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CHAOS

1.ChaosKeyareas..........................................................................................................................................................2 2.Infantry.......................................................................................................................................................................3 2.1.SupportInfantry..................................................................................................................................................6 2.2.GreaterDaemons................................................................................................................................................7 3.VehiclesandStructures..............................................................................................................................................8 4.HeroesandSpells.....................................................................................................................................................11 5.ChaosResearches.....................................................................................................................................................13 5.1.Armoury.............................................................................................................................................................13 5.2.SacrificialCircle..................................................................................................................................................15 6.ChaosStrategies&BuildOrders...............................................................................................................................17

6.1.CSMrush ...........................................................................................................................................................17 . 6.2.EarlyGenerator.................................................................................................................................................17 6.3.DoubleCSM.......................................................................................................................................................17 6.4.DoubleGen/massLP2.......................................................................................................................................18 . 6.5.Zerksopening....................................................................................................................................................18 6.6.Raptorharass.....................................................................................................................................................18

1. CHAOSKEYAREAS

Chaos forces play similarly to the Space Marines, but with a greater focus on melee combat and daemonic support units. Their vehicle choices are more limited than the Space Marines, but versatility in units like the Defiler allow one unit to cover many roles. A variety of units and heavy weapons allow for effective counters across several build orders.

2. INFANTRY Consisting of Cultists, Chaos Space Marines, Raptors, Khorne Berserkers, and auxiliary Daemonic forces, the forces of Chaos maintain ranged abilities similar to their Imperial counterparts but with a greater focus on melee combat. Their unique builders, Heretics, may construct buildings at a greater speed in exchange for health via their special ability.

Heretics
Built from: Desecrated Stronghold

Cost: 60/0 Reinforce: N/A Armor type: inf low The Chaos builder unit. They are the slowest builders, but have the special ability "Forced Labor" which speeds up production time in exchange for the Heretic's own life force. Pros: Constructs buildings more quickly by using their special ability. Cons: Their special ability's life-sapping effect leaves Heretics vulnerable to units that may infiltrate your base, as they will be easy targets with little health.

Cultists
Built from: Desecrated Stronghold Cost: 80/0 Reinforce: 20/0 Armor type: inf med Pop: +2 inf Cultists are simply humans who pursue the Dark Gods. Many were corrupted long ago, and worship secretly in vile cults operating deep in the bowels of the Hive Worlds. They form waves of bloodthirsty humans, armed with basic knifes and laspistols charging the enemy in the hope of pleasing the Chaos Gods and receiving fell rewards for their devoted service. Cultists function both as capturers of points, as well as inexpensive harassment forces to support your main army. In later tiers, Cultists may be upgraded with special weapons like plasma which make them formidable support units. Pros: Inexpensive, fairly versatile, ability to scale. Cons: Low HP, can be wiped out easily by the appropriate counter or player negligence.

Built from: Chaos Temple Cost: 200/0 Reinforce: 50/0 Armor type: inf heavy med Pop: +3 inf Chaos Space Marines were Space Marines, as loyal as any other. However they turned their backs on the God-Emperor, and 9 legions fully turned to Chaos. Most Chaos Space Marines reside in the Eye of Terror, awaiting their chance to bring death and destruction to the Imperium they helped forge and protect. These units serve as the mainstay of Chaos armies, offering strong ranged abilities, including heavy weapons, as well as melee skills superior to those of their Imperial counterparts. Chaos Space Marines can be extensively upgraded through later tiers.

Chaos Space Marines

Pros: Versatile, strong in both ranged and melee combat, upgradeable with heavy weapons. Cons: Expensive if used carelessly, not as good in close combat as melee specialist units.

Raptors
Built from: Chaos Temple Cost: 210/0 Reinforce: 70/0 Armor type: inf heavy med Pop: +3 inf Raptors are close combat specialists who live to prey on the weak. They are elite shock troops and offer the ability to launch strategic attacks on an enemy's weak points via their jump ability. In addition to their melee skills, Raptors can be upgraded with heavy ranged weapons such as flamers and plasma. Pros: Mobile, effective harassment unit, strong in close combat against many basic units. Cons: Vulnerable to ranged weapons, mines, and heroes.

Khorne Berserkers
Built from: Chaos Temple Cost: 220/20 Reinforce: 55/5 Armor type: inf heavy med Pop: +3 inf Khorne Berserkers pledge themselves to the Blood God Khorne, and serve as dedicated assault marines. These units specialize in close combat, using chain axes to hack their enemies to pieces. Upgraded abilities increase their speed, damage, and toughness. Berserkers may also use frag grenades to disrupt and damage foes. Pros: Powerful close combat unit, decent scaling. Cons: Vulnerable to ranged weapons and disruption. Weak against vehicles.

Built from: Sacrificial Circle Cost: 225/90 Reinforce: 75/30 Armor type: monster med Pop: +2 inf Horrors are the Daemon packs of Tzeentch, spawned from the warp into the material realm. Horrors attack their enemies with both daemonic claws and hurled daemonic fire, serving as a strong counter to both light and heavy infantry. Upgrades increase their effectiveness vs. vehicles and monsters. Their daemonic armor class makes them resilient against conventional

Horrors

weapons, although they have a weakness to flamers. Horrors may be deep striked into combat, giving them a fast response function. Pros: Counter to light and heavy infantry, resist most standard weapons, can be deep striked. Cons: Weak to flamers and other daemonic counters, expensive.

Possessed Chaos Space Marines


Built from: Sacrificial Circle, Daemon Pit Cost: 225/105 Reinforce: 85/35 Armor type: monster med Pop: +4 inf Chaos Space Marines who willingly give themselves over to daemonic influence become possessed, leading to mutation and increased fighting strength. Possessed Marines serve as the heavy hitters of the Chaos melee force, having greater speed, power, and toughness than Berserkers. Their daemonic armor makes them resilient against most standard weapons, albeit vulnerable to flamers. They can be extensively upgraded in all areas, including the powerful Daemonic Fire ability which breaks enemy morale in addition to causing damage. Pros: Incredibly tough and powerful in close combat against all unit types. Cons: Expensive, vulnerable to flamers.

Obliterators
Built from: Daemon Pit Cost: 310/370 Reinforce: 155/185 Armor type: monster med Pop: +5 inf Obliterators are horribly mutated, bestial and near mindless remains of once loyal Space Marines infected by the so-called Obliterator virus. A twisted melding of machine, space marine, and deamon, Obliterators have transformed into living weapons. Their ability to spawn ranged weapons from their flesh allows them to counter any unit from afar, and their great strength allows them to heavily damage opponents in close combat. Like all daemonic entities, they are vulnerable to flamers, etc. Additionally, while their bulky armor grants extensive protection, they are slow to move across the battlefield and thus somewhat vulnerable. However, they can periodically teleport like Space Marine Terminators. Pros: Incredibly tough and powerful in both melee and ranged combat vs. all unit types. Cons: Expensive, slow, vulnerable to flamers.

2.1.

SUPPORTINFANTRY

Aspiring Champion
Built from: N/A, requires Armory or Sacrificial Circle Cost: 80/20, 85/25 (Raptor) Reinforce: N/A Armor type: inf heavy med Pop: 0 Favored by the Chaos Gods, these elite warriors stand out among their peers. They lead Chaos Space Marines to battle and can be built from most squads, including Cultists, Marines, Raptors, and Berserkers. They can bestow upgrades on their squads and offer useful abilities. Pros: Tougher and stronger than standard units, upgraded abilities. Scaling. Cons: Additional cost.

Icon Bearer
Built from: Chaos Temple Cost: 75/25 Reinforce: N/A Armor type: inf heavy high Pop: 0 Icon Bearers are true fanatics, carrying the Desecrated Standard into battle. The Icon Bearer can be attached to squads in order to provide bonuses and special abilities in addition to a close combat boost. They provide a morale and health regeneration boost to nearby allies, as well as an ability to raise the Desecrated Standard, again boosting morale and spurring allies to charge the enemy. Pros: Tougher and stronger than standard units, health regeneration and morale boosting abilities. Cons: Additional cost.

2.2.

GREATERDAEMONS

Bloodthirster
Built from: Daemon Pit, requires sacrifice Cost: 650/750 Reinforce: N/A Armor type: monster high Pop: 0

The Bloodthirster is the Chaos God Khorne made incarnate. An incredibly powerful, axewielding winged daemon, this monstrosity is summoned to the battlefield by sacrificing a single unit, typically an Aspiring Champion or Sorceror. Incredibly tough and powerful, the daemon must constantly fight in order to maintain its health and presence in the material world. The Bloodthirster heavily damages all unit types and resists most attacks. It also has the ability to periodically fly distances. It is somewhat vulnerable to certain enemy heroes, e.g. a fully upgraded Force Commander supported by a Librarian and Chaplain, or anti-daemonic units like Grey Knights. Pros: Insane power, toughness, and ability to fly. Cons: Must remain in combat to avoid losing health, expensive, may sacrifice a useful hero like the Sorceror.

Daemon Prince
Built from: N/A, Chaos Lord upgrade Cost: 370/240 Reinforce: N/A Armor type: monster high Pop: 0 Powerful Chaos Lords favored by their patron deity may ascend to become immortal Daemon Princes of the Warp. Massive in size and extremely powerful, few units bring more power to the battlefield. A Daemon Prince may cause heavy damage to any unit type and offers special abilities that both disrupt, break enemy morale, and boost the Prince's own strength. They share vulnerabilities with the Bloodthirster, e.g. against certain heroes and anti-daemonic units / weapons. Pros: Insane power and toughness, upgraded abilities. Cons: Cost, in some ways less versatile than a Lord, vulnerabilities to anti-daemonic counters.

3. VEHICLESANDSTRUCTURES

Rhino
Built from: Desecrated Fortress, Machine Pit Cost: 155/140 Armor type: veh low Pop: +1 veh The Rhino is the workhorse of the Chaos Legions, identical in many ways to its Imperial counterpart. The Chaos Rhino can be upgraded with a Combi-Flamer or Havok Missile

Launcher, giving the vehicle a limited anti-vehicle role. It can also deploy smoke launchers to protect disembarking troops. Armor boost via the Machine Pit's "Mutated Hull" upgrade. Pros: Increased mobility and protection for infantry, limited AV. Cons: Destroyed fairly easily by mainstay AV counters.

Defiler
Built from: Machine Pit Cost: 140/360 Armor type: veh med Pop: +3 veh Made from flesh and iron, powered by a Daemonic warp entity trapped within its hull, the Defiler excels in many roles. Its close combat abilities heavily damage all units, and its ranged weaponry both damages and disrupts infantry. Heavy flamers effectively break enemy morale at short ranges. The Defiler's artillery may be disabled if desired. Armor boost via the Machine Pit's "Mutated Hull" upgrade. Pros: Extremely versatile, powerful, and tough. Cons: Relatively slow moving, high energy cost, vulnerable to vehicle counters.

Built from: Machine Pit Cost: 190/435 Armor type: veh med Pop: +4 veh Ancient tanks from the Horus Heresy still in service ten thousand years later, corrupted by Chaos energies and adorned with daemonic maws. Their standard configuration utilizes a turreted Autocannon and sponson mounted Heavy Bolters, both effective against infantry. Each may be upgraded to a Twin-Linked Lascannon and Lascannon, respectively, for anti-vehicle and anti-building capabilities. A solid and versatile unit. Armor boost via the Machine Pit's "Mutated Hull" upgrade. Pros: Powerful, tough, and very mobile. Counters a wide variety of units. Cons: High energy cost, vulnerable to dedicated anti-vehicle weapons and abilities.

Predator

Desecrated Stronghold
Cost: 200/0 The Chaos HQ and bastion of war. Heretics and Cultists can be built here. You will also find hero wargear and pop cap upgrades in the Stronghold. Rhinos can be built here in T2.

Chaos Temple
Cost: 250/0 The Temple acts as a portal for mainstay Chaos troops. Basic infantry units and upgrades can be found here.

Armory
Cost: 150/50 Requires: Chaos Temple The Chaos Armory houses all of the upgrades and equipment for infantry units.

Listening Post
Cost: 100/0, 125/75 (LP 2), 150/250 (LP 3) Listening posts must be built to secure Strategic Points and Relics. They increase the amount of requisition drawn from Points and remove the fog of war in their general vicinity. Upgrades increase the HP of the Listening Post and add defensive weaponry, first a Heavy Bolter and then an Autocannon. Economic upgrades can also be found here.

Cost: 135/0, each subsequent generator costs an extra 15/10 These structures provide energy, +10 per generator. Power upgrades can also be found here.

Plasma Generator

Heavy Bolter Turret


Cost: 150/75 Bolter turrets provide additional defense against infantry. They can be upgraded to missile turrets for destroying vehicles.

Mine Field
Cost: 50/35

Mines can be used to damage and disrupt enemies. They cause more morale damage than physical damage, but the disruption allows ranged troops to pick off disabled enemies. Effective against jump troop raids, etc. They are infiltrated unless in the presence of an enemy detection unit.

Cost: 200/50 The Sacrificial Circle allows Chaos forces to summon Daemonic entities to the battlefield. Sorcerous unit upgrades and daemons (Horrors, Possessed Marines) can be built here, as can the secondary Sorceror hero.

Sacrificial Circle

Machine Pit
Cost: 250/100 Warp gates allow Chaos to deploy mechanized heavy support units like the Defiler and Predator tank.

Daemon Pit
Cost: 200/100 The most powerful Chaos daemons are summoned from the Daemon Pit. A prerequisite for Obliterators. This building also permits Daemonic units to be deep striked.

4. HEROESANDSPELLS

The Chaos Lord


Built from: Chaos Temple Base Cost: 270/90 Armour type: commander Pop: 0 The Chaos Lord is the primary commander unit of the Chaos forces. He excels at close combat against most unit types, especially against infantry and heavy infantry, and can detect invisible units. He can defeat many other heroes in a straight hero duel. Like many other commanders,

he boosts morale recovery when attached to a squad. Ability upgrades will allow bonuses for both him and surrounding troops. Pros: Powerful CC, versatile abilities. Cons: Vulnerable to ranged focused fire.

Used by: Chaos Lord Effect: Increases damage dealt by 200%, increases morale regeneration 100%, and increases damage taken by 50%. Cost: None. Requirements: Daemonic Gift: Runic Armor (Wargear).

Daemon Strength

Used by: Chaos Lord Effect: Increases health recovery of nearby troops, decreases enemy morale regeneration 20%. Cost: 35/50. Requirements: Daemonic Gift: Desecrated Standard (Wargear).

Desecrated Standard

Chaos Sorcerer
Built from: Desecrated Stronghold Cost: 260/80 Armour type: commander Pop: 0 As the secondary commander unit of the Chaos forces, the Chaos Sorcerer provides some different abilities and spells to complement the Chaos Lord's brute strength. He does considerable damage to infantry as well, although the damage output still pales in comparison to the Chaos Lord's. Like other commanders, he can also detect invisible units. He uses many powerful abilities to damage and limit enemy squad movement. He can be possessed by the Bloodthirster in later tiers. Pros: Powerful CC, useful support spells. Cons: Relatively weak HP and thus more vulnerable to ranged focused fire than the Lord.

Used by: Chaos Sorcerer Effect: Causes physical and morale damages to targets within a radius of 5. Cost: None.

Doombolt

Requirements: None.

Used by: Chaos Sorcerer Effect: Allows the Chaos Sorcerer to briefly immobilize the targeted unit/squad and deals damage to them over time. Increases the build time of the Sorcerer by 6 seconds. Cost: 50/40 Requirements: T2, Chains of Torment research.

Chains of Torment

Used by: Chaos Sorcerer Effect: Allows the Chaos Sorcerer to temporarily taint an area. Enemy units passing through the area will take damage. Cost: 80/100 Requirements: T3, Corruption research.

Corruption

Used by: Chaos Sorceror, Aspiring Champions Effect: Sacrifices the unit to summon a Bloodthirster, Greater Daemon of Khorne. Cost: None. Requirements: T3, Bloodthirster Possession research.

Bloodthirster Possession

5. CHAOSRESEARCHES 5.1. ARMOURY

Effect: Increases the morale regeneration of Berserkers by 30%. Cost: 80/60 Requires: T2, Machine Pit, Sacrificial Circle.

Chaos Gift: Blood Frenzy of Khorne

Effect: Increases melee damage of all chaos infantry and daemons 15%. Cost: 100/60 Requires: None.

Chaos Gift: Daemonic Fury

Effect: Increases melee damage of all chaos infantry and daemons 20%. Cost: 120/80 Requires: T2, Sacrificial Circle.

Chaos Gift: Daemonic Frenzy

Chaos Gift: Chaos Armour


Effect: Increases hit points of all Chaos infantry 20%. Cost: 120/80 Requires: None

Effect: Increases hit points of all Chaos infantry by 20%. Cost: 150/100 Requires: T2, Sacrificial Circle.

Chaos Gift: Daemonic Toughness

Effect: Allows Cultists, Chaos Space Marines and Raptors to carry extra heavy weapons. Cost: 100/100 Requires: T2

Heavy Weapon Increase

Effect: Enables Charge bonuses for Cultists, Chaos Space Marines, Khorne Berserkers, and Icon Bearers. Increases melee damage 15%.

Veteran Skill Research: Furious Charge

Cost: 100/35 Requires: None

Effect: Increases range and reduces setup/reload time of heavy weapons. Cost: 100/60 Requires: Tier 3.

Veteran Skill Research: Havoc Heavy Weapons Training

Effect: Gives all Aspiring Champions power swords for additional melee damage. Cost: 40/40 Requires: Tier 2

Wargear: Power Swords

Effect: Gives Aspiring Champions and the Sorceror plasma pistols for additional ranged damage. Cost: 60/60 Requires: Tier 2, Sacrificial Circle or Machine Pit

Wargear: Plasma Pistols

Wargear: Power Fists


Effect: Gives all Aspiring Champions power fists for additional melee damage. Cost: 80/80 Requires: Tier 2, Sacrificial Circle, Wargear: Power Swords

5.2.

SACRIFICIALCIRCLE

Effect: Increases the number of flamers Possessed Marines can have and increases damage of Horrors. Cost: 120/80 Requires: Tier 2, Sacrificial Circle

Daemonic Fire

Daemonic Speed
Effect: Increases the melee damage of daemons by 20% and enables Possessed Marines charge bonus. Cost: 100/50 Requires: Tier 3, Machine Pit

Daemonic Resistance
Effect: Increases daemonic morale, reduces damage from all enemy weapons, and decreases enemy morale regeneration. Cost: 120/80 Requires: Tier 3

Effect: Increases the health and damage of the Chaos Lord, Chaos Sorceror. Increases health of the Icon bearer, Aspiring Champions, Tainted Auspex, Daemon Prince, and the Bloodthirster. Cost: 80/60 Requires: Tier 2, Sacrificial Circle.

Commander Veteran Research

Effect: Increases the health and damage of the Chaos Lord, Chaos Sorceror. Increases health of the Icon bearer, Aspiring Champions, Tainted Auspex, Daemon Prince, and the Bloodthirster. Cost: 100/80 Requires: Tier 3

Commander Hero Research

Chains of Torment Research


Effect: Allows the Chaos Sorcerer to briefly immobilize the targeted unit/squad and deals damage to them over time. Increases the Sorceror's build time by 6 seconds. Cost: 50/40 Requirements: T2, Sacrificial Circle.

Corruption Research
Effect: Allows the Chaos Sorceror to temporarily taint an area. Any units passing through the tainted area will take damage. Cost: 80/100 Requires: Tier 3

5.3.

MACHINE PIT

Chaos Gift: Mutated Hull Effect: Increases the maximum hit points of all Chaos vehicles. Cost: 150/100 Requires: T2 5.4. WARGEAR

Frag Grenades Effect: Equips Chaos Space Marines and Khorne Berserkers with Frag Grenades. Damages and stuns enemies they impact. Reveals infiltrated units. Cost: 25/75 Requires: Armoury

Personal Teleporters Effect: Allows Obliterators to teleport short distances, even over impassable terrain. Cost: 80/60 Requires: T3, Daemon Pit

Hero Wargear: Accursed Crozius & Plasma Pistol Effect: Improves the Chaos Lord's melee and ranged damage vs. all targets. Cost: 100/60 Requires: T2

Hero Wargear: Manreaper Effect: Further improves the Chaos Lord's melee and ranged damage. Cost: 120/80 Requires: T3

6. CHAOSSTRATEGIES&BUILDORDERS You can, of course, experiment with more funny and less used BOs like mass Cultists armed with Grenade Launchers. Everything is possible. 6.1. CSMRUSH

train Heretic build Chaos Temple on double Forced Labour make 3 Cultists for capping train CSM squad and send it to attack train Chaos Lord

This is a well known Chaos BO. It gives you protection against very early Scout rushes or lets you take the fight to the enemy. If you send a 3rd Cultist squad with CSM you can easily uncap a strategic point or even kill a worker. If the enemy is unprepared because he went double Generator, you will probably win outright. Beware of early heroes. Attack the hero with Cultists (to stop his shooting) and run away with CSM.

6.2.

EARLYGENERATOR

train Heretic build Generator build Chaos Temple make 3 Cultists squad for capping train Chaos Lord upgrade LP to LP2 or train CSM a little later

A risky BO against aggressive enemies. You can upgrade your LP to LP2 for more requisition earlier, but you will be exposed to rushes. Your CSM squad will come out later, and you will probably be outnumbered even by Space Marines.

6.3. -

DOUBLECSM

train Heretic build Chaos Temple on Double Forced Labour make 3/4 Cultists for capping train CSM squad and send it to attack train another CSM squad for back up

This BO is only good against Eldar and IG. It's very aggressive, too. You can make 4 Cultist squads for better capping and early pressure. Its only downside is the lack of a hero, so don't use it against Ork, SM, or Chaos all of which have very strong early heroes. They must be countered by the Chaos Lord.

6.4. -

DOUBLEGEN/MASSLP2

train Heretic build 2 Generators on Forced Labour make 3/4 Cultists for capping upgrade Listening Posts build Chaos Temple

This BO is only good on maps like Meeting of Minds where you are away from the enemy. It lets you collect a lot of requisition. If the enemy doesnt stop you in Tier 1, you will have the advantage in later tiers. The more Cultists the better. A disadvantage of this BO is, of course, a lack of early units. You let your enemy take map control (critical points). However, LP2 should be strong enough to protect your base. Beware of letting the enemy inside your base!

6.5.

ZERKSOPENING

- train Heretic - build Generator

build Chaos Temple make 3 Cultists for capping train Zerk squad when you have enough requisition make Chaos Lord

This BO is very risky. Use it carefully. If Zerks dont hold their own against the enemy, you are simply screwed. Your hero comes very late, so you must prevent the enemy from killing off your Zerks. Zerks are good against Orks.

6.6. -

RAPTORHARASS

train Heretic build Chaos Temple on double Forced Labour make 3 Cultists for capping build Chaos Armoury train Raptors next either hero (with Generator) or more Raptors

This BO is good on bigger maps. It's similar to what you see in WA, except it's actually counterable. Raptors should beware of heroes and flamers. You don't have your own hero, so it's better to run away. Beware of dancing SM or CSM upgraded with Flamers. They will make short work of your troops. Raptors' role is to hunt down workers, cappers, and LP -- everything that isn't a threat to them.

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