Chaos
Early battles: Tier 1


Chaos Overview Fear the Taint? Tier 0 Tier 1 Tier 1.5 Tier 2 Tier 2.5 Tier 3 Tier 4 Top


Chaos Temple
(keyboard build shortcut: E)

Chaos's barracks unleashes early power of Chaos. Most Chaos players build it first without even thinking, and there's probably no reason not to, unless you're daring enough to try something different. Like the Space Marine version, it comes with 2200hp. Life is pretty simple and straightforward for Chaos in Tier 1. There are, apart from any outstanding Squad or Vehicle Caps or unupgraded Listening Posts, absolutely no upgrades or research to unlock here. At this stage, Chaos is either scaring the hell out of its oppponents by dropping an early Raptor force into their base before they can get started, or there's a growing force of massed Chaos Space Marines on its way.

Know your techs!
Chaos Temple is built
Chaos Lord Chaos Space Marine Chaos Raptor
Chaos Lord, Chaos Space Marines and Raptors unlock!


Chaos Lord
Chaos Hero
Chaos Lord pic glowers here
Leader *** TEMPLATE ***
Attachable to: Cultists
Chaos Space Marines
Bezerkers
Possessed Space Marines
Obliterators
Cost 220/50
Build times 18 seconds to build (Settlement)
15 seconds to build (da Boyz Hut)
5 seconds to reinforce
Armour class 250hp commander armour
333hp ('Eavy Boy Armour Research +33% hp)
443hp (Super 'Eavy Boy Armour Research: +33% hp)
Morale 300 (breaks at 30) broken for at least 10 sec
Charge 7 range
A very solid Boss and an excellent melee unit. He's probably the toughest guy on the field, outside the Orky Warboss. His mighty mace poisons anything it touches, causing them to be lightly stunned and to move very slowly. This weapon is far more effective than the Force Commander's hammer, but the Chaos Lord lacks all the powerhousing spells the FC enjoys later on. He still makes a great attachment to any squad, especially Bezserkers and Possessed Chaos Marines, where his morale bonuses and powerful attacks makes these dangerous units almost unstoppable in some situations. *** Description text goes here ***.
Prerequisites Perks Pros Cons

Chaos Temple

Symbol of Chaos: grants +xx% attack bonus to all nearby infantry

Commander Veteran Upgrade: +xx hp, etc.

Probably the best one on one duelling Boss this side of the Warboss.

With the Plasma Pistol upgrade, can blow away most of any early squads at range before entering melee

Awesome melee fighter

Can poison (i.e. slow right down) any enemies with his massive club

Can be transformed into the Bloodthirster...

Expensive.

While a big bruiser, still susceptible to other Bosses with backup.


Chaos Space Marines
Not-all-there Space Marines
CSM pic goes 'ere
Squad Details *** TEMPLATE ***
Squad 4-10 Marines + Aspiring Champion + attachable Boss Can have up to 2 Heavy Bolters
Or up to 4 HB's with the Heavy Weapons Increase
Cost 120 base squad
30 to reinforce (max 450)
40/10 each Heavy Bolter (max 160/40)
Build times 18 seconds to build 5 seconds to reinforce
Armour class 250hp marine armour
333hp ('Eavy Boy Armour Research +33% hp)
443hp (Super 'Eavy Boy Armour Research: +33% hp)
Morale 300 (breaks at 30) broken for at least 10 sec
Charge 7 range

*** Description text goes here ***.

Wargear: Frag Grenades
Frag Grenades. Granted by the Wargear: Frag Grenades tech, researched at the Chaos Temple. Frag Grenades are a "spell" that allows a CSM squad to throw a single grenade at the enemy. It does xxx amounts of area effect damage, (pretty minimal by most standards) knocks a few infantry on their backs and stuns those it affects for about three seconds. Frags take about xxx sceonds to "recharge" before another one can be lobbed. This may not seem like much, but its those sorts of small details and effects that can snowball in huge differences in the middle of a big messy fight. Put this way, if two sides of CSM fight it out, and one side lobs grenades while the other stands there and takes it, chances are the grenade throwers are more likely to win the day.
Prerequisites Perks Pros Cons

Chaos Temple

Chaos Infiltration

Furious Charge

Frag Grenades

Outnumbers most DoW armies.

Heavy Bolters double in firepower with the Heavy Weapons Increase tech.

Dies at the drop of a hat.

In spite of Tier 2 upgrades, becomes large obsolete during Tier 2.

Less morale than Space Marines.


Raptors
Feared early game bullyboys
Raptor pic goes 'ere
Squad Details *** TEMPLATE ***
Squad 4-15 Boyz + Nob Leader + attachable Boss can have up 2 or 4 Chaos Flamers
Cost 120 base squad
30 to reinforce (max 450)
30/10 each Burna (max 90/30)
Build times 18 seconds to build (Settlement)
15 seconds to build (da Boyz Hut)
5 seconds to reinforce
Armour class 250hp Inf_high (light unit)
333hp ('Eavy Boy Armour Research +33% hp)
443hp (Super 'Eavy Boy Armour Research: +33% hp)
Morale 300 (breaks at 30) broken for at least 10 sec
Charge 7 range
Raptors can be built the moment Chaos finishes a Temple with absolutely no prerequisites. Early on, they are scary. They have the stats and striking power of a unit from Tier2, and can wreak absolute havoc on any base starting up. Its not unusual to them them attacking an enemy base within two minutes of an Automatch duel, and it takes quite a bit of practise (and a bit of nerve sometimes) to be able to withstand them. They strike terror with a lot of fledgling players. They are the epitome of an early harrasment unit. Combined with Chaos Space Marines in ranged backup, they can total disrupt and destroy many early forces.

Early units are easily overpowered by Raptors, but they start to age fast once the other armies start to tech up. They are hideously expensive to build and reinforce, and you're paying for their early availability and strength before anyone else. They are a more expensive, lesser version of the Assault Space Marines. When the ASM's finally do arrive, Raptors find themselves overpowered and their various upgrades and heavy weapons usually seem to be too little too late.

Speed Fiend spell
Speed Fiend. Temporary speed boost of xx% for a duration of yy seconds. The spell takes zzz seconds to recharge.
Prerequisites Perks Pros Cons

Chaos Temple

Speed Fiend (Speed Bost Research)

Jump pack
Aspiring Champion
Purge the Weak
Heavy Flamers

High mobility.

Serious problem for enemies with kitted out Aspiring Champion.

Bloody scary early to defend against on unless you're prepared.
Can be equipped with Chaos Flamers in Tier 2.

An upgraded Aspiring Raptor Champion is almost worth the cost of the squad he's in.

Die quickly to Big Shootas, Waaagh! Towers, Heavy Bolters and plasma.

Very costly - but you're paying for early use.

Only one and a half jumps available to them.


Chaos Overview Fear the Taint? Tier 0 Tier 1 Tier 1.5 Tier 2 Tier 2.5 Tier 3 Tier 4 Top


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Last modified Sat, Oct 14 2006 by Lindsay Fleay