From my experience, I find Chaos to be one of the funnest and best armies to play. Mainly because it fits the way I want to play and is a good army for me to plan around. The story on Chaos is they are the eternal "Hell" in the Warhammer world. They have existed as long as the world has, living in the north regions of the world. The Chaos Gods are preparing for the time when the Great War will come and the forces of Chaos will flood the entire planet, taking absolute control over it and Chaos will reign.

Chaos is the best hand to hand army in the game. With almost no options for ranged attacks, Chaos is armed with a full compliment of hand to hand warriors ranging from 10 points to 800 points. The basic idea is charge, and charge quickly. Once you are engaged in hand to hand, it is unlikely that you will ever lose. That is what I look for in an army. I see wasting away turns shooting little arrows across the battlefield to be weak and futile. The major disadvantage of any Chaos army is their extremely high point cost. The general is a fat 305 points with nothing and a Chaos Knight with the 1+ magic armour save is 80 points. If you learn to protect your expensive units and not lose them stupidly, then you'll be hard to defeat.

 

Chaos Gods:

Khorne - Khorne is the most powerful of all the gods, and I'm sure you'll quickly find out why. The mark of Khorne gives his champion the rule of frenzy, in addition to free chaos armour. Both of which are extremely good. Frenzy is the mark of a true melee combatant.

Tzeentch - Tzeentch is second to Khorne in power. Being the Great Sorcerer and Master of Magic, Tzeentch grants his champions a 4+ natural dispel. In my opinion this is the worst of all marks. I never use Tzeentch unless I want a Tzeentch demon or Tzeentch spells.

Nurgle - This fat guy is third in the rankings of Chaos God. The Master of Pestilance and Decay gives his champions the handy gift of +1 toughness. This gift isn't bad, but I hardly ever use it, opting for the frenzied characters.

Slaanesh - The Prince of Chaos is the least powerful of all gods. However he is gaining power the quickest and may overtake the other gods and be most powerful of all. His mark grants champions the sensation of pleasure which makes them completely immune to psychology and break tests. This mark is one I use second most. It comes in handy vs. some of those armies who just try to win combat resolution.

 

Characters:

Chaos Lord - Being your general, I always protect him with at least 2 saves, sometimes 3. First being the 1+ armour save, then some matter of special saves like regeneration or black amulet. 95% of the time I field a Khorne general, just because he can kill anything he wants to with ease.

Battle Standard - I use this one more than the Hero. I would put him in a unit of highly pointed regiments because it is cheaper than giving that unit a standard. This character is better than all the other armies Battle Standards because he is a hero, not a champion. If a unit really needs a banner I go with one of these guys.

Chaos Hero - The only time I will take one is to lead a unit. Dragon Ogres or Chaos Knights most of the time. If we're playing a low pointed game ( 2,000 or less ) then I probably would not field one of them, instead opting for a Sorcerer.

Chaos Champion - I pity the fool who uses these things. Why would you want to? 91 points for a 1 wounded character? Too expensive for me.

Chaos Sorcerer - If possible I get the biggest one, with the best magic items that are available. With the mark of Slaanesh, no one within 12" can shoot or cast at him. That is one hell of an ability. I almost always will field a Slaanesh Sorcerer on a Steed of Slaanesh and take Dark Magic.

Beastmen Characters - I have never used one of these characters. They aren't that expensive and a pretty good deal. I ususally take the points for a better sorcerer instead.

Dragon Ogre Characters - One of these days I will field one of those Dragon Ogre Lords. They just have some badass stats. But I have yet to use them. I just go for the regiments instead. The cost quite a bit less and have good stats as it is.

Centaur Characters - Some people like to field Centaurs as long ranged units. I don't really think they're worth it. They cost too much to be bowmen and are just as easily killed. Besides, I think bows are way to weak in the first place. I have not fielded any Centaurs, ever.

Minotaur Characters - I haven't used because of their bloodgreed rule. I don't like having a character who can inflict some wounds but won't pursue an enemy.

 

REGIMENTS:

Chaos Knights - I used to field them all of the time. They hardly ever died. 1+ armour save, always. I stopped fielding them because little things can kill them. Too many things allow no armour save, and if your opponent gets something like that then you're screwed. They're still one hell of a unit that can beat down any other unit they touch. Just be very careful of them and don't be too afraid to hide them behind other units.

Chaos Warriors - Some people field these guys quite a lot. I have never really gotten them to do very much. I would prefer to field some cheaper daemons with spell casting abilities. Combining them with a Standard of Shielding makes them one hell of a foot troop, 2+ armour save. But alas they are still foot troops, and I don't like using those slow things.

Beastmen - Experienced Chaos players will learn this unit is very good. They are the only unit that is actually cheap and worth all the points. Taking a large rank of them with either halberds or double-handed weapons is always a good idea. Never ever give them armour, they cost too much by then. Let the toughness 4 and 2 wounds eat up the hits instead. Beastmen are good to use in blocks of like 12-20.

Chariots - I have never used a chariot. They cost too much and your normal troops can inflict almost as many wounds as this thing would.

Chaos Hounds - A waste of points if you ask me. The only thing good is 2 attacks. But with no armour save and 'only' 6 movement, they aren't worth buying at all.

Minotaurs - They cost too much to use them effectively without any armour save. Sure they have 3 wounds, but with no armour that doesn't mean much. Never used them, never will.

Harpies - I always take at least 5. Excellent for killing war machines or flanking units. 15 points is a decent deal for them since they have 4 strength and toughness with 2 wounds.

Dragon Ogres - Recently replaced my use of Chaos Knights. Costing 90 points they have a 4+ armour save, 4 attacks, 4 wounds, and 5 strength and toughness. Their stats are amoung some of the best in any unit. I take from about 3-5 of them. The only bad thing is their leadership. Just throw in a character or keep them close to the general. These guys really rock if you use them right.

Centaurs - Like I said, I never used them, and I never will. Too costly and unreliable for ranged support. Having a lance isn't bad, but with a 5+ save at best with only 3 toughness, they die in mass droves.

Trolls - Never gotten to use them effectively. I would rather have 5 or 6 beastmen than a Troll anyday. Regeneration isn't bad, but Ld 4 and stupidity just kind of sucks.

 

DAEMONS:

Bloodthirster - I've only used him a couple of times. I don't really need to tell you that he is the greatest hand to hand fighter in the game. I'm sure you already know this. I don't use him much because I don't like spending tons of points on something I can't specialize a little bit with magic items.

Flesh Hounds - I have not used them yet. That doesn't mean they aren't good. Their ONLY downfall is the 1 attack. They're the only daemon with 1 attack, and they cost 35 points. The immunity to all magic and magic items can kick ass vs. certain armies like Undead. Plus they're extremely fast. 20" march.

Bloodletters - I used to use them on occassion, but stopped because they didn't kill much. They only move 8" on the march, and like I said, I don't like slow foot troops. They're actually cheap for a daemon, only 20 points for 2 attacks that do D3 wounds. Sometime I'd like to mount them on Juggernaughts. They would become one hell of a hand to hand force. But expensive as hell.

Great Unclean One - I have used him one time. The only problem here is the 4" movement. He is the slowest of all greater daemons. The 750 points will be wasted for a couple of turns while he tries to get into combat. His stats are good besides the movement. Second only to the Bloodthirsters.

Plaguebearers - I think these are one of the better daemon units. Their plaguesword kicks ass against some enemies. I use them frequently against armies with multi-wounded units. Also they cast spells which can be helpful on rare occassions.

Beasts of Nurgle - Never used them. I don't think I ever will. 3" movement is way to slow for an army who has to "Charge, and Charge quickly."

Nurglings - I don't use them because they cost 30 points and are too weak. Only 3 strength and they don't even cast spells.

Lord of Change - Probably the Greater Daemon I would use second most. He costs the least, 700 points, and is the best caster. With his ability to fly, the Tzeentch spells will be in range almost all of the time and he can do some big time damage during hand to hand or magic phases.

Pink Horrors - They suck. Never ever used, never ever will. People try to tell me they look cool with their split rule. I don't care if they split or not, they have no daemon save and die very easily. The Pink Horror stats are average for a daemon, while the Blue Horrors aren't hardly worth it.

Flamers - This is the daemon unit I use the most. Bounding 18" movement is awesome, it gets them in range for their magical flame attack of 6" which does D6 strength 3 hits. The Flamers have above average stats for any daemon, and can do some real damage in hand to hand as well, D3 wounds for one thing. I suggest trying them a few times, they shouldn't disappoint.

Keeper of Secrets - The worst Great Daemon. 750 points, and the only special ability he has is the transfixing glare. That ability is fair against certain opponents, but you can't really rely upon. I'd spend my points on some other daemon anytime.

Daemonettes - I haven't used them yet. They look like good fighters for any unit. 3 attacks at WS 6 is pretty damn good for a 35 point model that casts spells. If I did use them, they'd be mounted on Steeds of Slaanesh so their nice hand to hand abilities won't be wasted.

Fiends - I have not used them, nor will I. Only strength 3, which is pathetic for a daemon. Their scorpion attack isn't bad, but the enemy still gets his armour save at base value. Not a good choice.

 

MONSTERS:

I hardly ever mount a character on a monster. I used to, but he ended up costing way to much and he is just as effective on a 4 point steed. The Chaos Gorgon is actually a pretty good monster. I would use him against any Dwarven army or other low initiatve opponents. His Petrify spell has the potential to kill anything. Why not take it, even if the chance is small. But he may get lucky and just turn your opponents general to stone.

 

SPECIAL CHARACTERS:

All I have to say is: do not ever ever ever use them. Every single one of them sucks. The only one that has any potential to do damage is Arbaal, who can easily be negated with a Parrying Blade. Don't use them. Make your own General or Sorcerer with items you chose.

 

MAGIC:

When I am forced to chose between a Chaos god's magic or Dark magic, I almost always pick Dark Magic. Dark has some really good spells in it, most of them can be used throughout the battle. Soul Drain is a particular favorite. Nurgle magic is probably the worst of all Chaos magic. I only would take his spells if a daemon unit had to have them. Slaanesh magic is actually pretty damn good. I might start taking them from now on. Chaos Spawn can kick anything's ass and his spells that half models stats would just be painful against any character. Tzeentch spells are pretty good as well. Almost all of them are useful. The only problem is that some require short range. Giving the Sorcerer high movement can make Tzeentch spells out to be pretty damn good. I'll soon start playing with Chaos magic instead of Dark magic and see which works out better.

 


Chaos links:

Would you believe I have none. Send me any and all that you have and I'll put them up.

macleod2@ix.netcom.com

 


 

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