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dreadpirate last won the day on September 19

dreadpirate had the most liked content!

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About dreadpirate

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  1. Tyranid Previews Are Here! (Actually Readable)

    Dear God someone leak the points costs!
  2. Tyranid Previews Are Here! (Actually Readable)

    YOU TAKE THAT DAVIS!! Also, I am much happier with what i've seen today! I have to saw I am getting hype!
  3. Tyranid Previews Are Here! (Actually Readable)

    I get what you're saying and on paper it sounds ok, but you're not dealing with 1 6 damage hit on average, you're dealing with 20+ and being 12w, he's easily targeted. Sure it might be ok but none of what you wrote is worth writing home about at all in terms of upgrades. It's a slight bump sure but on the table that FNP ain't gonna save you unless you're rolling hot af. So basically as it stands for swarmy, hes; 5++(4++ in combat) with a 6+ fnp (fnp rolls damage not wounds). A squad of las cannons is still gonna blow him off the table by t2 while bolters are gonna mow down your gribblies. In his current form, i've never been upset that i've brought him in the list, im more miffed at the tyrant guard tax I have to pay to even have hopes of seeing him in combat.
  4. Tyranid Previews Are Here! (Actually Readable)

    He's definitely an auto include, they nerfed/left everything so high priced nothing else worth bringing. I base my auto include models off of gulliman and frankly, no one matches up to that in any dex yet lol. My biggest gripe is you absolutely have to take tyrant guard if you are facing even a semi smart opponent to ensure he gets across the board. So far all nid leaks have been extremely meh for me personally. Sure the adaptations are definitely nice, but quite a few armies get a lot of these benefits just by having a 40-60point model beside them. Ignoring damage on a 6 will be huge if you can save a D6 6 dmg attacvk with 1 6 but that will be few and far between to use reliably. A 6+ to a 5+ due to tunnel networks is nice, but again very situational especially when the units it helps the most (swarmy large units of stealers come with a 5+ invul natively). Sure it will help dakka gaunts and I am not poo pooing a lot of these but realistically these adaptations are just rules that are given freely to characters in other armies. So instead of gaining multi-character support you get to choose one. I mean it's more than we had last edition so I am thankful for that, but even the synapse stuff, maybe 1 out of 5 games i'd find myself in a scenario where I ran into synapse issues (thanks to flyrants ofc lol). The main thing we need right now badly are points drops across the board and a reason to not rely so heavily on one specific HQ choice. This edition its swarmlord, last edition it was flyrants. If some of the leaks i've read are true, we've actually lost a few attacks on things like crones and harpies and 100 point tyrannocytes are back. This is all rumor mill right now and I will wait to pass judgement but for real, we need reasons to diversify our armies and GW is not giving us any reason outside of narrative. I mean at this point im just whining to whine because what we have is already better than 7th, but compared to the love marines, guard, eldar, dg, chaos, etc.. got, what we've seen so far is very meh.
  5. Tyranid Previews Are Here! (Actually Readable)

    *patiently waits for points drop on swarmlord*
  6. Monthly Painting Challenge - November!

    I'll give it a crack again. Throw my name down for a necron lord or two. Put me down for a couple Imperial Assault dudes as well (Royal Guard) and maybe a vader!
  7. 2x L5R Cores

    Hey Guys, as the title states, looking to sell 2x L5R cores. Game is absolutely amazing but I just don't have the time required to play another game. Prefer you buy both so I don't have to sort through all the cards since most of it is all mixed together. Looking for 80 for both or 40 ea. Hit me up! Will of course accept trades/exfer/btc.
  8. House Rule Strategems

    My absolute only issue with house rules is just that, they are house rules. So if you get good with an army based off a house rule it's almost never going to help you in a setting where you play outside of your group. Now of course if you don't play outside your play group it will almost never come up, but that's my major gripe with them.
  9. The Beer and Pretzels Open 2017

    Anytime dude!
  10. The Beer and Pretzels Open 2017

    In this tournament it is, so suck it up buttercup.
  11. Starwars: Legion - new expansions!

    ill be hard into it when it comes out, already pre-ordered the core. Not due until early 18 and xpacs first quarter I believe. Still can't wait, everything i've heard so far about the game has been positive... even picked up Imperial Assault in the meantime lol.
  12. Craftworld Codex Leak

    HUUUGE Compilation of leaks found here;http://bloodofkittens.com/blog/2017/10/16/craftworld-eldar-8th-edition-codex-leak-compilation/ Most notable changes are listed below; Craftworld Eldar Codex: $40 Craftworld Dice: $20 (6 Different Kinds) Datacards: $15 Eldrad: $30 Start Collecting Craftworlds: $85 Triumvirate of Ynnead Repackage with Ynnari Latest Rules Various Made to Order Old Eldar Models returning Updated Unit Information: Wraithguard & Wraithblades are now T6 Autarch: Path of Command boosted with regen Command Points on 6+ and re-roll 1s within 6″ aura Fire Prism: Can shoot twice if moves less than half speed Reapers: 81 points for 3. launcher was 31 now 22 Banshees: No overwatch, advance and charge, +3″ charge, can choose things 15″ away to charge Jain Zar: banshees fight first War walkers: Outflank Warp spiders: Deep strike Hawks: Assault 4, 13 points Hemlock: now -2 LD aura and cheaper Windriders: 18 points w/ catapults, 28 w/ cannon (possibly didn’t realize that catapults cost points) scatter lasers: 15 points Shadow Weaver increased by 4 points. Vibro Cannon increased by 10 points. Wraith Knight is the same cost, but the Titanic Ghost Glaive is reduced by 35 points. Dire Avengers -2 (Avenger Catapult -2) Banshees -3 Scorpions -4 (Claw -8) Spiders -4 Windriders -2 (Scatter lasers -5) Crimson Hunters -23 (Exarch -48 points) Falcon -49 points War Walkers -11 Vypers -14 Vauls Support Battery -47 points Eldrad -30 Farseer Skyrunner -29 points (Also Singing Spears down to 4 points, from 12. So -8) Spiritseer -22 Star Cannon now 15 points Twin Scatter Laser -13 Twin Shuriken Cannon -7 Twin Star Cannon -32 Ghost Axes -4 Force Shields -2 General Warlord Traits: Ambush of Blades: 6″ aura – hit roll of 6 in fight phase has AP improved by 1 Eye on Distant Events: no Overwatch on warlord Falcon’s Swiftness: +2″ movement on warlord Fate’s Messenger: +1 W and 6+ FNP Mark of the Incomparable Hunter: warlord can snipe Seer of Shifting Vector: once per battle re-roll single roll Specific Warlord Traits: Alaitoc: Warlord gets 6″ Fearless Aura Ulthwe: Regen Command points 6+ at beginning of Turn Biel-tan: Unit within 3″, can reroll all failed hit rolls when shooting in that phase. Iyanden:Warlord gets +1 deny the witch, even if they’re not a psyker. Samhain: +3″ pile in moves in any direction. +1 attack if they pile in to nearest model. Stratagems: Guided Wraithsight 1CP: At the start of the turn increase Spirit Mark aura to 12″ and all Wraith Constructs re-roll all hits insteads of just 1s. Runes of Witnessing 2CP: re-roll wounds of 1 for all units within 6″ of a specific Farseer for a phase Phantasm 2CP: After deployment, but before the first turn starts. You can immediately re-deploy 3 units. Tears of Aisha 2CP: Any wraith construct unit. Immediately regains D3 wounds. Seer Council 1CP: If you have a Farseer and a Warlock within 6″ of each other, you can add 1 to any Psychic tests. Concordance of Power 1CP: Warlock Conclave doubles range of a successfully manifested power Unparalleled Mastery 1CP: when Farseer successfully manifests last power, can attempt another power Discipline of the Black Guardians 1CP: At the start of either Shooting or Fight phase pick a Guardian unit and they get +1 to hit rolls for that phase. Lightning Fast Reactions 2CP: Asuryani Infantry or Fly unit targeted in Shooting or Fight phase is at -1 to hit for phase Feigned Retreat 2CP: Any infantry or Fly unit in combat. Can fall back, then shoot and charge. Serpent Shield 1CP: You can immediately discharge your serpent shield again, so twice in one turn if you did it normally first. Feigned Retreat 2CP: Any Asuyani units can fall back and still shoot and charge Avatar Resurgent 3CP: When Avatar is killed roll a D6 after the unit that killed the Avatar has fought, the Avatar remains on the battlefield with that number of remaining wounds. Court of Young King 2CP: Biel-Tan Warrior with an Exarch adds 2 to charge distances and re-rolls 1s to hit. Adds 3 if within 6″ of the Avatar, and re-roll all failed to hit rolls. Supreme Disdain 1CP: Asuryani fights in fight phase, hit rolls of 6+ give you an extra attack Fire and Fade 1CP: Move an bonus 7″ in the shooting phase, but cannot advance or charge. Pathfinders 1CP: Alaitoc Rangers will only be hit on 6+ in enemy shooting phase. Linked Fire 1CP: Select one Fire Prism then all other Fire Prisms can link with it ignoring range, LOS, and re-roll all hits and wounds. All Fire Prisms do this at the end of the shooting phase, all Fire Prisms must target the same unit. Webway Assault 1-3 CP: Up to three units can Infiltrate Cloud Strike 1-3 CP: Up to three Vehicles can Deep Strike The Craftworld Attribute: Work on all Craftworld Units Iyanden: Can never lose more than 1 model for a failed Morale Test. All units with damage charts count wounds as double when consulting the chart abilities. Ulthew: 6+ Feel No Pain, cannot be stacked with similar powers. Biel-Tan: Add 1 to LD. All Shurken Weapons re-roll to hits of 1. Saim-Hann: Jet Bikes re-roll Charge Distances and ignore penalties for firing heavy weapons. Alaitoc: Enemies -1 to hit outside of 12″ Relics: (Remnants of Glory) Psytronome of Iyanden: Iyanden Psyker Only. Once Per Game. All Wraith Constructs within 6″ of Psyker double their attack characteristic. After the fight phase each Construct unit suffers D3 Mortal Wounds. Phoenix Gem: When slain, on a 2+ do D3 mortal wounds, if kill something the Bearer comes back with 1 wound. Psychic Powers: Empower/Enervate: Friendly Biker or Infantry within 18″ adds 1 to the wound in the Fight phase or choose an enemy unit and subtract 1 from the to wound roll in the fight phase. Mind War: Target enemy character within 18″ roll a D6 add LD and take mortal wounds for the difference in totals. Executioner: Mortal Wound Spell Will of Asuryan: Fearless
  13. AOS tournament NOV 4th

    Hey Dude, I have to drop out, i'll be in mactier that weekend =(
  14. Darkshard Night -- Saturday Oct 28th

  15. GW partnered with wizkids!

    https://wizkids.com/2017/10/19/wizkids-announces-new-partnership-with-games-workshop/ Have to say I'm pretty excited for this. I know attack wing isn't well received by some people (due to balance not necessarily gameplay) and although I've never tried dice masters I can only be happy with new games for the franchise. What do you guys think?!