
JUMP TO:
Blood Angels’ Specific Strategies
Chaos Knights’ Specific Strategies
RULES / POINTS VERSION:
10th Edition, 2025 – 2026 Chapter Approved
September 2025 Balanced Dataslate and MFM Points Update
MATCHUP:
| Faction: | Detachment: |
| Blood Angels | Angelic Inheritors |
| VS | |
| Faction: | Detachment: |
| Chaos Knights | Houndpack Lance |
MISSION:
| GW Mission | G |
| Primary | Purge the Foe |
| Terrain Layout | GW Terrain Layout 7 |
| Deployment | Hammer & Anvil |
LISTS:
Blood Angels:
List
Blood Angels
Angelic Inheritors
Strike Force (2,000 Points)
CHARACTERS
Captain with Jump Pack (75 Points)
• 1x Hand flamer
• 1x Power fist
Captain with Jump Pack (90 Points)
• 1x Hand flamer
• 1x Power fist
• Enhancements: Troubling Visions
Chief Librarian Mephiston (120 Points)
• 1x Fury of the Ancients
• 1x Plasma pistol
• 1x Vitarus
Commander Dante (120 Points)
• Warlord
• 1x Perdition Pistol
• 1x The Axe Mortalis
Judiciar (90 Points)
• 1x Absolvor bolt pistol
• 1x Executioner relic blade
• Enhancements: Prescient Flash
Librarian (65 Points)
• 1x Bolt pistol
• 1x Force weapon
• 1x Smite
Lieutenant with Combi-weapon (95 Points)
• 1x Combi-weapon
• 1x Paired combat blades
• Enhancements: Ordained Sacrifice
The Sanguinor (140 Points)
• 1x Encarmine broadsword
BATTLELINE
Intercessor Squad (80 Points)
• 1x Intercessor Sergeant
◦ 1x Astartes grenade launcher
◦ 1x Bolt pistol
◦ 1x Bolt rifle
◦ 1x Power fist
• 4x Intercessor
◦ 4x Bolt pistol
◦ 4x Bolt rifle
◦ 4x Close combat weapon
Intercessor Squad (80 Points)
• 1x Intercessor Sergeant
◦ 1x Astartes grenade launcher
◦ 1x Bolt pistol
◦ 1x Bolt rifle
◦ 1x Power fist
• 4x Intercessor
◦ 4x Bolt pistol
◦ 4x Bolt rifle
◦ 4x Close combat weapon
OTHER DATASHEETS
Bladeguard Veteran Squad (80 Points)
• 1x Bladeguard Veteran Sergeant
◦ 1x Heavy bolt pistol
◦ 1x Master-crafted power weapon
• 2x Bladeguard Veteran
◦ 2x Heavy bolt pistol
◦ 2x Master-crafted power weapon
Devastator Squad (120 Points)
• 1x Devastator Sergeant
◦ 1x Close combat weapon
◦ 1x Plasma pistol
◦ 1x Power fist
• 4x Devastator
◦ 4x Bolt pistol
◦ 4x Close combat weapon
◦ 4x Lascannon
Gladiator Lancer (160 Points)
• 1x Armoured hull
• 1x Icarus rocket pod
• 1x Ironhail heavy stubber
• 1x Lancer laser destroyer
• 2x Storm bolter
Inceptor Squad (120 Points)
• 1x Inceptor Sergeant
◦ 1x Assault bolters
◦ 1x Close combat weapon
• 2x Inceptor
◦ 2x Assault bolters
◦ 2x Close combat weapon
Infiltrator Squad (100 Points)
• 1x Infiltrator Sergeant
◦ 1x Bolt pistol
◦ 1x Close combat weapon
◦ 1x Marksman bolt carbine
• 4x Infiltrator
◦ 4x Bolt pistol
◦ 4x Close combat weapon
◦ 4x Marksman bolt carbine
Sanguinary Guard (125 Points)
• 3x Sanguinary Guard
◦ 2x Angelus boltgun
◦ 3x Encarmine blade
◦ 1x Inferno pistol
◦ 1x Sanguinary Banner
Sanguinary Guard (125 Points)
• 3x Sanguinary Guard
◦ 2x Angelus boltgun
◦ 3x Encarmine blade
◦ 1x Inferno pistol
◦ 1x Sanguinary Banner
Sanguinary Guard (125 Points)
• 3x Sanguinary Guard
◦ 2x Angelus boltgun
◦ 3x Encarmine blade
◦ 1x Inferno pistol
◦ 1x Sanguinary Banner
Scout Squad (70 Points)
• 1x Scout Sergeant
◦ 1x Astartes chainsword
◦ 1x Bolt pistol
◦ 1x Close combat weapon
• 4x Scout
◦ 4x Bolt pistol
◦ 4x Boltgun
◦ 4x Close combat weapon
Chaos Knights:
List
Chaos Knights
Houndpack Lance
Strike Force (2,000 Points)
CHARACTERS
War Dog Brigand (150 Points)
• Houndpack Lance Keyword: Character
• 1x Armoured feet
• 1x Avenger chaincannon
• 1x Daemonbreath spear
• 1x Havoc multi-launcher
• Enhancements: Loping Predator
War Dog Karnivore (150 Points)
• Houndpack Lance Keyword: Character
• 1x Havoc multi-launcher
• 1x Reaper chaintalon
• 1x Slaughterclaw
War Dog Stalker (140 Points)
• Warlord
• Houndpack Lance Keyword: Character
• 1x Daemonbreath spear
• 1x Havoc multi-launcher
• 1x Slaughterclaw
BATTLELINE
War Dog Brigand (140 Points)
• 1x Armoured feet
• 1x Avenger chaincannon
• 1x Daemonbreath spear
• 1x Havoc multi-launcher
War Dog Brigand (140 Points)
• 1x Armoured feet
• 1x Avenger chaincannon
• 1x Daemonbreath spear
• 1x Havoc multi-launcher
War Dog Brigand (140 Points)
• 1x Armoured feet
• 1x Avenger chaincannon
• 1x Daemonbreath spear
• 1x Havoc multi-launcher
War Dog Huntsman (140 Points)
• 1x Daemonbreath meltagun
• 1x Daemonbreath spear
• 1x Reaper chaintalon
War Dog Huntsman (140 Points)
• 1x Daemonbreath meltagun
• 1x Daemonbreath spear
• 1x Reaper chaintalon
War Dog Huntsman (140 Points)
• 1x Daemonbreath meltagun
• 1x Daemonbreath spear
• 1x Reaper chaintalon
War Dog Karnivore (150 Points)
• 1x Havoc multi-launcher
• 1x Reaper chaintalon
• 1x Slaughterclaw
War Dog Karnivore (150 Points)
• 1x Havoc multi-launcher
• 1x Reaper chaintalon
• 1x Slaughterclaw
War Dog Stalker (140 Points)
• 1x Daemonbreath spear
• 1x Havoc multi-launcher
• 1x Slaughterclaw
War Dog Stalker (140 Points)
• 1x Daemonbreath spear
• 1x Havoc multi-launcher
• 1x Slaughterclaw
War Dog Stalker (140 Points)
• 1x Daemonbreath spear
• 1x Havoc multi-launcher
• 1x Slaughterclaw
FACTION SPECIFIC STRATEGIES:
Blood Angels
This is more of a singles list than a teams list as it is designed to play combined arms and to score well against most armies. The list has tools to do a little bit of everything. It has fast melee threats in the Sanguinary Guard units, uppy-downy abilities with the Scouts and one of the Stratagems, screening with the Infiltrators, sticky with the Intercessors, a “Get Back Up” enhancement that is a pain to deal with, and more ranged shooting than you typically see in a Blood Angels list. Combine the list with the good detachment ability and stratagems and it has a “jack of all trades” feel to it. I’ve had good luck playing it over 10th and, while it’s not my favorite way to play Blood Angels, it is one of my stronger Blood Angel lists. It doesn’t usually win big, but my win rate with it is very high as I can usually sneak out a win against most opponents.
For this particular matchup, I’m a little unsure of the matchup into a “War Dog spam” Chaos Knights list. On one hand, I think the deployment and terrain favor Blood Angels, potentially the mission as well. On the other hand, the Chaos Knights can just stat check any army and this Blood Angel list doesn’t typically win big. This game was the wild card in my pairings, so I’m going in assuming a close game that slightly favors Blood Angels. Let’s say maybe an 11-9?
| Category | Description |
| Leader / Bodyguard Combos: | Captain with Jump Pack with Sanguinary Guard (x2) |
| Commander Dante with Sanguinary Guard | |
| Judiciar with Bladeguard Veterans | |
| Librarian with Devastators | |
| Transport / Infantry Combos: | None |
| Key Strategems: | In The Shadow of Great Wings – In your opponent’s Shooting phase if they target your Character unit, you can give a unit 18 inch Lone Operative. This, plus the next stratagem, is the reason to play the Librarian and Devastators. |
| Strike Now For Glory – In your Shooting Phase, give a unit Sustained Hits 1. This is the second reason to play the Librarian and Devastators. | |
| Focused Fury – Used in the Fight Phase to give a unit Lethal Hits, plus lance if they are a Character unit. | |
| Unto the Burning Skies – At the End of the opponent’s Fight Phase, you can remove 1 Jump Pack unit that is not in Engagement Range of an enemy unit and place them in Strategic Reserves. You can remove The Sanguinor even if he is in Engagement Range. This is the other reason to play this detachment. Love this stratagem! | |
| Key Combos: | Lieutenant with Combi-weapon + Evade and Survive Ability + 5+ Feel No Pain + Infiltrator + Stealth + Lone Operative + Ordained Sacrifice Enhancement This combo is SO annoying. Take the Combi-weapon Lieutenant with all of his key words and janky abilities and then give him a “stand back up on 2+” ability? Might as well just make Area Denial a dead draw for the opponent at the start of the battle. |
| Librarian + Devastators + Signum Ability + Armorium Cherub Ability + Strike Now For Glory stratagem + Oath of Moment + In The Shadow of Great Wings strategem This is a bit pricey, but the result is a unit that you can park in a shooting lane to dominate it while also being a pain to interact with. You get 4 Lascannon shots re-rolling hits with Sustained 1, with a once per battle “flip 6” that allows you to change a dice to a 6, that can access Lone Operative 18 if you try to shoot it back. Did I mention that it also can access Ignores Cover? Yikes! | |
| Inceptors + Meteoric Descent ability + Unto the Burning Skies stratagem OR The Sanguinor + Unto the Burning Skies stratagem OR Sanguinary Guard + Captain with Jump Pack + Rites of Battle ability + Unto the Burning Skies strategem Pick you favorite unit and give it “uppy downy”. Inceptors cycling into 6 inch Deep Strikes every turn? The Sanguinor starting on the board only to disappear only to reappear and ruin a critical charge, even into Rounds 4 and 5 since he started on the board? Keep cycling a Captain + Sanguinary Guard squad in and out of Rapid Ingress to wipe out your back line? All of the above are options. Pick your favorite and go for it. |
Chaos Knights:
This one is relatively new to me. I wouldn’t consider myself a “Knights Main” and this is only my second time playing this detachment. That means that there is a large about of variability to how this game could go as I am still figuring out this list while also playing into a Blood Angels’ list that I have significantly more experience with.
From a list perspective, it is pretty straight forward as I simply have 14 War Dogs, with the breakdown being 4 Stalkers and Brigands to go with 3 Karnivores and Huntsmen. I debated dropping a War Dog for some Daemon allies and more enhancements, specifically the Preyslayer’s Mantle in order to go thru terrain, but ultimately settled on running the maximum number of War Dogs.
From a play perspective, my experience is limited, but I typically push out my Stalkers and Karnivores early to try to start pushing the opponent while keeping the Brigands back to pepper them with ranged shooting. The Huntsmen are then used to strategically pick off enemy Monsters and Vehicles by coming out of reserves or using stratagems (see below). I’ll be keeping it somewhat simple from a stratagem and combo perspective in order to build up experience before I try to get too fancy.
This game will be interesting as it features 2 armies that really want to get “up close and personal”. I don’t have enough info to make a really educated guess, so I’m assuming a draw or slight Chaos Knights loss due to the experience and skill difference that I have between the two armies. That said, I could easily see dice playing a part in this game, whether thru battle-shock or making 5+ Invulnerable Saves, to swing it towards Chaos. We’ll see how it goes.
| Category | Description |
| Leader / Bodyguard Combos: | N/A |
| Transport / Infantry Combos: | N/A |
| Key Strategems: | Cunning Hunter – Used in your Movement Phase just after a War Dog falls back to give it Fall Back and Shoot/Charge. |
| Harrying Hounds – Used in your opponent’s Movement Phase to reactive move up to 6 inches if they finish a Normal, Advance, or Fall Back move within 9 inches of you. | |
| Animalistic Rage – Used in your opponent’s Shooting or Fight Phase to Shoot or Fight on Death. Must target the unit that just killed it. | |
| Encircling Pack – Used at the end of your opponent’s Fight Phase to pick up a War Dog that is within 12 inches of a board edge and not in Engagement Range and put it into Strategic Reserves. | |
| Key Combos: | None |
ROUND-BY-ROUND RECAP:
The game starts with the Blood Angels winning the roll off and choosing to have the Knights place the first model since they have no Infiltrators. Both sides deploy and then the Blood Angels win the second roll off to get first turn. Both sides then do their Scout moves and the Chaos Knights choose Darkness (-1 to Hit if the attacker is Battle-shocked or > 18 inches away) from their Dread abilities. Simultaneously, Blood Angles choose Sanguinary Grace (Fall Back and Charge) and Carmine Wrath (re-roll hit and wound rolls of 1) as their Angelic Legacy abilities. The board state at the start of the game is shown below. Please note that the greenish-blue dice denote the CK characters.

Board State: Start of the Battle
ROUND 1:
| Phase: | Go First: Blood Angels |
| Score at Start | 10 |
| Command | -Draw Overwhelming Force and No Prisoners for Secondaries -Oath of Moment on Stalker 2 (near Objective 5) |
| Movement | -All units stage |
| Shooting | -Gladiator Lancer takes Stalker 1 to 10 wounds -Devastators use Strike Now For Glory to take Stalker 2 to 3 Wounds -All others whiff |
| Charge | -None |
| Fight | -None |
| End of Turn | -CK use Encircling Pack to pick up Huntsman 3 -Score 0 on Secondaries -Score 0 on Primary -Drop Overwhelming Force for 1 CP |
| Score at End | 10 |
| Go Second: Chaos Knights | |
| Score at Start | 10 |
| Command | -Draw Establish Locus and Bring It Down for Secondaries |
| Movement | -Stalker 1 moves onto Objective 5, Stalker 2 moves onto Objective 4 -Lieutenant with Combi-weapon reactive moves 6 inches backwards -Stalker 3 moves into Charge range of the Lieutenant with Combi-weapon -Karnivore 1 moves into the mid board, Karnivore 2 to Objective 3 -All Brigands stage in shooting lanes -Huntsman returns from Strategic Reserves (because it started on the table) to get into range of the Gladiator Lancer |
| Shooting | -Stalker 1 and Huntsman 2 into the Gladiator Lancer, all whiff or saved (rolled box cars to save) -Devastators utilize In The Shadow of Great Wings to get Lone Op 18 inches -all Havoc Launchers (“Top Hats”) into Infiltrators for 1 Damage -Brigand 4 into Intercessors for 1 Damage |
| Charge | -Stalker 3 into the Lieutenant with Combi-Weapon -Dante + Sanguinary Guard use Hero Intervention to Charge |
| Fight | -Stalker 3 kills the Lieutenant with Combi-Weapon, who rolls a 1 to get back up -Dante + Sanguinary Guard do 10 Damage into Stalker 3 |
| End of Turn | -Blood Angels spend 1 CP to pick up The Sanguinor -Score 2 on secondaries -Score 4 on Primary -Discard Bring it Down for 1 CP |
| Score at End | 16 |
Well that will teach me to talk up how awesome the Lieutenant with Combi-weapon is in this detachment. My man did exactly what he was supposed to do, except that he didn’t get back up again outside of Engagement Range, yell “didn’t hurt me”, and then peace out to go do more actions while Dante and Co took care of the Stalker.
Jokes aside, that was a pretty boring turn as both armies whiffed decently hard in shooting, but are positioned well for a turn 2 blood bath. My only complaint is that I got too into the game and forgot to snap a picture after the Blood Angels’ turn (sorry about that). The board state at the end of Round 1 is below.

Board State: End of Round 1
ROUND 2:
| Phase: | Go First: Blood Angels |
| Score at Start | 10 |
| Command | -Draw Sabotage and retain No Prisoners for secondaries -Oath of Moment on Karnivore 2 -Score 4 on Primary for “hold one” objective |
| Movement | -Scouts move block and Intercessors 1 near Objective 3 -Dante and the Sanguinary Guard Fall Back towards Karnivore 2 -Captain and Sanguinary Guard 1 move in Charge range of Karnivore 2 -Mephiston moves into terrain to Sabotage -Judiciar and Bladeguard Veterans move into Charge range off Stalker 2 and Objective 4 -Inceptors Deep Strike down in front of Karnivore 1 |
| Shooting | -Gladiator Lancer whiffs into Karnivore 1 -Devastators kill Stalker 1 for 6 VP -Inceptors bring Carnivore 1 to 7 Wounds -Sanguinary Guard and Bladeguard Veterans plink Karnivore 2 -All others whiff |
| Charge | -Dante and Sanguinary Guard Multi-Charge into Karnivore 2 and Stalker 2 -Judiciar and Bladeguard Vets into Stalker 1 -Captain 1 and Bladeguard Vets into Karnivore 2 |
| Fight | -Dante Battle Shocks Stalker 2 -Judiciar kills Stalker 2 for 2 VP -Karnivore 2 uses Counter-Offensive to kill 2 Sanguinary Guard with Captain 1 -Dante kills Karnivore 2 for 1 VP -Captain 1 and Sanguinary Guard Pile In to Stalker 1 and do minimal damage -Stalker 1 kills Captain 1 and lone Sanguinary Guard for 4 VP |
| End of Turn | -Score 5 on Secondaries -Score 4 on Primary for “kill one” -CK scores 4 on primary for “kill one” |
| Score at End | 23 |

Board State: Middle of Round 2
| Phase: | Go Second: Chaos Knights |
| Score at Start | 20 |
| Command | -Draw Behind Enemy Lines and Recover Assets for secondaries -Pick Dante + Sanguinary Guard for Sustained Hits target (forgot this Round 1) -Score 8 on Primary for “hold one” and “hold more” objectives |
| Movement | -Huntsman 3 into terrain to Recover Assets in the mid board -All other move towards the closest target -Huntsman 2 comes in from Reserves onto Objective 3 -Blood Angels Rapid Ingress with Captain 2 + Sanguinary Guard into the CK Deployment Zone |
| Shooting | -Huntsman 3 and Brigand 3 Recover Assets -Huntsman 1 and 2 shoot the Gladiator Lancer down to 3 Wounds -3 Brigands kill 2 Sanguinary Guard with Dante -All others whiff |
| Charge | -Karnivore 1 into the Inceptors -Karnivore 3 into the Scouts -Stalker 2 into Dante + Sanguinary Guard |
| Fight | -Stalker 2 whiffs -Karnivores kill the Inceptors and Scouts -Dante kills Stalker 2, who explodes and takes out the last Sanguinary Guard with Dante |
| End of Turn | -Score 3 on Secondaries -Drop Behind Enemy Lines for 1 CP -Score 4 on Primary for “kill more” -Blood Angels score 3 on secondaries |
| Score at End | 35 |
As expected, this turn was bloody and featured a lot of “kills” with the Knights gaining an upper hands thanks to a timely explosion and D3 into 3 Damage roll. Both teams are still feeling good about their chances but Blood Angels are starting to worry about their right flank (near Objective 5) thanks to the Gladiator Lancer whiffing so much and Inceptors dying. The board state at the end of the round is shown below.

Board State: End of Round 2
ROUND 3:
| Phase: | Go First: Blood Angels |
| Score at Start | 26 |
| Command | -Chaos Knights rolls “box cars” to get Dominion (+3 inches to aura range) for their next ability -Draw Secure No Man’s Land and Bring It Down for secondaries -Oath of Moment Huntsman 2 -Score 4 on Primary for “hold one” |
| Movement | -Intercessors move onto Objective 3 to Secure No Man’s Land via Objective Control -Karnivore 3 reactive moves out of line of sight of the Devastators -Captain 2 + Sanguinary Guard move towards Brigand 3 -Dante and Mephistopheles move into Charge range of all of the Knights on Objective 5 -Intercessors 2 reinforce behind the terrain near Objective 3 |
| Shooting | -Devastators do 10 Damage into Huntsman 3 -Gladiator Lancer whiffs (AGAIN!!!!!) -Dante and Mephistopheles chip Huntsman 2 -All others whiff |
| Charge | -Mephiston Multi-Charges Karnivore 1 and Huntsman 2 -Dante into Huntsman 2 -Judiciar + Bladeguard Vets into Huntsman 3 -Captain 2 + Sanguinary Guard into Brigand 3 |
| Fight | -Dante Battle Shocks Huntsman 2 -Mephiston kills Karnivore 1 for 8 VP -Karnivore 1 fights on death and then explodes, killing Mephiston for 4 VP -Judiciar kills Huntsman 3 -Dante kills Huntsman 2 -Captain 2 + Sanguinary Guard kill Brigand 3 |
| End of Turn | -CK pickup Brigand 4 to put into Reserves -Score 9 on Secondaries -Score 4 on Primary for “kill one” |
| Score at End | 43 |
| Phase: | Go Second: Chaos Knights |
| Score at Start | 39 |
| Command | -Draw Assassination and Marked For Death for secondaries -Blood Angels mark Devastators, Captain 2 + Sanguinary Guard, and Intercessors 2 -Knights mark Infiltrators and choose them as Sustained Hits Target -Score 8 on Primary for “hold one” and “hold more” |
| Movement | -Huntsman 1 to Gladiator Lancer -Brigand 1 to Objective 5 -Brigand 2 to the midfield -Stalker 4 and Brigand 4 into the Blood Angels Deployment Zone from Reserves |
| Shooting | -Brigand 1 kills Dante for 5 VP -Brigand 4 kills the Infiltrators for 2 VP -Huntsman 1 kills the Gladiator Lancer -all others whiff |
| Charge | -Karnivore 3 into the Intercessors 1 |
| Fight | -Karnivore 3 kills Intercessors 1 |
| End of Turn | -Score 7 on Secondaries -Score 8 on Primary for “kill one” and “kill more” |
| Score at End | 58 |
Another round where I got so into the game that I forgot to stop and take a picture mid-round (sorry – it’s a great game and I was into it). Also, apologies in advance because it happens again in Round 4.
At this point, Blood Angels are worried. Chaos Knights have board position, more CP, and a sizable lead. It’s not lost, but it’s not looking great either. Also, good riddance you stupid Gladiator Lancer. Guy can’t hit the broadside of a barn today. Board state at the end of Round 3 is shown below.

Board State: End of Round 3
ROUND 4:
| Phase: | Go First: Blood Angels |
| Score at Start | 43 |
| Command | -Draw Area Denial and Establish Locus for Secondaries -Oath of Moment on Stalker 4 -Score 4 on Primary for “hold one” |
| Movement | -Intercessors 2 to Objective 3 -Captain 2 + Sanguinary Guard move into Charge range of Karnivore 3 -The Sanguinor Deep Strikes onto Objective 1 |
| Shooting | -The Sanguinor Establishes Locus for 4 VP -Devastators and Intercessors 2 kill Stalker 4 for 4 VP |
| Charge | -Captain 2 + Sanguinary Guard fail 7 inch charge (with a re-roll) |
| Fight | -None |
| End of Turn | -CK pickup Huntsman 1 -Score 9 on secondaries -Score 4 on Primary for “kill one” |
| Score at End | 60 |
| Phase: | Go Second: Chaos Knights |
| Score at Start | 58 |
| Command | -Draw Cleanse and No Prisoners for secondaries -Select Captain 2 + Sanguinary Guard as Sustained Hits target -Score 4 on primary for “hold one” |
| Movement | -Brigand 4 to Objective 2 -Brigand 2 to Objective 4 -Huntsman 1 to the corner of the Blood Angel Deployment Zone |
| Shooting | -Brigands 2 and 4 Cleanse for 5 VP |
| Charge | -Karnivore 3 into the Intercessors 2 |
| Fight | -Karnivore 3 kills all but 1 Intercessor – ugh |
| End of Turn | -Score 5 on secondaries -Blood Angels score 4 on primary for “kill more” |
| Score at End | 67 |
Things I never thought I would say or type – that Knights failing to kill 5 Intercessors could be HUGE. Blood Angels get an 8 point swing that they were not expecting and suddenly it’s a game. Board state after 4 is below.

Board State: End of Round 4
ROUND 5:
| Phase: | Go First: Blood Angels |
| Score at Start | 64 |
| Command | -Knights roll double 4’s to get Dismay (battle shock tests now required for any unit below starting strength) for its last ability -Draw Cleanse and Assassination for secondaries -Oath of Moment on Karnivore 3 -Score 4 on Primary for “hold one” objective |
| Movement | -Captain 2 + Sanguinary Guard setup an unavailable Charge into Karnivore 3 |
| Shooting | -The Sanguinor Cleanses for 2 VP -All others do chip damage |
| Charge | -Captain 2 and Sanguinary Guard into Karnivore 3 -Judiciar and Bladeguard Vets into Brigand 2 |
| Fight | -Judiciar kills Brigand 2 (his 3rd execution!!) -Karnivore 3 uses Counter-Offensive and kills 2 Sanguinary Guard -Captain 2 kills Karnivore 3 for 9 VP |
| End of Turn | -Score 7 on Secondaries -Score 4 on Primary for “kill one” -Knights pickup Huntsman 1 |
| Score at End | 79 |

Board State: Middle of Round 5
| Phase: | Go Second: Chaos Knights |
| Score at Start | 67 |
| Command | -Draw A Tempting Target and retain No Prisoners for secondaries -Drop A Tempting Target for Extend Battle Lines -Intercessors 2 for Sustained Hits target |
| Movement | -Huntsman 1 comes in from Reserves near Objective 3 |
| Shooting | -Huntsman 1 kills lone Intercessor for 6 VP |
| Charge | -None |
| Fight | -None |
| End of Turn | -Score 4 on Secondaries -Score 8 on Primary for “kill one” and “hold one” |
| Score at End | 79 |
A DRAW!!! This game was AMAZING and I had a blast playing both armies. This is the kind of game that I love to play – lots of back and forth and both sides having to dig deep into their bag of tricks to keep up. It also featured some of Steve’s favorite moments with all of the explosions and how they impacted the game. Easily the most fun game of the mini-teams tournament that I am running. Final board state is below.

Board State: End of Round 5
RESULT:
Singles Format: 79 – 79 DRAW
WTC Teams Format: 10 – 10 DRAW
GAME REVIEW:
I think I found my new favorite Chaos Knights detachment. While I understand why CK players are sick of “War Dog Spam” after it being the default for so long, I must say that I really jive with it. It fits really well with my usual minimum sized units (MSU) approach and the number of melee and movement stratagems in this detachment tickle my Grey Knight/Emperor’s Children brain. I probably made a few mistakes that cost CK running up a 12-8 but am thrilled by the result and can’t wait to play this detachment again soon.
Meanwhile from a Blood Angels’ perspective this continues to be my “steady Eddie” list. Outside of one really bad game versus Emperor’s Children, I also seem to play very close games with this list and have a blast doing so. It will continue to be a part of my rotation as it fits with me for a lot of the same reasons as the CK list.
WHAT I WOULD CHANGE NEXT TIME:
- Take more mid-round pictures!!
- Blood Angels
- Roll better with my Gladiator Lancer? Jokes aside, this was a pretty solid game and I’m proud of how BA clawed back. I probably could optimize the list better but don’t have enough Inceptors to do so. In the meantime, the next best option would be to play the Inceptors better. I threw them away too quickly in Round 2 and didn’t get any return.
- Chaos Knights
- I think most of it chalks up to needing more reps on this detachment. I’m broadly happy with how I played but think I messed up my movements in Round 4, which probably let Blood Angels get back in the game. I also probably should have Tank Shocked with the Karnivore 3 to kill confirm the Intercessors 2, but that is really nitpicking.
EARNED THEMSELF A NAME:
Judiciar – My man finished off 3 Knights by himself and was walking around with 8 attacks in melee by the end. By the end of the game, I was humming “Enter Sandman” when he made a charge.
MAGNUS OF THE GAME:
Gladiator Lancer – Dude. You had one job….one job…..and it wasn’t to whiff on every single activation against an army you were designed to annihilate. Ugh! I’m sorely tempted to put this tank in time out with Steve’s Einhyr Champion after this performance. It was awful.






Leave a Reply