Warhammer 40,000: Chaos

Tips and Tactics

General Tips / Chaos Lord / Icon Bearer / Chaos Sorcerers / Greater Daemons / Champions / Aspiring Champions /Terminators / Veterans / Marines / Plague Marines / Berserkers / Thousand Sons / Noise Marines / Bikers / Dreadnoughts / Flesh hounds / Bloodletters / Juggernaut / Beasts of Nurgle / Plague bearers/ Nurglings / Horrors / Flamers / Discs of Tzeentch / Daemonettes / Fiends / Steeds of Slaanesh / Vehicles / Abbadon / Ahriman / Kharn / Cypher / Fabius Bile / Huron Blackheart / Chaos Cult / Daemon World

General Tips
Fighting with a chaos army is like fighting with normal marines but better. Ok, so you don't get the 'Shaken rule' but you instead get greater daemons, normal daemons and a host of other cool stuff. You may have to take Mk1 plasma weapons, but they can fire every turn, and the heavy plasma has sustained fire!. You may not get jump-packs, but berserkers are better than any assault troop that does. You may not get assault cannon, but you do have the reaper autocannon which is longer ranged and allows you to reroll a sustained fire dice and cannot blow you up! The only thing which chaos have no substitute for is the landspeeder, but what the hell, it isn't that great anyway.

If you really miss these things and want them in you chaos army, then take a post heresy chapter and get the best of both worlds, but as nothing is ever free remember that you must pay and extra 50% on top of the normal cost of the weapon.

When fighting just try to concentrate your fire onto small areas of the opposition and when that is destroyed, target something else. If you dilute your fire between more targets you will be beaten as every army will outnumber you, even Eldar can buy two shuriken catapult armed guardians for the same as your basic marine with boltgun. When they advance and get close, sit tight and rapid fire, this should devastate their front ranks and then hit 'em with berserkers and daemons.

Chaos Lord
Your chaos lord is going to be the most powerful character in your army without taking a special character. The fact he can have all the marks of chaos and be a psyker gives him an edge over any champion or sorcerer. My own personal chaos lord costs over 400 points (Draken). Additionally if you are not using the Black Legion, why not make up a chapter master for the legion you are using, or devise your own legion. Draken is the Chapter Master of the Iron Warriors and thus has had a stat increase (WD 209) as such. Using these rules and nasty combinations of wargear cards / chaos rewards you can make a very evil character. How about a L4 psyker with a 2+ terminator save, weapon skill 10, who frenzies, has strength 8 and toughness 7? Just give you chaos lord daemon weapon, +1 BS and WS, combat drugs, marks of khorne, tzeentch and nurgle and terminator armour and there you go, he only costs 378 points and can still have 2 more wargear cards/chaos rewards (a chapter master is allowed 4) and the mark of slannesh.

Icon Bearer
A very useful character as like the chaos lord he can have any marks he wants (except tzeentch). Even better is the range of standards you can have, ok, some may not seem good on the face due to short range and stuff, but try giving him the plague banner and marks of khorne and nurgle and a jump-pack, then use him to support a couple of champions with jump-packs when they enter combat unleash the spell and watch your opponent wither away, or use it to kill that pesky character that still has 1 wound and lots of armour and fields (no saving throw allowed for the plague banner). How about the the blasted standard or the flesh banner for lots of short ranged hits to support a normal unit? Try the warp banner if you are worried about entering combat without daemons (a lucky roll will allow you to summon a greater daemon :)

Chaos Sorcerers
Excellent! What else is there to say about Chaos Sorcerers (well, Lords) they are every bit as good as Librarians and then some. Fancy getting first turn in the psychic phase? no problem, watch the enemy die by plague wind or some other power and see their amazement as you bring in daemons! as far as I am concerned they are second only to Farseers in psychic ability and certainly better than any other psyker in the game. The fact they can choose from 20 psychic powers (8 adeptus, 8 librarian and 4 chaos) ensures they are the best. Give them a force weapon and a couple of wargear cards and rewards (plague sword/cloud of flies etc) and watch the enemy die in droves. Unless you are silly and take a level 1 or 2 sorcerer in which case die and may slaanesh consume your soul.

P.S. Ahriman, what else needs to be said?

Greater Daemons
All greater daemons kick ass, what the Bloodthirster lacks in a daemonic aura and psychic powers he makes up for in pure killing power, and the others may not be the best fighters in h-t-h, but they are psykers, even so WS of 9 or 7 is nothing to sniff at (especially not with T8 and 10 wounds!). With daemons take whichever fits your army best and ensure you have the models to support, as they can be banished if you have no more models with that mark left in the army.

Champions
Exalted champions and Mighty champions are brilliant, give them jump-packs, plague swords, bionic arms, axes of Khorne, aura of slaanesh etc and again watch the enemy die in droves. If you don't want all your eggs together give one a daemon weapon instead of your Lord. These are excellent at killing anything. Remember also they can lead squads, and in the case of Noise Marines they can take Noise Marine weapons... BS7 and a blastmaster? of if that isn't good enough take a mighty champion and give him seeking ammo and armour piercing ammo, hit on a 2+ with a penetration of D20+3D6+8 (46!!!) watch the enemies prize tank bite the dust and then mop up the lighter vehicles on the next turn!

Aspiring Champions
As above try 1 with armour piercing ammo and one with seeking ammo, or targeters or whatever. Or give them a collar of khorne to guard your unit from lightning arc and the like. Even better they can be possessed by daemons, so give them a mark and no wargear and you can possess them and give away no VP's the only downside is that they have to lead a squad and are not independent. Even use standard ones to lead normal squads.

Terminators
Again, the noise marine option, give them blastmasters and sonic blasters and mow down the enemy. Standard chaos terminators are just as scary with the reaper and heavy flamer. Make them plague marines and then they are even harder to kill. Khorne terminators really deserve that little bit extra spent on them to allow them post heresy wargear (lightning claws!!!!!!!) WS 5, 2+ save on 2D6, 3 attacks and 2 parries! even wolf guard require an underwear change vs these monsters.

Veterans
The best infiltrators for any army. Lictors are harder but only come in 1's. Give them 2 equal ranged heavy weapons use them to harry the enemy before the main army gets there. I like a squad of 3 with 2 flamers, soon clear out pesky weapons teams in hard cover. Try h-t-h weapons and immediately bog down the enemy. Personally I have 38 of these excellent troops and bloody hell are they worth it!

Marines
The core of any army and absolutely brilliant and only 25 points a piece, with options for heavy, special and h-t-h weapons you can have a squad of 3 with purely heavy weapons, led by a champion and bingo no more marines hanging around (like in a devastator squad) and the champion gives them decent leadership and a tough fight in h-t-h. Tool them up with 2 swords and support your Berserkers and infiltrators. I like squads of 5 with boltguns and 1 plasma gun, sit back and rapid fire and fire your plasma gun every turn! Nice!

Plague Marines
Tough tactical marines, with high T they are great against Eldar as their f**king shuriken catapults won't do so much damage. Not much else to say.

Berserkers
These guys are constantly fighting with genestealers and howling banshees for the prize of best close combat troop. With the ability to frenzy and parry they would be bad enough, but with a 12" charge, up to 3 attacks and a 2+ save they are lethal. Give them swords and stuff for troops so they win, and against vehicles and characters takes power axes and power fists

Thousand Sons
Don't rate them at all, I have no Tzeentch daemons and Energy drain is just too dangerous to field any of these. When I finally do they will be in bulk and form strong tactical squads.

Noise Marines
Cool weapons and being immune to break tests allows you to field them in very small squads. The blastmaster may be short ranged but it is very powerful, (same armour pen as a battlecannon!) and the sonic blaster is expensive but the best basic weapon you can buy, with 2 sus fire dice and a long range and a decent save mod. Excellent troops, I have 6 but want at least 15.

Bikers
Good for hit and run with powerfists or approaching vehicles, but not really very good other than that. Against eldar you need big units or they will soon be decimated.

Dreadnoughts
Very good with the havoc racks, but to unstable due to fire frenzy, try possessing it and then have fun (I have a Tzeentch possessed one with twin lascannon, multiple missile launcher and a cyclone upgrade from the havoc, it costs 600 points but has yet to be destroyed.) For close combat avoid possession (it leaves it with WS 5) but give it power scourges against troops and thunder hammers against single targets.

ONE WORD OF WARNING ABOUT DAEMONS; PROTECT YOUR MARKED MODELS OR LOSE YOUR DAEMONS!!!!

Flesh hounds
Flesh hounds make excellent assassins, they can charge up to 20", charge anything within range and are immune to all psychics. Send them after Warlocks, Wierdboyz and other lesser psykers and watch them run. If you can get enough, (at least 5) try and take on some of the bigger psykers, but remember they only strength 5.

Bloodletters
Bloodletters are excellent for slicing through ranks of troops. They are good fighters with 2 attacks and a parry that do D3 damage. Even better, they can regenerate damage on a 4+, I have seen 22 bloodletters knocked down and 17 of them stand right back up. Things like that are amazing for your opponents morale

Juggernaut
These monsters are very good at destroying tough characters and creatures, and can even make a good dent in vehicles. Just make sure you charge! The rider should be a good, tooled up champion. See earlier for suggestions.

Beasts of Nurgle
I have never found a good use for these, the only reason I can see to take them is to cause a bit more fear. I don't recommend them though.

Plague bearers
As with Bloodletters these are very good at massacring troops, but they are also very good against tough characters with weak armour such as orks. Try to field them in as large a group as possible, as unlike other Nurgle things they have a low toughness.

Nurglings
Good for scaring people early on in the battle as they can be deployed with the army instead of being summoned. They are best used to tie up certain units in hand to hand combat while the rest of the army advances. They have enough wounds to draw the fire of an entire squad before they go down, and as with Rippers for tyranids, they are cheap.

Horrors
Very useful creatures to have as they double when killed. Unfortunately blue horrors are not very good. If you want to use them gather a large unit before summoning them or they probably will not pay for themselves, if you get a large enough group you also gain the better Tzeentch powers and can have a lot of fun with them.

Flamers
I don't rate flamers, they are too short ranged. D3 wounds is good in close combat, but Bloodletters get that and a parry etc. On the plus side they are the only daemon with a ranged attack and can be sued to surprise your opponent if he doesn't know about them

Disc of Tzeentch
They may be very small but discs are great. Mount a sorcerer on one, and you can make a very nasty close combat combination that causes fear and has a 24" charge range. As they are hovering they can also fly over obstacles and smaller troops.

Daemonettes
Daemonettes are very good in close combat, and in some ways better than Plaguebearers and Bloodletters as they have higher weapon skill, strength and more attacks. However they have no parry and no special ability. Generally very good, but more use supporting other troops who can do more damage to harder characters. They are excellent against Eldar, as most Eldar will be wounded on a 2+.

Fiends
The Fiends ability to count fumbles as doubles is very useful as it only has S4 and needs as many hits as possible to do damage. The extra attack is also useful as it adds +1 if you win the combat. Generally a good daemon, but the attack power is too low to make best use of its extra speed.

Steeds of Slaanesh
As with the Disc of Tzeentch, a champion on one of these causes fear and has a 24" charge range. Additionally the opponent can potentially lose D3 points from their combat score. Other than being a very useful and fast mount, Slaaneshi Steeds don't have a great amount going for them.

Vehicles
Really there isn't much to be said here that hasn't already been said in the Space Marine section on vehicles. Vehicle cards for Chaos however are another matter. Use Possession and Nurgle Infestation on Predators and Dreadnoughts to increase survivability and remove the nasty Ld check for dreads. Destroyer hasn't much use as you should be using landraiders and such for transport or they should have additional armour. Warp Amp is very good on Rhinos and such as it lowers Ld value for break tests etc and so you should get Slaanesh summoning points faster. Combi bolters aren't really worth anything. Use Warp Flame on vehicles for effect, but remember that all these vehicles are possessed by daemons so if you lose your last marked model, any machines of that god become inactive due to lack of daemon.

Abbadon
A very good character, take a bodyguard of really nasty terminators and then teleport in for free. The daemon sword will tear through just about anything, and the lightning claw will help. Use him purely for destroying super hard vehicles and characters and generally really beating the shit out of your opponent.

Ahriman
A not bad psyker that seems cursed to be daemonic attacked (or merely summoned for a board meeting with the Boss). The Black Staff means that you can really kick ass with a minimum amount of warp cards. Move him up with the normal marines and use them to protect him and him to enhance them and really get in the thick of it where his powers can be best used.

Kharn
Right up there with a souped up Mephiston as possibly the hardest Space Marine character. An S7 weapon that cannot be parried and that never fumbles is amazing. Combined with a 2+ rerollable save and 6 wounds he is near unstoppable. Use him to tear the middle out of anything. Characters, troops and vehicles alike will fall before Gorechild. Protect him with a unit of berserkers and watch out for lascannon, krak missiles etc while you charge up the battlefield.

Cypher
Don't like him at all. Very cheesy, evil to fight against if you are Dark Angels (he can force your Deathwing and characters to move away from the main battle to where the enemy wants you). They should have stuck with a footnote about him and no more. The model is crap too.

Fabius Bile
Another character that is let down by a major flaw. He has to be the leader, rather than an independent character. This means it is Abaddon or Fabius, and personally I choose Abbadon every time. He has potentially for being rather fitting with an entirely nurgle or slaanesh army, but Abaddon is better for actually using in battle.

Huron Blackheart
Again a character that will fight Abbadon to be leader and again I prefer Abbadon. Blackheart seems to be a short cut to fighting as Imperial Marines with chaos and imperial wargear all being cheap. If you want post heresy wargear be a man and pay the extra damn 50% don't wuss out and take Blackheart, he is a pale imitation of the true Warlord.

Chaos Cult
Use them as cannon fodder, buy lots of cultists and stick them at the front of the army and use the psykers in try and draw out Daemonic Attack etc from your opponent, or to risk getting too close to nasty things for using short ranged powers.

Daemon World
I like these because you can get knights and I like knights. Personally I have a unit of 5 knights lead by a champion with a psyker supporting them. Things like this are very unusual and actually very good. The horse gives the carapace +1 save, making it comparable to power armour. A 16" charge range is always very good. Generally use the daemon world units as slightly better cannon fodder for the Marines.

 

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