register notices also provide the names of individuals to contact to obtain applications. Furthermore, some application packages are available and can be downloaded and printed from the Department's Web site. The program office for the program in which you are interested can tell you how to get a copy of the application package for that specific program.
How does the Department decide what goes into an application package?
The Department uses forms designed to obtain from applicants the information necessary to process their application. Certain forms are required by the Department's regulations or applicable statutes. Others are required by the Office of Management and Budget (OMB). The Department is aware of the paperwork burden that the grants process imposes on applicants. The Department is continuously trying to determine ways to reduce paperwork and welcomes your suggestions for doing so.
What are certifications and assurances?
Various federal requirements are imposed on applicants and grantees as a condition of receiving grant funds. Application packages contain forms that an applicant is required to sign, promising to abide by various federal laws, regulations, and executive orders that apply to grantees. Certifications relate to issues such as maintaining a drug-free workplace. Assurances relate to issues such as complying with nondiscrimination laws. Some programs give funding to a grantee, who then distributes some of the money to other persons--e.g., fellowship holders, contractors, and others. In these cases, grantees might be required to get certain forms signed by those persons as well.
The Department uses two types of regulations to award and administer discretionary grants and cooperative agreements: program and administrative regulations. Program regulations are rules that apply to all applicants and/or grantees under a particular program. They implement legislation passed by Congress to authorize a specific program, and include applicant and participant eligibility criteria, nature of activities funded, allowability of certain costs, criteria under which applications will be selected for funding, and other relevant information. Administrative regulations, on the other hand, apply to all grantees regardless of the program. They implement guidance from OMB contained in circulars, Presidential Executive Orders, and legislation that affects all applicants for, or recipients of, federal grants and cooperative agreements. One group of these administrative regulations is collectively known as EDGAR(Education Department General Administrative Regulations). The Grants Policy and Oversight Staff maintains EDGAR and ensures that program offices interpret and apply the regulations to their programs appropriately. The Department posts both program and administrative regulations on its Web site. In addition, new and amended program and administrative regulations issued by the Department and published throughout the year in the Federal Register are also posted on the Web site.
For some programs, the Department publishes funding priorities in the Federal Register to identify the activities that will be funded in a given year. Funding priorities are used as a way of focusing a competition on the areas in which the Secretary is particularly interested in receiving applications. The Department uses three kinds of funding priorities in its programs: absolute, competitive, and invitational.
- If the Department publishes an 'absolute priority' for a program, it will consider for funding only those applications that address that priority. For example, a published absolute priority to fund only projects that increase the amount of time students are engaged in the study of mathematics and science would mean that only those projects that are designed to achieve this result could potentially receive funding.
- If the Department publishes 'competitive priorities' for a program, applicants addressing those priorities might receive additional points during the competitive review process for doing so.
- If the Department publishes 'invitational priorities', it encourages applicants to address certain issues in their project design. However, an application that meets the priority receives no competitive or absolute preference over applications that do not meet the priority.
If you are considering submitting an application, be sure to read all the material in the application package carefully to identify any published priorities.
Is there anything I can do to help shape regulations and funding priorities?
Yes. The public has the opportunity to comment on proposed regulations and funding priorities. Before the Department formally publishes regulations and funding priorities, it issues a Notice of Proposed Rulemaking or notice of proposed funding priorities. The notice outlines the proposed rules and priorities and invites the public to comment on them by a certain deadline. The comments received are then considered in the final drafting of the regulations. Sometimes, the Department accepts comments at publicly announced hearings. You can review the Federal Register for Department of Education notices of proposed priorities and rulemaking and provide comments during the specified comment period to the persons named or at the places identified in the notices.
How do I get help filling out the application forms?
Most of the Department's application packages contain detailed instructions on how to complete an application. However, if something is still not clear to you after reading the instructions, you can contact the program office that handles that particular program for help. The notice inviting applications for a competition, published in the Federal Register gives the name of a contact person. In addition, application packages often contain a 'Dear Colleague' or a 'Dear Applicant' letter, which usually gives the name of a contact person for applicant inquiries. Some program offices also sponsor pre-application workshops to assist potential applicants in the application process.
What do I need to know about indirect costs and the indirect cost rate when preparing my application?
Many applicants request funds for indirect costs that they incur while doing the work of a project under a federally funded program. Such costs are usually charged to the grant as a percentage of some or all of the other direct cost items in the applicant's budget. This percentage is called an indirect cost rate. Federal guidelines treat indirect costs as an allowable expense, and require that a grantee have an indirect cost rate that has been approved by the federal government, either yearly or on some other regular cycle.
OMB has assigned different federal departments and agencies responsibility for establishing indirect cost rates for different classes of grantees. For example, most universities and colleges establish their rates with the Department of Health and Human Services, while a nonprofit research organization that does a great deal of defense contracting would probably have its rate established by some unit of the Department of Defense. Under OMB Circular A-87, Cost Principles for State, Local, and Indian Tribal Governments, OMB has assigned the Department of Education responsibility for reviewing, negotiating, and approving indirect cost rate proposals from most state and local educational agencies, as well as from some states' other social service agencies. The indirect cost rate established for a grantee by the federal department or agency assigned the responsibility for a class of grantees is accepted by the other federal agencies.
Applicants wishing to apply to the Department (or any other federal department or agency) for a grant that allows indirect costs are well advised to have established an indirect cost rate with their assigned department or agency of the federal government before preparing and sending their application. The process can be lengthy and applicants should begin the process at least 90-120 days before the application deadline.
Applicants who do not know which federal department or agency is responsible for establishing indirect cost rates for their class of grantee should speak with the program contact person named in the application package. That person will be able to refer the applicant to persons in the Department who can answer questions about establishing indirect cost rates.
What do I need to know about protection of human subjects in research when preparing my application?
If you plan to conduct research activities involving human subjects at any time during the proposed project period, you will need to tell us at the time of application. You will need to indicate on the Application for Federal Education Assistance (ED 424) if the research activities are exempt. If they are covered (not exempt), you will need to provide specific information about the research activities. If your application is recommended for funding, the Department will ask you to submit an Assurance, if you did not have one at the time of application, and to send us certification that the Institutional Review Board (IRB) named in the Assurance has reviewed and approved the covered research activities. Keep in mind, however, that you are not required to have an Assurance or an IRB in place when you apply to the Department for an award. For additional information about the protection of human subjects in research, check the Department's Protection of Human Subjects in Research Web site at http://www.ed.gov/offices/OCFO/humansub.html.
Where do I send the completed application?
You should send your grant application to the Application Control Center, the administrative unit in the Department of Education authorized to accept applications for discretionary grants and cooperative agreements. You should do so unless the mailing instructions in the application package indicate otherwise.
What happens if I miss the application deadline?
To be assured of consideration under a discretionary grant competition, an application from an eligible applicant--with all forms and other required paperwork--must be mailed to the Application Control Center (or other place specified in the application package) before the closing date. The Department has an absolute policy of not accepting applications that are not mailed by the deadline for a particular program's competition, known as the deadline date (or the 'closing date'). The Department notifies an applicant that an application will not be considered if it is received without a legible postmark or other proof of mailing specified by the Department reflecting the closing date of the competition. Please note that some programs can require that applications be received in the Department by the deadline or closing date.
What if I find an error or realize I have omitted something in my application after the deadline?
In order to assure fairness to all applicants, the Department does not allow an applicant to submit additional materials after the deadline.
What happens to an application once the Department receives it?
The Department's Application Control Center records each application, assigns it a PR/Award number, and sends the application to the appropriate program office, which screens the application for eligibility and completeness. The grant team assigned to the program then arranges a competitive review of all eligible applications. The grant team ranks the applications based on reviewers' scores and considers the most highly ranked applications for funding. Applications considered for funding in the Department's regional offices are sent to the grant administrator for that region. The authorized program official (or regional grants administrator) then awards grants to the successful applicants.
What happens if my application is not eligible?
If an application does not meet the eligibility criteria for the particular program to which it was sent, the Department notifies the person who signed the application that the application is not eligible and will not be considered. The notification from the Department explains the reason(s) that the application is not being reviewed in the competition.
|Let's Get Started


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Planting Requirements for New Buildings
If you have a project pre-filed with the Department of Buildings on or after May 3, 2010, please be sure to visit the Building Plan Review page before proceeding.
According to the City of New York zoning text amendment, all new buildings and all enlargements exceeding 20 percent of the floor area must have one new tree for every 25 feet of building road frontage. These requirements are just like other zoning rules in that they must be satisfied in order for the builder to obtain a Certificate of Occupancy from the Department of Buildings (DOB). Applicants who pre-filed their project with DOB before May 3, 2010 and are not obligated to complete the Building Plan Review must first file an ST-1 Form with DOB to determine the number of new street trees required. The zoning law provides credit for existing trees but also requires off-site planting if no suitable location can be identified for new trees on-site.
Street tree planting is a seasonal job and can only take place during Parks' two approved planting seasons:
- Spring: March 1 - May 15
- Fall: October 1 - December 15
During a Planting Season
If you are seeking a Certificate of Occupancy from DOB during a planting season, you must request a Tree Work Permit to perform tree planting yourself or by private contractor.
Parks will provide applicants with a permit within three weeks (15 business days) from the date their complete application is fully accepted.
If a sealed site plan is on file with Parks, the permit will be issued within a week. Parks cannot guarantee that permits applied for after May 1 or December 1, but prior to the end of that month's respective planting season, will be processed in time to plant within that planting season.
If Parks determines that you cannot plant a required tree on-site (in front of your property) because of existing infrastructural constraints, you will be provided two options:
- Plant at alternative off-site locations chosen by a Parks forester. All off-site locations are in the public right–of–way and on City property.
- Pay into the Parks Tree Fund for each required tree.
Follow the Permit Planting Directions to learn more and fulfill your requirement.
Outside a Planting Season
If you are seeking a Certificate of Occupancy from DOB outside of the planting seasons, you have the option to wait for the next planting season to plant or pay for all required trees through the Parks Tree Fund; however, you must first request a Tree Work Permit for our staff to assess the project and file the proper paperwork. Tree Fund payments will be used for future street tree planting by NYC Parks You may be eligible for a refund of the Tree Fund payment if you conduct the required plantings yourself during the next permissible planting season.
If you expect to plant a tree yourself or by private contractor during the next planting season, please submit your application as early as possible in advance of the season. Permits are renewable but only valid for the coming planting season.


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Finally WinMerge 2.14.0 is released.
Our first new stable version in more than 3 years. I'm very happy that we finally got it released.
Compared to the length of time it took, there isn't all that many new features in this release.
The most important items are some security fixes, so we should definitely try to get every user updated to this version.


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Modernist Halloween: Cinnamon-Pumpkin Isomalt Candies
Get the Recipe
It's that time of year again when the ex-sorority girls dust off their too-tight naughty nurse costumes and a palpable buzz abounds from all the bite-sized Butterfingers everyone is sugar-high on. I don't know what it is about an extra chill in the air that makes people want to strip down with their bad selves and a can of body glitter, but it has an opposite effect on me.
I yearn for the kitchen. I get my witch on by stirring giant cauldrons of Bolognese and I confess to igniting the oven more than I need to just so I can sidle up next to it and toast my buns.
One thing I can't resist, though, is the damn candy. No matter how focused my tunnel vision, I still seem to knock into a sweet (or ten) throughout the day. So I've decided to take matters into my own Frankensteinian hands and create a monster that is less evil on my hips than a clutch full of pilfered Mars Bars.
In order to create my candies, I turned to an oft-used ingredient in modernist cookery called isomalt. Isomalt is a sugar substitute derived from beets that has about half the calories of regular table sugar. It is a usual suspect in the recipes of Ferran Adria and his cronies because it does not caramelize like table sugar, nor does it absorb external moisture. It is frequently found in garnishes and amuse bouches that appear to have whisper-thin membranes of glass.
Excessive consumption of isomalt can lead to flatulence or stomach upset, but a sugar-crazed Little Chrissy would have to eat more than a quarter cup to experience these symptoms. I view this as built-in self-regulation, because I shouldn't be eating that much candy anyway.
When isomalt is hot, it's stretchy and flexible. When it cools, which it does rather quickly, it is stiff as a straitjacket. The goal for working with isomalt, then, is to catch it while it's pliable and work extremely quickly.
In the book A Day at El Bulli, there is a recipe for an isomalt sweet filled with pumpkinseed oil. I made a few modifications to it, such as adding a small ratio of cinnamon oil to the pumpkinseed oil to punch up the pumpkin flavor.
In theory, the technique is simple. In practice I cut my fingers more than a few times on sugar shards, but once I got into the groove, the candies came together fairly quickly.
These require a small round cutter, a good digital thermometer, a rubber spatula, a pair of kitchen scissors, a shallow saucepan or skillet, measuring spoons and a silicone baking mat to properly execute the candies. In terms of ingredients, isomalt and pumpkinseed oil are the biggies, with finishing salt, gold leaf and cinnamon oil rounding out the bunch.
Isomalt is available at good baking supply shops or can be ordered via Amazon. I found pumpkinseed oil at a local well-stocked grocery and I've seen it at specialty markets and natural food stores. Natural food stores usually stock cinnamon oil, as does Amazon. Gold leaf, which is entirely decorative and therefore not essential, is at baking supply shops or via the interwebs.
First, you heat the isomalt crystals to 260°F in the saucepan. The trick here is to uniformly melt all of the isomalt so that the resulting syrup doesn't have clumps or bubbles. Then you dip the cutting edge of the round cutter into the syrup and pour a teaspoon of pumpkinseed oil through the cutter and onto the membrane of syrup that formed across the bottom edge. The weight of the pumpkinseed oil pushes down the membrane and a little candy bulges out the bottom of the cutter.
Sounds easy enough, right? Well here are some tricks to help you avoid some of the mistakes I made.
Use a cutter that has a diameter of about ¾". I have a set, and I used my smallest cutter. When I tried to use a larger one, my membranes punctured more often (like with condoms and pornstars).
Work carefully but very quickly. Isomalt hardens fast, and if you don't pour the oil in while it's still pliable, it will not bulge down into a candy properly. The original recipe mentioned that the isomalt should be 250°F. I found that temperature wasn't hot enough to get the isomalt sufficiently soft enough to bulge from the weight of the syrup, so I tried 260°F which worked great. After I got into a groove, it became more about knowing the right feel of the syrup than constantly checking the temperature.
Here is a photo of the isomalt membrane on the bottom of the cutter. I poured in the pumpkinseed oil, but not quickly enough, and the candy didn't drop all the way down as it should have.
Once the candy drops down and forms, snip the shards that are still attached to the cutter very quickly. As they harden, they fragment and you risk piercing your candy bubble. Work very low over a silicone baking mat. Harder surfaces may puncture the delicate candies as they solidify. Working too high up could result in splatted candies, plus, as the candy bulges out the bottom of the cutter, I like to nestle it onto the baking mat which forms a little depression on the bottom of the candy, making it easier to set on a plate. Between every use, the cutter has to be washed of excess syrup; otherwise the new syrup will cling to the old.
These brilliant gems are the perfect antidote to a sickly-saccharine Halloween because the pumpkinseed oil helps them toe the line of savory/sweet. If you're grown up and fancy, you might try serving them as a mignardise during a swank Halloween soiree.
Get the Recipe
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Call for Papers K-MED 2012 – International Workshop on Capturing and Refining Knowledge in the Medical Domain Collocated with EKAW 2012 Date: 8th- 12th October 2012 Location: Galway City, Ireland http://www.abdn.ac.uk/~csc316/kmed2012 ********************************************************** The accurate capture and representation of medical knowledge in a form that enables reasoning has now assumed a central role in the medical informatics field; subsequent maintenance of the resulting medical knowledge bases is also an important issue. Computerized medical decision support systems are becoming increasingly knowledge intensive and more recently, medical datasets are starting to be linked with domain knowledge and made available on the Web of Linked Data. The focus of this workshop is the capture and subsequent refinement of medical expertise for use in high performance knowledge-based systems. Various methodologies, tools, and technologies exist for capturing and representing knowledge. Increasingly, sophisticated rule bases and ontologies are being developed for use in medical domains. Additionally, recent advances in the technology used to treat and monitor patients allows vast amounts of domain data to be collected, providing opportunities for sophisticated knowledge-intensive data analysis. However, capturing and maintaining knowledge in the medical domain is not a trivial task; medical knowledge is often poorly understood, constantly evolving, and at times difficult for experts to articulate. There are still considerable challenges faced by researchers in extracting accurate and consistent domain knowledge from clinicians and in providing approaches that can refine knowledge in a field in which there is an exponential increase in knowledge. The objective of this workshop is to serve as a forum for sharing the most recent activities and experience in this area, disseminating the current best practices and discussing future directions. In addition, it is hoped that the workshop will foster future collaboration between attendees. This work is highly interdisciplinary and the workshop welcomes submissions from persons working in the following research areas: * Development of tools and techniques for the capture and refinement of medical knowledge. * Detecting and removing inconsistencies in medical knowledge bases. Maintenance of medical databases/repositories. * Development and maintenance of medical ontologies & terminologies. * Extraction of domain knowledge from datasets. * Studies of medical cognition/expertise. * Lessons learned from case studies. * Provenance and trust of medical data. * Usage of linked data in a medical context * Collaborative & social approaches to medical knowledge capture and refinement. * Medical knowledge authoring tool Submission Details Papers should be formatted according to Springer Verlag LNCS guidelines and submitted via EasyChair at the following address: https://www.easychair.org/conferences/?conf=kmed2012 We encourage both long (10 pages) and short papers (5 pages). Important Dates Submission Deadline: 1st August 2012 (Hawaii time, UTC – 10.00) Notification of acceptance: 22nd August 2012 Workshop Date: 8th -12th October 2012 – Exact date for workshops is yet to be confirmed Registration In order to register for K-MED 2012, participants should register for EKAW 2012. Details can be found at: http://ekaw2012.ekaw.org/Registration.html Workshop Co-Chairs Dr. Laura Moss, University of Glasgow Prof. Derek Sleeman, University of Aberdeen Program Committee Laura Moss, University of Glasgow, UK Derek Sleeman, University of Aberdeen, UK Ronan Fox, Digital Enterprise Research Institute (DERI), National University of Ireland Paul Compton, University of New South Wales, Australia Joachim Baumeister, University of Würzburg, Germany Vit Novacek, Digital Enterprise Research Institute (DERI), National University of Ireland Alun Preece, Cardiff University, UK David Corsar, University of Aberdeen, UK Victoria Uren, Aston University, UK Contact email@example.com<mailto:email@example.com> email@example.com ******************************************** The University of Aberdeen is a charity registered in Scotland, No SC013683.Received on Tuesday, 19 June 2012 02:03:08 UTC
This archive was generated by hypermail 2.4.0 : Friday, 17 January 2020 17:21:12 UTC


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tammyjopiatt on Family Tree Circles
view: full | list
Journals and Posts
I just want to express how thankful I am to have came across this site! Now that I have made progress with my family search I am going to spend a great deal of time reading journals and posts to see if I can help anyone. I haven't read them all yet. Thank you everyone and happy holidays!
Updated PYATT/PIATT information
I am searching for James PYATT and Elizabeth information. I believe they may be my great,great,great grandparents. James was born around 1793=1811. He had a wife or two. One of them were Elizabeth. They resided in Eddyville Iowa. John was born in West Virginia. Johns children are, Mary Jane Pyatt, John Pyatt, James William Pyatt/PIATT. I have enough material to believe it was William who changed our last name.
Happy Holidays!
Searching for PYATT/PIATT ancesters
I found a James C. PYATT born 1830 in Indiana. Death Apt. 1880. Parents PYATT[unknown]. He is buried in the Highland cemetary in Eddyville Iowa.
PYATT/PIATT: My aunt Romona Juanita Gravitt PIATT was born to grandpa Elmer John and grandma Faye S. WATKINS PIATT in 1928 at Skykomish Washington.
I'm not for sure if they are even the right ones. I seem to be stuck with William PYATT Born 1845 and wife Alice, born around 1850. Trying to find the parents of William.
My PIATT History!
My father was born in 1940 to Elmer J. PIATT and Sylvia Faye PIATT(WATKINS). In Glenwood Missouri.
Elmer John PIATT was born in 1894 to Chas. E. PIATT and Armiinta S in Moulton Iowa.
Chas. E. PYATT was born on September 24, 1869 to William James (names may be switched) and Sarah A Varney/ possibley Alice in Wells Iowa.
William James PIATT was born in 1845 in Indiana. He married Sarah/Alice in Mahaska Iowa in 1864.
This is all that I have been able to trace down.
I am happy to share on this site!
Tammy Jo Piatt
- Displaying 1-8 of 8 Journals
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This seminar on technical communication and presentations was prepared and given by Tim Miller of SpokenScience.com. This seminar provides the fundamentals in sharing science as Miller explains how to choose the very best tools to do the job of communication and shares some of the tips and tricks that can help you take your scientific presentations to the next level. Miller led this particular version at Duke University in the summer of 2010.
Learning Goals
Understanding your audience is essential to creating effective presentations.
Practicing your presentation is important for effective delivery.
A presentation can be powerful and effective with minimal use of slides.
Telling a story increases the effectiveness of research presentations.
Common practice in communication is not always best practice.
Outreach activities, like engaging with public audiences, are ways to improve communication skills.
Nano Content Map
Nanometer-sized things are very small, and often behave differently than larger things do.
Scientists and engineers have formed the interdisciplinary field of nanotechnology by investigating properties and manipulating matter at the nanoscale.
Nanoscience, nanotechnology, and nanoengineering lead to new knowledge and innovations that weren't possible before.
Nanotechnologies—and their costs, utility, risks, and benefits—are closely interconnected with society and with our values.
Year created
Developed for the NISE Network with funding from the National Science Foundation under Award Numbers 0532536 and 0940143. Any opinions, findings, and conclusions or recommendations expressed in this product are those of the authors and do not necessarily reflect the views of the Foundation.
Development Process
NISE Network products are developed through an iterative collaborative process that includes scientific review, peer review, and visitor evaluation in accordance with an inclusive audiences approach. Products are designed to be easily edited and adapted for different audiences under a Creative Commons Attribution Non-Commercial Share Alike license. To learn more, visit our Development Process page.


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She's not blogging, not much anyway. She's — what? — in Ohio for Spring Break? Who goes to Ohio for Spring Break.
Well, that picture is from last Tuesday, when I was meeting Nina for some laughing and serious talk at Barrique's Wine Cave on Monroe Street in Madison. Nina memorializes the confabulation at the end of this long post, thusly:
Tuesday – I paid the price for my protracted recline on the ER bed the previous day. I had classes and endless meetings and appointments to get through and it was a tight fit. Luckily the day ended with a glass of wine with my most happy friend. I suppose you don't remember my suggestion that mental health requires putting in hours with happy people? I did that tonight.I'm aiming to spill the happiness, my friends, so be happy here.


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Sorry! This item Is out of stock. ( Black Diamond - Distance Flick Lock Z-Pole )
From unobtrusively packed away to fully extended and ready for use - in just a couple of seconds. With a simple pull of the handgrip, the sections Black Diamond Distance poles pull together and lock into place, so you can spend more time moving and less time fiddling. EVA foam grips and breathable straps wick away sweat, and non-slip, mini grip extensions allows for quick choke-ups on steep uphill sections. Interchangeable rubber and carbide Tech Tips can be easily swapped out for different trail surfaces. The FlickLock Pro adjustment provides up to 20cm of adjustment, making this a better bet for supporting tarp shelters than fixed-length Z-poles.
With a weight as low as 440g per pair and a collapsed length as short as 13.2 inches, the Distance poles will hold you up without weighing you down.
Feature list from Black Diamond:
- Durable aluminum construction
- 3-section Z-Pole folding design with speed cone deployment
- Lightweight EVA foam grip with breathable, moisture-wicking strap
- Non-slip foam mini-grip extension for secure choke ups
- Includes interchangeable, non-marking rubber Tech Tips, carbide Tech Tips and stow bag
- Stopper basket with shaft catcher secures folding sections
- NOTE: 3-season Z-Poles do not accept, or have fittings for snow or powder baskets
Size/Weight Chart:
|Usable Length
|Collapsed Length
|Weight per pair
|95-110 cm / 37-43 in
|34 cm / 13.4 in
|440 g / 15.5 oz
|105-125 cm / 41-49 in
|37 cm / 14.6 in
|455 g / 1lb
|120-140 cm / 47-55 in
|40 cm / 15.7 in
|470 g / 1lb
Black Diamond is all about climbing and skiing. The company traces its roots back to 1957, when pioneering rock climber Yvon Chouinard started making pitons on a backyard anvil. In 1989, Chouinard Equipment Ltd. became Black Diamond Equipment, and these days the company offers a vast array of equipment for all kinds of mountain activities.
Here at GearX.com, we sell more Black Diamond items than any other brand. From avalanche gear to Z-Poles, Black Diamond has the right tools for your adventure.