Army Rules
The newly revealed dread table for Chaos Knights appears to be quite robust. One significant mechanic that stands out is the impact of battle shock (BS), which not only disables stratagems but also reduces Objective Control (OC) to 0. Increasing the required test from 6+ to 7+ is a potent change that is likely to result in failed tests. The real excitement arises from the benefits gained when engaging shocked targets after turn 3, where you essentially gain stealth and a +1 bonus to wound them. There's always a trade-off to consider when determining the level of aggression for Chaos Knights. Waiting for a turn can potentially provide defensive buffs that could significantly neutralize an enemy unit, and this strategic aspect remains relevant. However, the decision-making process is now simplified, as all buffs automatically occur on turn 3. It is important to note that this does not guarantee that any unit will have the defensive buff active at any given time.
Moving on to the Super Heavy Walker rule, it grants us the ability to traverse terrain that is 4" or less as if it doesn't exist. This advantage applies specifically to normal moves, advances, and fall backs, but it remains highly beneficial. It's worth noting that most of the Orc Kill Team buildings are likely to fall within this height restriction, and the majority of Games Workshop structures should also be compatible unless they are exceptionally large. Additionally, if the ruins have any tapering edges, we have the advantage of cutting corners and making significant movements much shorter than they previously were. Furthermore, we have the ability to stride over non-Titanic units, allowing us to potentially leapfrog over vehicles like a Land Raider. However, there is some confusion regarding whether this rule permits movement within engagement range of an enemy. Until further clarification is provided, it's advisable to consult with your Tournament Organizer (TO). Nevertheless, the rule does enable us to choose the direction in which we fall back, providing additional tactical flexibility.
When it comes to including Knights as allies, the process remains largely unchanged from the previous edition. You have the option of including one large Knight or up to three smaller ones in your army. However, there is a drawback to consider. Since you are not taking a Chaos Knights detachment as an ally, you do not have access to the specific detachment rules for Chaos Knights, which means you also miss out on their corresponding stratagems. This limitation applies not only to demons but also to most allied factions, with the exception, perhaps, of Imperial Agents.
In our current and sole detachment, we possess the ability to subject enemy units to battle shock (BS) tests during their command phase if they fall below their starting strength. However, an unfortunate designer's note (though some Tournament Organizers may have different interpretations) clarifies that this effect functions as a replacement rather than an additional feature. While our initial excitement stemmed from the potential for double tests, we can still derive strength from this mechanic, albeit to a lesser extent. Forcing Space Marines onto a 7+ test results in a 42% failure rate. Consequently, opponents will be compelled to forego the use of stratagems either due to a diminished pool of resources available for passing BS tests or due to units being shocked.
Enhancements
Firstly, it's worth noting that while these enhancements don't explicitly require character targets based on their text, the core rules still necessitate it. Most knights can benefit from these enhancements, but currently, the Stalker is the only War Dog capable of receiving them.
The Lord of Dread enhancement compels an enemy unit engaged in melee to undergo a BS test. This is a significant advantage as it cannot be auto-passed, potentially denying the opponent defensive or interrupt stratagems. Additionally, reducing their OC can help secure an objective at the end of the turn. While it may not be an auto-take, it suits certain playstyles, particularly when utilized on a Stalker for delivery purposes.
Next, the Aura of Terror enhancement makes an objective sticky (it stays yours until the enemy moves to claim it). The objective itself benefits from the top half of the aura, causing a leadership debuff. This has practical applications, especially if the enemy has no additional reserves. It allows for a flank push without the need to worry about screening out the objective. Alternatively, it can be useful when there is an objective behind cover and a long-range Knight needs to both hold it and engage in firepower when otherwise unable to do so because of sight issues. While this situation may not arise frequently, when it does, it proves to be a valuable choice, making it a good third option to consider in my opinion.
The Traitor's Mark enhancement is a personal favorite. It grants the effect of a turn 3+ enhancement for the knight during the first two turns. While not useful for the entire game, it significantly boosts survivability early on, especially if employing tactics involving an agressive Abominant to inflict numerous mortals and tests. It mitigates the issue of holding back until defenses come online. Playing with this type of knight, if it manages to survive until turn 3, the redundancy of the enhancement becomes inconsequential. If this aligns with your play style, the Traitor's Mark is a must-have.
Lastly, the Panoply enhancement, which is a permenant reskin of Armor of Contempt, is just plain good. It is straightforward, reliable, and always in effect. While it may not be a personal favorite, it is objectively the best choice. The Tyrant, with its 2+ armor save, can finally get off the shelf. It remains effective on any other knight as well, although its effectiveness increases with larger recipients.
Stratagems
Dread Hounds, one of the new strats revealed to us early, greatly enhances our damage output against key targets. I think this is better in melee because that mitigates the downside of losing attacks if the target is eliminated early. It's worth noting that Dread Hounds can be used after the Abominant's ability, potentially shocking the desired target and providing an additional chance for exploding 5s.
Disdain for the Weak is our new melee defensive ability. Ideally, we want to shock the target we don't want to engage with, but even a 6+++ save results in 20% more survival. If we manage to shock the enemy, our durability increases by 50%. It's important to remember that we cannot duplicate stratagems, so this defensive ability can only be active on one knight at a time. Therefore, our strategies should focus on minimizing the melee attack surface to a single knight utilizing this ability. This remains consistent with the previous edition, so it should already be second nature.
Pterrorshades is a more enjoyable and less janky. Whenever a BS test fails, which happens quite frequently, we can activate Pterrorshades. This immediately deals around 3 mortal wounds (0-6) and heals the knight for the same amount. Importantly, this can be used multiple times per turn on each knight. If a heavily degraded dog suddenly benefits from this ability due to a failed test, the situation can quickly turn in our favor. Keeping spare command points for Pterrorshades can keep opponents on edge, as any failed BS test can potentially restore the knight's OC and disrupt the enemy's objectives for the primary phase. It doesn’t have the same utility as last eddition, but I do think it is somehow even better than it was.
A Long Leash remains similar to its previous edition counterpart. If there are three dogs that require rerolls, it's worth considering. A 17% increase in damage output across three separate War Dogs is equivalent to half a dog's worth of damage. Alternatively, giving three dogs the leadership buff can be useful, although it probably will not have the same impact. Nevertheless, it can still potentially turn the tide of a game when needed.
Knights of Shade is undoubtedly the highlight of this release. In the previous edition, people would run Korvax solely to access a version of this ability at double the cost. The ability to move horizontally without worrying about how Fly models move, going up and over terrain, is incredibly powerful. Now that all knights have access to it, the utility and effectiveness of Knights of Shade are unparalleled.
Lastly, Diabolic Bulwark remains unchanged, except that it always costs 1 command point. Although I doubt I will be using this ability frequently, there may be situations where it makes sense. However, considering the availability of cover, decreased armor penetration, and the increased importance of command point usage in the current edition, the instances where Diabolic Bulwark is applicable are likely to be fewer than in the previous edition.
War Dogs
All the dogs are now relatively similar in terms of their capabilities. Each one can be taken in numbers of up to 6, and we no longer face a squad quantity disadvantage in terms of deployment that would consistently favor our opponents. If you have magnetized your dogs, it will pay dividends because the meta has shifted. In the previous edition, two Stalkers had the potential to surpass the damage output of a Brigand and a Karnivore if they were active in all phases. However, this is no longer the case.
One of the most significant aspects of the dogs is that they all possess Offensive Capability (OC) 8, and this statistic does not degrade as they suffer damage. Even when these dogs are left limping with just 1 wound remaining, they can still contest objectives and fulfill their role effectively.
Among the dogs, the Executioner appears to be the least useful. It has experienced a reduction in range and Armor Penetration (AP) for its renowned guns, and in compensation, it gains a hit bonus against heavily damaged units. While this can be beneficial, it falls short of the high damage output we were accustomed to in the previous edition due to the absence of dreadblade buffs and relics. On the bright side, the guns now offer a more consistent shot volume without the previous randomness.
The Stalker is our designated character dog, providing the only option for enhancement (subject to Forge World's index). While it doesn't excel in either shooting or melee, it remains a credible threat. The chaincannon has seen a reduction in range by one-third and a drop in AP value by one, aligning with the overall crunch of the edition. If you previously played with an Iconoclast household, you may find the melee weapons significantly weaker, with approximately 60% less damage against MEQs on average. As the game progresses and forces dwindle or players opt for less clustered formations to limit our shock potential, this ability will come into play more frequently. The shorter yet more menacing spear has particularly caught my attention with that impressive Melta 4 abillity. The stubber and havoc weapons both perform admirably, with the stubber firing at a rapid rate of 3+3 and the havoc experiencing fewer penalties when firing indirectly. With fewer available upgrades, the havocs will feature in a greater number of games, making a wider range of targets susceptible to shock, and I'm eagerly anticipating their impact.
The Karnivore was already incredibly enjoyable, and now it not only boasts increased speed but also benefits from rerolls on charges, sometimes through walls. With 50% more melee attacks over its counterparts and a WS2+, it has become an absolute delight. I only wish I could field more than 6 of them.
On the complete opposite side of the spectrum, we have the Brigand. Their BS2+ is remarkably impressive, bordering on uncomfortable levels of accuracy. And as if that weren't significant enough, targeting the closest enemy unit grants them additional AP. This applies not only to ranged attacks but also makes their melee prowess quite formidable. Furthermore, this penetration bonus chekcs independently for each weapon, meaning you can unleash a barrage of fire from the arms at a visible target, while the missiles can bypass the cover bonus of an obscured unit when you cannot directly see a closer enemy. My only hope is that these enhancements do not result in a substantial increase in their cost.
The Huntsman marks the final addition to our pack of dogs before the forge world index comes into play. This variant has now been distinctively set apart from the stalker. With the ability to reroll wound and damage rolls of 1 against larger targets, there is a clear incentive to equip it with an additional melta gun. Running a pair of Huntsmen and directing them towards a flank guarded by a single formidable target seems like a strategic choice worth exploring. It's refreshing to know that these dogs can now handle the task of rectifying poor damage rolls on their own, reducing the need for excessive expenditure of command points. I'll need to rummage through my collection to locate the sprues containing those melta guns.
Abhorrents
Continuing the tradition of modular chassis, the standard heavy class of knights has undergone some intriguing changes. While they maintain a general similarity to their previous edition counterparts, there are some new tricks up their sleeves. Two important things to note for each type is that their OC is halved when they begin to degrade and all of them now possess the character keyword. It's worth noting the potential of using tank shock with a strength 20 fist, which translates into rolling a staggering 22 dice and seeking 6x5+s, a result that can be achieved with relative consistency. Tank shock is silly and should probably be used as frequently as possible.
The Despoiler variant of the knight has seen improvements to most of its ranged weapons, with some being adjusted in power. Even if the changes result in a break-even situation, the overall decrease in lethality across the battlefield makes these weapons inherently more effective. While the melee weapons have been affected by the general nerfs seen throughout, the firearms remain reliable and unchanged. The inclusion of a leadership (ld) buff is a valuable addition, although personally, I am not inclined to invest points in it. However, the ability to reroll certain rolls proves to be advantageous, particularly when combined with the devastating firepower of the colossal melta 6 gun. When facing aircraft, the auto cannon becomes a formidable tool, capable of dealing mortal wounds to not just aircraft, but anything with wings. I find it painful to select the havoc upgrade, as it essentially duplicates the functionality of the war dog variant, albeit with the potential benefit of improved line of sight from towering. The ability to see targets has made this pattern extremely likely to be seen on the table.
The Desecrator's previous weapon skill (WS2+) always left me confused, but now it makes more sense. This shooting-oriented knight can finally fulfill its role effectively, especially with the inclusion of the old relic version of its signature gun. Both the murder laser and stubber have become formidable tools against larger targets, inflicting devastating wounds. As for the melee weapon choice, it largely depends on the current meta, and I'm leaning towards favoring the fist option. With the removal of the ability to swing more with the sword, the fist seems more appealing. Overall, this knight excels in consistent ranged firepower, although its melee capabilities have significantly diminished. While I'm not entirely sold on the trade-off, it does make more sense in the broader context.
The Rampager receives the same adjustments in terms of attacks and WS as the Karnivore, maintaining its formidable offensive capabilities. However, it possesses a particularly important ability: the ability to advance and charge. This makes the distance it can actually cover incredibly hard to plan for, and makes it incredibly mobile. Furthermore, when it successfully charges, its hit rolls have sustained hits 1. I am genuinely thrilled to experiment with this knight. Advance and charge is one mechanic that can absolutly break a melee unit and we finally have it on this guy. With the Desecrator being worse in combat, the Rampager might finally be used pretty frequently.
I have already tested the Abominant using the point values from the previous edition, and I must say, it exceeded my expectations. It has become even deadlier in melee combat while remaining about the same in the shooting phase. The ability to inflict mortal wounds, which often triggers the faction BS modification, proves to be highly effective. Additionally, the Abom has the advantage of imposing a BS test at the beginning of the shooting phase, which occurs before the war dog's exploding hit stratagem, if chosen by the controlling player (you should and will). I find the new volkite gun particularly enjoyable. It performs similarly to its previous edition counterpart against large targets, but its efficacy against smaller targets is even more impressive. I highly recommend including at least one Abom in your army, especially if you position it aggressively and catch the enemy off guard. It is excelent at punching down and handling infantry. Harder targets will make it strugle with its lower strength weapons.
Tyrant
The Tyrant has become an incredibly durable unit, boasting impressive toughness and improved armor. While the ability to provide cover to nearby war dogs is a nice feature, it's worth noting that cover saves have become more accessible in the current edition, making this ability less exceptional. However, the Tyrant's screening range of 12" is quite remarkable, even if other rules allow for units to deploy within 3" or similar conditions. Additionally, the Tyrant explodes just a little harder, so close quarters detonations are very risky.
Between the two weapon options, the brimstone lance is probabably the lesser choice. Its high damage output allows the Tyrant to dismantle enemy tanks before they even leave the opponent's deployment zone. The plasma guns are also strong, and the potential to regain lost wounds is present. Moreover, when combined with cover, panoply bonuses, and a 2+ armor save, the Tyrant can shrug off lascannon shots with a 3+ save, which can cause the Tyrant to not be shot at and make the self inflicted damage less meaninful.
The harpoon is one of the more ridiculous weapons in this book. With a 4+ to wound roll, it can deal a devastating 12 mortal wounds into big targets. Additionally, the super flamer boasts an 18" range and it will be overwatching every turn, making it challenging for opponents to engage the Tyrant at close range.
Regarding the choice between cannons and missiles, the cannons may not be as appealing since they essentially function like twin-linked bolters. On the other hand, the missiles prove to be highly effective as long as they have a suitable target. Of course, the Tyrant retains its potent melta weapons, which can still pack a punch, espeically if you are in close quarters as the flamepoon version would allow.
Overall, if the point values are reasonable, many of the previous reasons for hesitating to include a Tyrant in your army have diminished. It's quite possible that we will see a rise in the popularity of Tyrants due to their improved capabilities.
Closing Thoughts
It's worth considering that with the current edition's fixed missions like "Bring it Down" and "Assassinate," opponents will be incentivized to target big knights in order to maximize their points. If they can handle a large knight per turn, they will likely score well against us. However, considering the significant improvements some dogs have received, it's likely that we will see a continuation of dog-centric forces in this edition. As long as our points cost don’t increase dramatically, this edition should be favorable for us.
It's important to note that half of our army is yet to be released, technically speaking. The fate of Forge World options in this edition remains uncertain, as their viability was compromised by restricted access to marks and relics in the previous edition. It will be interesting to see what surprises await us in the forthcoming index.
At the moment, the units we already have at our disposal feel strong without being excessively overpowered. Other factions like Deathwatch, Eldar, and Space Marines may have some potent combos, but we don't seem to possess similarly game-breaking options. We enjoy mobility and don't appear to be oppressively dominant. It seems likely that we will perform well in missions, while our opponents may struggle to achieve comparable scores. The idea that playing against Chaos Knights could potentially result in a significant score reduction is somewhat interesting. The way BCP compares similar records favors oponents who do well in other games. This may mean Chaos Knights will have a slight advanatge here and be shuffled towards the top of any given record ranking.