Thanks to The Silver Tower for the following Information.

 

Introduction

Chaos armies in Warhammer 40,000 range from the bloodthirsty masses of crazed World Eaters to the disgusting Plague Marines. With so many types of troops to choose from, what's an Aspiring Chaos General to do? Well, if one wishes to play a Chaos army, one must understand Chaos. Bred from hatred, disease, deception, and depravity, the minions of Chaos exist for one reason, and one reason only: To dominate the universe. Whether the chosen medium be war, disease, temptation, or sorcery, Chaos worshippers seek to convert all to their ideology & mindset. Those who resist, die.

 

Whew. That sounds pretty evil, and just perfect for the criminally-insane-turned-Warhammer 40,000 player. On the other hand I seriously doubt that every single person in the world who wishes to start a Chaos army falls into that category, so in these pages you will find a comprehensive look at the character, troops, Daemons, and vehicles that a Chaos army has to offer.

 

One point before we begin. Unlike many tactics articles on the Internet, I will not recommend certain combinations of troops for your Chaos army. For me to say what to put in your Chaos army is pretty silly, for no one army will win every game for you. Instead, what I present here is more theory on choosing your Chaos army and how it performs as a unit. You will find this much more beneficial in the long run, since the most successful armies rely on the force as an entire unit. To summarize, squads don't win games: Armies do.

 
Characters

Just as with any other military force in history, the most prevalent part of a Warhammer 40,000 army is often the commanding officers. From the vile Chaos Lords to the awesome Greater Daemons, Chaos armies have quite a selection of characters that can be used in your army. However, be warned that reliance upon characters to win battles often ends in disappointment, and the best advice is to choose your leaders based upon how they fit in with the rest of your army. A Chaos Lord geared for Assault would be of little use in an army that emphasizes ballistics, and would most likely die very quickly. Used wisely, characters can add both flavor and strength to your forces. Prepare yourself, mortal, for you are about to learn of the Warp's most powerful disciples!

 
Chaos Lord

The best of the best. Baddest of the bad. The Chaos Lord. The absolute highest rank a mortal servant of Chaos may attain while still remaining human, Chaos Lords are champions of Chaos who possess incredible powers and abilities. Tacticaly speaking, Chaos Lords are one of the most formidable units in the Chaos army. With the right combination of Wargear, there are very few opponents who can withstand a Chaos Lord's attacks. Having the full array of Chaos Marks, Gifts, and Wargear available to them, Chaos Lords can become quite expensive very quickly. However, I recommend that you shy away from giving your Lord too much equipment, for expensive characters just don't do the damage they used to under the current Warhammer 40,000 rules. Terminator armour, a power weapon or fist, and one or two cheap items of Wargear (such as Spikey Bits, possibly the best choice for an Assault-oriented character) should be quite sufficient to make your Chaos Lord a master of the battlefield. One other option for Chaos Lords is to upgrade to a Sorceror Lord. While this may seem very appealing at first, I would only recommend this option if you have a few extra points to spend. Psychic powers can be quite expensive, and you get just as much utility out of a normal Chaos Lord as with a Sorceror Lord. Lastly, when considering whether to use the cheaper Mighty Champion or more expensive, yet more powerful Exalted Champion, consider what size army you are building. As a general guideline, armies of 1000 points or less would be quite sufficient.

 
Daemon Prince

The other alternative to the leader for your Chaos army, Daemon Princes were once Chaos Champions of one of the Chaos Gods, and have since been transformed into Daemons by their Patron Chaos God. Very powerful, and with base statisitics that make them better than a Chaos Lord in an Assault, As to whether or not they are a better choice for the leader of your army, it truly is hard to say. Daemon Princes may take Chaos Marks and Chaos Gifts, like Chaos Lords, but may not be armed with any sort of Wargear. I personally prefer a Daemon Prince of either Khorne (good in close combat, especially with an Axe of Khorne) or Tzeentch (yet another model who may use the Flames of Tzeentch psychic power). As with all characters, you must protect your Daemon Prince from enemy firepower if you expect him to survive. (Sidenote here. As with Chaos Lords, Daemon Princes are considered Independent Characters, and cannot be targeted independently if within 6" of a unit.)

 
Chaos Sorceror

Once noble Space Marine Librarians, Chaos Sorcerors are the potent psykers of Chaos armies. While not near as powerful as a Sorceror Lord, Chaos Sorcerors can still provide much needed assitance in the form of the psychic powers. As with Chaos Lords and Daemon Princes, Chaos Sorcerors may take the Mark of their respective Chaos God (except the Mark of Khorne, for the Blood God would surely strike down any mortal who dared use psychic powers in his name!) This basically puts Chaos Sorcerors into two categories, with Nurgle, Slaanesh, and Chaos Undivided Sorcerors geared towards Assaults, and Tzeentch Sorcerors making good long-range support troops. Of the 4 psychic powers available to Chaos Sorcerors, I prefer Stream of Corruption and Flames of Tzeentch. Wargear options for Chaos Sorcerors are the same as for Chaos Lords, but I wouldn't invest too many points in the Sorceror, for that 1 Wound means that your Sorceror will die with the first failed saving throw.

 
Greater Daemon

The Bloodthirster. The Lord of Change. The Great Unclean One. The Keeper of Secrets. The very name of these foul creatures is enough to strike terror in the heart of any sentinent being. Possibly the very epitomy of Chaos, these monstrosities are considered by some to be the most powerful units a Chaos army can field. And rightly so. Their ability to destroy both vehicles and troops alike is not something that a beginning Chaos player should overlook. Use these powerful creatures wisely in your armies, never forgetting their strengths and weaknesses. Being Monstrous Creatures, they are ideal for destroying any enemy vehicles with their 2D6 + Strength armour penetration, and since they ignore armour saves, be sure to send them after any powerful characters in the opposing army. For the Bloodthirster, send this creature directly into close combat (Do I really need to say that for something that epitomizes the Chaos God of Battle?) The remaining 3 of the Greater Daemons have psychic powers, and you should use these to their full potential. The Great Unclean One and Keeper of Secrets perform best up close and personal with the enemy, and the Lord of Change can provide long-range support with its Flames of Tzeentch power. However, as with the other 3 Daemons, never forget that the Lord of Change is a formidable opponent in an Assault.

 

However, one important detail about Greater Daemons should not be overlooked. To gain the use of these powerful creatures, one must summon them to the battlefield by possessing a character. While they are almost always worth the points spent on them, I only recommend the use of Greater Daemons in an army where two or more Aspiring Champions are present. While it may seem impossible to summon these creatures, the last thing you want is for your Bloodthirster to possess your Chaos Lord when your army would benefit from the presence of both characters on the battlefield.

 
Assault Troops
s Veterans

Armed with bolt pistols & close combat weapons, even basic Chaos Marines & Chaos Veterans can make a formidable Assault squad. Plasma Guns, Flamers or Meltaguns, and an Aspiring Champion with Power Weapon or Power Fist should round out this basic Assault squad quite nicely. Once again, Rhinos are an essential purchase for these squads, and if you have the points, giving your Aspiring Champion the Mark of the Chaos God appropriate for your army.

 
Options
  • Squad Armament - Bolt Pistols & Close Combat Weapons
  • Special Weapon - Plasma Gun, Flamer, or Meltagun
  • Heavy WeaponNone
  • Transport - Recommended - Rhino
  • Aspiring Champion - Recommended, with Power Weapon or Power Fist
 
Chaos Terminators

Wearing ancient Tactical Dreadnought armor and brandishing all manner of archaic weaponry, Chaos Terminators are the Traitor Marines who, for whatever reason, have risen above their brethern to positions of power. While classified here as Assault troops, Chaos Terminators carry some of the most powerful weapons the Chaos army has to offer. Tactically speaking, there's quite a bit to be said about the power of Chaos Terminators, but don't expect them to win every game for you. Terminator units work best if armed for a specific purpose, and Chaos Terminators are no exception to this rule. Close-combat Terminators are ideally armed with combi-flamers & combi-meltas, and use a Heavy Flamer for their heavy weapon. As for what to use for close combat weapons, I prefer the standard power weapon & lightning claws because they strike first against many foes. However, if you think your Terminators might have to destroy a vehicle or two, put in one, maybe two, Chainfists in your squad. Also, Deep Strike is ideal for this sort of unit, so use it whenever possible.

 

(Note: You can equip Chaos Terminators with combi-bolters & an Autocannon, and use them as a sort of Heavy Support, "shooty" unit. I do not advise this, mainly because Terminators are a guaranteed target for the enemy once they appear on the board, and will draw much of the enemy's attention once they appear. Add to this fact that the Autocannon isn't the best anti-armor gun out there, and "shooty" Chaos Terminators just don't really make the cut for me. You might feel different about this theory of mine, and that's just fine. If you do have some success using Chaos Terminators in this sort of role, email me. I'd love to hear your thoughts & ideas!)

 

A quick word on Cult Terminator rules found in White Dwarf #230. Very expensive, but perfect for those of us out there who like to play by the background. The upgrades aren't all that unbalancing, and I find the Fearless ability very useful. However, use these rule at your own discretion, for Cult Terminators can become very expensive!

 
Options
  • Squad Armament - Combi-bolters & Power Weapons, Power fists, Lightning Claws, or Chainfists
  • Special Weapon - Combi-flamer & combi-meltagun
  • Heavy Weapon- Heavy Flamer
  • Transport - Land Raider (But only if you have the old GW model, or can convert your own!)
  • Aspiring Champion - Recommended, if you have the points!
 
Khorne Berzerkers

Chaos Marines dedicated to the God of Battle, Khorne's Berzerkers are some of the most awesome close combat troops in Warhammer 40,000. With 3 attacks (2 on the profile, +1 for 2 close combat weapons) and the Fearless ability, Khorne Berzerkers can unleash a whirlwind of attacks upon any enemy who dares to face them in combat. A squad of 8 Berzerkers in a Rhino, armed with 2 Plasma Pistols & accompanied by an Aspiring Champion with the Mark of Khorne & Axe of Khorne, is probably the optimal configuration for these squads. Always, always try to position such a squad so that they can charge into close combat & gain that crucial extra attack for charging, and you won't be disappointed. If you're feeling really brave, (or fanatical in your devotion to the Blood God), try a squad of 16 Berzerkers on foot. My Khorne army consists of 2 squads of Berzerkers armed as above and mounted in Rhinos, and 2 16-man Berzerker squads. Enough carnage & blood-letting ability to please any disciple of Khorne. Blood for the Blood God! Skulls for the Skull Throne of Khorne!

 
  • Squad Armament - Bolt Pistols & Close Combat Weapons
  • Special Weapon - 2 Plasma Pistols
  • Heavy Weapon - None
  • Transport - Recommended - Rhino
  • Aspiring Champion - Recommended, with Mark of Khorne, Axe of Khorne & Bolt or Plasma Pistol
 
Plague Marines

While most oftenly used as Tactical troops, Plague Marines armed with Plague Knives, Bolt Pistols & Blight Grenades can be used as a very formidable Assault unit. With their increased Toughness of 5, Plague Marines can withstand more damage than normal Chaos Marines, and their fearless ability means that they will not break for whatever reason. Only one special weapon is available to squads of Plague Marines, and for Assault Plague Marine squads, I recommend the Plasma Pistol and Flamer. The pistol is probably the best choice, mainly because it can be used as a close combat weapon and add that important +1 attack. As with most Assault squads, charging into an Assault is preferred over being charged at, but for Plague Marines, this is even more crucial due to their Blight Grenades. Giving the enemy a -1 modifier to hit modifier can often prove the difference between defeat and victory. Lastly, never underestimate the power of the Plague Knives, for their ability to kill opponents with multiple wounds can prove useful against foes such as Ork Nobz, Dark Eldar Grotesques, Tyranid Ripper Swarms and Tyranid Warriors.

 

 
  • Squad Armament - Bolt Pistols, Plague Knives, & Blight Grenades
  • Special Weapon - Plasma Pistol, Flamer
  • Heavy Weapon - None
  • Transport - Recommended - Rhino
  • Aspiring Champion - Recommended, with Mark of Nurgle & Power Weapon, Plaguesword, or Power Fist, Bolt or Plasma Pistol & Blight Grenades
 
Noise Marines

Slaanesh Noise Marines may be listed in the Codex as a Heavy Support troop, but if taken in a Slaanesh army (i.e., your Chaos Lord has the Mark of Slaanesh), you can create a very effective Assault unit of Noise Marines. Armed with up to 3 Doom Sirens and using the Sonic Blaster as a Assault 2 weapon, Noise Marines become a deadly in an Assault. Since they use the flamer template, Doom Sirens can hit many models in one shot, and a squad with 3 of these extremely cheap weapons can quickly wipe an enemy unit. The Sonic Blaster, used as an Assault 2 weapon, becomes the equivalent of a Storm Bolter and can be used to move and fire up to 24 inches, and can thin out enemy squads before the Noise Marines move close enough to use the Doom Sirens. I recommend a squad of 6 Noise Marines with 3 Doom Sirens & 3 Sonic Blasters. At 195 points, you will have a squad that is quite capable of destroying either vehicles or foot troops with ease. A Rhino is highly recommended for Noise Marine Assault squads, so that they can reach the enemy as quickly as possible. Aspiring Champions are also recommended, because of their increased number of attacks and ability to add an additional Doom Siren to the squad.

 

 
  • Squad Armament - Sonic Blasters
  • Special Weapon - Up to 3 Doom Sirens
  • Heavy Weapon - None
  • Transport - Recommended - Rhino
  • Aspiring Champion - Recommended, with Mark of Slaanesh & Doom Siren, Power Weapon, Power Fist, & Bolt or Plasma Pistol
 
Possessed Chaos Space Marines

Their souls given to the Dark Gods, Possessed Chaos Space Marines are fearsome close combat opponents. Random characteristics ranging from power weapons for the entire squad to an invulnerable 3+ saving throw mean that Possessed Marines can make one mean Assault unit! I highly recommend arming your Possessed Marines with bolt pistols & close combat weapons, as giving them an additional attack can help them out in an Assault. Their random special abilities are the Possessed Marines' only "option", but what an option they are! From Daemonically Fast to Vorpal Blades & Claws, all of the Possessed Marine options are quite useful, no matter what the rest of the Internet says! Tactically speaking, there's not really too much to say other than "Charge!". Rhinos are very useful to Possessed Marines, especially if you roll the Daemonically Fast option, for by Turn 2, your squad should be 24" across the board! Last but certainly not least, Games Workshop does not plan on making any models for Possessed Marines, so here's the chance for all of you conversion fiends to go to work! My soul's for sale, and it looks like Chaos is the highest bidder!

 
  • Squad Armament - Bolt Pistols & Close Combat Weapons
  • Special Weapon - None
  • Heavy Weapon - None
  • Transport - Recommended - Rhino
  • Aspiring Champion - Not Available
 
Raptors

Possibly the most powerful Assault troops a Chaos army can take, Raptors are fast moving, hard hitting squads that can devastate just about any foe they come across. The only troops in the Chaos army that use Jump Packs, Chaos Raptors are the remants of Assault Marine squads from the Horus Heresy. Years of exposure to the Warp, along with pacts with one or more of the Dark Gods, have led Chaos Raptors to evolve diabolic new abilities and characteristics that set them apart from their Loyalist counterparts. Using Chaos Raptors in your army can be quite tricky, for most players will be tempted to send them straight into combat from Turn 1. Don't do this! Instead, Jervis Johnson has cunningly designed these troops to function just like the birds of prey from who they take their name. Use your Raptors to support your other Assault squads, sending them in to either assist in an Assault or to destroy broken enemy squads. If you use their Fearsome Charge & Hit & Run abilities wisely, your Raptor squads will never break and can continue to provide support to the rest of your army. Two Plasma Pistols & a special weapon can add vital armor piercing capabilities to your Raptor squad, and I highly recommend both of these types of weapons. Aspiring Champions are another good purchase for your Raptor squad, and when armed with a power weapon or power fist, bolt or plasma pistol and given the Mark of the appropriate Chaos God for your army, become a very powerful addition to your Raptor squad. Bring Death from Above to the Imperium of Man!

 
  • Squad Armament - Bolt Pistols & Close Combat Weapons
  • Special Weapon - Plasma gun, Meltagun or Flamer, 2 Plasma Pistols
  • Heavy Weapon - None
  • Transport - Not Available (although a Firelord would be nice!)
  • Aspiring Champion - Recommended, with Mark of Chaos God appropriate to the army, Power Weapon, Power Fist, & Bolt or Plasma Pistol
 
Chaos Marine Bikers

If you want Hell's Angels in your Chaos army, then Chaos Bikers are the troops for you. Lots of attacks, up to 2 special weapons, and a 12" move mean that they can wreak havoc on the battlefield very quickly! 2 Plasma Guns are ideal for an anti-infantry Bike squad, but if its vehicles you're after, 2 Meltaguns is the better choice. High points cost may mean that your squad size won't be that large, so use your Chaos bikes to supplement an attack by one of your other Assault squads. One good tactic to use with Chaos bikes is to move the squad across the board quickly, taking advantage of any available cover. Once in range for an Assault, summon a squad of Daemons near the bike squad, and charge both units at the enemy. With the combined strength of these 2 squads, the enemy should fall very quickly. Aspiring Champions are highly recommended for Chaos bike squads, especially since they can purchase a power weapon or power fist to negate any high armor saves the enemy may have.

 
  • Squad Armament - Bolt Pistols & Close Combat Weapons
  • Special Weapon - 2 Plasma guns or Meltaguns
  • Heavy Weapon - None
  • Transport - Not Available (you don't need it!)
  • Aspiring Champion - Recommended, with Mark of Chaos God appropriate to the army, Power Weapon, Power Fist, & Bolt or Plasma Pistol
 
Daemonic Packs

Significantly toned down from previous editions of Warhammer 40,000, Lesser Daemons, or Daemonic Packs as they are now known, can still provide units of formidable Assault troops for your Chaos army. Their biggest advantage lies in the fact that they are summoned to the battlefield, and can be placed almost anywhere you need them (provided you have good experience rolling the Scatter die!). Since Daemonic Packs are a type of Assault troops, you should summon them as close as possible to the enemy (with one exception - Pink Horrors. More on that later.). Beware their low leadership value, as even Leadership 10 troops will break and run. Their invulnerable save can provide a defense even against the enemy's power weapons/power fists, but don't get too brave with your Daemonic minions. All 4 types of Daemonic Packs are worthy Assault troops, but you should keep in mind their strengths & weaknessess when using them. What are those strengths and weaknesses, you ask? Well, keep reading disciple of the Dark Gods!

 

Bloodletters fare well against just about any sort of foe, but the Bloodletters' increased Strength is good against Toughness 4 or greater opponents, and they can even destroy lightly armoured vehicles (AV 11 or less). True to their Lord's nature, Bloodletters shouldn't back down from any foe! Blood for the Blood God!

 

The Daemonettes increased attacks are best used against weaker (i.e. Toughness 3) foes. However, never underestimate the Daemonettes' massive number of attacks against any enemy squad! When charging, a unit of 6 Daemonettes can have up to 24 attacks!

 

Plaguebearers, with their increased Toughness, can withstand more firepower than other Daemons, and for this reason, it is not as crucial to summon them within charge range of the enemy. However, don't get them too far away from the fighting, because you can be assured the enemy will throw everything they can at a squad of "freshly" summoned Daemons!

 

Tzeentch's Horrors are a bit different from other Daemonic Packs, in that their unique ability really doesn't help in an Assault. However, in my opinion, they are one of the most powerful of all Daemonic Packs, mainly because their magical Flames of Tzeentch pour out so much firepower before an Assault that they can "thin out" enemy squads before the Assault begins. A lot of people overlook this ability because of its low AP, but I tell you now to ignore the words of the unbeliever, and use the power of Warp Flame every chance you get! A unit of 9 Horrors can shoot 18 times, then charge into an Assault with 27 attacks! Hardly something to scoff at, since both attacks are at Strength 4! IMPORTANT! Because their shooting ability has such a short range, DO NOT summon your Horrors near the enemy. Instead, try to place them far enough back from the fray so that they can survive until your next turn, and you can rush them in for an Assault. If the Horrors are forced into an Assault the turn they arrive, or in the enemy's subsequent turn, you won't get to use the Horrors' shooting attack.

 
Options
  • None
 
Daemonic Beasts

Tactically speaking, Daemonic Beasts follow pretty much the same ideology as Daemonic Packs, since the different Daemonic Beasts of each Chaos God have the same "upgrades" as the Daemonic Packs. However, there are two subtle differences that set Daemonic Beasts apart from the other Lesser Daemons: Initiative & Speed. Against Loyalist Space Marine (& even other Chaos Marine) troops, Daemonic Beasts will always strike first in an Assault. Add to this fact that Daemonic Beasts move up to 12 inches in the Assault phase, and you have a fast moving, hard hitting Assault squad. Due to their increased Assault range, Daemonic Beasts can be summoned just about anywhere on the battlefield, and usually won't have any problem reaching the enemy. However, don't get too brave when summoning your Beasts, because just as with Daemonic Packs, Beasts can die from massed enemy firepower.

 
Options
  • None
 
Daemonic Calvary

Fast moving & hard hitting, Daemonic Calvary are the daemonic "horsemen" of Chaos. An amalgamation of Daemonic Packs & Beasts, Calvary have all of the advantages of both troop types, but no disadvantages (other than increased cost). God-specific upgrades are the same as with the other two Daemonic troop types, so refer to the tactics above for how to use your Calvary. With 2 attacks, initiative 5 and a 12" Assault move, you shouldn't have much to fear when using your Daemonic Calvary. Once again, keep your Calvary out of the open spaces until you're in charge range for an Assault, and one last thing to remember when using your Calvary: Charge!

 

A short note on modeling Daemonic Calvary: While Slaanesh Calvary are still in the current miniatures line, Nurgle & Tzeentch Calvary are a bit more difficult to come by. Try the Archive service from either the U.K. or U.S. As for Tzeentch Calvary, somehow Discs of Tzeentch just don't seem as though they would be near as powerful as the other two types. Hence, I recommend modeling Pink & Blue Horrors riding Discs of Tzeentch for your Calvary units. Extremely easy to model/convert, and they look good too!

 
Options
  • None
 
Juggernauts of Khorne

The forges of the Warp have produced many diabolical creations, but few compare to these unholy combinations of Daemon and machine. Khorne Juggernauts are probably the most powerful Assault troops you can take in your Chaos army. Strength 5, Toughness 6, 2 wounds, and 4 attacks is just plain evil! If you choose to spend the points for these monstrosities, you'll find that they can hold their own against just about anything out there. As with other types of Daemons, where you summon your Juggernauts is fairly critical, due to their 5+ save. Although it is an invulnerable save, its not easy to roll a 5 or a 6 when you need, and if your luck is like mine, you'll rarely roll them at all! Unit size is the smallest in the Chaos army, and I recommend taking 3 or 4 Juggernauts or none at all.

 
Options
  • None
Tactical Troops

First, we take a look at the core troops of any army, Tactical troops. Tactical troops are probably the most versatile troop types you can field with a Chaos army. Able to satisfy just about any role on the battlefield, Tactical troops should form the backbone of your Chaos army.

 
Chaos Marines and Chaos Veterans

Looking at Chaos Marine and Chaos Veteran squads, As for what weapons to army your Tactical squad with, you will find that the most useful weapons are those that are not geared towards any specific "role". Missile Launchers and Plasma Guns are my personal favorites, mainly because both weapons work just as well against vehicles or foot troops. Aspiring Champions can add a much-needed Leadership bonus to a Chaos Marine or Chaos Veteran squad, since neither of these troops benefit from the Fearless rule that Cult troops have.

 
Options
  • Squad Armament - Bolters
  • Special Weapon - Plasma Gun
  • Heavy Weapon - Missile Launcher, Lascannon
  • Transport - Recommended - Rhino
  • Aspiring Champion - Recommended
 
Plague Marines

The two Cult troops listed as Tactical troops (Plague Marines & Thousand Sons) are probably the most powerful Tactical troops the Chaos army has to offer. Plague Marines, with their increased Toughness of 5, can withstand more damage than normal Chaos Marines. Add to the fact that they carry Plague Knives (which kill any multi-wound opponent on a to-wound roll of "6") and the option for Blight Grenades (-1 to the enemy's WS on the Plague Marine's charge), and they become the ideal choice for just about any role on the battlefield. Tough as nails, and fairly effective in an Assault, they are a tempting choice for any Chaos general. Only one special weapon is available to squads of Plague Marines, and just about any of the 3 weapons (Plasma Gun, Flamer, and Meltagun) will work. I shy away from Plasma Pistols for Tactical Plague Marine squads, since their decreased range seems to work better in squads geared for an Assault.

 

 
Options
  • Squad Armament - Bolters & Plague Knives
  • Special Weapon - Plasma Gun
  • Heavy Weapon - Not available
  • Transport - Recommended - Rhino (with Nurgling Infestation if points are available)
  • Aspiring Champion - Recommended, with Mark of Nurgle & Power Weapon or Power Fist
 
Thousand Sons

Thousand Sons Marines rank up with Plague Marines in Tactical ability. With two wounds and immunity to weapons with a Strength less than 5, it should be obvious to anyone what these walking suits of armour are best at. 2 wounds, a Toughness of 4, and the standard Marine 3+ save mean that Thousand Sons can stand up to massive amounts of boltgun, lasgun & shuriken catapult fire. Beware Battlecannons and Demolisher Cannons, for these weapons can wipe out Thousand Sons as easily as any other troop. The Thousand Sons' inability to Assault shouldn't concern you too much, since weapons options are extremely limited (in other words, you won't have any options), and Thousand Sons shouldn't be used as Assault troops. I use my Thousand Sons in a variety of roles, the most common being a bodyguard for my characters. Surround any character with a squad of 9, advance whenever possible, and you have a nearly unstoppable force on the battlefield. Never, ever forget their ability to move and rapid-fire their bolters. That extra shot at 12" comes in very handy when the Warriors of Tzeentch move close to the enemy.

 
Options
  • Squad Armament - Bolters
  • Special Weapon - Not available
  • Heavy Weapon - Not available
  • Transport - Recommended - Rhino
  • Aspiring Champion - Not available
 
Options

As far as other options available to Tactical squads, the most important in my book is a transport vehicle. I have become a very big advocate of transport vehicles since 3rd edition has been released, and using a Rhino for each Tactical squad is almost a necessity to my armies. Other options that are appealing are Frag and Krak Grenades, but I really don't believe they are worth the points. Frag grenades aren't that useful unless you play with *lots* of cover and plan on Assaulting a time or two with your squad, and Krak grenades for Strength 4 troops only work against the rear of most vehicles.

  • Squad Armament - Bolters
  • Special Weapon - Plasma Gun, Flamer, or Meltagun
  • Heavy Weapon - Missile Launcher, Lascannon
  • Transport - Recommended - Rhino
  • Aspiring Champion - Recommended
Heavy Support

"Break out the big guns!" Heavy Support is probably one of the most appealing troop categories for any 40k army because what's a miniatures wargame without big guns? Chaos is no exception to this rule, for in the 4 different types of Heavy Support troops you will find some of the most powerful troops and vehicles in the entire game.

 

 
Chaos Veterans

One squad not normally regarded as Heavy Support troops are Chaos Veterans. Armed with 2 heavy weapons, Veterans can also fufill the role of the Chaos Havocs and as an added bonus, take up an Elites slot rather than Heavy Support. Tactics are pretty much the same as for Havocs, with the addition of the Veteran's Infiltrate ability. Use this only if the Veterans won't be subject to enemy fire on the first turn, for their added movement means that you won't be shooting any Heavy Weapons until Turn 2.

 

Options
  • Squad Armament - Bolt Pistol & Close Combat Weapon
  • Special Weapon - None
  • Heavy Weapon - Missile Launcher, Lascannon
  • Transport - Not Recommended
  • Aspiring Champion - Not Recommended
 
Chaos Havocs

First up we have Chaos Havocs. Standard Heavy Weapons troops, Havocs seem a little weaker than their Loyalist counterparts, the Devastators. However, this doesn't mean they're totally useless to a Chaos general, for they still provide the cheapest Heavy Weapons the Chaos army can offer, and a squad of 5 or more models is more likely to survive enemy firepower than 1 vehicle. Depending upon who your enemy is, I recommend either a combination of Lascannons & Missile Launchers (for opponents with high armour saves, such as Space Marines), or my standard squad when facing Imperial Guard or Eldar, the Heavy Bolter, Autocannon, and Missile Launcher combination. One last thing: For any Havocs without Heavy Weapons, be sure to give them the bolt pistol - close combat weapon combination. Havocs probably won't move much during the game, and the enemy will assault them if given the chance. Place the "expendable" Havocs in front of you Heavy Weapon-armed Marines, and you will at least have a +1 bonus in an Assault with any enemy who manages to charge you. Aspiring Champions can help your squad with their Leadership of 10, but odds are that they won't be worth the points spent on them. Rhino can be useful for a Havoc squad, but every turn spent moving in and out of a vehicle is one less turn of firing those Heavy Weapons.

 

 
  • Squad Armament - Bolt Pistol & Close Combat weapon
  • Special Weapon - None
  • Heavy Weapon - Heavy Bolter, Autocannon, Missile Launcher, or Lascannon
  • Transport - Not Recommended
  • Aspiring Champion - Not Recommended
 
Obliterators

Next, Chaos Obliterators. Possibly the single most powerful squad in the entire game, Obliterators are new addition to Chaos armies. Extremely powerful, their capacity to "morph" weapons increases their tactical abilities far above and beyond other troops in the Chaos army. However, their high cost & limit to one squad per detachment means that you won't be able to field many Obliterators in most games. So, use them wisely. Deep Strike whenever possible, and choose their weapon options so that they can take down the most crucial units in the enemy army. As with the Thousand Sons, their inability to assault shouldn't be a big concern, especially since Obliterators have 2 Attacks and can all morph either power weapons or power fists. Beware any weapon with a strength of 8 or greater, and an AP of 2 or less.

 

 
  • Squad Armament - Variable
  • Special Weapon - Variable
  • Heavy Weapon - Variable
  • Transport - Not Available
  • Aspiring Champion - Not Available
 
Noise Marines

Slaanesh Noise Marines are yet another troop type that can fufill more than one role on the battlefield. Armed with up to 3 Blastmasters and using the Sonic Blaster as a Heavy 3 weapon, Noise Marines can lay down large amounts of firepower each turn. The most common misconception about Noise Marines is that they aren't extremely usefull due to the low AP of their weapons. While they can't destroy power armoured troops as easily as say Havocs or Obliterators, by no means should you ignore them for Heavy Support troops. The Blastmaster, with a Strength ranging from 5 to 10, is ideal for taking out vehicles, and works wonders against Imperial Guard and Eldar Guardians as an AP 5, blast template weapon. The Sonic Blaster, in its Heavy 3 aspect, can be deadly, for 3 S4 AP5 shots are nothing to laugh at. I recommend a squad of 6 Noise Marines with 3 Blastmasters & 3 Sonic Blasters. At 240 points, you will have a squad that is quite capable of destroying either vehicles or foot troops.

 

 
Options
  • Squad Armament - Sonic Blasters
  • Special Weapon - None
  • Heavy Weapon - 3 Blastmasters
  • Transport - Not Recommended
  • Aspiring Champion - Recommended
Vehicles

Ancient machines of destruction, Chaos Vehicles are evil, twisted machines that date back to the Horus Heresy and earlier. When those Legions of the Adeptus Astartes loyal to the Warmaster fled to the Warp, they took with them whatever vehicles that they still possessed after the wars of the Horus Heresy. Due to the Eye of Terror's warping effect on time, those same vehicles are still used by the Traitor Legions in the 41st millennium. Immensely powerful, Chaos vehicles are but mere shadows of their Imperial counterparts, and often they are controlled by a number of Daemonic entities. From Rhinos infested with innumerable Nurglings to Khornate Land Raiders covered in spikes, saws, and blades, Chaos vehicles are just as deadly as the Marines who command them.

 

 
Chaos Rhino

The main transport vehicle of all Space Marine Chapters, the Rhino is a light armoured tank that can transport up to 10 Marines. Movement is the name of the game in 40k, and Rhinos can get squads across the battlefield to reach crucial objectives or engage enemy squads in an Assault. I never used Rhinos before 3rd edition was released, but now I almost consider them an essential purchase for any Tactical or Assault squad. As far as tactics are concerned, remember that vehicles always block line of sight for troops. When unloading your Rhinos in open spaces or in the line of sight to the enemy's heavy weapons, consider placing models behind the tank rather than in front. Losing a 50 point Rhino is much easier to stomach than seeing your 150+ point squad die from enemy fire. Also, remember that even after your Rhino has delivered its "cargo", it is still a viable part of your army. I'm a huge fan of Tank Shock, for any chance you have at forcing the enemy to fall back is a chance you should take.

 

 
Chaos Land Raider

Armour 14 all around. 2 Twin-linked Lascannons & 1 Twin-linked Heavy Bolter. Do you really need tactics for this thing? Terminators transported in a Land Raider is probably the most powerful unit in the game, for it takes a *lot* of firepower to totally destroy such a unit. If you have the old model or have converted your own, and you can afford to spend 250 points on a tank, do it. You won't be disappointed.

 

 
Chaos Predator

The Chaos Predator is pretty much the most popular tank in all Chaos armies (mainly because there is no model for the Land Raider in production right now). 2 variants are available to Chaos armies - the Predator Destructor, armed with an Autocannon turret, and the Predator Annihilator - armed with a Twin-linked Lascannon turret. Sponsons are yet another option for Predators, and come in two varieties as well (Heavy Bolters & Lascannon). As for which combination of the four options is best for your Chaos army, well, that depends upon how you plan on using your Predator. When armed with Heavy Bolter sponsons, the Destructor can lay down a massive 8 shots per turn (when not moving). Lascannon sponsons are an appealing choice for the Destructor variant, but I feel that the Destructor fits more of an anti-troop role than anti-armor. The Annihilator, however, is capable of destroying the most heavily armoured vehicles in the game, and with added Lascannon sponsons, becomes even more powerful. Heavy Bolter sponsons should be left with the Destructor, since the Annihilator should be hunting vehicles or possibly characters, and Lascannons are the prime choice for either of these roles.

 

 
Chaos Dreadnought

Eternally entombed, Chaos Dreadnoughts are walking sarcophagi, containing the remains of a Chaos Marine mortally wounded in battle. Placed inside the Dreadnought so that he may still live, many a Chaos Marine has gone insane within his metal coffin, and although a powerful force on the battlefield, a Chaos Dreadnought is often unreliable and unpredictable. Mounting a Heavy Weapon, a twin-linked bolter or heavy flamer, and either a Dreadnought Close Combat Weapon or Missile Launcher, Chaos Dreadnoughts can add quite a bit to your Chaos army. Choosing what weapons to arm your Dreadnought with may seem a bit problematic, but as with any other unit in Warhammer 40,000, armament is best determined by the unit's role on the battlefield. The Plasma Cannon and Multi-melta are probably the most appealing of the heavy weapons, mainly because the Chaos Dreadnought is just about the only unit in the army who can use these weapons (Obliterators may morph the Multi-melta), but the Twin Lascannons are just as tempting due to their high strength and low AP. However, most players use Dreadnoughts in one of two roles: long-range support or assault. I personally view Dreadnoughts in their Assault role, mainly because of their high strength and the difficulty in destroying one in an Assault. Which role you choose is up to you, but here's a few pointers for either choice. For Assault Dreadnoughts, choose whatever Heavy Weapon you like, upgrade the twin-linked bolter to a Heavy Flamer (love those Flamer template weapons!), and stick with the Dreadnought Close Combat Weapon. IMPORTANT! As your Dreadnought advances across the battlefield, be sure & utilize any available cover. Dreadnoughts are notorious for attracting enemy heavy weapon fire, and a Dreadnought left in the open is one dead Dread (pun intended). For Long-range Dreadnoughts, go with either a Twin Lascannon, Twin Autocannon, or Autocannon, keep the Twin-linked bolter, and upgrade one arm to a Missile Launcher. However, don't be too surprised if your Dreadnought suddenly goes into Blood Frenzy and you lose one turn of shooting.

 

 

As mentioned earlier, Chaos Marines trapped inside a Dreadnought often go insane from the painful memories of their past. Consquently, Chaos Dreadnoughts sometimes go into a Blood Rage, charging any sentinent creature in range, or suddenly blast away with every weapon they have, shooting any who dare get in their way. So, what does this mean to the Chaos player? Well, keep that Dreadnought away from the rest of your army! Chaos Dreadnoughts pack a lot of firepower, and are formidable opponents in an Assault, so be sure to deploy your Dreadnought in a position that keeps it far away from the reaminder of the army. (Sidenote: This alone is enough to lean me towards an Assault Dreadnought, mainly because if it happens to go insane, my troops won't be the ones to pay the price!)

 

Vehicle Upgrades
 

Chaos Vehicle upgrades can add not only more power to your Chaos vehicles, but quite a bit of flavor. From Daemonic Possession to Tzeentch's Coruscating Warp Flames, Chaos vehicle upgrades can strengthen your vehicles in whatever role you choose to use them in. I won't go into a detailed analysis of each upgrade here, but rather, I'll categorize each upgrade according to the role its best suited for on the battlefield.

 

 
Vehicle Upgrade Category Recommended for use by: Usefulness
Daemonic Possession
Any Category
Any Vehicle
Very High
Destroyer
Assault
Any Khorne Vehicle, especially Rhinos
High
Nurgling Infestation
Any Vehicle
Any Nurgle Vehicle
Very High
Coruscating Warp Flame
Assault
Any Tzeentch Vehicle, especially Rhinos
High
Warp Amp
Any Vehicle
Any Slaanesh Vehicle, especially Rhinos
High
Dozer Blade
Any Vehicle
Rhinos, Predators & Land Raiders
Low
Extra Armour
Any Vehicle
Any Vehicle
Very High
Havoc missile launcher
Long-range Support
Any Vehicle
Medium
Pintle-mounted combi-bolter
Any Vehicle
Any Vehicle
Medium
Searchlight
Any Vehicle
Any Vehicle
Low
Smoke Launchers
Any Vehicle
Any Vehicle
Very High