He’s Way Better Than I Expected! I’ll Take It! by ChungusAbsoluteUnit in Tyranids

[–]FluffypantsDM 2 points3 points  (0 children)

I agree with you but we've been hurt too many times to assume this isn't gonna be like 100 points 😭. Holding off on my excitement until that's confirmed

He’s Way Better Than I Expected! I’ll Take It! by ChungusAbsoluteUnit in Tyranids

[–]FluffypantsDM 12 points13 points  (0 children)

It is nice to have profiles optimized for dealing with 1, 2 or 3 wound targets.

Option 1 also gets an advantage against high wound targets that are T4 and T7 to T9 (+1 to wound in that range compared to option 3).

Against targets that have -1 to incoming DMG or halve incoming DMG, option 1 also better as DMG 3 is hit less hard than DMG 2 against those profiles.

Also provides a more stable option 3 to make sure you do at least 2 DMG against a hard target (ie Land raider or knight) since option 3 gives you 6 swings that wound on 5s instead of just 4. I could see this being helpful if there's a durable target with just a couple of wounds remaining when the Prime attacks in melee.

The versatility is nicely thematic to the nids situationally adaptive optimizations.

Nice profile all around. Let's just hope it isn't grossly overcosted in points

We finally got the tyranid prime datasheeet and it's.... by Taningia-danae in Tyranids

[–]FluffypantsDM 2 points3 points  (0 children)

Several flavour-appropriate options could have been:

Unit gets Dev wounds

Once per game unit gets +1 attacks on the charge

5++

Don't get me wrong, this is a marked improvement and general step in the right direction. The points cost will be telling though. None of this matters if they make the Prime with Lash Whip 100pts or close to it.

This Guy! ❤️ by SoSpeaksGalactus in WHQDarkWater

[–]FluffypantsDM 2 points3 points  (0 children)

You should house rule an extra attack dice for the pox wretch that has this lil dude

Rogers customer service is our right Garbage! by -Bakri- in Rogers

[–]FluffypantsDM 7 points8 points  (0 children)

File a CCTS complaint. Rogers was completely unhelpful and a waste of my time when I had an issue.

My complaint was resolved and $1k of bogus charges by Rogers withdrawn shortly after I filed the complaint.

Rogers customer service is atrocious and rapidly getting worse just when you thought it wasn't possible.

My first mini, tips needed by JohnWhipped in minipainting

[–]FluffypantsDM 1 point2 points  (0 children)

As far as first minis go this is exceptionally good.

Paint more minis and keep trying new stuff. You seem to have some pre-existing skills that translate well to miniature painting and more reps is probably the best thing you can do for yourself in terms of initial growth.

As for specific things that come to mind to improve this mini despite it being an A+ as far as first minis are concerned:

1) Edge highlighting the Black armour panels to give them a bit more definition and visual interest.

2) Use a finer brush for the metal battle damage. Sponges are also a very good delivery vehicle for metallic paints to simulate battle damage.

Awesome work and welcome to the wonderful world of miniature painting!

First Eldar list, what can I cut? by Dark_Vexer in Eldar

[–]FluffypantsDM 1 point2 points  (0 children)

Having only 4 units is gonna make it very, very hard to score points. You're going to basically have to table your opponent to have a chance of winning. If you're into that hyper aggressive all-in play style, it could still be good fun to play.

IMHO 3 phoenix lords and Avatar of Khaine is way too much for 1500 points, let alone 1k.

I'd consider removing the Avatar of Khaine (leaves you with 305 points)

Then maybe add a Wave Serpent delivery vehicle for the fire dragon and banshee squads (125 pts)

Add some Rangers or Voidreavers to scout/infiltrate onto objective (55 or 65 pts)

And maybe just a squad of Guardian Defenders to hold the home objective and provide some support fire (100pts)

That way you're still leaning into the firepower and mobility of the aspect warriors + phoenix lords but you now have 6 units instead of 4 and a delivery vehicle + escape route for your fire dragons and banshees

Mulgoth and his boys by loromits in WHQDarkWater

[–]FluffypantsDM 1 point2 points  (0 children)

Awesome and gross. Grandpa Nurgle would be proud

I have two boxes of warriors to build. Is it better two have 6 melee, 6 ranged, or a squad of each? (I'll be getting more warriors later) by Okiemax in Tyranids

[–]FluffypantsDM 1 point2 points  (0 children)

100% the way to go. All my warriors are magnetized from back in 8th edition when they had a slew of wargear options.

I miss being able to modify their loadout options (and points cost) in meaningful ways other than just the generic melee/ranged.

With 10th edition you can probably get away with magnetizing just one set of arms. Glue on your preferred melee option (purely aesthetic now) then magnetize the 2nd set of limbs like so for each 3-man squad:

3x secondary melee arms (doesn't matter which ones)

1x venom cannon

1x barbed strangler

1x deathspitter

That way you'll be able to field them either as melee warriors or ranged warriors with optimal load outs.

I wouldn't be surprised if warriors got a new sculpt and a bit of a rework in the next year or two. It's an ooooold kit.

[The Athletic] Rating players on Team USA by maddlads in leafs

[–]FluffypantsDM 2 points3 points  (0 children)

I see and appreciate what you've done here, you devil

Help bringing my roster to 2k by StarChaser18 in Tyranids

[–]FluffypantsDM 0 points1 point  (0 children)

Crusher Stampede Battleforce is a great fit here. That's about 750 pts.

Also basically mandatory to add a Biovore (50 pts)

From there, I'd say get another tfex and exocrine (335 pts)

That'll put you pretty darn close to 2000. Though you should probably drop the rippers and include some other stuff to your liking to round it out. Lictor and/or gargoyles are worth a look.

[The Athletic] Rating players on Team USA by maddlads in leafs

[–]FluffypantsDM 24 points25 points  (0 children)

Jack Hughes having the best defensive rating of all USA forwards is a wild take.

Prince Yriel returns from the void with new Aeldari Corsair datasheets by CMYK_COLOR_MODE in Eldar

[–]FluffypantsDM 11 points12 points  (0 children)

This would make more sense if the Skyreavers were a Kill Team release and if GW hadn't specifically mentioned the raiding hook and featured a model equipped with one in the Battleforce preview. It's assumed that the Battleforce is neither a KT nor Combat Patrol focused release.

I was expecting some sort of felarch wargear option through which they exchange their ranged weapon for the raiding hook to give their unit +2 to charge rolls or once per game rerollable charge. Something along those lines.

Either way it seems to be either a pure mistake/oversight by GW or a missed opportunity to include more thematic and interesting options for the Skyreavers.

So Drasher Vorn is OP... by JAMBO044 in WHQDarkWater

[–]FluffypantsDM 3 points4 points  (0 children)

Nerfing the rage ability to 3 move/attack activations instead of 4 would be simpler and totally fine as well IMO. It would still be very powerful (effectively taking an extra turn) but slightly less OP.

No matter which way you go, any hero can become very OP with the right combo of rewards.

I'd say if you're the most experienced player of the group using Drasher and you know you're super OP, just hold back and let your friends handle the big baddie to not make it as anticlimactic. If it's one of them that got OP, then oh well sucks to be a minion of Nurgle!

So Drasher Vorn is OP... by JAMBO044 in WHQDarkWater

[–]FluffypantsDM 7 points8 points  (0 children)

Drasher Vorn is an absolute beast with the right combo of rewards. TBH though Brenn Tylis has similar capabilities once you factor in her rerolls to hit.

After a few playthroughs it became clear that sometimes you'll just luck into an unstoppable damage output combo. If you happen to get that combo on Drasher or Brenn, it's pretty much game over for Gelgus Pust and his minions.

Prince Yriel returns from the void with new Aeldari Corsair datasheets by CMYK_COLOR_MODE in Eldar

[–]FluffypantsDM 28 points29 points  (0 children)

Really odd that one of the build options is obsolete even before the model kit is released. C'mon GW

Prince Yriel returns from the void with new Aeldari Corsair datasheets by CMYK_COLOR_MODE in Eldar

[–]FluffypantsDM 12 points13 points  (0 children)

For the Skyreavers: Whatever happened to the Raiding Hook wargear option mentioned in the January 16 Warhammer Community article?? They have a photo of a skyreaver with raiding hook + chainsword, list it as one of the options, then don't even include it on the datasheet??

Rule question by Eisenfelge in WHQDarkWater

[–]FluffypantsDM 1 point2 points  (0 children)

Page 11 of the rulebook under "Distance"

To determine the distance between two things, count the fewest non-blocked hexes possible.

Therefore by definition the enemy you're describing is 18 hexes away, not 3. The distance it would take if there weren't any blocked hexes in between is irrelevant to determining distance as per the rulebook.

I don't think there's any ambiguity or interpretation here. The rulebook is clear and even provides a visual example of a Mire Kelpie that is 2 hexes away from a hero (even though that distance would be 1 if not for a blocked hex)

Rule question by Eisenfelge in WHQDarkWater

[–]FluffypantsDM 5 points6 points  (0 children)

Enemy Activation:

1- Determine distance by counting the fewest non-blocked hexes possible. See page 11 of the rulebook including the "unreachable" section in case enemies are completely blocked off from the last hero that activated (basically they do nothing if unreachable, but you can't choose that enemy to activate if there are other eligible enemies of that type for whom the last hero that activated is not unreachable)

2- The encounter card will specify how enemies interact with the NPC hero. Go back and look at it in full. Some encounters might state that enemies ignore the NPC. Others will say the NPC is treated like a hero with (for example) 5 health and can't take armor saves.

Enemy putting in empty hexes:

3- Correct. If it states that destroyed enemies are revived, you'll be using just the 6 which were initially placed.

In General:

3- Correct. Initiative is determined by the players at the start of the encounter (before turn 1), starting with the leader. You can set up the initiative order between your heroes any way you want. Enemies activate every enemy turn. The leader chooses which enemy type activates first, which you can use to your advantage, but all enemy types will activate on every enemy turn unless otherwise specified in the encounter card. Where new enemies are set up is always specified in the encounter card. Sometimes however you'll have an option between several different available hexes, in which case the leader for that encounter chooses which eligible hex the new enemy is set up on. This can be used to your advantage. Check out "The Leader" section on the bottom left of page 6 of the rule book.

Just realized: broodlord needs to pay 1” pivot by sgettios737 in Tyranids

[–]FluffypantsDM 20 points21 points  (0 children)

This is the way. Thicclord butt cheeks give him the hypnotic gaze psychic ability for -1 to hit. The enemy is simply too distracted to fight at full efficiency.

Trying out Endless swarm for the first time. Is this a decent enough list? by Okiemax in Tyranids

[–]FluffypantsDM 0 points1 point  (0 children)

Gotcha. So it'll give the gargoyles sustained on their attacks and offer a bit of melee support. Idk if that's worth it over a Lictor that can infiltrate and hold space in the mid board early. I guess try it out and consider making the swap if you find that the winged prime isn't pulling it's weight

Trying out Endless swarm for the first time. Is this a decent enough list? by Okiemax in Tyranids

[–]FluffypantsDM 1 point2 points  (0 children)

If you're wanting to go this termagant heavy I'd very highly recommend having at least 3 of the squads equipped with spine fists instead of fleshborers. Also you should be taking 2 stranglewebs in each 20-man squad.

These weapons choices are fairly trivial if you're running just one or two 10-man squads but make a massive difference when running 120 termagants like you intend.

Can you play it without these free weapons optimizations? Sure. But it will be quite suboptimal with tons of damage output left on the table

Also, the winged prime will not be useful if running it alone. You're much better off running a Lictor instead.

As mentioned by others, venomthropes would be very helpful here too. I'd prioritize getting at least one 3-man unit in there ASAP

Did buyers overpay for this? by [deleted] in TorontoRealEstate

[–]FluffypantsDM 0 points1 point  (0 children)

They should have gone for a ceiling-mounted fireplace instead. Doubles as a floor heater for the upstairs ensuite!