NEW Chaos Knights v Tyranids

 

 Clash of the titans!

The new Chaos Knights book is out, and I am excited to get to grips with it! We ‘tested out’ a House Vextrix War Dog build last week, but ‘tested out’ is in quotation marks there because the Asuryani basically didn’t give it a chance to play the game. Hail of Doom is strong, y’all. This time around though, I’m fielding Vextrix against a more honest foe: Owen’s Hive Fleet Behemoth. Can the spiky boys take on the terrors of the metagame? It’s a clash of the titans, so get ready for some stomping!

Edit: this game was played pre-FAQ, and honestly lots about the Tyranid list would have changed were we to play it again tomorrow. Think of this as a final testimony to a darker time in the meta!

 

House Vextrix, 9 CP

10 War Dogs and one very big boy

Super-heavy Detachment

Knight Abominant with Blessing of the Dark Master, Winds of the Warp, Storm Malevolent, Knight Diabolous, Favour of the Dark Mechanicum and Heretek Power Core                         460

3 Brigands, one with Blasphemous Engine                                                                       465

2 Brigands, one with Mirror of Fates                       325

3 Stalkers with daemonbreath spears, daemonbreath meltaguns and reaper chaintalons, one with Helm of Dogs   455

2 Stalkers with daemonbreath spear and reaper chaintalon, one with daemonbreath meltagun             295

This list is only marginally tweaked from what Matt ran in our last game, with three War Dogs being swapped out for an incredibly beefy Knight Abominant. This dude looks absolute nails: he ignores enemy rerolls against him, can pretty rapidly get hit-Transhuman, can give himself a 5+++ with his psychic powers, starts on 26 wounds and heals D3 every turn. On the swing back, he will be putting out 12+D3 attacks every turn, all rerolling ones to hit, and most of which will be at D4 to boot. He’s even got a pretty good gun! This is my centrepiece model, and I am super hyped to use him.

Backing up the big boy is a solid brace of 10 War Dogs, all of which are taking advantage of House Vextrix’s reroll to hit and wound to make their melta cannons ludicrously efficient. And if they need to, they can always take some mortals to really amp up their weapons, mobility or durability. The plan with these is mostly to spread out, claim objectives and gun down anything they can see. Honestly, it feels like a good plan! Except against Asuryani, where it’s an awful plan. Oh well.

Pictured: the plan not working

Hive Fleet Behemoth

This list is still strong post-FAQ, but definitely loses some teeth

Patrol

Winged Hive Tyrant with Maw-Claws, lashwhip and bonesword   190

Neurothrope with Synaptic Tendrils                                       100

3 Tyrant Guard                                 120

3 Warriors with deathspitters and dual boneswords                         75

3 Zoanthropes                   150

Maleceptor                                       170

3 Pyrovores                                                     90

 

Patrol

Winged Hive Tyrant with Reaper of Obliterax and lashwhip                          190

10 Hormagaunts                                                            80

3 Venomthropes                              105

2 Harpies with heavy venom cannons                     340

3 Carnifexes with heavy venom cannon, scything talons and enhanced senses                      360

1 Pyrovore                                                       30

 

If this list looks familiar to you, good, you’ve been paying attention. It’s a classic Tyranids meta list, but running as Behemoth for extra ObSec and bringing along some Carnifexes to take full advantage. It hits hard in Psychic, Shooting and Combat, and it has the mobility and durability to make use of that. I personally feel like it’s better than the Leviathan equivalents, but it’s largely the underpriced units carrying the list here anyway. But how will those units fair against the might of House Vextrix?

 

Secondaries and Deployment

Ruthless Tyranny/Bring it Down/Grind them Down v Engage/Bring it Down/Warp Ritual

Both of us basically looked at each other’s armies, looked back at our own, then picked Bring it Down. It wasn’t quite as much of a slam-dunk for me as for Owen, but I’d expect to score 10-12 on it in any close game. Otherwise, I picked the Knight classic of Grind, then spiced things up with the new faction-specific Secondary of Ruthless Tyranny. This gives me points for holding half the objectives and for keeping objectives within Dread Range of my army, both of which should be super easy. As it turns out, the mission today (Death and Glory) means it isn’t unequivocally better than Stranglehold for once, but it should still be a reliable 10-15 points.

For Owen, the main concern was that my superior ObSec would prevent him maxing Stranglehold, so in went Engage instead. Finally, Warp Ritual is a Tyranid classic, and Owen thought there was no reason it wouldn’t serve him well here. Yes, I have one deny, but he has a Neurothrope. It’s hardly a contest.

Pretty defensive deployment for Knights
Flyrants happily deployed out of cover, because the Bodyguard nerf isn't real for Tyranids

My deployment is moderately defensive, with the Abominant hidden out of LoS and most of the War Dogs placed relatively safely. Owen does the same, with nothing out of cover except the untargetable Hive Tyrants. Whoever goes first will be getting some shots, but hopefully not on anything too critical.

 

Chaos Knights Turn 1, 15:10

With first turn, it’s time to get stompy. I send a thrust of War Dogs out to each flank objective, securing me three points for Ruthless Tyranny and drawing angles onto a couple of the monsters. I do need to use Daemonic Surge in a couple of places to get line of sight or onto the objectives, which costs me a few wounds but should be worthwhile. In the centre, the Abominant thunders up, ready to fail to cast all his spells. I also make the call not to move onto the central objective, because I won’t hold it and I don’t need it for my Secondaries anyway.

Lots of carefully drawn out angles to make sure I have LoS

In the Shooting phase, I open up on one Harpy and manage to inflict 6 wounds thanks to House Vextrix’s rerolls. 

Daemonbreath spear let's gooooo

Firepower from either flank manages to wipe the large Pyrovores squad in the centre, while more melta fire from my left flank badly injures a Carnifex. It’s not the most exciting round of Shooting, and I probably won’t be scoring Grind, but it’s good to get in those early shots.

Ravenous Pterrorshades is great

Finally, in Morale I use Ravenous Pterrorshades to force the Hormogants to take a Dread test. They fail by quite a wide margin and lose 6 models to the resultant mortal wounds. This means they no longer have quite enough models to flip an objective held by one of my War Dogs! 1 CP well-spent.

Not feeling good about Grind this turn, but hopefully it should be a lock from here on out

Tyranids Turn 1, 15:25

Tyranids ready to strike back

I didn’t do much damage last turn, but Owen knows that he needs to make this one count. To that end, both Flyrants zip forward to take out my forward Stalkers, while the Carnifexes inch out of cover to line up shots and the Harpies speed down the left flank.

Scary Flyrants ready to rip and rend

Psychic sees Warp Ritual and all the key buffs go off, as well as the Maleceptor nudging closer into the wall to zap my lead War Dog a bit. The Harpies combine their fire on the front-left Stalker and obliterate it with HVC fire, while the Carnifexes bracket a Stalker on the other flank. 

Harpies demonstrate their ridiculous firepower

Finally, in combat the  Flyrants effortlessly slice apart two Stalkers, despite me popping the -1D strat on the healthier one. 

Chop chop goes the Flyrant

The bracketed one explodes, damaging the Flyrant as well as the two Hounds behind it. Owen then pops Overrun to bring the Reaper back home to safety, while the Maw-Claws Flyrant consolidates to score a big Engage then uses Encircle the Prey to disappear. I can see why this interaction has since been nerfed.

Sneaky consolidation shenanigans from the Flyrant as it rips me a new one

It's a very successful turn for Owen, but I’m now in position to do a bit more damage to his monsters.

Big Engage from the Tyranids, before the Flyrant Encircles to safety. Not gonna miss that strat

Chaos Knights Turn 2, 28:25


Giving Knights a 4 on Primary is a very Tyranid vibe

Alright, time to see what those Knights can do. Owen activates the Zoanthrope Imperative, while I pick Gheist Storm to potentially mess with his target priority and charges. The Abominant moves onto the central objective and casts his 5+++ save, before blasting the nearby Carnifex for some solid damage.

Knights storm forward, ready to melt everything they can see

Melta fire from my left War Dogs obliterates another Carnifex, before everything else on my centre and right flank opens up on the Harpies. Critically, Owen has forgotten to keep them within 12” of a Synapse creature, so they have no defence to the hail of hyper-efficient melta shooting that hammers into them. Two Brigands and one Huntsman later and Owen is down his two best shooting units. Ouch.

Turns out a reroll to hit and wound is pretty good on melta cannons

Then it’s onto the Charge phase, and I hurtle my Abominant forward to krump the Maleceptor. 15 S8 attacks later and Owen is forced to CP reroll to keep his Maleceptor alive on 3 wounds, while doing nothing on the swing-back. 

Maleceptor slightly too close to the wall

One Stalker on my left also makes its charge into a Carnifex, doing some solid damage but failing to bring down its foe.

Knights pinning in the Tyranids

It’s been a pretty devastating turn, and I’m hopeful that I’ve gotten Owen trapped in his deployment zone now.

Not getting a 4 next turn, hopefully

Tyranids Turn 2, 31:29

Time to see how tough those Chaos Knights really are. Owen starts by pulling in reinforcements to try and deal with the Abominant, with a hail of mortal wounds from his Zoanthropes and Maleceptor beginning the process before a Carnifex and some Warriors thunder in. 

Zoanthropes casually dealing 6 mortal wounds, as they do

They’re also assisted by the Venomthropes, which don’t charge but sit 3” away to slap me with fight last and another mortal wound. The last Pyrovore pops out, stripping 6 wounds off a War Dog with some crazy flamer rolls before charging in and wounding my Abominant still further. 

Pyrovore is enraged by the death of its friends

The four remaining Hormogaunts use Bounding Leap to speed across the centre of the board, hoping to tie up a Brigand and claim the central objective. In Owen’s backfield, the Tyrant Guard move across to try and take out the lone Stalker fighting the Carnifex. Finally, the Reaper Flyrant swoops into two of my Brigands on my left objective.

Big Tyranid counterattack

Combat produces some mixed results for Owen. On the one hand, the Flyrant goes absolutely wild, killing both Brigands and then using Encircle to disappear to safety. However, the combination of Warriors, Carnifex, Pyrovore and Maleceptor are unable to bring down the Abominant, who pops the -1D strat and continues to exist in the centre. Its swings back fail to down the Maleceptor, but do succeed in killing two Warriors and obliterating the Carnifex. That D4 was really proving its worth here!


Stompy Abominant refuses to go down

Similarly, the Tyrant Guard fail to destroy the wounded Stalker, leaving it alive on a single wound. This is critical, as it means they can’t consolidate backwards to put the Maw-Claws Flyrant back in Bodyguard range. It also means my Stalker gets to swing, and it promptly hacks the final Carnifex to pieces. 

The Stalker refuses to go down

Finally, the Hormogaunts lose three of their number to the Brigand they had charged, pulling them out of combat. I then use Ravenous Pterrorshades again (as it can be used in either player’s Morale phase) to finish them off and ensure Owen has no ObSec on the centre.


Last brave Hormogaunt goes down

That turn probably needed to go slightly better for Owen, but the game is still very tight.

Chaos Knights Turn 3, 55:29

My turn starts with a 12 on Primary, as well as a comfortable Grind from the previous turn. My Abominant falls back from the Maleceptor and Warriors, preparing to unleash its Volkite Combustor, while the rest of the War Dogs manoeuvre to get shots onto the Flyrant and Pyrovore. That goes excellently, with a torrent of melta and chaincannon fire tearing apart Owen’s critical combat piece.

Flyrant really feeling the extra few inches distance from the Tyrant Guard right now

Volkite fire from the Abominant kills two of the Zoanthropes, and my remaining melta is easily sufficient to down the exposed Warriors and Pyrovore. 

6 wounds dealt, six wounds received. The god of balance has spoken

Even the crippled Stalker in combat with the Tyrant Guard is able to evaporate one with its daemonbreath spear.

Knights dominate the centre

It’s a brutal turn of shooting, capped by the Abominant charging back in and destroying the Maleceptor (although not without taking yet another mortal wound from the nearby Venomthropes). On the downside, the Tyrant Guard do finally succeed in killing the Stalker they’re fighting. Still, it’s a very successful turn, that’s left me solidly in control of the game.

Stalker finally goes down

Interestingly, I actually only score one on Ruthless Tyranny this turn, despite holding almost every objective. Thanks to the ‘lock-in’ mechanic for objectives that Death and Zeal uses, I would have gotten a 3 on Stranglehold, but Tyranny requires you to actually have Knights on the objectives as well as controlling them. It’s a bit of an edge case, but it’s interesting to note that Tyranny isn't inevitably better than Stranglehold.

 

Tyranids Turn 3, 58:43


That Primary game has really swung in my favour

Owen is pretty severely short on options this turn. In total, he has the Venomthropes, Tyrant Guard, Neurothrope and lone Zoanthrope in his deployment zone, and then the Flyrant about to come in from reserve. 

Not many Tyranids left on the board

It’s clear that if the Abominant survives the turn then it’s probably game over, so in goes just about everything to try and clear it out. A hail of mortal wounds brings it low, but the Tyrant Guard are unable to deal the finishing blows, even with the Venomthropes helping out. In return, the enraged Knight tears apart two of the Venomthropes and one Tyrant Guard, refusing to succumb to the Swarm.

Before
After. Note the Abominant still alive

Finally, the Reaper Flyrant drops down on my back objective. This claims the objective for Owen, as well as ‘locking it in’ for future turns thanks to the Lurk ObSec.

Chaos Knights Turn 4, 71:43

Score gap widening, but Owen's still in touching distance. Tyranids are running out of models though

This turn I’m determined to put the nail in the coffin. The Abominant heals once again and falls back from combat, gunning down the final Zoanthrope with maximum overkill. 

Abominant getting in some final kills

Then the Brigands move up, obliterating the Neurothrope and Venomthropes with their shooting.

Once again, anything I can see ends up dying

Finally, the Abominant charges back in to the Tyrant Guard, destroying them all with its 12 D4 attacks. Owen’s objective is mine, and he’s down to just the last Flyrant!


Tyranids nearly wiped off the board

Tyranids Turn 4, 74:53

Owen’s turn is predictably short. The Flyrant leaps forward, casting Warp Ritual on the way in. But without the Neurothrope’s buff it can’t roll above a 5, and the Abominant successfully denies it. Enraged, the Tyrant charges me, rolls its 5 attacks and absolutely obliterates the Abominant at last. Oh well, he did his job. The Flyrant then Overruns back to safety behind one of my starting ruins.

Reaper Flyrant does the killing blow to the Abominant

Encircle might have been nerfed, but Overrun will be as strong as ever!
 

Chaos Knights Turn 5, 90:53

There’s no way I can draw line of sight onto the Tyrant, so my turn is pretty short. I roll out an advance roll to see if my central Brigand can make it back onto my home objective, but can’t roll high enough to make it work even with Daemonic Surge. So I content myself with holding the objectives and bracing for impact.

Last few War Dogs secure the objectives

Tyranids Turn 5, 90:67

That impact comes in the form of the Flyrant striking one last time, casting Warp Ritual and charging both the Brigand and Stalker on the central objective. Thanks to taking the final Despair ability I’ve shut off Owen’s ObSec, so he needs to kill both War Dogs in order to take the objective from me. But even with the -1D strat, Owen manages to hit and wound with all his attacks to cut both of them to pieces.

Flyrant solidly locking in his MVP status

It’s a final defiant blow by the Tyanids, but despite that the field clearly belongs to Chaos, who win a 90:67 victory!

 

Post-Game Analysis

That was incredibly bloody. At the end of the game we had three models left between us, which is pretty low even for a game involving Knights!

I felt like this game really showed off the lethality of the new Chaos Knights Codex. Those War Dogs were devastating, gunning down Owen’s monsters far faster than either of us had anticipated with all their rerollable melta shots. And the Abominant was a monster, soaking up (almost) everything the Tyranids could throw at it and continuing to carve its way through their army.

That Abominant just didn't die!

On the flipside, the famed Tyranid durability was absolutely overwhelmed today, with almost everything I shot at going down at pace. Perhaps unsurprisingly, that meant the Tyranid MVPs were the two models I couldn’t target: the Flyrants. They each chopped through at least one Knight every time they made it into combat, and if I hadn’t gotten lucky with my Stalker surviving those Tyrant Guard then they might have been enough to flip the game on its head entirely.

That one remaining wound was pretty critical

As far as new mechanics go, the Harbingers table didn’t come up a massive amount this game. That wasn’t really its fault though, as the ‘no ObSec’ rule could have been critical in this matchup. The problem was just that Owen was mostly out of models by the time we hit my Turn 4! On the other hand, the layered defensive buffs on the Abominant were incredible; it really did just survive in the heart of Owen’s army, soaking up damage and killing stuff. I think all of my Chaos Knight lists are going to be starting with one of those, likely with a similar suite of buffs. The House Vextrix War Dogs were also incredibly dangerous, but by and large felt a bit like glass cannons. I’m wondering whether a double Abhorrent-class list with 7 War Dogs might be a better option, just to increase the staying power of the list a little. With Mark of the Dread Knight I can give both big Knights a 5+++, which sounds pretty tasty…

I hope you enjoyed this first (real) outing for the Chaos Knights, it was definitely a lot more satisfying  than their battle against the Asuryani. Turns out gunning down Tyranid monstrosities is more fun than being move-blocked and kited by space Elves! How have your first experiences with the new Knights been? Are you more excited for the Chaos Knights, or for the loyal bastions of the Emperor’s will? As ever, let me know in the comments, and I’ll get back to you when I can.

Please do be kind though: I’m playing with leaked screenshots of a Codex that wasn't out when we played the game, so please don’t be too mean if we’ve made some rules errors. 

Until next time, may your Knights always refuse to die!

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