Chaos Space Marine Bikers
These are fast, hard hitting troops. Equip the riders for Hand to Hand combat (give them Powerfists or Chain-axes) and ride round the side of the enemy. These bikes are perfect for flank attacks. Their armament of twin linked bolters is fair but not very powerful, so perhaps giving a rider a flamer could prop up the combat effectiveness of the squad a bit; there is nothing more amusing that having a "drive by flaming" take out that devestator squad :) Beware, though. Bikes are not tanks, so keep moving and try and stay out of Heavy Weapons fire. Even a bolter can bring a bike down! If you are up against super-characters, place an Aspiring Champion in the squad, give him a bike, and then for his wargear thrown in a Vortex Grenade (!). Drive at fast speed towards the character and throw that grenade! It'll never know what hit it! Hit and Run attacks are great against those troops at the back of the enemy deployment zone, you know, the ones with the tremendously heavy weapons, and they make nice targets. Bikes can also be used to attack broken squads and make sure they stay broken. All in all, a squad of three bikes and an Aspiring Champion on a bike makes for a powerful attack force.Chaos Space Marine Dreadnought
Oh yes. I love these things. The fire frenzy rule merely makes them better! Just make sure you keep it close to the enemy, as you don't want your men on the recieving end of that "shoot all weapons at closest target" rule now, do you? For Hand-to-Hand combat, you have a choice of three weapons. The Thunder Hammer is good choice if you are going up against heavily armoured troops, Vehicles, or other Dreadnoughts. The Power Claw is a good choice against other vehicles, as the Tear attack can do some very nasty things to your opponents prized vehicles. However, these two weapons are quite worthless against large numbers of troops ganging up on your poor dreadnought. If this is a problem, take a Power Scourge. Now you opponent gets no multiple combat bonuses!
On long range weaponry, there are simple rules you can follow: If you are facing Terminators, tanks and dreadnoughts in large numbers, take a twin-Lascannon.
For Orks and Tyranids, I reccomend taking a twin-Heavy Bolter or a Twin-Autocannon. IG is a bit trickier, as they can have lots of tanks or infantry. For armies like this, I reccomend a Heavy Plasma Gun. Yes, it could explode, but it is very very powerful. Save the full power mode for heavy targets, and always shoot it on full power if you are sure you will charge next turn.
Chaos Dreadnoughts are really made for HtH, with frenzy and their high weapon skill. Taking two Dreadnoughts, while straying on the side of cheese, is an irresistable force. If you want to boost the firepower on your dreadnought, take a Havoc Missile Launcher; large salvos can be truly devestating. If you are on a budget, the Assault Launchers are a cheaper option, if weaker. Avoid exposing your Dreadnoughts to Heavy Weapons fire. Get them into HtH combat with your best troops, and you are sure to crack anything but the strogest enemy line. Use Dreadnoughts to spearhead attacks. One thing you musn't do is just sit back, shooting. It will be a waste, so get them into HtH!
Chaos Rhino
Use there for getting troops into HtH very quickly. For example, jam 9 bezerkers and a champ in one, fix Supercharged engines to it, and send the Rhino where you want to attack! Quite simple really. It's weak armour is a downside, so be wary of Heavy Weapons taking the odd potshot.
Land Raider
Very very big. Frankly, you're a bit of a nutter to use this in any game less than 3000 points. Can be extremely lethal (and expensive) if kitted out with Chaos Vehicle Cards. Use it to break an enemy line, and combine it with other HtH troops. It can give them superb support.
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