Okay, game played against miket and his EUK nids, super brutal game, due to a combination of phone batteries dying as well as having to stop and check rules more often as well as think a lot more, the picture taking basically stopped halfway through turn 2....
I took the list above but traded out an armoured company for a hellblade flight and chaos warlord in the termies, mike can share his list when he gets the chance, but in the meantime it was something like
2 harridans
2 trygon burrowing swarms
3 genestealer broods
6 (ish) swarms of termagaunts/gargoyles/hormagaunts
I forced corners, hoping to give myself more time to hit the nids before they boxed me in, also hoping they would bottleneck themselves, will add some early game pics
Turn 1

Deployment, due to our club insisting on making these stupid fixed terrain tables

, ignore the lava, it's not there....

Hellblades kill a couple of genestealers

Retinue finishes the job and breaks them

Armoured company shoots up another genestealer formation

Harridan swoops (doubles) forward

and pops a rhino

Knights single and shoot half a swarm dead in a single volley with 9 hits
Now I've run out of pics...
the rest of the turn saw mike fail a frustrating number of activations so ended up a little strung out, air assaulting noise marines killed all the gargoyles on the above harridan and did one damage on the beast, breaking it, rather than use thawk#2 to recycle the noise marines I flew it around shooting stuff
Turn 2
By this point mike had massed 4 swarms right next to my knights, retinue and armoured company, he teleported a trygon swarm to the left of the nights, I bought in my terminators to threaten his intermingled genestealers and regular swarm, he then teleported his second trygon in to my right to threaten my chosen
I won initiative and summoned daemons and engaged the two swarms, wiping them out with kills and combat res (thanks to scoring 5 macro hits) I then retained and attempted to single my knights, but they failed, even with the re-roll and instead wiped out the half swarm they shot previously
Mike then engaged my chosen and wiped them out for no losses, he retained and engaged my retinue with the damaged rhino, wiping them out with genestealers, I tried to engage the second trygon swarm with the noise marines to drag in support fire from the knights, however he was closer to the knights and countercharged towards them, moving out of engage range, so the noise marines ended up stranded (I should have shot really, didn't think he'd run from the fight!)
The trygons then engaged the knights intermingled with the armoured company who thanks to being war engines, elected to firefight, killing all the raveners and damaging the trygon, the trygon survived on 1DC which bought in a lot of support fire from the BTS swarm, most of which was saved by the land raiders, one knight was destroyed and a second damaged, the knights won the combat ending up on 5 BMs
at the end of the turn, thunderhawks picked up the terminators and shot the crap out of the big BTS swarm in the process
Turn 3
Knights sustained fire on the BTS swarm, mowing 6 of them down, then terminators retained and engaged them, wiping them out and giving me BTS, unfortunately the thunderhawk was destroyed in the process....
Knights were then engaged and finally broken, by a harridan and swarm in support fire, they went down swinging and two survived
Mike then pounced on my terminators and wiped them out giving him BTS
At this point we had to call it a draw as it was late and we needed to get going, it would almost certainly have gone to turn 4, and I was probably in better shape overall than mike, having two untouched retinues, hellblades and an empty thawk as well as the broken knights, armoured company and noise marines, most of his army was broken and severely reduced in number, as well as a good distance from my blitz
Thoughts:
next time I use the list, I'm probably going to take 5-6 knights as my BTS, they were really rather good in this game, gunning down loads of tyranids (infantry outside of cover is pretty much their bread and butter though...) and soaking up several multiple-engagements, I found them pretty resilient and their ability to FF when engaged in 90% of situations is pretty powerful, for 300 points they're pretty much a no-brainer for me, and when they fail to activate, you can always take the blast marker and if they're untouched, it doesnt degrade their shooting power, they were fun to use and felt very powerful and dangerous, mike expended a lot of resources and managed to kill two, the knights probably killed around 30 units in the game between shooting and engagements, if they'd rallied on turn 4 then it would have been even more!
I messed up using the noise marines, they pounced on the harridan and broke it early on, but my decision to go after BTS with the empty thawk meant on turn 3 they were footslogging it and ended up being engaged and broken by a harridan
Overall I felt the knights were perhaps a bit too good, being war engines gives them lots of advantages anyway, but couple that with them being fast, shooty, nasty in firefight and pretty damn reslient, but I will say that they were spoiled for choice with all the low save infantry in the open!
the rest of the list seems reasonably balanced, hellblades are
awesome... I've been itching to try some out for ages, the noise marines in thawk could have been used better, I'll try them out again sometime soon
I'll probably keep the list as it is for future games, but need to find the points to add a knight to make them BTS
I'm sure mike will be along with his thoughts and list at some point, hope this is of use!
