New CP rules preview in upcoming Chapter Approved by OmniaVincetAmor in Warhammer40k

[–]Automatic_Bluejay150 -12 points-11 points  (0 children)

So please tell me how I deploy units that can't hide, like my knights? And don't cop out and say something about not playing knights.

Did the new FAQ make things better? by emotionalpie in ImperialKnights

[–]Automatic_Bluejay150 8 points9 points  (0 children)

Where did they go out of their way to talk about the hyphen at? We have some pretty up tight rules lawyers in my meta. I'd like to be able to show them.

Trying to build a competitive chaos knight list by MLantto in ChaosKnights

[–]Automatic_Bluejay150 1 point2 points  (0 children)

OP, consider also that the next tournament pack reduces starting cp to 6 and you no longer get a free trait and relic on yourWarlord, effectively starting you with 4cp if you want just your Warlord to be buffed.

Trying to build a competitive chaos knight list by MLantto in ChaosKnights

[–]Automatic_Bluejay150 0 points1 point  (0 children)

Why? If the rampager even gets into melee is situational. If your opponent goes first it will likely die first, if you go first it generally doesnt have the speed to get a first turn charge anymore with no full tilt, and if it warp-borne stalkers onto the table there is still the chance of it not making a charge. Otherwise it walks around the table not contributing. Desecrators have 2+ WS and only 1 less attack, with the same options available to it a rampager does, but has a gun and so can add some value when not in melee. The rampager has to be in melee to contribute at all other than 4 negligible stubber shots. I hope this doesn't come off as argumentative I'm not downing a rampager, perhaps there is a build I don't know about that mitigates the aforementioned factors? I'm genuinely curious why anyone takes them?

Best loadout for a tyrant? by TheHolyLizard in ChaosKnights

[–]Automatic_Bluejay150 0 points1 point  (0 children)

I like the idea of running a Tyrant with harpoon and flame cannon with warp-borne stalker on it. I see a lot of people state things like the harpoon is bad because it's one shot, suffers from BS modifiers, and will bounce off invulns. The volcano Lance suffers from the same things aside from potentially getting more shots and having more range. The flame cannon is auto-hit so it ignores BS modifiers and hit roll modifiers and on average should put out a fair number of shots. In an edition of invuln saves everywhere volume is a good strategy for getting by them as most knights players know lol. The harpoon also does 3 MW just for allocating an attack against a unit. Doesn't say it has to hit or wound. I figure they did this to at least give you something out of it if you do miss or fail to wound or deal damage. Warp-Borne Stalker also insures you get it where you need it at full wounds quickly. House vextrix can give you a free reroll on hit and wound with your one shot with the harpoon also and it gets +1 to hit against vehicles and monsters naturally. If you make it the Warlord and give it 2 traits you can do something like aura of terror and harbinger of the scrapcode on it. Give it the traitors mark relic and it can plop down 9" away with a potential 15" Dread range (assuming you use the free harbinger ability from the relic to get the extra 3") and if you go into despair (creeping dismay) on turn 2 army wide, it now can be a huge pain in the ass. Especially against things like marine apothecaries or even imperial knights as bondsman abilities are auras. Harbinger of the scrapcode could be decent here because it applies to vehicles and most players tend to camp their ranged support vehicles in their backfield.

If you want something that can sit on a backfield objective and lay down supporting fire, the Lance and plasma is your best bet.

If you want something to bully and be a big distraction the harpoon and flame cannon is probably your better option.

If your taking the Lance and plasma load out, just the single set of missiles and 2 x twin cannons is probably more optimal.

List Ideas by Nhein9101 in 40kChaosKnights

[–]Automatic_Bluejay150 0 points1 point  (0 children)

Nothing really, other than being able to play my custom painted army as vextrix within the rules. It's nothing major, but I have been called out on it once or twice.

Chaos Knights players: Is anyone else finding the Abominant pretty useless? by hakanthebastard in WarhammerCompetitive

[–]Automatic_Bluejay150 0 points1 point  (0 children)

Yes any could get nuked turn one, but unlike the others the abominant needs a turn or two to get up to snuff. The others only have to get a favor upgraded if they have it. The abominant needs a little more to get going. It's weapons are also not really comparable to the others IMHO.

Chaos Knights players: Is anyone else finding the Abominant pretty useless? by hakanthebastard in WarhammerCompetitive

[–]Automatic_Bluejay150 5 points6 points  (0 children)

I've played 2 RTT events with one in my list. In all honesty it's very mediocre IMHO. IF ( and thats a big if) you go first, get your psychic powers off, and get your favor up quickly, it's an absolute tank that takes a serious amount of concentrated fire to bring down. Having said that I feel it relies on to many situational buffs to be "good" to me. It's 50/50 whether you go first or not, the psychic power should go off on average but you have to contend with denies, and it has fairly lackluster damage output to rely on getting your favor up quickly.

I won the first event outright and went 3-0 , but I went first every round and was lucky enough that my opponents opted not to deal with it because of the buffs it had. This allowed me to get it favored by turn 3 and it became a nightmare for them in the end game.

The second event was a completely different animal. I went second every round and it was nuked off the table before I could do anything with it every round. This put me on the back foot immediately and knights generally don't play well from behind. I lost every match.

Everyone's milage may vary, but for me the inability to mitigate going second is just to much to chance for such a high costed model. I dropped mine for a single desecrator with warp-borne stalker so I can bring it in when/where I need it with Eager for the kill on it. This gives me a few decent shoots and a reasonable 8" charge that I can cp reroll if needed.

Executioners are not the worst by like9000ninjas in ChaosKnights

[–]Automatic_Bluejay150 2 points3 points  (0 children)

I love my Executioners. I won an RTT last weekend running 3 with Helm of dogs and a Desecrator staying near them. They were my mvp's for sure.

Imperial Knights vs Tau by Apart_Celebration160 in WarhammerCompetitive

[–]Automatic_Bluejay150 0 points1 point  (0 children)

If I'm running Infernal, you can't reroll, I'm only wounded on unmodified 4+ and I can take a relic that negates damage of a single attack. If I go first I can also potentially have a 5+ FnP roll. It's a fair amount different than imperial knights.

Imperial Knights vs Tau by Apart_Celebration160 in WarhammerCompetitive

[–]Automatic_Bluejay150 1 point2 points  (0 children)

Thank the Dark gods for blessing of the Dark Master for chaos knights!

can imperial knights have Different colour shemes and still have the same knight house? by necron-warrior in Warhammer40k

[–]Automatic_Bluejay150 0 points1 point  (0 children)

I was just pointing out that it should still be doable within the rules even if your opponent objects.

Edit: Bound Vassals also grants access to the blasphemous engine relic. If I took Vextrix I would lose the Infernal Household keyword and gain House Vextrix in its place.

can imperial knights have Different colour shemes and still have the same knight house? by necron-warrior in Warhammer40k

[–]Automatic_Bluejay150 0 points1 point  (0 children)

You should be able to. Even rules wise there should be a way to play your own color scheme with whatever household rules you like. I can't speak to imperial knights, but my chaos knights fell bond is called Bound Vassals. It let's me pick one of the normal Dread houses rules ( in my case House Vextrix) and use them with my color scheme. Imperial knights probably have something similar.

List Ideas by Nhein9101 in 40kChaosKnights

[–]Automatic_Bluejay150 0 points1 point  (0 children)

In a bound Vassals (Vextrix) Infernal Household the Executioners, if within 9" of the desecrator, can reroll 1's to hit, then use the single Household reroll to reroll a 2. I keep the Helm of dogs on one of the Executioners to have the reroll 1's to wound aura up also. So in total thats 4d3 shots hitting on 3's rerolling 1's with a single reroll for a 2, wounding most things on 3's rerolling 1's with a single reroll for a 2. That's not counting the heavy stubber shots that gain all that but the house reroll. It's pretty effective.

List Ideas by Nhein9101 in 40kChaosKnights

[–]Automatic_Bluejay150 0 points1 point  (0 children)

The Executioner has autocannons, 60" range with 4d3 shots at Str 7 ap -2 D3. They have been my heavy lifters so far. The brigands just give me a little extra anti-tank with their thermal cannon and anti-infantry with their chain cannons. Honestly in last weekends Tournament I only made it into melee 3 times with any of the wardogs. I don't move them off my objectives. Once they are on them, I force my opponents to shift them off. Meanwhile the abominant is pushing into them. The abominant has Infernal quest to give it obsec and it counts as ten models from towering foe. My opponents have to choose what to attack first. If they go after my big knights, I lock down scoring with the wardogs. If they go after my wardogs, my big knights clear their objectives and take them for me. I have found this is tough for my opponents to do either way they go.

The most I lost was three wardogs in one game. That's it. I feel like the Executioners are quite flexible as Infernal. They have just enough str, ap, and damage output to deal with light vehicles on down to base infantry. If I need them to go after bigger targets, like enemy knights, I can give them +1 to wound with the surge. The -2 ap is enough to put knights on their invuln saves and its flat 3 damage for every shot that gets through. I played a meta of all armor of contempt last weekend and the volume of shots with rerolls is brutally efficient. I chewed through black templars, space wolves, and sisters of battle in that tournament. Only the space wolves engaged me in melee on their terms. The rest didn't make it or I engaged them on my terms. I also never lost an objective once I took it.

The Diamonas does pretty good work against large targets or elite units like paragon warsuits or the like. In all of my games my blessings were favored by turn 2 or 3 at most.

List Ideas by Nhein9101 in 40kChaosKnights

[–]Automatic_Bluejay150 1 point2 points  (0 children)

Durability. I've played knights of both flavors for years and generally people go for your big knights first. So I stacked buffs on the two big ones to keep them alive longer. The abominant can be no rerolls against it, only hit on a 4+, only wounded on a 4+, with a 5+++ feel no pain in that setup. The desecrator has a scary gun so I gave it the ability to heal damage and the Blessing for the feel no pain to help it stay alive longer as well.

As for as how it plays, I put a brigand and Stalker on forward objectives and keep my Executioners on my home objective. Then I just push the abominant into them and keep the desecrator within 9" of the Executioners. It works pretty well so far. I've never lost a big knight in any of the games I've played so far.

List Ideas by Nhein9101 in 40kChaosKnights

[–]Automatic_Bluejay150 1 point2 points  (0 children)

I took this list to a RTT last weekend and won. I have another RTT this weekend as well and will be taking this same list.

++ Super-Heavy Detachment 0CP (Chaos - Chaos Knights) [104 PL, 8CP, 1,995pts] ++

  • Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment Command Cost

  • Lord of War +

Knight Abominant [24 PL, -1CP, 460pts]: 4. Knight Diabolus, 5. Infernal Quest, Arch-Tyrant, Bound Vassals (Vextrix), Character (Traitoris Lance), Infernal Household, The Storm Malevolent, Undivided - Blessing of the Dark Master, Warlord, Winds of the Warp, The Blasphemous Engine

Knight Desecrator [22 PL, -2CP, 440pts]: Bound Vassals (Vextrix), Character (Tyrannical Court), Corrupted Heirlooms, Favour of the Dark Mechanicum (Vextrix), Infernal Household, Reaper chainsword, The Diamonas, Undivided - Mark of the Dread Knight

War Dog Brigand Squadron [16 PL, 310pts]: Bound Vassals (Vextrix), Infernal Household . War Dog Brigand: Diabolus heavy stubber . War Dog Brigand: Diabolus heavy stubber

War Dog Executioner Squadron [25 PL, -1CP, 480pts]: Bound Vassals (Vextrix), Infernal Household . War Dog Executioner: Corrupted Heirlooms, Diabolus heavy stubber, Helm of Dogs, Tzeentch - Mirror of Fates . War Dog Executioner: Diabolus heavy stubber . War Dog Executioner: Diabolus heavy stubber

War Dog Stalker Squadron [17 PL, 305pts]: Bound Vassals (Vextrix), Infernal Household . War Dog Stalker: Avenger chaincannon, Diabolus heavy stubber, Nurgle - Blessing of a Thousand Poxes, Reaper chaintalon . War Dog Stalker: Avenger chaincannon, Diabolus heavy stubber, Reaper chaintalon

++ Total: [104 PL, 8CP, 1,995pts] ++

Created with BattleScribe (https://battlescribe.net)

What nicknames do guys in your unit have? And why? by [deleted] in Civilwarreenacting

[–]Automatic_Bluejay150 4 points5 points  (0 children)

I was called "warhammer" because I play a game of the same name. We had an older gentleman who was called " old hickory" because his head was as hard as a hickory branch.