World’s Top Ten Sniper Rifles

My personal opinion on the deadliest ‘toys’ in the battlefield… #1 is there due to it’s incredible range, and especially due to it’s hability to relieve the Sniper of all those time consuming calculations and equations, making the shoot a lot easier and (probably) more accurate. #2 is there due to all you may see: range, accuracy, big and deadly round but mostly because it was with that rifle that the TWO longest shoots known to man were made. Both shoots in the same operations from TWO CANADIANS in the same sniper team. Corporal Rob Furlong made a 2430 meters shoot on a moving target (3rd shoot the taliban was killed) and the other was Master Corporal Arron Perry made a 2310 meters kill. No matter how good and accurate might a Sniper Rifle be it’s ALLWAYS up to the SNIPER to make that ONE SHOOT KILL count… I apologize for the low quality of the videoclip of the HK PSG1… Please enjoy… Any doubts feel free to post it… PS Weight….. M200 Cheytac: 14 kg TAC-50: 12 kg AI AW50: 15 kg AI AS50: 14 kg Barrett M107: 16 kg L115A1/A3: 6.9 kg Sako TRG-42: 5.8 kg M40A3: 8 kg HK PSG1/MSG90: 7.2 kg M110 SASS: 7 kg note: The M40A3 is really heavy for a .308 but it virtually indestructable… Obviously if you customize your rifle the weight won’t match these standarts… C YA
Video Rating: 4 / 5

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Special Forces Workouts

Special forces have insane workout schedules that they have to follow in order to keep their body in shape for what they need to do.  Does it compare to workouts like P90X or Turbo Fire.  You make the call.

To begin with I want to make the declaration that each piece of equipment and exercise is a means to an end.

Assuming you want to gain muscle mass and muscular strength you should be aware of that you will find many different ways to do so, for biceps you could do dumbbell curls or you could do chin ups, every individual will respond differently to each exercise.

The two of them are good work outs and as a matter of fact neither of them is better, the dumbbell curl is an isolation exercise that is better for more advanced people and the chin-up stimulates the back and the forearms as well as the biceps which makes it a compound exercise.

Compound exercises are great for first timers(or people who took a long break from the gym) to start with and will make you grow faster, but who am I to tell you how YOUR body will respond, remember that you as a unique individual should find out what works best for YOU.

Push-Ups Versus Bench Press’s

You might think that the bench press is better to the push-up but however you would be wrong.

Push-ups allow you to make use of your upper back in a way that a bench press wont allow, its possible to harm your back because of a muscle imbalance if your upper back is not very strong.

“The scapula is allowed to go through a full range of motion with push ups, but is constricted in all forms of bench pressing. ” – Zach Dechant a credible writer from www.elitefts.com

If they are too easy for you for a increased challenge you can do pushups while wearing a backpack filled with sand(or something else).

Bench pressing has the psychological effect of doing more but there is as much of a difference between pushups and bench presses as there is between working out a home gym and at a paid gym, there are some very clear distinctions but the end result is the same. You do virtually the same exercises in either a gym or system like the insanity workout and you promote the same muscles in either chest exercise.

So are push-ups better than bench press’s? absolutely no! neither is better than the other!

Every single exercise has a purpose and you can’t argue about either being ineffective unless of course you have done each of both for at least a year and its still a personal experience for every single one of us.

Weightlifting Workouts

Free weights have been around for ages, folks have used them for ages, even prior to gyms being widespread.

Its possible to accomplish some fantastic things with them, I use them personally and there are exercises that are not possible to perform without weights.

As far as what kind of weights you use(in case you have no dumbbells) it does not matter, I know a guy who claims that he got big by lifting rocks because he could not afford to go to the gym(true story), though dumbbells are advised seeing as they were crafted specifically for exercises.

Bodyweight Workouts

I use these kinds of exercises as well, there are particular exercises that you won’t be able to do with any gym equipment, like the handstand pushups which tend to be far more brutal than regular pushups.

The special forces are a great example of where guys use bodyweight workouts, they can’t bring in lots of gym equipment into their base so they take advantage of bodyweight exercises and they are definitely not out of shape if you ever met a dude who is in the special forces.

Conclusion

Forget about cd rates and cappuccinos, what is important is what your goals and intentions are for your body, because there are many roads to get to your goals and many tools.

Its up to you to determine what to do, you can use free weights or you can do bodyweight workouts, you can also do a combination of both.

In the long run you should do what is most effective for you, but remember never close off your mind to new possibilities.

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Character of Special Forces

Navy SEALs are considered more than ordinary human beings, they are expected to show attributes of superhuman a lot of times. In order to bring the mission to the fulfillment state, these US Navy SEALs have to be very responsible and strong. Though these SEALs use the vehicular support and weapons for the support, these individuals need have standalone persona to shine out in crowd. From the very start, the Navy SEALs have to have to showcase the unique characteristics. Right from the application process to the selection of these individuals, they have to prove themselves and display their qualities that are required for this tough job. It is one of the most responsibility laden jobs of the world. The security for a country relies on these individuals; they have to be very talented and proficient enough to take up the responsibility with great efficiency. They have to be active against the rogue nations and nefarious elements for protection of the country.These Navy SEALs need to have tactical and technical proficient. When these individuals are selected, they are thoroughly tested on the academic parameters. After the selection they have to undergo the training where they are given the training in different fields for enhancing the tactics and know how of these recruits. These Navy SEALs have to make use of the advanced weapons at the time of wars so they need to be equipped with the skills. The tactical decisions of these individuals have their influence on so many lives. One wrong decision can lead to taking up of a lot of lives.Apart from the technical know how, these individuals need to be responsible for taking up such important jobs. The person should be able to take the weight of the responsibilities attached to this job. A deep sense of responsibility towards the job, fellow members and the nation is required by the Navy SEALs. everett house painter These individuals have to take so many key decisions in a spur of a moment so they should be potent of taking such a dutiful job. Responsible attitude is the core characteristic of a SEAL. They should also instill sense of responsibility among their subordinates.Decisiveness is yet another important characteristic that is needed by Navy SEAL. These people are among the time constraints, the restricted time in a mission requires these people to take the decisions that have impact on many people’s lives. They have to take decisions in a jiffy but the precision in these decisions is the important as so many lives rely in their decisions. For this reason, clear thinking is a must for the Navy SEALs.These seals also should have integrity and should carry on the missions with complete fortitude and honesty. They should not misuse the power they have for their own personal gains. Perseverance is an essential trait for of the US Navy SEALs too. Strong will and determination is a must as these individuals are the ones on which the success of mission relies. One weak moment can also lead to losing the battle to the enemies.Many of these men are family men too.  They get excited to get home to see their families. Bring their son home some ripstick wheels for his scooter see their daughter and wife.

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Dutch Special Forces – Korps Commandotroepen

Dutch Special Forces from the Korps Commandotroepen during a training exercise Video – Netherlands Armed Forces

Disclaimer: I do not own any materials used in this video. No copyright infringement intended. Everything belongs to their respective owners. Tribute to Special Forces Operators all around the world. Music: Two Steps From Hell – Protectors of the Earth
Video Rating: 4 / 5

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Cool Surviving The Cut images

A few nice Surviving the Cut images I found:

More horrors quickly fall to the forces against them
Surviving the Cut

Image by jon_a_ross
Warhammer Battle report Khorne daemons vs. Tzeentch Daemons
Six turns + 2, Tzeentch daemons win first turn

The battle report can be found here on livejournal
jon-a-ross.livejournal.com/953307.html

The second of twelve planned battles to see which of the daemons are the strongest, at least against each other. As the Khorne daemons discovered against the Slaanesh, the bloodletters are strong but as frail as a normal human. It allowed the faster Slaanesh daemons to cut them down before they could strike in close combat. The Tzeentch daemons will be trying a similar trick, this time relying on magic to damage the Khorne forces before they can reach them.

The Khorne forces remain the familiar group, even though after having seen the daemons so far I would remove one of the small groups of ten and use it to pad out the bloodletters supporting the Skulltaker, perhaps buy the flesh hounds up to two groups of six. No matter, the rules of the matches I’ve laid out will not allow a chance in tactics now. Skulltaker and his eleven bloodletters with full command march beside two groups of ten bloodletters with full command and 11 flesh hounds divided into two groups.

Tzeentch forces shall be one large block of 40 horrors lead by the general, a Herald of Tzeentch with the flames of Tzeentch and his Corona of flames. He got two magic smells, the spell that would let him steal magic and the firestorm of Tzeentch. As the steal magic would be useless against Khorne it was traded for the small zapping spell. He is joined by a small sacrificial group of horrors, ten in number, let by the Herald of Tzeentch that arose out of a wizards discarded experiment. The possessed barrel has the power to generate extra power dice for the Tzeentch side as well as two spells of his own. He scored the boon of Tzeentch (which would let him get extra spell dice that he alone could use) and the bolt of Tzeentch. Traded the extra spell dice power for the flickering flames of Tzeentch or whatever the standard zap spell is called.

The battlefield is the open plans in the valley were the meteor fell, with the debris in the south opposite an obelisk. The daemons of Tzeentch deployed close to the table edge towards the middle. Khorne deployed with the two flesh hounds both on the north side, planning to have them both hit the same horror unit at the same time and rip it into pieces, while the rest of the bloodletters attempt to run down the larger one.

The first turn goes to Tzeentch, who just uses it to shift a bit south while still facing the Khorne daemons. It is expected that the bloodletters will be out of range and so no magic is tried.

Khorne on their first turn will rush forward across the battlefield. Unlike the daemons of Slaanesh Khorne has both speed and strength on the Horrors.

Tzeentch turn two has the horrors shift a bit south, officially turning moving and turning back, but effectively moving sideways down the table. In their magic phase the large block of horrors will fire off their firestorm of Tzeentch into the bloodletters with the Skulltaker. They push in five power dice and are able to overcome the resistance of the Skulltaker even when it was boosted by two dispel dice. Bloodletters fall and one horror is born out of the fires. He arrives towards the center of the bloodletter line. Strategically placed as to stop the bloodletters from marching. It is hoped that by slowing up the bloodletters the daemons of Tzeentch will have more time to pound them with magic.

The herald of Tzeentch manages to pull off the same trick, this time with his three dice showing two sixes. Four bloodletters drop generating another horror. This one is placed on the other side of the bloodletters. There he will slow up the flesh hounds for a bit.

All the other magic and ranged attacks of the Tzeentch side fails or is out of range.

Khorne turn two will have more moving forward on the Khorne side. No move is made to turn around and deal with the horrors that popped up, judging that turning around to deal with them will take at least two turns (turn around, charge) and that time is better spent hunting down the large block of horrors. The Khorne daemons will start to cross the midpoint of the battlefield. The flesh hounds will attempt to charge the horrors but discover they are out of range (not a surprise really) and they move forward towards the horrors anyway.

Tzeentch turn three has the horrors continue their slow shift south, with one of the two generated by the firestorm will charge the Skulltaker’s unit. The hope behind that is that the horror will survive against the single bloodletter and thus tie up the Khorne unit further.

For magic we have another firestorm of Tzeentch succeed, this time against the higher magical resistance of the flesh hounds. Another horror is generated in the blast and this time he positions himself between the flesh hounds and the block of ten horrors. He will not live but perhaps he can buy more time for the horrors.

As for the horror that launched his attack against the bloodletters, he fails to survive the turn against the bloodletter, who quickly cuts him down. 50 points to Khorne for that act.

Turn three for Khorne has the flesh hounds succeed in their mission. One group of flesh hounds hits the small group of horrors of Tzeentch, while the single horror who was trying to buy time will be charged as well. The rest of the Khorne forces walk forward, planning the death of the cowardly magic users.

The single horror doesn’t slow the flesh hounds down much, they punch through him but fail to get an overrun distance that is great enough to land them in combat against the group of ten. That group of ten horrors loses three outright to the claws of the flesh hounds and then another three on the leadership roll for losing combat. No flesh hounds were harmed.

Tzeentch turn four gets desperate. Two blasts of magic into the daemons of Khorne generate one new horror and several fallen bloodletters. The flesh hounds however ignore or shake off any attacks made against them, giving them a clear run into the large block of horrors.

On Khorne turn four two charges are declared. One is the four flesh hounds into the large block of Tzeentch Horrors. The second is one group of bloodletters into a lone horror that has appeared in front of them. The other flesh hounds remain in combat against the Horrors of Tzeentch and the power battery Herald. All the other Khorne forces walk forward itching for combat.

The flesh hounds against the small horror group take down the remaining horrors, the herald is able to score a single wound against the flesh hounds before he fades from the battlefield for losing combat. The flesh hounds will reform and point towards their next target.

The four flesh hounds that hit the large block of horrors will kill only two, allowing the horrors to win combat and cause two of the flesh hounds to fade from the battlefield in shame. The ranked up, outnumbering and equipped with a standard horrors felt good about that. The downside is that all but one of the spells they know are magic missiles and cannot be cast while in close combat.

The bloodletters take down the lone horror with ease and move to support their flesh hounds.

It comes to Tzeentch turn five and the magic phase is all that Tzeentch has to win. They manage to get off the gift of Chaos, targeting all Khorne units with 12 inches of the horror casting the spell. All of the Khorne units will be effected. However, one flesh hound remains in close combat against the horrors, blocking their other magics. With one exception that is. The horrors are carrying the standard of blasting, a bound magic with a power level of 3. The Flesh hounds have three dice to roll against a three and without thinking I roll all three dice. Only when two ones shows up on the result and the spell goes through do I think about how perhaps I should have rolled less dice. Regardless the standard hits the flesh hound with enough blows to wipe it off the battlefield.

Freed from close combat the Herald of Tzeentch gets to blast into the approaching bloodletters, killing another couple between his magic phase and the shooting phase.

It isn’t enough to stop the daemons of Khorne. On their turn five all of the remaining Khorne forces charge the large block of horrors. The flesh hounds and others will be able to kill four horrors, while the Skulltaker will behead the horror leader. The horrors start to fall apart under all that stress, but they pull through with enough horrors to be able to cast the gift of chaos spell next turn.

Tzeentch turn six sees the horrors still tied up in combat against eleven horrors and three flesh hounds. They manage to pull off the gift of chaos spell blasting a number of the bloodletters into pieces. Close combat also goes the way of the Horrors, none of them fall against the daemons of Khorne this round (the 4+ ward save thanks to the herald helps).

Khorne turn six sees the Skulltaker, one Bloodletter champ and three flesh hounds continue to grid into the horrors of Tzeentch. Khorne will fail to slay the herald and the daemons of Tzeentch will pull through.

I kept playing as everyone was locked into close combat, just to see who would be the eventual winner.

The Horrors of Tzeentch will get off their gift of chaos spell one more time (before they drop too low in power level with their losses) wiping out most of the remaining bloodletters. That will be the last spell that works for the daemons. The back and forth of close combat will see the Khorne take down the herald in the close combat against Skulltaker, and once that happens the horrors drop off much faster. But one bad round of rolls for the Skulltaker and the three flesh hounds will allow the horrors to win combat again and a high leadership roll will cost the remaining daemons of Khorne their existence on the battlefield.

In the end 21 Horrors of Tzeentch will stand on the battlefield alone, after about eight turns or so of battle.

The daemons of khorne are onto turn four but closing the distance fast
Surviving the Cut

Image by jon_a_ross
Warhammer Battle report Khorne daemons vs. Tzeentch Daemons
Six turns + 2, Tzeentch daemons win first turn

The battle report can be found here on livejournal
jon-a-ross.livejournal.com/953307.html

The second of twelve planned battles to see which of the daemons are the strongest, at least against each other. As the Khorne daemons discovered against the Slaanesh, the bloodletters are strong but as frail as a normal human. It allowed the faster Slaanesh daemons to cut them down before they could strike in close combat. The Tzeentch daemons will be trying a similar trick, this time relying on magic to damage the Khorne forces before they can reach them.

The Khorne forces remain the familiar group, even though after having seen the daemons so far I would remove one of the small groups of ten and use it to pad out the bloodletters supporting the Skulltaker, perhaps buy the flesh hounds up to two groups of six. No matter, the rules of the matches I’ve laid out will not allow a chance in tactics now. Skulltaker and his eleven bloodletters with full command march beside two groups of ten bloodletters with full command and 11 flesh hounds divided into two groups.

Tzeentch forces shall be one large block of 40 horrors lead by the general, a Herald of Tzeentch with the flames of Tzeentch and his Corona of flames. He got two magic smells, the spell that would let him steal magic and the firestorm of Tzeentch. As the steal magic would be useless against Khorne it was traded for the small zapping spell. He is joined by a small sacrificial group of horrors, ten in number, let by the Herald of Tzeentch that arose out of a wizards discarded experiment. The possessed barrel has the power to generate extra power dice for the Tzeentch side as well as two spells of his own. He scored the boon of Tzeentch (which would let him get extra spell dice that he alone could use) and the bolt of Tzeentch. Traded the extra spell dice power for the flickering flames of Tzeentch or whatever the standard zap spell is called.

The battlefield is the open plans in the valley were the meteor fell, with the debris in the south opposite an obelisk. The daemons of Tzeentch deployed close to the table edge towards the middle. Khorne deployed with the two flesh hounds both on the north side, planning to have them both hit the same horror unit at the same time and rip it into pieces, while the rest of the bloodletters attempt to run down the larger one.

The first turn goes to Tzeentch, who just uses it to shift a bit south while still facing the Khorne daemons. It is expected that the bloodletters will be out of range and so no magic is tried.

Khorne on their first turn will rush forward across the battlefield. Unlike the daemons of Slaanesh Khorne has both speed and strength on the Horrors.

Tzeentch turn two has the horrors shift a bit south, officially turning moving and turning back, but effectively moving sideways down the table. In their magic phase the large block of horrors will fire off their firestorm of Tzeentch into the bloodletters with the Skulltaker. They push in five power dice and are able to overcome the resistance of the Skulltaker even when it was boosted by two dispel dice. Bloodletters fall and one horror is born out of the fires. He arrives towards the center of the bloodletter line. Strategically placed as to stop the bloodletters from marching. It is hoped that by slowing up the bloodletters the daemons of Tzeentch will have more time to pound them with magic.

The herald of Tzeentch manages to pull off the same trick, this time with his three dice showing two sixes. Four bloodletters drop generating another horror. This one is placed on the other side of the bloodletters. There he will slow up the flesh hounds for a bit.

All the other magic and ranged attacks of the Tzeentch side fails or is out of range.

Khorne turn two will have more moving forward on the Khorne side. No move is made to turn around and deal with the horrors that popped up, judging that turning around to deal with them will take at least two turns (turn around, charge) and that time is better spent hunting down the large block of horrors. The Khorne daemons will start to cross the midpoint of the battlefield. The flesh hounds will attempt to charge the horrors but discover they are out of range (not a surprise really) and they move forward towards the horrors anyway.

Tzeentch turn three has the horrors continue their slow shift south, with one of the two generated by the firestorm will charge the Skulltaker’s unit. The hope behind that is that the horror will survive against the single bloodletter and thus tie up the Khorne unit further.

For magic we have another firestorm of Tzeentch succeed, this time against the higher magical resistance of the flesh hounds. Another horror is generated in the blast and this time he positions himself between the flesh hounds and the block of ten horrors. He will not live but perhaps he can buy more time for the horrors.

As for the horror that launched his attack against the bloodletters, he fails to survive the turn against the bloodletter, who quickly cuts him down. 50 points to Khorne for that act.

Turn three for Khorne has the flesh hounds succeed in their mission. One group of flesh hounds hits the small group of horrors of Tzeentch, while the single horror who was trying to buy time will be charged as well. The rest of the Khorne forces walk forward, planning the death of the cowardly magic users.

The single horror doesn’t slow the flesh hounds down much, they punch through him but fail to get an overrun distance that is great enough to land them in combat against the group of ten. That group of ten horrors loses three outright to the claws of the flesh hounds and then another three on the leadership roll for losing combat. No flesh hounds were harmed.

Tzeentch turn four gets desperate. Two blasts of magic into the daemons of Khorne generate one new horror and several fallen bloodletters. The flesh hounds however ignore or shake off any attacks made against them, giving them a clear run into the large block of horrors.

On Khorne turn four two charges are declared. One is the four flesh hounds into the large block of Tzeentch Horrors. The second is one group of bloodletters into a lone horror that has appeared in front of them. The other flesh hounds remain in combat against the Horrors of Tzeentch and the power battery Herald. All the other Khorne forces walk forward itching for combat.

The flesh hounds against the small horror group take down the remaining horrors, the herald is able to score a single wound against the flesh hounds before he fades from the battlefield for losing combat. The flesh hounds will reform and point towards their next target.

The four flesh hounds that hit the large block of horrors will kill only two, allowing the horrors to win combat and cause two of the flesh hounds to fade from the battlefield in shame. The ranked up, outnumbering and equipped with a standard horrors felt good about that. The downside is that all but one of the spells they know are magic missiles and cannot be cast while in close combat.

The bloodletters take down the lone horror with ease and move to support their flesh hounds.

It comes to Tzeentch turn five and the magic phase is all that Tzeentch has to win. They manage to get off the gift of Chaos, targeting all Khorne units with 12 inches of the horror casting the spell. All of the Khorne units will be effected. However, one flesh hound remains in close combat against the horrors, blocking their other magics. With one exception that is. The horrors are carrying the standard of blasting, a bound magic with a power level of 3. The Flesh hounds have three dice to roll against a three and without thinking I roll all three dice. Only when two ones shows up on the result and the spell goes through do I think about how perhaps I should have rolled less dice. Regardless the standard hits the flesh hound with enough blows to wipe it off the battlefield.

Freed from close combat the Herald of Tzeentch gets to blast into the approaching bloodletters, killing another couple between his magic phase and the shooting phase.

It isn’t enough to stop the daemons of Khorne. On their turn five all of the remaining Khorne forces charge the large block of horrors. The flesh hounds and others will be able to kill four horrors, while the Skulltaker will behead the horror leader. The horrors start to fall apart under all that stress, but they pull through with enough horrors to be able to cast the gift of chaos spell next turn.

Tzeentch turn six sees the horrors still tied up in combat against eleven horrors and three flesh hounds. They manage to pull off the gift of chaos spell blasting a number of the bloodletters into pieces. Close combat also goes the way of the Horrors, none of them fall against the daemons of Khorne this round (the 4+ ward save thanks to the herald helps).

Khorne turn six sees the Skulltaker, one Bloodletter champ and three flesh hounds continue to grid into the horrors of Tzeentch. Khorne will fail to slay the herald and the daemons of Tzeentch will pull through.

I kept playing as everyone was locked into close combat, just to see who would be the eventual winner.

The Horrors of Tzeentch will get off their gift of chaos spell one more time (before they drop too low in power level with their losses) wiping out most of the remaining bloodletters. That will be the last spell that works for the daemons. The back and forth of close combat will see the Khorne take down the herald in the close combat against Skulltaker, and once that happens the horrors drop off much faster. But one bad round of rolls for the Skulltaker and the three flesh hounds will allow the horrors to win combat again and a high leadership roll will cost the remaining daemons of Khorne their existence on the battlefield.

In the end 21 Horrors of Tzeentch will stand on the battlefield alone, after about eight turns or so of battle.

Tzeentch first turn has little movement and no magic
Surviving the Cut

Image by jon_a_ross
Warhammer Battle report Khorne daemons vs. Tzeentch Daemons
Six turns + 2, Tzeentch daemons win first turn

The battle report can be found here on livejournal
jon-a-ross.livejournal.com/953307.html

The second of twelve planned battles to see which of the daemons are the strongest, at least against each other. As the Khorne daemons discovered against the Slaanesh, the bloodletters are strong but as frail as a normal human. It allowed the faster Slaanesh daemons to cut them down before they could strike in close combat. The Tzeentch daemons will be trying a similar trick, this time relying on magic to damage the Khorne forces before they can reach them.

The Khorne forces remain the familiar group, even though after having seen the daemons so far I would remove one of the small groups of ten and use it to pad out the bloodletters supporting the Skulltaker, perhaps buy the flesh hounds up to two groups of six. No matter, the rules of the matches I’ve laid out will not allow a chance in tactics now. Skulltaker and his eleven bloodletters with full command march beside two groups of ten bloodletters with full command and 11 flesh hounds divided into two groups.

Tzeentch forces shall be one large block of 40 horrors lead by the general, a Herald of Tzeentch with the flames of Tzeentch and his Corona of flames. He got two magic smells, the spell that would let him steal magic and the firestorm of Tzeentch. As the steal magic would be useless against Khorne it was traded for the small zapping spell. He is joined by a small sacrificial group of horrors, ten in number, let by the Herald of Tzeentch that arose out of a wizards discarded experiment. The possessed barrel has the power to generate extra power dice for the Tzeentch side as well as two spells of his own. He scored the boon of Tzeentch (which would let him get extra spell dice that he alone could use) and the bolt of Tzeentch. Traded the extra spell dice power for the flickering flames of Tzeentch or whatever the standard zap spell is called.

The battlefield is the open plans in the valley were the meteor fell, with the debris in the south opposite an obelisk. The daemons of Tzeentch deployed close to the table edge towards the middle. Khorne deployed with the two flesh hounds both on the north side, planning to have them both hit the same horror unit at the same time and rip it into pieces, while the rest of the bloodletters attempt to run down the larger one.

The first turn goes to Tzeentch, who just uses it to shift a bit south while still facing the Khorne daemons. It is expected that the bloodletters will be out of range and so no magic is tried.

Khorne on their first turn will rush forward across the battlefield. Unlike the daemons of Slaanesh Khorne has both speed and strength on the Horrors.

Tzeentch turn two has the horrors shift a bit south, officially turning moving and turning back, but effectively moving sideways down the table. In their magic phase the large block of horrors will fire off their firestorm of Tzeentch into the bloodletters with the Skulltaker. They push in five power dice and are able to overcome the resistance of the Skulltaker even when it was boosted by two dispel dice. Bloodletters fall and one horror is born out of the fires. He arrives towards the center of the bloodletter line. Strategically placed as to stop the bloodletters from marching. It is hoped that by slowing up the bloodletters the daemons of Tzeentch will have more time to pound them with magic.

The herald of Tzeentch manages to pull off the same trick, this time with his three dice showing two sixes. Four bloodletters drop generating another horror. This one is placed on the other side of the bloodletters. There he will slow up the flesh hounds for a bit.

All the other magic and ranged attacks of the Tzeentch side fails or is out of range.

Khorne turn two will have more moving forward on the Khorne side. No move is made to turn around and deal with the horrors that popped up, judging that turning around to deal with them will take at least two turns (turn around, charge) and that time is better spent hunting down the large block of horrors. The Khorne daemons will start to cross the midpoint of the battlefield. The flesh hounds will attempt to charge the horrors but discover they are out of range (not a surprise really) and they move forward towards the horrors anyway.

Tzeentch turn three has the horrors continue their slow shift south, with one of the two generated by the firestorm will charge the Skulltaker’s unit. The hope behind that is that the horror will survive against the single bloodletter and thus tie up the Khorne unit further.

For magic we have another firestorm of Tzeentch succeed, this time against the higher magical resistance of the flesh hounds. Another horror is generated in the blast and this time he positions himself between the flesh hounds and the block of ten horrors. He will not live but perhaps he can buy more time for the horrors.

As for the horror that launched his attack against the bloodletters, he fails to survive the turn against the bloodletter, who quickly cuts him down. 50 points to Khorne for that act.

Turn three for Khorne has the flesh hounds succeed in their mission. One group of flesh hounds hits the small group of horrors of Tzeentch, while the single horror who was trying to buy time will be charged as well. The rest of the Khorne forces walk forward, planning the death of the cowardly magic users.

The single horror doesn’t slow the flesh hounds down much, they punch through him but fail to get an overrun distance that is great enough to land them in combat against the group of ten. That group of ten horrors loses three outright to the claws of the flesh hounds and then another three on the leadership roll for losing combat. No flesh hounds were harmed.

Tzeentch turn four gets desperate. Two blasts of magic into the daemons of Khorne generate one new horror and several fallen bloodletters. The flesh hounds however ignore or shake off any attacks made against them, giving them a clear run into the large block of horrors.

On Khorne turn four two charges are declared. One is the four flesh hounds into the large block of Tzeentch Horrors. The second is one group of bloodletters into a lone horror that has appeared in front of them. The other flesh hounds remain in combat against the Horrors of Tzeentch and the power battery Herald. All the other Khorne forces walk forward itching for combat.

The flesh hounds against the small horror group take down the remaining horrors, the herald is able to score a single wound against the flesh hounds before he fades from the battlefield for losing combat. The flesh hounds will reform and point towards their next target.

The four flesh hounds that hit the large block of horrors will kill only two, allowing the horrors to win combat and cause two of the flesh hounds to fade from the battlefield in shame. The ranked up, outnumbering and equipped with a standard horrors felt good about that. The downside is that all but one of the spells they know are magic missiles and cannot be cast while in close combat.

The bloodletters take down the lone horror with ease and move to support their flesh hounds.

It comes to Tzeentch turn five and the magic phase is all that Tzeentch has to win. They manage to get off the gift of Chaos, targeting all Khorne units with 12 inches of the horror casting the spell. All of the Khorne units will be effected. However, one flesh hound remains in close combat against the horrors, blocking their other magics. With one exception that is. The horrors are carrying the standard of blasting, a bound magic with a power level of 3. The Flesh hounds have three dice to roll against a three and without thinking I roll all three dice. Only when two ones shows up on the result and the spell goes through do I think about how perhaps I should have rolled less dice. Regardless the standard hits the flesh hound with enough blows to wipe it off the battlefield.

Freed from close combat the Herald of Tzeentch gets to blast into the approaching bloodletters, killing another couple between his magic phase and the shooting phase.

It isn’t enough to stop the daemons of Khorne. On their turn five all of the remaining Khorne forces charge the large block of horrors. The flesh hounds and others will be able to kill four horrors, while the Skulltaker will behead the horror leader. The horrors start to fall apart under all that stress, but they pull through with enough horrors to be able to cast the gift of chaos spell next turn.

Tzeentch turn six sees the horrors still tied up in combat against eleven horrors and three flesh hounds. They manage to pull off the gift of chaos spell blasting a number of the bloodletters into pieces. Close combat also goes the way of the Horrors, none of them fall against the daemons of Khorne this round (the 4+ ward save thanks to the herald helps).

Khorne turn six sees the Skulltaker, one Bloodletter champ and three flesh hounds continue to grid into the horrors of Tzeentch. Khorne will fail to slay the herald and the daemons of Tzeentch will pull through.

I kept playing as everyone was locked into close combat, just to see who would be the eventual winner.

The Horrors of Tzeentch will get off their gift of chaos spell one more time (before they drop too low in power level with their losses) wiping out most of the remaining bloodletters. That will be the last spell that works for the daemons. The back and forth of close combat will see the Khorne take down the herald in the close combat against Skulltaker, and once that happens the horrors drop off much faster. But one bad round of rolls for the Skulltaker and the three flesh hounds will allow the horrors to win combat again and a high leadership roll will cost the remaining daemons of Khorne their existence on the battlefield.

In the end 21 Horrors of Tzeentch will stand on the battlefield alone, after about eight turns or so of battle.

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Latest Marine Snipers News

Exercise Foal Eagle 2008
Marine Snipers

Image by UNC – CFC – USFK
POCHEON, South Korea – U.S. Marine Corps Sergeant John Winnick, a Scout Sniper with Headquarters and Service Company, Battalion Landing Team, 3rd Battalion, 1st Marines, 31st Marine Expeditionary Unit, explains to U.S. soilders how the barrels of sniper rifles have changed over the years during a class at Rodriguez Range, Pocheon, South Korea, Nov. 12, 2008. Winnick gave the class as part of a training exercise being conducted between the U.S. Marine Corps and U.S. Army. (U.S. Marine Corps photo by Lance Cpl. Brandon Rodriguez)

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What is the cheapest airsoft sniper rifle with a bi-pod and scope i can get?

Question by George Lopez: What is the cheapest airsoft sniper rifle with a bi-pod and scope i can get?
i want to know were i can get a cheap airsoft sniper rifle with a bi-pod and a scope that realy magnifies?

Best answer:

Answer by Braulio O
try hitguns.com they got good deals

Add your own answer in the comments!

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What is the difference between the Army Rangers and Army Special Forces?

Question by Alex: What is the difference between the Army Rangers and Army Special Forces?
What is the training and missions difference between the Rangers and the Green Berets? On the military heirarchy, is one given the priority of missions? Basically what I’m asking is: what do they do, do they do it differently, and is one better than the other?

Best answer:

Answer by jhharris54
Better question.
They do different things.

Rangers operate in Battalion or company sized units, normally.
SF operators are assigned to A Teams of 6-10 people who normally work with indigenous populations to create havoc behind enemy lines. You might have seen them riding Afghan ponies, for example in the early days of the Afghan war. SF does a lot of different things. Rangers are more like highly trained assault troops who stop at nothing to perform the mission.

Now – Ray and Redleg, please come in and explain the rest of this.

Thanks C. I’m getting foggy tonight.

What do you think? Answer below!

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How to get the original sniper rifle in Fallout New Vegas?

Question by : How to get the original sniper rifle in Fallout New Vegas?
Is there anywhere where I can buy the original sniper rifle that was in the fallout three game?
I would really like it to be cheap also..

Best answer:

Answer by Liam Conway
The sniper is rubbish, get a hunting rifle and put a scope on it they are much better.

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How would one modify a sniper rifle’s weight?

Question by : How would one modify a sniper rifle’s weight?
Let’s say someone had a sniper rifle that weighed about 20 pounds. What could someone do to lower the weight of it?

Best answer:

Answer by George S
It must have a heavy barrel. There are modern ones with composite material but I expect they are expensive. You could also use a lighter stock.

By the time you change such things you could just buy another rifle for the cost.

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