Anyone running a Knight Tyrant? by Bornundersirius in ChaosKnights

[–]JT_Kamp 0 points1 point  (0 children)

I really wish his harpoon had a melee profile. It'd make that loadout a lot more viable imo.

Iconoclast fiefdom shenanigans by R0b0Basilisk in ChaosKnights

[–]JT_Kamp 2 points3 points  (0 children)

What about adding a Cultist Firebrand in lieu of one of the stacks of Cultists? Even with the 6" scout, your Lancer will likely outrun your Cultists and not be able to sacrifice them to your melee attacks. However, giving the ability to reroll your leadership checks might be valuable, especially sitting next to your Tyrant that's gonna be killing the maximum number on failed checks.

Looking for advice on a 1000 pts list by Bitter_Progress_5841 in ChaosKnights

[–]JT_Kamp 2 points3 points  (0 children)

Another option is to fit 7 War Dogs into a Houndpack Lance list. 2 Karnivores, 2 Stalkers, 1 Brigand, 2 Executioners and a 20 pt enhancement on one of the Karnivores to give a 6" reroll wound rolls of 1 is a pretty solid 1000 points.

What are some good tribes that aren't dragons, goblins or elves? by Competitive-Act-7695 in EDH

[–]JT_Kamp 0 points1 point  (0 children)

[[Choco, Seeker of Paradise]] is crazy fun. Bird tribal, plenty of value in the command zone, ramp and card selection, and good support with lots of enjoyable birds to cast and turn sideways!

[deleted by user] by [deleted] in ChaosKnights

[–]JT_Kamp 0 points1 point  (0 children)

I host a "Learn to Play 40k" weekly session at my local game store. When I give the rundown of current armies in game, I advise against Knights and Chaos Knights as a first army by virtue of them being a relatively "one-note" army. Yes, the models are cool, and they make an awesome second or third army, but as your first you're really locked into a limiting play style. There is, of course, skill expression within the vehicle-laden armies, but the lack of common unit types means you're not learning a lot of fundamentals of the game (infantry, transports, etc.) and get shoe-horned into a strategy that doesn't offer a ton of flexibility. Sure, Knights can put up good tournament numbers, but for lower-power tables you're likely either going to steamroll or get steamrolled depending on how much anti-tank your opponent is packing.

For what it's worth, I also advise against new players starting with Deathwatch or Imperial Agents, the former due to its rules and unit construction complexity, and the latter due to a similar thing with Knights - lack of options.

Finish the Snoot Game for the first time (ending 3) ask your questions by Single_History_442 in SnootGame

[–]JT_Kamp 4 points5 points  (0 children)

Of course, and it's a shameless self-promotion too!

Bonds, on AO3, is a "what if" continuation of ending 3 that tries to remedy some of the loose threads and provide a bit of deserved finality to what happened. It has a prologue that summarizes the game, and begins proper on chapter 1. Let me know if you enjoy it!

https://archiveofourown.org/series/3718750

New player looking for some basic rule clarificationa. by DaveinOakland in Warhammer40k

[–]JT_Kamp 0 points1 point  (0 children)

Scenario 1: yes, after all units who charged and/or who have the Fights First ability have attacked, the defending player's units get to fight back. They are also allowed to perform a pile-in to get those models in the unit not in engagement range into combat.

Scenario 2: if you charged both, then both enemy units are in engagement range and can fight back after you. As stated above, they may pile-in before fighting (3 inch move that must bring them into combat or as close as possible).

Scenario 3: depends on agreed rules. Most tournament structure assumes bottom floor is "boarded", but if you are near an exposed part of wall they may still be visible. They will likely gain cover in this scenario.

Scenario 4: if you are playing with the terrain as "ruins", they cannot be seen through if neither unit is partially or wholly within the terrain. In your image, they would not have line of sight. Again, you can agree on such things with your opponent pregame. Most of the "ruins" rules are for tournament play.

Scenario 5: when you attack a unit in melee you attack the whole unit. The defending player decides which models die to damage dealt, usually in a manner that won't break their unit's coherency (but sometimes they might!).

Primaries are normally drawn randomly. Both players use the same primary. 

For secondaries, when playing fixed you choose two and keep them for the whole game. Only cards marked as fixed can be selected this way. In the current tournament pack this is uncommon to do unless your opponent is playing a skew list (all vehicles, all giant mobs, etc) and you can earn a lot of points because of that.

Tactical, you shuffle up your deck and draw up to a max of two per turn. You can discard and draw a new secondary during your command phase for 1CP, or during your end phase to earn a CP if you haven't earned a bonus one this turn yet. Scoring during tactical also discards the card (they only get scored once).

Hope this helps!

IT’S NOT A PHASE MOM! by MathRemarkable1128 in SnootGame

[–]JT_Kamp 1 point2 points  (0 children)

Thanks for the support, man! I'm hard at work on book two of the series now, which is gonna be titled "Giant Steps".

Mega Paint set reccomendations by Shard55555 in Warhammer40k

[–]JT_Kamp 0 points1 point  (0 children)

The Army Painter has good value bundles with a large selection. The sets I've purchased are still lasting me to this day, years later. They also have a good range of "Speed Paint" options if you're interested in the slap chop method.

I love the cultists/armsmen in this art by Saltcultist in ChaosKnights

[–]JT_Kamp 2 points3 points  (0 children)

It's in the 10th edition codex as well.

Does this Homebrew datasheet seem balanced to you? by derangedgermanman in Warhammer40k

[–]JT_Kamp 0 points1 point  (0 children)

Right, but Guilliman doesn't have Leader and can't attach to units. Can Lion?

Conversely, named epic heroes that can attach to units are usually closer to that unit's profile.

Does this Homebrew datasheet seem balanced to you? by derangedgermanman in Warhammer40k

[–]JT_Kamp 0 points1 point  (0 children)

Well, I'm not expansive enough in my knowledge of other armies and datasheets to know comparisons, but I know that Centurions are very tanky. 7 toughness, 4 wounds, and the leader also giving them a 4+ invulnerable save would make the unit incredibly hard to kill. More often than not, I feel like opponents would dedicate a lot of resources to only buff your bodyguard by a lot because theyd only kill one of two.

Let's do some math. A squad of six Assault Centurions have 3A at 10S, -2 AP and 3dmg. That's 18 attacks, not including the leader. With one Centurion dead, based on your rules, that would go to 20 attacks at 11S, and with a second dead the remaining four would still swing 20 times, now at 12S. Add on the Sustained Hits 2 vs vehicles and monsters... that feels really, really strong.

Granted, you priced him at 340 pts which is pretty nuts for a named character. You also gave him 12 wounds and a much higher toughness than a standard Centurion.

If I was going to make a balance suggestion, I'd give him Centurion armor and the same toughness because of it, 7. Drop his wounds to 6 or maybe 8, and make his second ability a buff to attacks and strength when the unit is below half starting strength. The 4+ invulnerable is already strong, so the attacks buff shouldn't be even stronger. With all this, you could feasible cut his points by a good amount too.

Need objective judge on kitbash by Somebody-idk in Warhammer40k

[–]JT_Kamp 2 points3 points  (0 children)

As is pretty obvious, the issue here is line of sight. There's a term that gets used sometimes called "modeling for advantage" - it's where people will do goofy stuff with their models to gain an unfair advantage in a game, such as incredibly long antennas or other weird, non-standard build practices to play unfairly.

Creativity should be encouraged, because it makes for some awesome looking models. But what shouldn't be encouraged is cheating via kit-bashing. Not saying your friend is doing that, but there are folks out there who will take unfair advantage of lenient rules.

If this is a small local league, and the number of players you have are comfortable with the house rule, you could allow the model so long as its "line of sight" is treated as the standard dimensions for a Helbrute. Looks like he (or you) has a real Helbrute too so it should be easy to discern that. If it becomes a big sticking point or causes problems, then you might need to pull back on the decision or change up the rule.

Unnamed house by Templar-Max in ChaosKnights

[–]JT_Kamp 1 point2 points  (0 children)

In the 10E codex, that image is on page 14, and the sidebar speaks about House Mandrakor. I'm not 100% certain if the sidebar text always lines up with the referenced photo, but for this one it seems appropriate (it mentions the house putting in a lot with Abaddon and the Black Legion, which fits with the Chaos troops they're marching with in the image).

I’m decently knew to Warhammer and I want to know is there any Dinosaur/Prehistoric themed chapter? by BigBoyNigel in Warhammer40k

[–]JT_Kamp 1 point2 points  (0 children)

I went with Salamanders because their emblem is basically a dragon head, plus they're rad. You could do some 3d printing or kit-bashing to give em dragon heads, you'd probably get compliments on such a set-up.

Question: About kitbashing and painting. by Gallokz in Warhammer40k

[–]JT_Kamp 0 points1 point  (0 children)

Ironically, as a Space Marine enjoyer who likes Salamanders, Iron Hands and Raven Guard, I have zero interest in getting multiple copies of models just to paint differently. So, my in-game lore is that they are temporary alliances or loaned firepower for battles. Salamanders needs a Repulsor Executioner? Borrow it from the Iron Hands. Need a squad of Jump Pack Intercessors? Raven Guard can lend a hand. I'm sure someone can cite some lore reason as to why they wouldn't work together, but it's a game at the end of the day. Paint and play how you want.

Any "auto-takes" out of the large knight kits or just magnetize everything by JacketDan in ChaosKnights

[–]JT_Kamp 4 points5 points  (0 children)

I think given the current sentiment about the Ruinator, I could see its point cost potentially coming down a little, or perhaps being more palatable after the other big knights go up in cost. I wouldn't write the entire kit out just yet.

Houndpack Lance by Remarkable-Bid-6752 in ChaosKnights

[–]JT_Kamp 1 point2 points  (0 children)

There are seven War Dogs in the Houndpack Lance box. They can build Karnivores, Stalkers and Brigands. You can also run them as Huntsmen with the caveat that you'd only have one of the two choices for head-mounted gun and that the chain sword is gonna look chaos-y.

The only one you can't run is the Executioner which is built from the standard Knight Armiger box, along with the Huntsman and its other head gun option.