So I figured I'd make a Chaos template up, to help newer players.
This is based solely on my own preferences and experiences.
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Here I'm going to critique Chaos units so people understand why they aren't recommended.
Special Characters:
Fabius Bile. He costs like a Demon Prince, hits like a grot.
Huron Blackheart. He costs like a Demon Prince, hits like a chaos sorceror.
Lucius the Eternal. He costs like a Demon Prince, hits like a girly marine.
Typhus. Thinks he's bad, costs almost as much as Abaddon. Spend 50 more points, get Abaddon--he's far better.
Ahriman. Chaos' version of Eldrad, but only in points cost. His abilities won't win you games.
HQ's:
Chaos Lord. Dies to power fists or regular marines beating on him--T4 with 3+ save impresses nobody, mister! Cannot be psychic. Costs almost as much as a Demon Prince.
Is as useless in
CC as a standard
SM character.
Chaos Sorcerer. Dies to power fists or regular marines beating on him--T4 with 3+ save impresses nobody, mister! Demon Prince isn't BS3 anymore, so hiding and casting psychic powers is all he does. Is as useless in
CC as a standard
SM character.
Greater Demon. Not a bad choice, but without flight....it's easily shot down/avoided. Even if dropped off using a bike unit, it's not very good.
Elites:
Chosen: If you want a minimum sized squad with a Lascannon, that's what this is good for. They're not very good on the tabletop, infiltrate or not,
because when you get down to it moving 6" is a liability.
Dreadnoughts: Go crazy at the wrong time, have 12 armor so die to most anything.
Possessed. Ok, back to 1st version of these guys where the powers are random--but to really reinforce the fact that no one likes them, you roll AFTER you deploy them to see what they do. Oops, wrong power for where they are. Fleeting is fine, but what do they do without rending or power weapon attacks? You guessed it, nothing but die to enemy shooting.
Troops:
Normal Chaos Space Marines...even with a mark, they aren't fearless. They don't get a 2nd heavy weapon option at 20 marines, so there's
literally nothing going for this unit. Regular Space Marines are better, because they know no fear.
Lesser Demons. No flavor, and not able to do much but get shot or assaulted away. Avoid at all costs.
Khorne Berserkers. Well, they were bad in the last edition. Now they don't even get a chance to fleet forward...so they are assault troops that move 6" a turn. Put them in a box, and wait for Khorne to be semi-good again next edition!
Chaos Rhinos. Problem with these is you usually don't want to be IN them, so all they are are walking walls. I'd rather have more marines....and since they look cheap but with EA actually cost about the same as the last edition, they aren't any good for a Chaos army. Rhinos do not really give mobility. They give the illusion of it. Avoid them unless you want some walls for the other guy to blow up.
Fast Attack:
Chaos Spawn. Neat model. Totally worthless in-game. When they're 20 points, maybe. And scoring units, maybe. Need fleet, not slow and purposeful!
lol
Heavy Support:
Chaos Land Raider. Marines get POTM. Chaos lost theirs. Daemonic Possession grants you BS3, not exactly bad but not good either. I've played Eldar a long time. Twin-linked BS3 isn't a game-winner. So it's not bad, but isn't good either. For it's price, it costs too much--this is common among ALL Land Raiders.
Defiler: Armor 12, big cannon guarantees shots at it. Has a close combat option that requires it to not shoot! Dies quickly.
Chaos vindicator: It's not that it's bad, indeed with Daemonic Possession it's downright dangerous. In Chaos lists, however, there are no Razorbacks, Venerable Dreads, Assault Cannon armed Land Speeders, or Assault Cannon armed Terminator squads to draw heavy weapons fire away from Chaos vehicles. There are only Demon Princes. Since heavy bolters and autocannons can kill those, you take all the missile launcher and lascannon fire into your 3 heavy vehicles--and then they die.
Chaos Predator: Same as the vindicator only difference is, you can't take daemonic possession because it reduces you to BS3 without twin-linking on all your weapons (or like on
the Vindicator, it doesn't matter since you use a scatter die.) Loyalist marines get the same thing, so why run it? Are you playing 'spiky' marines, or Chaos?
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Here are the units you do want to take, and why.
Special Characters:
Abaddon: He's a monster in close combat. Only force weapons can take him down. He will kill everything else in the entire game. Units, characters, monstrous creatures. If they get near him, they'd better shoot him dead or pray you roll a 1 for his daemon weapon...else you're about to lose close combat when he's done with you.
Kharn: He doesn't suck anymore. Send him into skimmers. Send him into Land Raiders. Send him into
IC's,
MC's, and assault units. He kills them all equally well. Just don't help him in close combat!
lol let him go off on his own and leave his escort behind when he charges.
HQs:
Demon Princes: These guys are bad. Take two. Give them wings. After that, if you want to give them a Mark, go ahead. Not Khorne please, the Chaos Psychic powers are good. Nurgles rot, lash, warptime, and bolt of change all have a place. I favor Warptime and Mark of Slaanesh, but with
DP almost any combination of Marks/Psychic powers is good.
Elites:
Chaos Terminators. They aren't fearless. This is a serious drawback. They are LD10 however, so they will usually stay around. Mark of Nurgle for T5, Slaanesh for higher
Init, or Tzeentch for a better invulnerable save. If you are going to bring Terminators, bring ALOT of them. See the template below for a guide on this.
Troops:
Noise Marines. They can compete against I5 characters and troops, and give you a missile launcher and a power fist--plus against things like
IG, horde nids, and Orks...sonic blasters are truly killy weapons. They can also morph from 2 shots with sonic blasters to
CCW/
BP and assault with 3 more attacks. They aren't the strongest but have their place.
Plague Marines.
FNP. Blight grenades. T5. Fearless. Bring 12+ in a squad, give them a power fist. Give them meltaguns or plasmaguns. They don't die.
Thousand Sons. S4 missile launchers, 24" range. 2 shots at 12". 4+ Invulnerable save. Move and fire. Can't have a fist, but can have bolt of change on the sorc (I highly recommend it). These guys are weak in
CC, but with a little help from the Noise or Plague Marines countercharging can stop an assault cold until you can drop your support units into the enemy and drive him off.
Fast Attack:
Raptors. While they cannot be fearless, you can give them a mark. Personally I recommend Nurgle. T5 jump assault marines are no joke. Give them a couple meltaguns and a powerfist, and bring 15 of them. Like Terminators, bring ALOT if you are going to bring them at all.
Chaos Marine Bikers. Minimum sized units with 2 meltaguns are very useful. I don't run bikers anymore, but you can toss mark of nurgle on 'em and make them very tough. problem is, they are horrible in
CC and not very good at shooting. I can't say they are bad units, so they are here with a big ? on them.
Heavy Support:
Havocs. They aren't oblits, but they have their place. I don't favor them because I think running what are essentially Space Marine Devastators who know fear and running away to fight another day....aren't what I want in my Chaos army. Give them the mark of Nurgle or Tzeentch, and they'll be more survivable.
Obliterators. Energy weapon, please! Move and fire. 2+ save really helps. These are your anti-tank units. Lots of armies bring tanks, that's what these guys are for. I use them because they are unique in the game, and I like that.
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Now on to my template. You can do almost any kind of Chaos army with this, and have a good force. Just remember to keep your mix'n'match to a minimum. Chaos has more strength when you bring alot of 1 unit type.
The 'must have' basics:
HQs:
Demon Prince. Spend 160 points. You can get most things with these points. Always get flight, sorceror, and warptime at a minimum. If you want a mark-only power, get it. If you aren't getting nurgles rot or bolt of change, pick up mark of slaanesh for 5 points. I6 really helps.
Now get a 2nd Demon Prince, same as the first. The reason for Demon Princes is simple, they give your opponent MORE nasty toughness value units to shoot at--which means your Oblits (see below) are more survivable.
Heavy:
Obliterators. I favor 2 Obliterators per squad. They are fearless, and killing 1 still leaves me with a scoring unit so you have to kill both to get any
VPs or deny me a scoring unit. They are excellent when paired with 2 Demon Princes.
Now get a 2nd unit. Also of 2 obliterators.
And a third. Yep, 2 more Oblits.
That's usually 770 points you've spent. You have a solid core.
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Now, you have some choices to make.
What kind of army do you want to run, exactly? Do you want to sit back and shoot? Do you want to go forward and assault? Do you want to engage in firefights midfield?
Well, here's how you do all of those:
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Sit and shoot:
Buy 2 units of
EC for 100 points apiece. No upgrades. Sit these guys near your oblits, and sacrifice them as necessary to protect the oblits.
Buy a Terminator unit. Grab 10 terminators, 2 power fists and 2 reaper autocannons. That's 370 points. You can give them a Mark of Nurgle or Tzeentch if you really want, but that will cut down on your total Terminators.
Buy a 2nd Terminator unit, just like the first.
Now if you haven't gotten a mark, you've spent 940 points.
Buy a 3rd Terminator unit, and use up your points. I recommend 8 Terminators with a reaper, chain fist, and 2 combi-plasmas. 290 points. If you've bought marks, reconsider as more terminators = more terminators.
lol
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Assault:
Again, Buy 2 units of
EC for 100 points apiece. No upgrades. Sit these guys near your oblits, and sacrifice them as necessary to protect the oblits.
Now here comes the tricky part. If you buy the mark of nurgle, you can only get two effective units of these guys. Or you can get 3 units. It really is a conundrum. I can recommend either version. One works with slightly more numbers and flexibility, the other is tough.
1: Buy 2 units of 20 Raptors, give them 2 meltaguns, powerfist/meltabombs, and icon of nurgle. Costs 515 points each.
2: Buy 3 units of 14 Raptors, give them 2 meltaguns, powerfist. Costs 340 points each.
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Midfield Firefights.
Two choices here, base your army on Plague Marines or on Thousand Sons.
Emperor's Children are good *support* units, but in my experience only for Thousand Sons.
Here's how you run either version:
1: Buy 3 units of 16 Plague marines, give them 2 meltaguns (or plasmaguns), power fist/meltabombs. Keep in mind
PG cost more, so you'll have to lose a
PM to take those on 2 of your units. I'd always keep at least 1 unit with Meltaguns, this unit is where you'd lose the extra
PM from to buy the 4
PG. Costs 403 points each.
2: Buy 3 units of 8 Thousand Sons with Bolt of Change on the Sorc. These cost 246 apiece. Then buy 2 units of 7 Noise Marines with 4 Sonic Blasters, Blastmaster, powerfist/blaster. These cost 245 points apiece. This is the army I personally run. Don't be discouraged when the Noise Marines get shot down by plasma cannons, missile launchers, leman russ rounds, and lascannons. It happens alot!
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And that's how, in my view, you can make varied Chaos lists around a stable core. Hope this helps new people.