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The Bible of Chaos (do not delete)

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# 1HERO Dec 7 2006, 20:24 PM
Chaos Space Marines
Games Workshop, Relic Entertainment
All Images Copyright Games Workshop Ltd 2000-2006


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Games Workshop


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Ten thousand years ago, the Imperium of Man was beset by a devastating civil war known as the Horus Heresy. Several Space Marine Legions rebelled against the "False Emperor" under the persuasive-yet-corrupt leadership of Warmaster Horus, a former lieutenant of the Emperor who fell under Chaos' sway. Space Marine fought brother Space Marine, culminating in a final battle at the Imperial Palace on Holy Terra.

Though the forces of the Imperium were victorious, the Emperor of Mankind was mortally wounded and encased in the Golden Throne to sustain his life. Meanwhile, the surviving rebel Space Marines fled for the Eye of Terror, a massive Warp storm on the northeastern edge of the galaxy. Here, warpspace mixed with realspace and the Daemons of Chaos could manifest themselves.

The traitor Space Marines took refuge in the Eye of Terror, launching raids and Black Crusades from their maelstrom base. These Chaos Space Marines became an endless plague upon the Imperium, wreaking havoc in the name of their Chaos Gods.

Chaos Space Marines have most of the capabilities of regular Space Marines, though they also have Chaos abilities and gear that make them unique. Each of the four Chaos Gods have Chaos Space Marines devoted to their cult, be they Noise Marines in service of Slaanesh to Plague Marines in service of Nurgle. They can unleash untold horrors on their opponents, from Daemon Packs to Chaos Defilers. They can be organized in an infinite number of ways, which is appropriate because Chaos embodies disorder itself. In the end, Chaos Space Marine armies are feared opponents that are seen as highly unpredictable by those who fight them.


Relic Entertainment


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At the birth of the Imperium of Man, fully half of the Emperor's most trusted Space Marine Legions turned against him in a bitter civil war known as the Horus Heresy. Brother fought brother, and Mankind stood upon the very brink of extinction in this civil war.

Then thousand years after their defeat, those same traitors still launch their Black Crusades out of the Eye of Terror, intent upon nothing less than the utter destruction of the Imperium and the death of its weakling Emperor. Now and forever they had become Chaos Space Marines, despised and feared as traitors and heretics throughout the galaxy.

Like Space Marines, Chaos Space Marines are one of the most elite fighting forces in the Warhammer 40,000 universe. But Chaos Space Marines also draw on the power of the Warp and their horses of beasts and followers to create a dangerously brutal and unpredictable fighting force. Chaos use their hordes of Cultists, sorcery abilities, and warp-spawned daemons to throw enemies off-guard and then finish them off with the cold, calculating brutality of Space Marines who've lived and fought for thousands of years.


Disclaimer

This guide is completely unofficial and in no way endorsed by Games Workshop Limited.

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This post has been edited by HERO: Oct 16 2007, 05:19 AM

Posts: 18,047

Clan: EPIC

Game: Dawn of War 2


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# 2HERO Dec 7 2006, 20:25 PM
The Chapters of Blood
Archived by Daemon Prince HERO


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Stuctures and Tiers
A Guide to Structure Function and Technology


Units and Usage
A Guide to Unit Detail and Performance


General Strategy
A Guide to General BOs and Strategy


Individual Faction Strategies
A Guide to Faction Specifics


Helpful Tips
A Collection of Chaos Tips


This post has been edited by HERO: Oct 16 2007, 05:19 AM

Posts: 18,047

Clan: EPIC

Game: Dawn of War 2


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# 3HERO Dec 7 2006, 20:27 PM
Structures and Tiers
A Guide to Structure Function and Technology


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Tier1 Structures

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Desecrated Stronghold
Cost: IPB Image 700, IPB Image 150

This is the basic headquarters of a Chaos Space Marine base. Heretics and Cultists are ordered here. Squad and Support Cap Research are acquired here as well. Upgrade the Desecrated Stronghold to Desecrated Fortress and Unholy Monastery to make available vehicles, more infantry, and advanced research in other Chaos Marine Buildings.

- Chaos Headquarters building.
- Produces: Heretics, Cultists and the Chaos Sorcerer
- Contains research to increase the number of units that can be built.
- Projects a Control Area around itself, allowing other buildings to be built near it.
- Projects an aura that increases your units' regeneration rate, and hurts enemy morale regeneration

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Chaos Temple
Cost: IPB Image 300, IPB Image 0

The Temple allows the requisitioning of Chaos Space Marine Squads, Raptor Squads, and the Chaos Lord. Additional units and research become available as the Desecrated Stronghold is upgraded.

- Requisitions Infantry units.
- Produces: Chaos Lord, Chaos Space Marines, Raptors, and Khorne Beserkers.
- Allows Building: Armory, Desecrated Fortress add-on (Desecrated Stronghold Structure).
- Projects an aura that increases your units' regeneration rate, and hurts enemy morale regeneration.

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Listening Post
Cost: IPB Image 90, IPB Image 0

Build a Listening Post on a captured Strategic Point or Relic to defend the point against aggressors. Upgrade the Post to add defenses (weapons and armor), increase Requisition Rates, and allow the building of Skull Probes that are useful for scouting.

- Place on Strategic Points and Relics.
- Increases the requisition resource production rate.
- Solidifies your hold on a strategic location by placing a building on it.
- Can be upgraded with weapons and to produce more Requisition.
- Projects a Control Area around itself, allowing other buildings to be built near it.
- Projects an aura that increases your units' regeneration rate, and hurts enemy morale regeneration.

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Plasma Generator
Cost: IPB Image 135, IPB Image 0

The Plasma Generator proves Power Resource, which is needed to support certain buildings, units, and upgrades. Each Stronghold can support a limited number of Plasma Generators.

- Generates the Power resource.
- A single HQ building (Desecrated Stronghold) can only support a limited number of Generators.
- Plasma Generators are volatile and will damage anything nearby when they are destroyed.
- Projects an aura that increases your units' regeneration rate, and hurts enemy morale regeneration.

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Thermo Plasma Generator
Cost: IPB Image 250, IPB Image 0

A more powerful variant of the Generator, Thermo-Plasma Generators can only be built upon Slag Deposits.

- Generates the Power resource at a higher rate than Plasma Generators.
- Can only be built on top of Slag Deposits.
- Thermo Plasma Generators are volatile and will damage anything nearby when they are destroyed.
- Projects a Control Area around itself, allowing other buildings to be built near it.
- Projects an aura that increases your units' regeneration rate, and hurts enemy morale regeneration.

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Chaos Armory
Cost: IPB Image 200, IPB Image 75

Research into heavy weapons, accuracy improvements, and improved armor are available at the Armory.

- Allows weapon upgrades on Chaos Space Marines, Cultists, and Raptor squads.
- Contains research to improve infantry squads and Aspiring Champions.
- Projects an aura that increases your units' regeneration rate, and hurts enemy morale regeneration.

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Heavy Bolter Turret
Cost: IPB Image 90, IPB Image 45

The Bolter Turret is a close range, unmanned weapon primarily used for defending territory against infantry. It is small and easily placed within a Control Zone. It can be upgraded to a Missile Turret to make it effective against vehicles.

- Detects infiltrated units.
- Emplaced turret equipped with twin-linked Heavy Bolters.
- Effective against infantry units.
- Can replace its default weapons with anti-vehicle weapons.

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Mine Field
Cost: IPB Image 50, IPB Image 50

A Mine Field provides the first level of defense against an approaching enemy. Use Mine Fields to inflict damage and destruction on enemy units by planting them around your base.

- Mine Fields contain mines that will explode when enemy units pass over them.
- Mine Fields cannot be seen by most enemy units.
- Once detected, enemies can attack and destroy Mine Fields.
- After enough mines are triggered the Mine Field will be destroyed.
- Commanders can detect Mine Fields.

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Desecrated Fortress (HQ Add-on)
Cost: IPB Image 300, IPB Image 100

This is the basic headquarters of a Chaos Space Marine base. Heretics and Cultists are ordered here. Squad and Support Cap Research are acquired here as well. Upgrade the Desecrated Stronghold to Desecrated Fortress and Unholy Monastery to make available vehicles, more infantry, and advanced research in other Chaos Marine Buildings.

- Upgrades the Desecrated Stronghold to a Desecrated Fortress.
- Desecrated Fortress allows the production of more advanced units and abilities, like vehicles and commander abilities.


Tier2 Structures

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Machine Pit
Cost: IPB Image 200, IPB Image 125

Vehicles can be built and vehicle capability improvements researched at the Machine Pit.

- Requisitions vehicle units.
- Produces: Chaos Rhinos, Defilers, and Chaos Predators.
- Projects an aura that increases your units' regeneration rate, and hurts enemy morale regeneration.

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Sacrificial Circle
Cost: IPB Image 100, IPB Image 50

Horror Squads, Possessed Marines, and other leader units can be ordered and leader improvements are researched at the Sacrificial Circle.

- Requisitions Horrors, a daemonic unit that is summoned (teleported) onto the battlefield.
- Requisitions possessed Chaos marines, a powerful close combat unit.
- Contains research to improve the Chaos Lord, Chaos Sorcerer, and Possessed Marines.
- Projects an aura that increases your units' regeneration rate, and hurts enemy morale regeneration.

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Unholy Monastery (HQ Add-on)
Cost: IPB Image 300, IPB Image 300

This is the basic headquarters of a Chaos Space Marine base. Heretics and Cultists are ordered here. Squad and Support Cap Research are acquired here as well. Upgrade the Desecrated Stronghold to Desecrated Fortress and Unholy Monastery to make available vehicles, more infantry, and advanced research in other Chaos Marine Buildings.

- Upgrades the Desecrated Fortress to an Unholy Monastery.
- Unholy Monastery allows the production of the most advanced units, buildings and abilities available to the Forces of Chaos.


Tier3 Structures

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Daemon Pit
Cost: IPB Image 100, IPB Image 100

The Bloodthirster is available from the Daemon Pit when a Relic is obtained.

- Provides access to Chaos' most powerful units.
- Produces: Obliterators and the Bloodthrister
- Obliterators must be teleported directly onto the battle field.
- Projects an aura that increases your units' regeneration rate, and hurts enemy morale regeneration.


Tier4 Structures

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Chaos Projectiles
Cost: IPB Image 400, IPB Image 400

- Imbues Predator shells with the energies of Chaos.
- Dramatically increases the armor piercing ability of Chaos Predator weapons against other vehicles.
- Allows the summoning of the Bloodthirster.


Special Note

The Chaos Projectiles is not really an structure, it's an upgrade available in the Machine Pit after you've reached Unholy Monastery (Tier3). This upgrade allows you to purchase Tier4 equivalent abilities such as the powerful passive upgrade available for the Predator Heavy Tank and the earth-shattering Bloodthirster.


This post has been edited by HERO: Oct 16 2007, 05:20 AM

Posts: 18,047

Clan: EPIC

Game: Dawn of War 2


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# 4HERO Dec 7 2006, 20:33 PM
Units and Usage
A Guide to Unit Detail and Performance


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Tier1 Units

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Heretic
Requires: Desecrated Stronghold/Desecrated Fortress/Unholy Monastery
Cost: IPB Image 60, IPB Image 0, Hard Cap: 5

Heretics are good for little more than manual labor; Chaos Space Marines put these wretches to work doing everything from constructing field bases, laying down defenses, as well as preforming repair and maintenance tasks. If Forced Labor is selected, the Heretic will work harder, but will slowly lose health.

- Builder Unit.
- Constructs all Chaos buildings.
- Forced Labor ability allows faster construction time, but damages the Heretic.
- Costs no Squad Cap but has limited availability.

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Cultist
Requires: Desecrated Stronghold/Desecrated Fortress/Unholy Monastery
Cost: IPB Image 80, IPB Image 0, IPB Image 2

As the workhorses of the Chaos army, Cultists are cheap, numerous, and expendable. They're also weak and of little use other than as a distraction. Cultists can, however, be trained for specialist tasks like Infiltration.

- Infantry.
- Scout / Meat Shield. High numbers, but weak combat ability.
- Can be upgraded with weapons to become effective against infantry and Heavy Infantry.
- Can be upgraded with the Infiltration ability (stealth).
- Effective against Infantry.

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Chaos Space Marines
Requires: Chaos Temple
Cost: IPB Image 190, IPB Image 0, IPB Image 2

As a though and versatile unit, they are heavily armed, armored, and highly skilled. While similar to loyalist Space Marines, they lack the trust and faith of loyalist Space Marines, resulting in lower morale.

- Heavy Infantry.
- Resilient general combat unit strong at ranged and close combat.
- Can be upgraded with Heavy Bolters to make them more effective against Infantry.
- Can be upgraded with Infiltration (stealth).
- Effective against Infantry and Heavy Infantry.

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Raptor Squad
Requires: Chaos Temple
Cost: IPB Image 240, IPB Image 0, IPB Image 2

The Raptor Squad utilizes jump packs to move around the battlefield quickly. Equipped for close-combat, they generally can't outfight close-combat specialists, but are deadly against standard troops. Upgraded Raptors are effective hit-and-run vehicle killers.

- Heavy Infantry.
- Fast attack close combat unit, good at breaking morale in close combat.
- Jetpacks quickly around, and over, the battlefield.
- Weapon upgrades effective against Heavy Infantry, and at breaking morale.
- Effective against Infantry.

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Chaos Lord
Requires: Chaos Temple
Cost: IPB Image 220, IPB Image 50, Hard Cap: 1

The Chaos Lord is the main leader of the Chaos army. A highly skilled and versatile unit, he can be equipped with a variety of abilities, primarily focused around Chaos gifts that enhance his physical characteristics and demoralize the enemy. The Chaos Lord is a unique unit, so there can only be one on the field at a time.

- Commander Unit (Primary).
- Boosts morale recovery when attached to squads.
- Ability upgrades provide attack bonuses for himself and troops.
- Effective against Infantry and Heavy Infantry. Excels at close combat.


Tier2 Units

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Chaos Sorcerer
Requires: Desecrated Fortress
Cost: IPB Image 150, IPB Image 75, Hard Cap: 1

Chaos Sorcerers are powerful entities able to focus the very substance of the Warp. The Chaos Sorcerer is the primary 'psyker' for the Chaos army. The Chaos Sorcerer's abilities are focused on combat and debilitating enemy units. The Chaos Sorcerer is a leader (unique) unit, so there can only be one on the field at a time.

- Heavy Infantry.
- Detects infiltrated units.
- Boosts morale recovery when attached to squads.
- Uses many powerful abilities forced on damage and limiting enemy movement.
- Can be possessed by the Bloodthirster.
- Effective against Infantry and Heavy Infantry.

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Khorne Berzerkers
Requires: Chaos Temple + Desecrated Fortress
Cost: IPB Image 200, IPB Image 20, IPB Image 3

Once ordinary Space Marines, Khorne Berzerkers have succumbed to the lust of blood and battle. Built from the Chaos Temple, these units are incredibly strong in close combat, when fully given over to their desires, these squads become even more powerful.

- Heavy Infantry.
- Heavy melee unit.
- Quick movement speed allows Khorne Berzerkers to quickly close with enemy units.
- Effective against Infantry and Heavy Infantry.

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Horror Squad
Requires: Sacrificial Circle
Cost: IPB Image 250, IPB Image 50, IPB Image 3

Horror Squad are warp-spawned daemons that can immolate enemy infantry with daemonic fire. They're short-ranged but resilient units that are summoned into battle to surprise the enemy. As summoned units they are inherently unstable, so Morale damage will potentially banish them back to the Warp.

- Daemon.
- A horrific creature summoned directly from The Warp.
- Effective at ranged combat, ineffective at close combat.
- Is summoned (teleported) directly onto the battlefield.
- Effective against Vehicles.

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Rhino Transport
Requires: Machine Pit
Cost: IPB Image 90, IPB Image 70,
IPB Image 0, Hard Cap: 3

The Chaos Rhino is a tough, reliable troop transport, able to get troops quickly into a fight. It can provide a smoke screen to cover an army's advance. It cannot carry Obliterators.

- Vehicle. Tank.
- Transport Unit. No weaponry.
- Can transport infantry units (except Obliterators and Raptors).
- Can be equipped with Smoke Launcher ability.

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Defiler
Requires: Machine Pit
Cost: IPB Image 150, IPB Image 260, IPB Image 3

A mechanized walking nightmare, the Defiler's primary role is as a mobile siege tank. Its Battle Cannon can bash down almost any defensive structure, or be fired indirectly to damage and demoralize enemy forces.

- Walker Vehicle.
- Heavy Artillery. A daemonically possessed killing machine.
- Artillery can be fired at very long range, and does not require line of sight.
- Artillery is highly inaccurate, especially when firing blind.
- Effective against most unit types, with strong close combat abilities.

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Chaos Predator
Requires: Machine Pit
Cost: IPB Image 150, IPB Image 330, IPB Image 5, Hard Cap: 2

The primary tank of the Chaos Space Marines, the Predator can be customized as an anti-tank or anti-troop vehicle, as is exceedingly effective at either role. Its primary use is as a fire support unit, forcing the enemy to deal with a multi-pronged threat of troops and vehicles.

- Vehicle. Tank.
- Heavily armed and armored weapon platform.
- Can be upgraded to be effective against vehicle and buildings.
- Effective against Infantry.


Tier3 Units

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Possessed Squad
Requires: Sacrificial Circle + Unholy Monastery
Cost: IPB Image 200, IPB Image 100, IPB Image 3, Hard Cap: 1

Possessed Squad have been possessed and mutated by daemons and their proximity to the Warp. They are close-combat monsters, able to use their daemonic talons and strength to literally rip enemies limb-from-limb.

- Heavy Infantry.
- The ultimate melee combat unit.
- Have a variety of upgrades to make them more effective (Sacrificial Circle).
- Effective against Infantry and Heavy Infantry.

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Obliterator Squad
Requires: Daemon Pit
Cost: IPB Image 240, IPB Image 75, IPB Image 3, Hard Cap: 1

Fused with their armor and charged with daemonic energies, these leviathans form a variety of different weapon types to deal with any who stand against them. Ungodly tough and able to generate enormous amounts of firepower, they are also plodding and slow. Although too big to be easily transported, they can be teleported. They are armed with a wide array of weaponry, making them effective against any target type.

- Heavy Infantry.
- Powerful ranged combat unit that can switch between several ranged weapons.
- Slow movement speed.
- Can be teleported to any location when built.
- Has a weapon efective against all targets.

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Daemon Prince Summoning
Requires: Daemon Pit
Cost: IPB Image 400, IPB Image 400, Hard Cap: 1 (Requires Chaos Lord)

The ultimate goal of a Chaos Lord is to ascend to daemonhood, becoming a powerful creature of the Warp and a commander of its legions -- a Daemon Prince. By researching this summoning at the Daemon Pit, Chaos Space Marine players can now transform their Chaos Lord into the Daemon Prince. The Daemon Prince is a supremely powerful melee combatant able to face other top-tier units in direct combat. He also benefits from most of the Chaos Lord's other abilities.

- Prepares the Chaos Lord's ascension to a Daemon Prince.
- Once prepared, the Daemon Prince can be summoned on the Chaos Lord.
- Greater Daemon.


Tier4 Units

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Bloodthirster
Requires: Daemon Pit + Chaos Projectiles
Cost: IPB Image 400, IPB Image 400, Hard Cap: 1 (Requires Chaos Sorcerer or Aspiring Champion)

The Bloodthirster is a Greater Daemon, the ultimate incarnation of the power for the Chaos God known as Khorne. To enter our plane, the Bloodthirster possesses a worthy sacrificial unit, bursting forth in the form of a 30-foot tall winged daemon. Entire armies have met their death on its blades. The Bloodthirster exists to destroy the enemies of Chaos, and takes damage whenever it is not in combat, eventually disappearing from our plane if its thirst for destruction cannot be satiated.

- Prepares the Bloodthirster Greater Daemon for summoning.
- Once prepared, the Bloodthirster can be summoned on the Chaos Sorcerer or any Aspiring Champion.
- Greater Daemon.
- Slowly loses health if he is not in combat.

This post has been edited by HERO: Oct 16 2007, 05:20 AM

Posts: 18,047

Clan: EPIC

Game: Dawn of War 2


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# 5HERO Dec 7 2006, 20:36 PM
General Strategy
A Guide to General BOs and Strategy


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CSM Tactica
Key Structures and Units

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Chaos Temple
Cost: IPB Image 300, IPB Image 0

The Temple allows the requisitioning of Chaos Space Marine Squads, Raptor Squads, and the Chaos Lord. Additional units and research become available as the Desecrated Stronghold is upgraded.

- Requisitions Infantry units.
- Produces: Chaos Lord, Chaos Space Marines, Raptors, and Khorne Beserkers.
- Allows Building: Armory, Desecrated Fortress add-on (Desecrated Stronghold Structure).
- Projects an aura that increases your units' regeneration rate, and hurts enemy morale regeneration.

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Chaos Space Marines
Requires: Chaos Temple
Cost: IPB Image 190, IPB Image 0, IPB Image 2

As a though and versatile unit, they are heavily armed, armored, and highly skilled. While similar to loyalist Space Marines, they lack the trust and faith of loyalist Space Marines, resulting in lower morale.

- Heavy Infantry.
- Resilient general combat unit strong at ranged and close combat.
- Can be upgraded with Heavy Bolters to make them more effective against Infantry.
- Can be upgraded with Infiltration (stealth).
- Effective against Infantry and Heavy Infantry.

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Chaos Lord
Requires: Chaos Temple
Cost: IPB Image 220, IPB Image 50, Hard Cap: 1

The Chaos Lord is the main leader of the Chaos army. A highly skilled and versatile unit, he can be equipped with a variety of abilities, primarily focused around Chaos gifts that enhance his physical characteristics and demoralize the enemy. The Chaos Lord is a unique unit, so there can only be one on the field at a time.

- Commander Unit (Primary).
- Boosts morale recovery when attached to squads.
- Ability upgrades provide attack bonuses for himself and troops.
- Effective against Infantry and Heavy Infantry. Excels at close combat.

CSM Tactica
Skulls for the Skull Throne!

General Build Order

- First Builder makes a Chaos Temple. Force Labor the Heretic down to 1/2 HP then stop.
- Que 1 more Heretic to assist in construction of the Chaos Temple. Force Labor the 2nd Heretic down to half, then stop. Que 2-4 Cultists for Strategic Point capture.
- First unit can either be the Chaos Lord or a Chaos Marine squad depending on what you want to do.
- Make 2x Listening Posts before your second unit (should always be a unit, not hero). Force Labor your 2 Heretics down to red so they construct the LPs ASAP.
- Construct more Listening Posts while making CSM squads. If your Heretic dies, make another, but try to keep him alive.
- Reinforce your CSM when needed, try and control as much land as possible.
- Construct a Plasma Gen after 2-3 squads to reach Tier2 faster, or you can delay it for faster Plasma Pistols by the way of an Armory.

General Follow-up

- If you're teching to Tier2, make another Power Gen (should have 2 now) so you'll have enough power to tech.
- Tech up to Tier2 by researching the Desecrated Fortress Add-on at your Desecrated Stronghold.
- As soon as you reach Tier2, get out your Chaos Sorcerer ASAP.
- Produce some Khrone Bezerkers to fight off Infantry, build some Horrors if you predict enemy armor, or get out Chaos Predators if you want to punch a whole in the enemies' defense.
- Research some key upgrades from the Armory and Sacrificial Circle to enchance the performance of your heroes and troops.

General Strategy

One of the key differences between the Space Marines and the Chaos Space Marines is how their early game is played. Heretics can rush build an Chaos Temple extremely quick. As long as you cycle Forced Labor between your two starting Heretics, you can get out your Chaos Temple and start producing units before your opponent even finishes building his barracks. After that, you can Force Labor your starting Heretics to get out 2x Listening Posts ASAP. The Chaos Space Marines starts off the same way as the Space Marines in terms of battle; producing one dominating hero or CSM squads to engage the enemy as soon as possible, but as the game progresses, things start to change. What seperates the two races is the Chaos' ability to forgo early teching for destructive anti-infantry abilities. One strategy is to counter your opponents' early game infantry by building a fast armory after your intial CSM squads. This allows you to gain access to early game Aspiring Champion, Plasma Pistols and Heavy Bolters. With those upgrades, you can tear through enemy Infantry lines like a hot knife through butter. This strategy is exceptionally powerful vs. Infantry-heavy armies like IG and Eldar. Of course, you can also branch from the initial strategy and tech to Tier2. Once you tech to Tier2, you gain access to one of the most powerful heroes in the game -- the Chaos Sorcerer. Get out some Khrone Bezerkers inconjunction with your existing army and lay as much waste to the enemy as possible. If you see your enemy going armor, make sure you get out a Sacrificial Circle and make some Horror Squads ASAP.

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Fast Raptor Tactica
Key Structures and Units

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Chaos Temple
Cost: IPB Image 300, IPB Image 0

The Temple allows the requisitioning of Chaos Space Marine Squads, Raptor Squads, and the Chaos Lord. Additional units and research become available as the Desecrated Stronghold is upgraded.

- Requisitions Infantry units.
- Produces: Chaos Lord, Chaos Space Marines, Raptors, and Khorne Beserkers.
- Allows Building: Armory, Desecrated Fortress add-on (Desecrated Stronghold Structure).
- Projects an aura that increases your units' regeneration rate, and hurts enemy morale regeneration.

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Raptor Squad
Requires: Chaos Temple
Cost: IPB Image 240, IPB Image 0, IPB Image 2

The Raptor Squad utilizes jump packs to move around the battlefield quickly. Equipped for close-combat, they generally can't outfight close-combat specialists, but are deadly against standard troops. Upgraded Raptors are effective hit-and-run vehicle killers.

- Heavy Infantry.
- Fast attack close combat unit, good at breaking morale in close combat.
- Jetpacks quickly around, and over, the battlefield.
- Weapon upgrades effective against Heavy Infantry, and at breaking morale.
- Effective against Infantry.

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Chaos Space Marines
Requires: Chaos Temple
Cost: IPB Image 190, IPB Image 0, IPB Image 2

As a though and versatile unit, they are heavily armed, armored, and highly skilled. While similar to loyalist Space Marines, they lack the trust and faith of loyalist Space Marines, resulting in lower morale.

- Heavy Infantry.
- Resilient general combat unit strong at ranged and close combat.
- Can be upgraded with Heavy Bolters to make them more effective against Infantry.
- Can be upgraded with Infiltration (stealth).
- Effective against Infantry and Heavy Infantry.

IPB Image
Chaos Lord
Requires: Chaos Temple
Cost: IPB Image 220, IPB Image 50, Hard Cap: 1

The Chaos Lord is the main leader of the Chaos army. A highly skilled and versatile unit, he can be equipped with a variety of abilities, primarily focused around Chaos gifts that enhance his physical characteristics and demoralize the enemy. The Chaos Lord is a unique unit, so there can only be one on the field at a time.

- Commander Unit (Primary).
- Boosts morale recovery when attached to squads.
- Ability upgrades provide attack bonuses for himself and troops.
- Effective against Infantry and Heavy Infantry. Excels at close combat.

Fast Raptor Tactica
Fly Against the Enemy

General Build Order

- First Builder builds a Chaos Temple. Force Labor the Heretic down to 1/2 HP then stop.
- Que 1 more Heretic to assist in construction of the Chaos Temple. Force Labor the 2nd Heretic down to half, then stop. Que 2-4 Cultists for Strategic Point capture.
- First unit can either be the Chaos Lord or a Raptor squad depending on who the enemy is.
- When the Raptor Squad comes out, go harrass your enemies' workers and cappers.
- Make 2x Listening Posts before your second unit (should always be a combat unit, not hero). Force Labor your 2 Heretics down to red so they construct the LPs ASAP.
- Construct more Listening Posts while you make another Raptor squad. If your Heretic dies, make another, but try to keep him alive.
- Reinforce your Raptors when needed, try not to lose them because they're expensive to replace.
- Construct a Plasma Gen after 2-3 squads to reach Tier2 faster.
- If needed, don't hesitate to make a CSM squad as fire support.

General Follow-up

- Make another Power Gen (should have 2 now) or maybe you need only one depending on your build.
- Tech up to Tier2 by researching the Desecrated Fortress Add-on at your Desecrated Stronghold.
- As soon as you reach Tier2, get out your Chaos Sorcerer ASAP.
- Produce some Khrone Bezerkers to fight off Infantry, build some Horrors if you predict enemy armor, or get out Chaos Predators if you want to punch a whole in the enemies' defense.
- Research some key upgrades from the Armory and Sacrificial Circle to enchance the performance of your heroes and troops.

General Strategy

Unlike the SM's ASM strategy, the Chaos Raptor strategy works a little differently. For one, Raptors are more expensive as a single unit but does not require an Armory to build. In early game, this saves you a good amount of money, but as the game progresses, it starts to wear on your ecnomy if all your focusing on is Raptors. After securing your early game build order with Heretics (rushing the Chaos Temple), you should que your first Raptor squad and rally him to your enemies' base. If you started with Chaos Lord first, harrass with him as long as you can and secure your first 2x Listening Posts. Once they're up, follow up with your first Raptor squad. Note that the Raptor only has one jump and has noticibly less health than the Assault Space Marine. Keep this in mind at all times. I recommend running your first Raptor (if you start with Raptors) to the enemy base unless there's an obvious roadblock that you HAVE to fly over. This allows you to jump out if you get in trouble. On smaller maps, you'll notice that by speed-building the Chaos Temple, you'll have a Raptor Squad in your opponent's base on the first jump, and by the time he has his first squad out, you'll be able to jump out. Raptor BOs and strategies are very dependent on different Match-ups on different maps. No matter what match-up you play, just remember to go after the economy units first (builders and cappers). After your second Raptor squad you should be working on your tech into Tier2 or securing your victory with more units. Once you reach Tier2, get out a Chaos Sorcerer and some Khrone Beserkers. If the battle continues, you should secure your weak point by getting some Horror Squads ready just incase your enemy comes in with vehicles. On top of that, you can use your Raptor Squads with Aspiring Champions + Power Swords to make chase down enemy armor. Make sure you keep up with upgrades from your Armory and Sacrificial Circle so your army doesn't fall behind in tech.

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Ascension Tactica
Key Structures and Units

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Desecrated Stronghold
Cost: IPB Image 700, IPB Image 150

This is the basic headquarters of a Chaos Space Marine base. Heretics and Cultists are ordered here. Squad and Support Cap Research are acquired here as well. Upgrade the Desecrated Stronghold to Desecrated Fortress and Unholy Monastery to make available vehicles, more infantry, and advanced research in other Chaos Marine Buildings.

- Chaos Headquarters building.
- Produces: Heretics, Cultists and the Chaos Sorcerer
- Contains research to increase the number of units that can be built.
- Projects a Control Area around itself, allowing other buildings to be built near it.
- Projects an aura that increases your units' regeneration rate, and hurts enemy morale regeneration

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Plasma Generator
Cost: IPB Image 135, IPB Image 0

The Plasma Generator proves Power Resource, which is needed to support certain buildings, units, and upgrades. Each Stronghold can support a limited number of Plasma Generators.

- Generates the Power resource.
- A single HQ building (Desecrated Stronghold) can only support a limited number of Generators.
- Plasma Generators are volatile and will damage anything nearby when they are destroyed.
- Projects an aura that increases your units' regeneration rate, and hurts enemy morale regeneration.

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Chaos Armory
Cost: IPB Image 200, IPB Image 75

Research into heavy weapons, accuracy improvements, and improved armor are available at the Armory.

- Allows weapon upgrades on Chaos Space Marines, Cultists, and Raptor squads.
- Contains research to improve infantry squads and Aspiring Champions.
- Projects an aura that increases your units' regeneration rate, and hurts enemy morale regeneration.

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Cultist
Requires: Desecrated Stronghold/Desecrated Fortress/Unholy Monastery
Cost: IPB Image 80, IPB Image 0, IPB Image 2

As the workhorses of the Chaos army, Cultists are cheap, numerous, and expendable. They're also weak and of little use other than as a distraction. Cultists can, however, be trained for specialist tasks like Infiltration.

- Infantry.
- Scout / Meat Shield. High numbers, but weak combat ability.
- Can be upgraded with weapons to become effective against infantry and Heavy Infantry.
- Can be upgraded with the Infiltration ability (stealth).
- Effective against Infantry.

Ascension Tactica
Purge the Weak!

General Build Order

- First Builder makes a Plasma Generator. No need to Force Labor the Heretic just yet.
- Que 1 more Heretic to Mine Field a chokepoint closest to you to prevent early game harassment. Force Labor him down to 1/2 HP, get that Mine Field up ASAP.
- Que up 4-6 Cultists for Strategic Point capture.
- Make another Plasma Gen after the first one finishes construction.
- Make 2x Listening Posts before your Armory. Force Labor your 2 Heretics down to red so they construct the LPs ASAP.
- Reinforce your Cultists when needed and play for economy control. Don't try and fight heavier combat units untill your Armory is complete. Upgrade your Listening Posts to LP2s if needed.
- Make more Listening Posts while harrassing potential decappers with your Cultists.
- When your Armor completes, upgrade some of your Cultists with Grenade Launchers and protect your economy.
- Depending on your Tier2 strategy, you might want some more Power Gens before you tech.
- After you hit Tier2, get out an Chaos Sorcerer and either fast Khrone Bezerkers or fast Chaos Predators.
- Know that this fast tech BO can be done many different ways. Some more vulnerable than others, but offers a faster Tier2.

General Strategy

This strategy is a fast tech strategy that involves the use of Cultists with Grenade Launchers. Of course, fast tech strategies can be very dangerous if preformed incorrectly. The good thing about Chaos is, their Heretics are amazingly fast at setting up early-game economy and defenses (especially that first Mine Field). With a well-placed Mine Field and a few LP2s, any early game harrassment can be detered or stopped completely. As you can see from this generalized build order, this strategy techs into Grenade Launchers. Since Cultists armed with Grenade Launchers are exceptionally effective vs. ranged units and LP2s tear up the left overs, this combo is extremely effective when executed properly. Since most of the time the enemy is expecting a straight up fight against Chaos, a defensive tech like this one not only drains your opponent's money and slowing his tech, but you're completely safe. Once you hit Tier2, it's pretty much over. You can speed-build a Chaos Temple and start pumping out Khrone Beserkers or you can build a Machine Pit and get out a Predator (just remember to research additional pop cap). A fast Predator can cause some serious problems for players not prepared for armor and Bezerkers can destroy people not prepared for heavy infantry. Healthy scouting with your Cultists will give you the knowledge you need to destroy your enemies.

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The Eye of Terror
Key Units and Upgrades

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Wargear: Plasma Pistols
Requires: Armory
Cost: IPB Image 50, IPB Image 30

- Equips the Chaos Lord, Chaos Sorcerer, and all Aspiring Champions with Plasma Pistols.
- Plasma Pistols are effective against Heavy Infantry.

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Wargear: Power Swords
Requires: Armory
Cost: IPB Image 40, IPB Image 20

- Equips all Aspiring Champions with Power Swords, powerful close combat weapons.
- Power Swords ignore armor, making them more effective at close combat.
- First of two possible upgrades.

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Wargear: Frag Grenades
Requires: Chaos Temple + Armory
Cost: IPB Image 25, IPB Image 75

- Equips Chaos Space Marine squads with Frag Grenade wargear.
- Frag Grenades damage and stun enemy squads they impact with.

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Jetpack Boosters
Requires: Chaos Temple + Armory
Cost: IPB Image 45, IPB Image 25

- Allows the Raptors to use the Speed Fiend ability.
- Speed Fiend temporarily increases the maximum speed of Raptors.

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Chains of Torment
Requires: Sacrificial Circle
Cost: IPB Image 50, IPB Image 40

- Allows the Sorcerer to use the Chains of Tormet ability.
- Chains of Torment briefly immobilizes a targeted enemy unit and deals damage to them over time.

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Symbol of Chaos
Requires: Sacrificial Circle
Cost: IPB Image 60, IPB Image 20

- Allows the Chaos Lord to use the Symbol of Chaos ability
- This ability provides all infantry units near the Chaos Lord with a damage bonus.
- Once researched this ability is always active.

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Daemonic Strength
Requires: Sacrificial Circle + Unholy Monastery
Cost: IPB Image 100, IPB Image 25

- Allows the Chaos Lord to use the Daemonic Strength ability
- When Daemon Strength is triggered the Chaos Lord does more damage, but takes more damage from enemy attacks.

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Chaos Sorcerer
Requires: Desecrated Fortress
Cost: IPB Image 150, IPB Image 75, Hard Cap: 1

Chaos Sorcerers are powerful entities able to focus the very substance of the Warp. The Chaos Sorcerer is the primary 'psyker' for the Chaos army. The Chaos Sorcerer's abilities are focused on combat and debilitating enemy units. The Chaos Sorcerer is a leader (unique) unit, so there can only be one on the field at a time.

- Heavy Infantry.
- Detects infiltrated units.
- Boosts morale recovery when attached to squads.
- Uses many powerful abilities forced on damage and limiting enemy movement.
- Can be possessed by the Bloodthirster.
- Effective against Infantry and Heavy Infantry.

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Khorne Berzerkers
Requires: Chaos Temple + Desecrated Fortress
Cost: IPB Image 200, IPB Image 20, IPB Image 3

Once ordinary Space Marines, Khorne Berzerkers have succumbed to the lust of blood and battle. Built from the Chaos Temple, these units are incredibly strong in close combat, when fully given over to their desires, these squads become even more powerful.

- Heavy Infantry.
- Heavy melee unit.
- Quick movement speed allows Khorne Berzerkers to quickly close with enemy units.
- Effective against Infantry and Heavy Infantry.

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Horror Squad
Requires: Sacrificial Circle
Cost: IPB Image 250, IPB Image 50, IPB Image 3

Horror Squad are warp-spawned daemons that can immolate enemy infantry with daemonic fire. They're short-ranged but resilient units that are summoned into battle to surprise the enemy. As summoned units they are inherently unstable, so Morale damage will potentially banish them back to the Warp.

- Daemon.
- A horrific creature summoned directly from The Warp.
- Effective at ranged combat, ineffective at close combat.
- Is summoned (teleported) directly onto the battlefield.
- Effective against Vehicles.

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Chaos Predator
Requires: Machine Pit
Cost: IPB Image 150, IPB Image 330, IPB Image 5, Hard Cap: 2

The primary tank of the Chaos Space Marines, the Predator can be customized as an anti-tank or anti-troop vehicle, as is exceedingly effective at either role. Its primary use is as a fire support unit, forcing the enemy to deal with a multi-pronged threat of troops and vehicles.

- Vehicle. Tank.
- Heavily armed and armored weapon platform.
- Can be upgraded to be effective against vehicle and buildings.
- Effective against Infantry.

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Possessed Squad
Requires: Sacrificial Circle + Unholy Monastery
Cost: IPB Image 200, IPB Image 100, IPB Image 3, Hard Cap: 1

Possessed Squad have been possessed and mutated by daemons and their proximity to the Warp. They are close-combat monsters, able to use their daemonic talons and strength to literally rip enemies limb-from-limb.

- Heavy Infantry.
- The ultimate melee combat unit.
- Have a variety of upgrades to make them more effective (Sacrificial Circle).
- Effective against Infantry and Heavy Infantry.

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Obliterator Squad
Requires: Daemon Pit
Cost: IPB Image 240, IPB Image 75, IPB Image 3, Hard Cap: 1

Fused with their armor and charged with daemonic energies, these leviathans form a variety of different weapon types to deal with any who stand against them. Ungodly tough and able to generate enormous amounts of firepower, they are also plodding and slow. Although too big to be easily transported, they can be teleported. They are armed with a wide array of weaponry, making them effective against any target type.

- Heavy Infantry.
- Powerful ranged combat unit that can switch between several ranged weapons.
- Slow movement speed.
- Can be teleported to any location when built.
- Has a weapon efective against all targets.

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Daemon Prince Summoning
Requires: Daemon Pit
Cost: IPB Image 400, IPB Image 400, Hard Cap: 1 (Requires Chaos Lord)

The ultimate goal of a Chaos Lord is to ascend to daemonhood, becoming a powerful creature of the Warp and a commander of its legions -- a Daemon Prince. By researching this summoning at the Daemon Pit, Chaos Space Marine players can now transform their Chaos Lord into the Daemon Prince. The Daemon Prince is a supremely powerful melee combatant able to face other top-tier units in direct combat. He also benefits from most of the Chaos Lord's other abilities.

- Prepares the Chaos Lord's ascension to a Daemon Prince.
- Once prepared, the Daemon Prince can be summoned on the Chaos Lord.
- Greater Daemon.


Quick Note

You can find strategies for these units located in this section.


This post has been edited by HERO: Oct 16 2007, 05:21 AM

Posts: 18,047

Clan: EPIC

Game: Dawn of War 2


+
# 6HERO Dec 7 2006, 20:40 PM
Individual Faction Strategies
Chaos vs Faction Specifics


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Chaos vs SM Tactica
When fighting Space Marines

General Build Order

- First Builder makes a Chaos Temple. Force Labor the Heretic down to 1/2 HP then stop.
- The second unit you que should depend on map size. If you need faster econ, que a Cultist to capture the nearest point closest to you. If you don't need econ that fast and would rather have faster units, make a Heretic to assist in construction. Force Labor the second Heretic down to 1/2 HP for maximum build speed.
- Your third que should always be your Cultist squads. Make 2-4 TOTAL for Strategic Map control.
- The first combat unit you should make should never the Chaos Lord, unless you feel that the opponent is going Force Commander. Either get out a Raptor squad or CSM squad. I would suggest getting out a fast Raptor for economy and cap harassment. Fly to his econ ASAP.
- Make 2x Listening Posts before your second unit (should always be a unit, not hero). Force Labor your 2 Heretics down to red so they construct the LPs ASAP. It's best to get LPs on your captured points ASAP. Units don't matter as much as economy.
- If he doesn't make that many units, that means he's teching. If he makes units and fights you (either Tacticals or ASM), make units accordingly. Raptors for Tacticals, Chaos Lord for ASM.
- Build some Power Gens, tech to Tier2, get out your Chaos Sorcerer and some Berzerkers. Due to the fact that Space Marine Tacticals are very flexible (can be upgraded with AV in a second's notice), it's best to go Berzerkers first.
- Get Horror Squads and Predators if you sense enemy metal.

General Strategy

When fighting Space Marines with Chaos, you want to harass and slow his economy as fast as possible. This is exactly why most Chaos players speed-build their Chaos Temple with 2x Heretics and deploy their first Raptor squad ASAP. Most of the time, your first unit with be a Raptor squad, but if you have a feeling the opponent is going Force Commander, you might want to consider going Chaos Lord. The only problem with going Chaos Lord is, if they fast tech to Tier2, you have almost no way to slow their economy because melee based heroes are piss poor for that role. As soon as your first Raptor squad goes harassing his Scouts and builders, you get your first glimpse of his combat strategy (if you haven't seen it with your Cultists already). Most of the time, he will make ASMs or FC + Tacticals and fight for the map, but some times, he'll choose to tech to fast Land Speeders or something else more drastic. This is what you want to look out for. If he just continues to fight for the map, you can follow-up with whatever units that best counters his. If he goes for mass Tacticals, tie them up with your Raptors. If he goes ASMs, get out a Chaos Lord (after your Raptor Squad) and lay it on him. You can also choose to get out CSMs after your intial Raptor, it all depends on what you want to play with. Stop him from capping points and try to defend yours as best as possible. Go for his Scouts first, don't focus too much on his army. If you can slow down his map control and prevent him from gaining money, you basically win. As you fight around the map with your units, tech your way into Tier2 and get out the appropiate countermeasures. Always get out a Chaos Sorcerer and proceed to follow up with either Brezerkers or a fast Predator. I recommend Berzerkers because SM Tacticals are extremely flexible. They can upgrade to AV very quickly, leaving your Machines in shambles. Make sure whatever you do, you want to get out some Horror Squads ASAP. SM players almost always tech to Land Speeders to stop your more powerful Infantry-based army. Being able to see this quickly and getting out your Horrors in time to stop his Land Speeders is the key in winning this match-up.


Chaos vs Eldar Tactica
When fighting Eldar

General Build Order

- First Builder makes a Chaos Temple. Force Labor the Heretic down to 1/2 HP then stop.
- The second unit you que should depend on map size. If you need faster econ, que a Cultist to capture the nearest point closest to you. If you don't need econ that fast and would rather have faster units, make a Heretic to assist in construction. Force Labor the second Heretic down to 1/2 HP for maximum build speed.
- Your third que should always be your Cultist squads. Make 2-4 TOTAL for Strategic Map control.
- The first combat unit in this match-up could be almost anything. It depends a lot on the map, but I would suggest getting out Raptors first, then CSM. Personally, I wouldn't go for CL even though he works, I'd rather use that extra power to tech up faster.
- Make 2x Listening Posts before your second unit (either another Raptor or CSM squad). Force Labor your 2 Heretics down to red so they construct the LPs ASAP. It's best to get LPs on your captured points ASAP. Units don't matter as much as economy.
- Keep making Raptor squads or CSM. Take as much map control as possible.
- If he doesn't make that many units, that means he's teching. You should then stop producing units and tech along side him ASAP.
- Build some Power Gens, tech to Tier2, get out your Chaos Sorcerer and some Berzerkers. You can also get out a fast Predator and completely screw over his army. Fire Dragons are Infantry and have very little HP. Your Predators + your army will probably kill them before they can do too much damage.
- Get Horror Squads and Predators if you sense enemy metal.

General Strategy

Fighting Eldar is pretty straight forward. Most of the time, your opponent will go for Dark Reapers and harass with Rangers (sometimes not). Just follow the basic BO with Chaos and get out an Raptor squad ASAP. Sometimes, your opponent will send his first bat of Guardians to your base in an attempt to kill your half-assed Heretics. This can be extremely problematic for you if you lose your starting builders. Dance your Heretics away and intercept them with your Raptor. If he follows up with Dark Reapers, do your very best to out micro him. Most Eldar players have pretty good micro, but good prediction and smart jumps will counter that pretty effectively. Close in on his Ranged units as much as possible. Cultists make great CC units when it comes to tying up his units (especially early game Rangers) while your other units shoot them down. The first Raptor should chase around his units while you wait for your second unit to come out. Don't stay too long in his base because his second bat of Reapers should be coming momentarily. When you only have 1 unit and he has 2, it's very easy to dance one and have the other pick off your Raptors. Instead, fall back a little and come back with a more bigger force. The more units you have to tie him up the better. As long as you can keep him fighting for his life in the very beginning of the game, your economy will be safe and he won't be able to expand. If you have Cultists assisting in the fight, you can CC his units while your CSMs gun him down. Since Eldar units dont have nearly as much HP as yours, you can pretty much seal the deal in Tier1 if you play correctly (and out micro him). Also remember that you have Armory upgrades you can use if he's out massing you in that department. If the game prolongs and goes onto Tier2, get out your Chaos Sorcerer to blast his Ranged army into oblivion. Chains of Torment is a must vs any Ranged army, especially one that has Fleet of Foot. You can't afford to miss a Doom Bolt vs a well-microed dancer. Get out some Berzerkers and chase his units around while you tech up to Machines. In turn, if you think he's going to get Machines faster than you, you better get out some Horror Squads to counter that.


Chaos vs Ork Tactica
When fighting Ork

General Build Order

- First Builder makes a Chaos Temple. Force Labor the Heretic down to 1/2 HP then stop.
- The second unit you que should depend on map size. If you need faster econ, que a Cultist to capture the nearest point closest to you. If you don't need econ that fast and would rather have faster units, make a Heretic to assist in construction. Force Labor the second Heretic down to 1/2 HP for maximum build speed.
- Your third que should always be your Cultist squads. Make 2-4 TOTAL for Strategic Map control.
- The first combat unit you should go for is either going to be the Chaos Lord or a Raptor Squad. Orks will ALWAYS have their BM around; supporting their army, so you're gonna need a hero of similar caliber to fight him.
- Make 2x Listening Posts before your second unit (either another Raptor or CSM squad). Force Labor your 2 Heretics down to red so they construct the LPs ASAP. It's best to get LPs on your captured points ASAP. Units don't matter as much as economy.
- Keep making Raptor squads or CSM. Take as much map control as possible and prevent Ork from expanding.
- If he doesn't make that many units, that means he's teching. You should then stop producing units and tech along side him ASAP.
- Build some Power Gens, tech to Tier2, get out your Chaos Sorcerer and some Bezerkers. Since Bezerkers have just as much melee potential as some of Ork's finest, it's always a good bet to go Berzerkers.
- Get Horror Squads and Predators if you sense enemy metal.

General Strategy

Chaos vs Ork is always a good fight. Since Ork players always use their Big Mek hero, Chaos players must make a Chaos Lord sometime during their build in order to engage him head on. Most of the times, a player will choose to build Chaos Lord first, then followed by Raptors or supporting CSMs. Sometimes, a Chaos player will rush for Raptors and fly towards the Ork player's Sluggas ASAP in hopes of killing off his cappers. Likewise, the Ork player will probably teleport towards your economy and try to pick off your Heretics. Thats why most Chaos players tend to rely on CL first for Ork match-ups, strictly depending on the map of course. After your intial conflict with the green skins, you want to try your best prevent Ork from expanding on any given map. Their LP2s and Banners are exceptionally gifted at holding ground so its your best intrest to prevent the intial cap. Go for his Sluggas first and then engage his army. Try to keep your weaker units away from his Big Mek because he'll tear you apart up close. After targetting his Sluggas, you should concentrate on his army and not the Big Mek. BMs have huge amounts of HP and act as a teleporting damage sponge: Targetting him will not only allow his army to destroy yours, but it will always result in your loss. This match-up is all about killing cappers and it just happens that his cappers are slightly more durable than yours, so play very carefully. Good use of Raptors in conjunction with your Chaos Lord will save you the trouble of having to walk everywhere with your army. You can get out an Armory for fast Anti-Infantry abilities, but make sure what you go for is going to put the game away. If he techs to fast Armor and you don't have a single Horror Squad on the field, you're done. When you hit Tier2, get out your Sorc and some Berzerkers and take the fight to him. Berzerkers have tons of HP and is more than capable at fighting the Orks' strongest melee units. Of course, if the Ork player falls back and goes for fast Vehicles, get out some Horror squads to prevent a complete ass beating. Don't forget about your Commander upgrades as well. It allows you to take care of the Big Mek rather easily.


Chaos vs IG Tactica
When fighting Imperial Guard

General Build Order

- First Builder makes a Chaos Temple. Force Labor the Heretic down to 1/2 HP then stop.
- The second unit you que should depend on map size. If you need faster econ, que a Cultist to capture the nearest point closest to you. If you don't need econ that fast and would rather have faster units, make a Heretic to assist in construction. Force Labor the second Heretic down to 1/2 HP for maximum build speed.
- Your third que should always be your Cultist squads. Make 2-4 TOTAL for Strategic Map control.
- Your first combat unit should be either the Chaos Lord or a CSM Squad. Raptors are not the preferred unit in this match-up because of IG's superior bunkering skills.
- Make 2x Listening Posts before your second unit (CSM squad). Force Labor your 2 Heretics down to red so they construct the LPs ASAP. It's best to get LPs on your captured points whenever your can. Units don't matter as much as economy.
- Keep making CSMs and take as much map control as possible.
- Build some Power Gens, tech to Tier2, get out your Chaos Sorcerer and some Bezerkers or rush out a Predator.
- Get Horror Squads and Predators if you sense enemy metal.

General Strategy

When fighting IG with Chaos, you want to get out your Chaos Lord and CSM squads ASAP. Once you secured your intial economy, go to his economy points and harass what you can. Because of the Chaos' superior HP and attack power, IG players will be beaten back most of the time unless they're much superior in number. Thats one of you things Chaos players need to watch out for. If IG comes at you with a superior force (bigger than you can currently handle), ALWAYS always fall back and wait for reinforcements. There's nothing worse than trying to fight a lost battle and losing most of your army. Once IG takes out your army, the game is over. It's in your best intrest to keep your CSM squads alive for as long as possible. If the IG player is spamming nothing but Guardsman, you want to get out an Armory and get out some Heavy Bolters. Chaos Armory upgrades completely destroy any Infantry-based army in the game. The only thing you have to watch out for is the CC units that he deploys (exp: Command Squad, Commisar). Whenever you can, focus on these troops and drop them as fast as you can. If he manages to swarm you with CC and chase you down with Guardsman, that'll cause a lot of harm for your army. The general early game strategy that you want to go for when fighting IG is mass CSMs. CSMs are superior in almost every single way so you'll always come out on top unless you do something stupid. Fighting a huge full cap Guardsman army with 1 CL and 1 CSM squad would be considered stupid, don't fall into that category. When you get the funds to reach Tier2, get out your Sorcerer to destroy his Guardsman and finish the game with either Berzerkers or fast Machines. If he rushes to Tier2, you should either reach critical mass in Tier1 and just roll over his base, or you should tech along side and get out some Horror Squads. Basilisks are IG's pride and joy in Tier2; make sure you counter them effectively with teleporting Horrors or Raptors.


Chaos vs Necron Tactica
When fighting Necrons

General Build Order

- First Builder makes a Chaos Temple. Force Labor the Heretic down to 1/2 HP then stop.
- The second unit you que should depend on map size. If you need faster econ, que a Cultist to capture the nearest point closest to you. If you don't need econ that fast and would rather have faster units, make a Heretic to assist in construction. Force Labor the second Heretic down to 1/2 HP for maximum build speed.
- Your third que should always be your Cultist squads. Make 2-4 TOTAL for Strategic Map control.
- Your first combat unit should be either the Chaos Lord or a CSM Squad, followed by LP2s or more CSMs.
- Make 2x Listening Posts before your second unit (CSM squad). Force Labor your 2 Heretics down to red so they construct the LPs ASAP. It's best to get LPs on your captured points whenever your can. Units don't matter as much as economy.
- Take as much map control as possible. Since Necrons build requisition from their base, you can take the map freely.
- Build some Power Gens, tech to Tier2, and rush out a Predator. Defilers also work extremely well. Chaos Sorc is good, but a Predator first is preferred.

General Strategy

Fighting Necrons is very straight forward with Chaos. You basically have 2 options: You can either go for the Tier1 Infantry-killing capabilities of the Chaos Armory, or you can go for a fast tech to hard Armor. Personally, I've never been a HUGE fan of rushing to Tier2 vs Necrons simply because their Necron Warriors. Unlike other factions that scream, "Holy shit I'm screwed" if they don't have any AV, Necron players just laugh. In Critical Mass (huge amounts of any given unit), Necron Warriors can kill Infantry, Heavy Infantry, Tanks, Daemons, freaking planes, I don't care what is it, Necron Warriors can kill it. The best counter to Necron Warriors in the Chaos arsenal is mass CSM with the Chaos Lord acting as CC. With enough CSM fighting against the seemingly endless hordes of Necron Warriors, you'll eventually be able to punch through when you obtain appropiate upgrades. Go for an armory once you've obtained enough CSM and upgrade them with Aspiring Champions and Plasma Pistols. Even Heavy Bolters can help if you manage to push enough. In theory, Raptor squads could work, but with the sheer number of free Necron Warriors pouring onto the field, it's simply not economically fit to deploy 240-dollar Raptors onto the field. You should rather upgrade your CSMs to full capacity and push into the Necron's own territory. As long as you can keep pressuring Necrons, they cannot harass you. If they get out any Wraiths, micro your units and pick off the Wraiths ASAP. It's not the easiest thing in the world, but with enough practice, you'll get the hang of it. Once you fight/stall them enough with your CSM/CL army, get out a Predator ASAP and continue in your assault. A Chaos Sorcerer can offer devastating Doom Bolts, but the constant stream of firepower coming from your Predator should be your first choice. Assault the Necrons with Machines and upgraded CSMs for the best results. Make sure you get out a Symbol of Chaos from your Sacrificial Circle to give your Chaos Lord a damage-dealing aura. Only make Horror Squads if you absolutely need it (vs Tomb Spiders or Destroyers).


Chaos vs Tau
When fighting the Tau Empire

General Build Order

- First Builder makes a Chaos Temple. Force Labor the Heretic down to 1/2 HP then stop.
- The second unit you que should depend on map size. If you need faster econ, que a Cultist to capture the nearest point closest to you. If you don't need econ that fast and would rather have faster units, make a Heretic to assist in construction. Force Labor the second Heretic down to 1/2 HP for maximum build speed.
- Your third que should always be your Cultist squads. Make 2-4 TOTAL for Strategic Map control. Cultists make great Stealth Suit hunters -- Remember that! Send your Cultists to intercept Stealth Suits on your opponent's side of the map for best results.
- For Tau, you can either fight normally or fast tech to Tier2 (see the Ascension Tactica for more info).
- Your first unit should be either a Raptor squad or Chaos Lord. On smaller maps, Id probably go for CL to CSMs in fear of Vespid/Kroots. In turn, I can also go for Mines to LP2s and fast tech on larger maps. Mines are a great way of stopping those annoying Kroot.
- Make 2x Listening Posts before your second unit (should always be a unit, not hero). Force Labor your 2 Heretics down to red so they construct the LPs ASAP. It's best to get LPs on your captured points ASAP. Units don't matter as much as economy.
- If he doesn't make that many units, that means he's teching. If he makes units and fights you in Tier1 (mass FW or example), you should fall back and tech to fast Armor. Tau is weak at killing buildings.
- Build some Power Gens, tech to Tier2, get out your Chaos Sorcerer and some Berzerkers. You might also want to consider going fast Predators to exploit Tau's weak AV.
- Get Horror Squads and Predators if you sense enemy metal.

General Strategy

The first rule of thumb when fighting Chaos is: Never try and fight the Tau army in ranged combat. Their FWs will absolutely DESTROY you. Instead, you should try and focus on more conservative routes and fight the Tau. Tau is weak at killing vehicles and nothing they have in Tier1 can damage armor. Fast tech strategies such as the Cultists + Grenade Launchers + Mines and LP2s work very nicely against Tau players. Cultists with Grenades out range and disrupt FWs very easily, and Mines + LP2s stop any advancing Kroot or Vespid harassment. Against Tau, I would almost always make a Mine Field somewhere around the mid section of the map with my second Heretic just to prevent the intial rush. This buys me time to get out some units and fight him from there. Massing Raptors vs Tau isn't a particularly smart idea. The Tau Commander and Snare Trap your units and with superior micro, his FWs can tear you apart. This is why I recommend CSMs over Raptors in the later stages of Tier1. A single Raptor squad is enough in Tier1, being able to CC 1 complete squad of FWs. Just remember: The whole entire time your engaging his forces on the battlefield, your Cultist squads around the map should be hunting and killing his Stealth Suits while expanding yourself. As long as you can prevent the Tau from expanding, the game will always be in your favor. If you can force the Tau player to make enough FW and throw down enough Snare Traps, you've pretty much won already. Why? Because Tau are exceptionally weak at killing armor (even in Tier2). Tau's Tier1 units have no weay of even denting the weakest of Armor and their Path of Enlightment costs 200/200 to put down. Add that on top of his expenditure of Snare Traps and you've done your job correctly. Your Raptor squad can lock down a FW squad, your CL can choke his TC and your CSMs can either melee or shoot his Fire Warriors while they run from your Cultists + Raptor. Once you hit Tier2, rush to a Machine Pit, followed by a Chaos Predator. A Chaos Sorcerer + Chains of Torment and some Berzerkers can take care of the rest. Just remember to bring Cultists with your army whereever you go. 80 req is nothing compared to losing your Predator Tank to enemy Stealth Teams.



This post has been edited by HERO: Oct 16 2007, 05:21 AM

Posts: 18,047

Clan: EPIC

Game: Dawn of War 2


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# 7HERO Dec 7 2006, 20:41 PM
Helpful Tips
A Collection of Important Gameplay Tips


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The Chapters of Blood
Annals of the Dark Gods

Chaos Tip #1 - Heretics
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Good use of Heretics is one of the things that separates the newer Chaos players from more experienced ones. Sure, the Heretic could be used just like a normal builder, but it's his ability to speed-build that makes him so powerful. One of the greatest gifts of the Chaos early game is how fast they can set up. Two Heretics rotating Forced Labor can set up a Chaos Temple and two Listening Posts faster than any army in the game. Because of this rapid build time, they're almost always the first ones with combat units on the battlefield. When playing around with faster units (like Raptors) on smaller maps, this crucial factor of the Chaos' builder should be taken advantage of. You can also Force Labor Heretics to construct Mine Fields and Bolter Turrets faster than any other race in the game. Beware of the HP-drain factor while speed-building. This on top of the Heretics' low HP makes them exceptionally vulnerable to enemy harassment.

Chaos Tip #2 - Chaos Rush Factor
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The fact that Chaos have Forced Labor is their early game BOs makes them exceptionally dangerous on smaller maps. Quicker deployment of combat troops (especially jumpjet) can severely damage the other player's expansion. Once a fast Raptor squad takes the field and moves into an opponent's builders, he has no choice but to run and halt his economy. Chaos players should make good use of map sizes and use it to their advantage. On larger or more "hilly" maps with a lot of twists and turns, its best to build conservatively instead of going for an all out rush. Rushing doesn't always get us places, especially if the enemy is on the other side of the map, and the fastest early game harassment unit (the Raptor) has only one jump. This is why more experienced Chaos players tend to start with the more flexible CSM Squad on larger maps.

Chaos Tip #3 - Early Game Strategy
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The one key thing that differentiates a Chaos Space Marine and a Space Marine player is their early game strategies. Space Marine players tend to focus a bit on their Force Commander and then deploying a few supporting troops before teching to Tier2. Chaos players can do that OR they can make an Armory and go for an all-out kill. One thing to point out for Chaos Space Marines is: You do NOT need an Armory to make Chaos Raptor Squads. They are 240 req per unit and come from the Chaos Temple. No Armory is required for Chaos to access these Jump units. Another thing to point out is how deadly Chaos' Tier1 is to Infantry. With Aspiring Champions (squad leader units), Plasma Pistols, Heavy Bolters, and Frag Grenades available right after the construction of the Armory, Chaos Space Marines can, and will murder any forms of Infantry opposition in Tier1. There's absolutely no way anyone Infantry-based can out-gun an fully-upgraded army this caliber this early in the game.

Chaos Tip #4 - Chaos Raptors
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One of the bigger debates in the DoW universe is the ASM vs Raptor argument. While Assault Space Marines need an Armory to start deploying their troops, a Chaos player doesn't. Instead, he can focus his extra 200 cash and focus on setting up those critical early LPs. One of the advantages that Raptor Squads have over ASMs is their superiority in number and upgrades. Unlike the Space Marines, Chaos players can retrofit their Raptor Squads with faster squad leaders, faster power sword upgrades, improved propulsion (speed boost) systems, and Flamethrowers. As if the Chainswords carried by the Raptors weren't enough, in later tiers of the game, Chaos Raptors can mount up to 2x Flamethrowers in their squad. Just watch out though.. Raptors have less HP than the ASMs and have one less jump. That means there's less room for error and that a jump into the wrong fight might just be your last.

Chaos Tip #5 - Chaos Heroes
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There's two heroes in the Chaos army that you need to be familiar with. The first one is the Chaos Lord -- he is your primary hero, and the last one you'll need upgrading. The second hero is the Chaos Sorcerer. He comes in Tier2 after you've upgraded your Desecrated Stronghold into a Desecrated Fortress. Both heroes are very good at doing their job, but they are very different in use and purpose. The Chaos Lord is a melee specialist. Like the Force Commander, he has a ton of HP and can take a lot of damage. In turn, he has a very powerful melee attack that can be upgraded across multiple Tiers. The Chaos Sorcerer on the other hand, works completely opposite. The first thing that you'll notice about him is that he has about half the HP that the Chaos Lord does. That means that he should stay away from the battle and do his business from afar. Coincidently, that's exactly what he does best. The Chaos Sorcerer has a magical attack that can be fired from quite a good distance. Not only that, there's an upgrade available to him in the Sacrificial Circle called Chains of Torment that prevents units from fleeing; making them prime targets for nuking. You can further enhance your heroes by researching different upgrades in the Sacrificial Circle. Once you reach Tier3, you gain access to the upgrade to ascend your Chaos Lord into daemonhood, transforming him into a Daemon Prince. You can find this upgrade at the Daemon Pit. Note that both the Chaos Lord (Tainted Auspex) and the Chaos Sorcerer have the ability to detect infiltrated units.

Chaos Tip #6 - Turrets and Mining
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Like the Space Marines, one of the more fascinating abilities of the Chaos army is their ability to set up defenses in strategic locations to deter enemy attacks. By placing a mine field near your frontal LP, you could stop early-game enemy harassers dead in their tracks. Use Force Labor on your Heretics to get an early-game mine field up ASAP. You can also build mines in areas where you're constantly being harassed by Jumpjet infantry. Since Chaos has a weakness towards superior flying troops (since Raptors are generally weaker), a few mines in the right place can stop those units a lot easier than having to chase them with your lackluster jump capabilities. Aside from strategically placing mines around the battlefield, CSM players can also deploy Heavy Bolter Turrets. When your pushing the offensive and need a defensive line to fall back to, build a few turrets near the frontlines as a safe-haven for your troops. As long as you're putting these guns in the right places, you could potentially cut off your enemies movement around the battlefield and take complete economic control. Just don't forget that Heretics can speed-build any structure with their Forced Labor ability. That makes them key units in offensive towering.

Chaos Tip #7 - The Power of Daemons
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While other races favor strong machines or superior technology, Chaos Space Marines rely on the powers of the Warp. By deploying a large array of powerful daemons, Chaos players can overwhelm their enemies with sheer brute force. As we look across the Chaos tiers and see what units we have available, you'll notice that most of Chaos' most destructive daemon agents are all in Tiers 3 or 4. That's because these creatures have huge amounts of hit-points and carry the Daemon armor. Daemon armor takes less from every single form of attack in the game other than anti-daemon weapons. Not just that, most of your powerful Daemons pack tremendous amounts of damage in their attacks. The Daemon Prince of example, hits across a very large AoE and annilates most enemies in one or two shots. Beware: Force Weapons carried by the Grey Knights are exceptionally dangerous. The Daemonhammer carried by the Space Marine's Force Commander is another counter to your units. Try and eliminate these units as fast as you can before moving in with your Daemon-based army. There's nothing worse than losing a Tier4 uber-unit to a small battalion of Grey Knights because you failed to dispose of them correctly.

Chaos Tip #8 - Khorne Berzerkers
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There's a reason why Khorne Berzerkers are one of the most used Chaos units. They're fast, durable, big in squad size, and do a hell a lot of damage. Once a Chaos player hits Tier2, he has at least 1 battalion of Khrone Berzerkers in his army at all times. They're excellent CC units, capable of going toe-to-toe with any CC specialist until they conjure something better. By that time, you should have Possessed Space Marines and it's back to square one with them. Khorne Berzerkers are generally used with the Chaos Sorcerer due to his Chains of Torment ability. Once the ability locks the enemy units in place, he has no choice but to let his battalion die to your frenzied units. For the more risky players: A fast tech to Tier2 with fast Berzerkers can cause a lot of trouble for your opponent; especially when they're not prepared for such a strong unit to come into play this fast.

Chaos Tip #9 - Possessed Space Marines
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These guys are crazy. Not only do they look like horribly mutated, but their close-combat abilities are just sick! Available at Tier3 from the Sacrificial Circle, Possessed Space Marines are one of this game's premiere melee units. With their fast attack, solid damage and above average run speed, these guys can engage the mightiest of melee units and emerge victorious more than half the time. On top of that, you can research two abilities for them to increase their performance in combat. There's the Daemonic Mutation research that basically buffs your PSMs in movement speed, close combat damage and armor piercing abilities. This is a must-have upgrade if you plan on using Possessed squads. In addition to that, you can upgrade them with Daemonic Fire that drastically lowers the target's morale and does heavy short-ranged damage.

Chaos Tip #10 - Anti-Vehicle
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Horror Squads are Chaos' premiere Tier2 Vehicle counter. Without Horror Squads to lay down the ranged, armor-piercing DPS, there would be nothing to stop Vehicles from ripping apart a Chaos army. That is, unless you deploy a Predator Tank. Horror Squads are extremely resilient to damage and their ranged DPS is nothing to sigh at. Since Chaos Space Marines do not have any AV capabilities nor AV weapon upgrades, Chaos has to depend on more radical means to take care of enemy metal. With a few Horror Squads locked away in your Sacrificial Circle, you can feel confident with assaulting a person teching to armor. Simply deploy your Horror Squads and focus fire on his mechanized army and destroy it. If you need additional support, bring over a Predator Tank and pound the road. Chaos Predator Tanks are extremely well-equipped. They can dish out the most damage of any mechanized unit that the Chaos has in their disposal, as well as take the most of any non-daemon Chaos unit. A fast tech to Predator tanks could devastate just about any army without a SOLID Anti-vehicle army. Yes, the tank is that powerful.

Chaos Tip #11 - The Daemon Prince
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Out of all the Chaos faction's Greater Daemons, the Daemon Prince is the most cost efficient. Once you hit Tier3, you can purchase the upgrade from the Daemon Pit for a mere 400/400. Compare that with the cost (800/800) and time (2 upgrades) needed to get out an Bloodthirster, and you'll find the Daemon Prince to be the better deal. Not only is he near identical to the Bloodthirster in terms of damage, but his attack speed is higher and he comes with an auto morale-break ability. Put that on top of your Chaos Lord's special Commander upgrades, and you'll find that the Daemon Prince is your most powerful unit. Like most Greater Daemons, the Daemon Prince packs huge amounts of HP and incredibly durable Daemon armor. The only thing you have to fear are the High Inquisitors of the Ordo Malleus. Other than that, you can walk through just about any army without fear. Make sure you save the Ascension ability till the last possible second. Wait until your Chaos Lord is near death or if your army is failing. Once you activate your Daemon Prince's Ascension ritual, there's nothing stopping you from transforming into a Warp Lord. You are invincible during the transformation phase so nothing can harm you, and once you've transformed, you'll regain all your HP as well as your abilities' cooldowns. Just imagine using Daemon Strength twice against your opponent's army!

Chaos Tip #12 - Chaos Upgrades
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Please remember to upgrade your Chaos army as often as you can throughout the course of the game. Unlike other factions that sport a large number of mechanical units with lots of hit points, Chaos Space Marines tend to focus more on Infantry and Daemon-based units. Don't get me wrong, I'm not saying that Chaos is weak in the Armor department, I'm just saying that their Infantry units are much more diverse and useful in the long run. As you probably know by now, Chaos Space Marines are exceptionally good at tearing apart early game Infantry with their awesome Armory upgrades. With the ability to upgrade heavy weapons, leaders and leader upgrades faster than any army in the game, a well-equipped CSM army can tear apart any early-mid game army that chooses to fight Chaos man to man. As we approach later tiers and we have more types of units on the field, remember to research their corresponding upgrades to make them much more kick ass. Research Chains of Torment to increase your Chaos Sorcerer's chance at hitting his target and research Symbol of Chaos to give your Chaos Lord a damage-boosting aura that'll make your army even stronger. After Symbol of Chaos, you gain access to the Daemonic Strength upgrade, which turns your Chaos Lord (and Daemon Prince) into a death-dealing machine. Simple upgrades such as Lv. 1 and Lv. 2 Commander upgrades can drastically improve the performance of your heroes. Almost every single upgrade that the Chaos Space Marines have is highly effective -- learn them all, and use them to your advantage.

Chaos Tip #13 - Obliterator Squads
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Like the Space Marine Terminator Squads, Obliterators excel at dealing ranged damage. Since Obliterators are evolved, Chaos versions of the Terminator squads, their armor is just as tough (if not tougher) as their loyalist counterparts. Their heavy Assault Autocannons ontop of their premounted Laser Cannons makes them twice as deadly as any ranged unit in the game. Because of their mixed combat weaponry, there's no unit in the game that's safe from their overwhelming attack. Likewise, their damage towards structures is very impressive as well. You can also teleport Oblierators across the map using the Deep Strike rule. As long as you have a clear line of sight of the place you want to drop in, you're good to go. Deep Strike your Obliterators into an army base and watch them rip down every Power Gen in less than a minute.

Chaos Tip #14 - Diverse Build Ques
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One of the nice things about Chaos is their ability to change their build orders without having to sacrifice unit-building time. That's because their Heretics have the Forced Labor ability that allows the rapid construction of buildings. A popular way to start off the game is by building an additional Heretic along with 4 Cultist squads for map control and point harassment. This starting unit que allows you to send your first Cultist (depending on map) into the enemy base and immediately decap his economy points. Since Cultists are relatively cheap, this is a easy way to slow down your enemies' economy without putting a big dent on yours. Another start que would be making an Cultist squad immediately after the game starts before your second Heretic. This allows you to capture a location quickly and Force Labor a Listening Post with a full-health Heretic immediately. That would mean an instant boost in economy but a slightly slower Chaos Temple. Don't get me wrong -- when I say slower Temple, it still comes out at the same time as other factions. This is due to the Heretic's Forced Labor. Just make sure you Force Labor your Heretics down to half health for the Chaos Temple and immediate Listening Post for best results.

Chaos Tip #15 - Chaos Armor
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Despite only having 3 Armored units in their Machine Pit, Chaos Space Marines can gain access to heavier metal faster than any race in the game. The Chaos Predator is a beast of a tank. It's main gun and powerful side armaments makes this tank the most powerful Tier2 tank in the game. The only downside to its rapid deployment is its heavy pop cap. At 5 pop cap each and a hard cap of 2, you must research the Vehicle Pop Cap research before you can deploy a single Predator. Believe me though, it's well worth its price in destructive value. The next armored vehicle that people go for is the Defiler. From long range, the Defiler can act as a horribly inaccurate artillery platform, but at closer range, he can tear apart units with relative easy. If you're planning to use the Defiler for long-ranged bombardment, make sure you give him a clear line of sight to his target. He's best used in melee range where he can get up to melee range and soak up some damage. For some reason, people always tend to target the giant walking metal spider instead of focusing on the main damage dealers in an army.

This post has been edited by HERO: Oct 16 2007, 05:22 AM

Posts: 18,047

Clan: EPIC

Game: Dawn of War 2


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