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War Beast / Command / (whdlc01chschachaoslord2) Chaos Lord (Chaos Dragon) Chaos Lords take their blood-drenched blades into battle. Fighting endlessly, they are merciless and unrelenting in the fray. With the Wurrzag FLC for Total War: Warhammer, we also received three new units for the Warriors of Chaos faction for use in campaign and multiplayer. This video is an add-on to my The King.
Archaon leads the armies of Chaos in Creative Assembly's newest game Total War: Warhammer. Much like the other armies in the game, Chaos have their own unique strengths and weaknesses available to them. This guide will teach you how best to use those strengths to fit your play style, and how to compensate for your deficiencies. The Chaos ArmyThe ability that sets Chaos apart from its counterparts is both its biggest strength and greatest weakness. The Chaos army has no use for settlements and as such travel as a mighty horde. The Horde allows for all infrastructure and military developments to be made on the move.
You can have as many hordes as you have armies, but more armies require more upkeep.Since you have no way of holding structures for their resources, you must constantly be on the move for someplace new to pillage. Unlike other races that naturally acquire growth to expand their great nations over time, you must enslave or otherwise cull the opponents and turn them into your own population, as well as taking their riches to fund your army.Chaos also shares a Corruption trait similar to the Vampire Counts' ability of the same name. This slowly infects the minds of the peasantry of other races, causing public order problems among their populace and occasionally inciting rebellion as your cultists rise up against their misguided leaders. Chaos Leaders: Archaon the EverchosenThe fierce leader of Chaos and the herald of the End Times, Archaon is one of the most well-rounded heroes in the game.
He is a heavily armored melee fighter and caster, using spells from the winds of fire. He also grants his army improved movement in campaigns.
This makes the most of Chaos' unique horde mechanic that encourages your horde to stay on the move and raid often. Finally, Archaon's leadership has drawn the strongest of Chaos warriors, allowing him to recruit Chosen and Chaos Knights at a discount. Kholek SuneaterOlder than even the Dark Gods they pledge themselves to, the Dragon Ogres are ancient beings of immense power. Even among these powerful beings, Kholek is legendary. He will tear apart enemy infantry easily and tear down the walls of your enemies encampments. He has no unique features, except for being able to recruit and starting with other dragon ogres.
This alone is a huge advantage in the early game - and if supported will guarantee you victory on the battlefield. Prince Sigvald the MagnificentOscar Wilde clearly wasn't thinking of Sigvald when he said, 'those who find ugly meanings in beautiful things are corrupt without being charming.' Sigvald's beautiful exterior belies one of the darkest and most corrupt servants of Chaos in the known world. In service to the dark god of pleasure Slaanesh, Sigvald's beauty is a reward in exchange for the dark torturous acts he has committed in the Lord of Excess' name.Sigvald brings a different tactic to the Chaos army then simple brute strength, instead inspiring others to join him. His Supreme Vanity ability increases the corruption he inflicts on those around him by an additional point per turn. As the Favoured Son of Slaanesh he also gains additional leadership points, allowing him to better command the troops around him in battle.
Finally, Sigvald also is the only commander who begins with artillery, making him ideal for early sieges. Chaos Units:Despite claims that they have a weak ranged army, Chaos is not so helpless as to be easily taken down from afar. They also boast some fairly impressive monstrous units, as well as powerful armored warriors.
Chaos is second only to the Empire in terms of flexibility, and offer even more options in terms of ways to harry your opponents. MeleeChaos melee come in a few flavors. The Marauders are your default units. Not particularly well armored or skilled, these men of the north make up for it in ferocity. They are followed by the Chaos Warriors, who boast greater weapon training in halberds as well, making them a threat to large enemies and gain armor.
Next are the Chosen, the favored of the Dark Gods who are very skilled and very durable in combat. Finally you have the Forsaken, who are one of Chaos' biggest threats. Forsaken are malformed humans who have completely given themselves over to the dark gods, and gain large damage bonuses due to their mutations.
RangedAs mentioned earlier, Chaos doesn't have the strongest ranged game, instead favoring quick assault tactics. You will be able to craft mounted Mauraders early on that are excellent at hit and run tactics. ArtilleryOnce you've crafted a demonic forge you'll have access to the Hellcannon. These do an absurd amount of damage from a very long distance. If you can protect them, you will have no problems routing your foes no matter how armored they may be. CalvaryChaos' mobile units are fearsome. Favoring a quick approach for their raiding, they have access to axe throwing Marauders from the beginning.
You will also get the mighty Chaos Knights and Gorebeast Chariots eventually. These units inspire terror in their foes and can quickly run down your opposition - just don't let them get surrounded. Early on you'll also have access to war hounds that will chase down and tear your enemies to the ground so that you can surround and finish them off with your main forces. Monstrous unitsThe sweetest part of the Chaos army is their access to a large variety of monsters and beasts. Many of which cause, and are immune to, fear effects. Dragon Ogres, Trolls, Chaos Giants and the horrific Chaos Spawn all serve the purpose of absolutely brutalizing your enemies with horrific efficiency. They are expensive however, so treat them well.
SummaryChaos favors raiding, and as such you should always be bringing the fight to your opponent. The challenge lies in not over extending yourself. Fight well and fight often, build your forces and take advantage of the fact that home is wherever you say it is.Be sure to take the right forces for the job as well.
Chaos' flexibility is only useful if you properly equip yourself for battle. Humans will try to take you apart with their mix of long-range firepower and calvary, so space your heavier units apart and tie up their cannons as soon as possible with your mounted units while your monsters go to town on their infantry. Dwarves also favor a slow race, so keep your big guys away from their slayers. Don't forget about your corruption as well, sometimes you can weaken an enemies forces without lifting a finger.Blood for the Blood God, skulls for the skull throne!
Raze, sack, slaughter, burn, maraud. The life of a Chaos Warrior is simple, with few diplomatic interruptions and little in the way of urban planning. There are buildings to construct, but they’re part of the caravan of carnage that makes up your nomadic horde, and when you lay waste to a settlement, occupation isn’t on the cards. The Old World map becomes a chain of battles and the core of any Chaos strategy is to build and maintain forward momentum as you carve your way through the factions.Playing as Chaos, the game really is Total War, with no distractions. I’ve spent some time campaigning with Khorne and co to figure out if this barebones approach to the game is effective.Total War: Warhammer’s greatest strength lies in the diverse approaches demanded by the playable factions. I’ve fallen for the Dwarves, whose Book of Grudges delivers a steady stream of short-term objectives that serve to guide my efforts and provide a neat narrative context for the many minor wars and disputes that arise.
They’re a great faction for a first campaign partly because of the light hand-holding of the Grudges, and partly thanks to fairly well-rounded army composition. Compared to the Vampire Counts, whose lack of ranged units tears up the tactical playbook, dwarven troops are a cinch to manage.Chaos Warriors are slightly trickier. While their entire ethos is based on destruction and warfare, the armies you can recruit in the early running of a campaign are a bit naff.
Marauders, which make up the bulk of the first tier units, are feeble compared to many of their opponents, only elevated by the mounted units who can lob weapons over short distances, performing a microcosmic version of the hit and run raiding and razing that typifies the Chaos approach to warfare.Sadly, these early units make all of your Chaos leaders talk of skulls for the skull throne feel slightly ironic. The majority of the skulls you’ll gather with a tier one army belong to your own marauders. Against a sizable stack of human units, marauders tend to fall apart like a Nurgling’s nappy, unable to take the strain. They’re so surprisingly feeble that I was tricked into thinking that the entirety of the Chaos horde had been underpowered to make up for a possible strength in numbers that would evade me until later in the campaign. Dismayed, I decided that my violent voyage into the south would be put on hold while I did something unthinkably unChaotic.I set about to some serious grinding.Chaos Warriors might have some puny early units but once you’re recruiting Chaos Knights and monstrous units like the Chaos Giant, you’re more than capable of outmatching an equivalent Imperial force. The horde becomes formidable quite quickly, but making a beeline for the heart of your enemies is unwise. Play like a boxer rather than a piledrivin’ demon straight out of hell and set yourself up by aiming a few jabs at the body and bonce of your opponents before going for the knockout punch.
It seems a little odd to play Archaon the Everchosen, Lord of the End Times, as a patient pugilist, but think of the campaign’s opening as the nascent stages of the End Times rather than the actual apocalypse. The drizzle before the storm.Now, if you’re thinking that playing as Archaon the Everdamp or Kholek Drizzlespouter sounds a little bit less exciting than playing as Archaon the Everchosen or Kholek Suneater, we are of one mind. As I mentioned right at the start, the Chaos strategy is all about momentum, like a snowball trundling downhill that becomes an avalanche. At the beginning of the game, you’re scrabbling around to find enough snow to pat into a ball though, rather than setting the thing rolling right away. That might work out OK if there were more than one type of snow to choose from – bring in Nurgle’s gross acolytes for some of the yellow stuff maybe – but there isn’t much room for experimentation in the early stages.Perhaps that ties in to the single-minded nature of the Chaos Horde.
Orks might seem to fight for the sake of fighting, but Chaos treat destruction as an end in and of itself. Your objectives are mostly simple – raze this many settlements of a certain type, or raze this many settlements total. The focus on combat above all else serves to highlight Warhammer’s battles, which I reckon are Total War’s best in terms of sheer spectacle. Seeing an enormous unit shambling across the battlefield can be intimidating in just the right way, and I still find archers fleeing from flying critters hilarious after tens of hours playing.The number of battles involved in a Chaos campaign can become draining though.
It doesn’t help that the attrition penalty for Horde armies in close proximity means that it’s best to field one army for much of the game, seeing the same units riding out again and again. It’s a shame that sieges and town battles have diminished somewhat in Warhammer, both in regularity thanks to the AI’s preference for open field battles and in variety thanks to the simplified approach taken by Creative Assembly this time around. The thing is, I think the choice to cut back on tedious chokepoint-based fights was a good one on the whole, but when it comes to Chaos, it’d be enjoyable to see settlements in flames during battles as well as on the campaign map.As it is, expect lots of battles against armies of similar composition. Especially when you run into Kislev, at the northern borders of the lands of men. It’s not unusual to find your mighty Chaos horde is being chased around the wastes of the Old World by several stacks of enemy forces. And when you do meet on the field, temptation to auto-resolve after one too many repetitive battles might be your undoing – larger units, such as those Chaos Giants that are so precious to you, seem to take an inordinate amount of damage during automated combat, which leads to longer healing time post-scrap, which leads to the AI building more stacks to oppose youand so on and so forth.None of this is to say that I haven’t enjoyed playing as Chaos, but I can’t imagine starting another campaign with them.
It’ll be the Greenskins for me next, and then I might go back to the Dwarves for another playthrough on a higher difficulty.I’m glad that the Chaos Warriors exist though, partly because the very nature of their ruleset shows that Creative Assembly are willing to explore elements from Total Wars past (the horde mechanics from Attila in this case, though a lesser version of them) as well as playing with the fundamentals of the game when designing new factions. It seems likely that the Wood Elves will be entering the fray at some point, given that their home territory, Athel Loren, is. It’s just waiting to be filled with settlements and some weird territorial rules to suit such a reclusive faction, surely.The other reason to be grateful for Chaos, apart from the splendid nature of their more monstrous units, is the way in which they highlight the game’s flaws. They do so usefully and it was only after playing with them for a while that I decided to install the two mods that have improved the game dramatically. They’re both designed to counter problems that hadn’t become wholly apparent until I spent time with the metalheads up north.The first is, which gives armies travelling in a region owned by their faction a 10% bonus. It doesn’t actually work for Chaos, since the faction doesn’t really own any territory at all, but it was while playing my first Chaos campaign that I broke down and decided that being chased around by enemy armies was one of the most irritating things in the game.
This gives at least a small bonus while in home territory, allowing you to outmaneuver enemies who are running around raiding and pillaging.Even more essential is the, which prevents the AI from dumping great big blobs of archers and artillery all over the map. If you’ve played a campaign to its finish, you’ve almost certainly come across this kind of behaviour, and I found it particularly grating when playing as Chaos because of the sheer number of battles I was fighting.A mixed experience, then, the Chaos Warriors. Not enough to distract me from the riches of the mountainhomes and a little too constrained in their playstyle to keep me hooked for a second campaign playthrough, they feel better suited as a tutorial faction in some ways, lacking some of the complexities of their enemies. I admire the variety of the factions though and the Chaos Warriors are an extreme example of the rule changes Creative Assembly are willing to commit to. Despite my misgivings, I hope for similar extremes when future factions arise.For our review of the base game,.