For the 4th edition rule book in combination with the 4th edition Chaos space marines codex, Stelek's Chaos Space Marine Army Analysis is recommended. With the advent of the 5th edition rule book and the release of the first codices specifically for that edition, the metagame has changed a bit, several units have won usefulness while other lost it. Ah, and Possessed still suck. For 5th edition Grifthin has written Tactica Chaos Space Marines (5th ed), albeit one should note (and Grifthin himself says this) that this is a more ...extravagant view.
Since army builds are usually opinion based, this one is titled Tierlieb's [...] analysis (this may also help to differentiate it from Stelek's or Grifthin's or any other that is going to come) and therefore only gives a single opinion. Still, feel free to comment on it, but please, do not change the texts themselves (unless they contain factual errors), but add another opinion below the paragraph in question, signing it with your username.
I am not going to analyze single units, because that sometimes ignores their usefulness for several builds where they can make use of synergies. I'll start based with typical builds and then comment on units in that context.
Lash of Submission
This is the most famous of all Chaos builds. It was successful in 4th edition and still is. The basic set up contains
- Casters of Lash of submission
- Units that can place a lot of templates
The basic "tactic" is casting lash of submission to group units together so as many of them as possible fit under a template. It's the same feeling you get when terminators deep-strike in front of you and use their shooting phase to actually shoot instead of spreading out - mostly because the opponent forgot that you got plasma cannons.
Ideally, you have a group that can lay several templates before casualties are removed. Therefore, Obliterators come to mind. Next to that come Vindicator and Defiler.
To group the opponent's units, you have two choices: A demon prince of Slaneesh or a scorcerer of Slaneesh.
Let's have a look at the units in this context:
Demon prince of Slaneesh: Demon princes are pretty nice units. Just do not make the mistake to confuse them with DPs that are geared for close combat only and have warp-time. Those can slice through a small group of enemy terminators with ease, one with Lash cannot. Still, with their high initiative, they are great for singling out loners or units that have already been softened up. Usually, they need wings to move from cover to cover or to attack quickly. Their disadvantage is their size: They cannot hide in groups and you need big vehicles or terrain pieces to hide them completely. If the enemy has got long range weapons like krak missiles or las cannons, they die pretty easily. That usually means that they work well in smaller games (up to 1500) while in bigger games, you need something sturdier.
Chaos sorcerer of Slaneesh: While their main venue of attack, the Lash of Submission, is the same, these need to be played quite differently. Sorcerers die to nearly everything. One wrong look from a guy with a powerfist - bye, bye, LOS tactics. But sorcerers can have tons of ablative wounds, called "team members". And they can hide in transports (and if they have a fire port, they can cast from there). Which makes sorcerers the sturdier but more costly alternative. Therefore, sorcerers usually are used in bigger games (1850+).
Obliterators: They simply rock. You have a cool looking, Chaos specific unit that is flexible in it's weapon choice, can be deployed via deep-strike and can be grouped so can place a maximum of three templates before casualties get removed. And on the receiving side, you got terminator armour and, more important, infantry models, meaning you can easily get cover. Since Chaos armies tend not to have many vehicles (since we cannot spam Razorbacks like SM), not being a vehicle is quite an advantage, because it means not being a fire magnet.
Vindicators: Vindicators have an absolutely great weapon, no doubt. Yet it is not that useful for LOS, because you do not need the 5" template. Also they get shot to pieces easily, because, as already stated, Chaos does not field many vehicles (unless you decide to spam Rhinos, which is too expensive at lower point levels - especially since Chaos usually fields more expensive troop choices than vanilla SM, so getting another troop for a Rhino costs more). So they usually get demonic possession, which increases their scatter range by one inch. And for the price of one demonically-possessed Vindicator, you already get two Obliterators.
Defilers: Defilers have the same problem Vindicators have. Also, their Battlecannon is only AP3, so it does not work against TEQ. They do have a lot of other advantages and in a Godzilla/LOS hybrid army, they do have a purpose. But in a simple LOS build, Obliterators beat them because the main point here is shooting.
Anything else in a LOS list is optional. It usually is built with Plague Marines as troop choice because they can hold objectives forever, but nearly everything works.
Godzilla / Dreadzilla / Chaoszilla
A godzilla list consists of few, sturdy units. It has been done for Tyranids as Nidzilla and for Eldar as Elfzilla. For Chaos, it makes use of three units:
- Demon princes
- Defilers
- Dreadnoughts
The basic rule for any of those is "you cannot field a them alone, because they'll get shot up at once". Also, there is the rule of "Chaos Dreadnoughts are crazed. They'll eat you own army! Don't bring them.". To counter the first problem, you obviously use a lot of them. Even three Defilers are not much by competitive standards, so you need the other units for proper target saturation. To counter the second problem, you have to cheat. Let's look at our candidates:
Dreadnoughts: Chaos dreadnoughts are great. They are cheaper than SM ones, they have a nice rule that makes them fleet 1 in 6 times and they have one more attack. Sadly, they tend to fire on your own troops in 1 of 6 cases, too. So the trick about them is placement and equipment: A Dreadnought with only twin-linked bolters cannot harm another dreadnought. So if you place them next to each other and only give them these guns, they will shoot but not hurt each other. Sadly, that means making them close combat monsters with 2x DCCW. So their use is obvious.
Defilers: These are the backbone of the build. They are usually kitted out with two additional DCCW. They'll use their Battlecannons to get rid of long-range tankhunters or fleet towards the enemy to get into close combat. You could use them for ranged combat, but since the Dreadnoughts are going to be in close combat anyway and then bind up potential targets, Defilers should go for CC, too.
Demon princes: They are not vehicles but monstrous creatures, which means they can fall prey to slightly other kinds of weapons. Since they should complement the other units, which are cc-optimized, these guys should be the same. That does not mean mark of Khorne. That usually means Warptime. All other marks do have their purpose: Slaneesh for taking out high initiative enemies, Nurgle for taking more damage and Tzeench for the Warptime & Wind of Chaos combo (means casting Warptime and then re-rolling all wound-attempts with WoC).
Everything else in a Chaoszilla list is optional. For troop choice you could think about foot-slogging or Rhino-riding 'zerkers to complement the cc potential, about Plague Marines to make sure those objectives are being held or about lesser demons or CSM to save points.
Berzerker Assault
Khorne Berzerkers have always had their fans. There always was the notion that vanilla SM are more shooty, CSM are more choppy (uh, and spiky). The main problem is to get them into close combat, preferably on the charge so they can make use of their special ability. With the changes to vehicle rules in 5th edition, Landraiders have gone back to being moving fortresses. With an assault ramp! The build for this army is pretty clear:
- Three units of Khorne Berzerkers
- Three Landraiders
- A necessary HQ choice
Not that surprising, eh? Also keep in mind that additional shooty units won't help much, because your 'zerkers will stand in the way. So this is a build that does not profit from Obliterators. Let's have a look at the details, then:
Khorne Berzerkers: When they charge, they are very nice. So they need to charge. Since they get I5 then, one is tempted to give the Skull champion a power sword instead of a fist. The problem is that these here are your main combat units. They can easily be bogged down by Dreadnoughts. So you really need a weapon to deal with that. A powerfist is the best solution to that problem.
Landraiders: Landraiders are great. Chaos Landraiders not as much as SM ones, albeit they are cheaper. But at least we get demonic possession, which has been touted as a good insurance for reaching the enemy, yet too expensive for Rhinos. But for Landraiders, it is worth it. Don't forget that opposed to earlier Chaos codices, demonic possession doesn't cost you troop storage.
Chaos lord: The basic Chaos lord has one advantage: His price tag. If you loose two Zerkers, you can have a terminator-armoured one with dual LC for exactly 1498pts.
Kharne: Kharne is quite a good HQ choice. Just make sure he cannot kill your own troops.
Abaddon: Abaddon is even better, but costs more than 150% of Kharne. And he does take up two slots in a LR. Works well for 1850+ points.
Additional Landraiders: Keep in mind that Chaos can have tons of additional Landraiders for the cost of a normal Landraider and three terminators. Sadly, this is only possible for 2000+ games.