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Well, at least according to me. These are the ten best units you can include into a standard Chaos army. Obviously if you're playing a Cult Army, some may not be avaliable to you, but that's what you get for playing a Cult Army.
And as always, this is simply my opinion. You're free to disagree with me, or consider some units to be more efficient than others.
But you'd be wrong. (Insert smiley here - I have them shut off.)
So on with the count down -
10) Tell us what you think should be #10! Reply with what you think is one of the most efficient units, and why!
9) Predator w/ Daemonic Possession, Autocannon, and Lascannon Sponsons
Possibly the most cost effective vehicle avaliable to us. Daemonic Possession ensures that the Predator is always able to move or fire. It's an extremely versatile anti-tank platform, being able to threaten both light skimmers and heavy tanks alike.
It's only failing is that it needs to remain stationary to fire to it's fullest effect. It ranks low on the efficiency list because, like all vehicles, it needs to have other vehicles on the table to prolong it's lifespan.
Being cheap, summoned, and having many Rending attacks makes Daemonettes one of the best units. Properly used, even a small squad can destroy a unit twice their size, no matter the toughness or armour save. MEQs rightly fear these girls, and for good reason. There's a reason that Daemonettes are the daemons of choice for Daemonbomb armies, and why those armies are so effective.
They're rated low however, due to their fragility. Daemonettes tend to be a "One hit wonder" unit, meaning that while they'll destroy just about anything they hit, anything that hits back will destroy them.
7) 8x Havocs w/ 4x Autocannons, MoCU, and Tank Hunters
The Autocannon is a very under rated weapon, passed over by many people for the ubiquitous Missile Launcher. What they don't realize is that often times, the Autocannon can perform the Missile Launchers job just as well, and often times even better. Any tank with an AV of 13 or less will be mauled by the Autocannons, and no infantry without a 3+ armour save will summarily vanish from the multitude of shots.
Another good choice is to swap out the MoCU for Infiltration, allowing you to set up the Havocs towards the end of the Deployment phase, rather than the beginning. This costs them a bit in survivability, however. (Obviously, if you're playing Alpha Legion, take all three.)
The Havocs scored low on the list due to the prevalance of MEQ armies. With so many armies sporting 3+ saves, the Autocannons have a hard time pulling in the kills that they would with something like Plasmas or Missile Launchers. But even against MEQ armies, the Autocannon is still a solid choice, as not every unit have a 3+ armour save.
6) Lieutenant w/ Kai Gun and Daemonic Flight
Cashing in at a cheap 90 points, this particular Lt. is best used when you need something cheap to either be your HQ choice, or just flesh out a particular list. He's mobile, and the decent range of his gun will allow him to support your troops wherever they need it most. Meanwhile, his IC status will allow him to stay safely hidden amongst your troops. With his excellent BS and the high Strength and low AP value of the Kai Gun, you should easily bag yourself two kills each and every turn.
5) Plague Marines.
Really, not much to explain here. The Mark of Nurgle is a great, cheap upgrade for all units, since it helps them in both the Shooting and Close Combat phase. On top of that, you gain True Grit and Fearless, all in a nice little package. The downside of not having Heavy Weapons is a non-issue for me, since I'm a firm believer that you shouldn't have Heavy Weapons in a standard squad anyways.
I only wish I could Drop Pod them and make all Space Marine players cry.
4) 6x Chaos Marines w/ 4x Bolters, 2x Plasma Guns, MoCU, and Infiltration
One of my personal favourite units. They're a wonderful support unit, often times over looked by the enemy due to the lack of a Champion. They can take on just about any enemy unit, ranging from Terminators to light infantry, and even some tanks. Once the Plasma gunners die to over heats (and they will!) you're left with a small squad that the opponent will almost always ignore in favour of bigger threats. However, the unit is still a scoring unit, so can be used to capture objectives, such as Table Quarters.
Hands down the best daemon avaliable to Chaos. Daemonettes get a lot of love, but Furies are more versatile, able to adapt to more situations than Daemonettes can. For the price of a Space Marine, you get a unit that strikes before them, with a higher strength, and with more attacks. Best of all, they can fly, which means they can recover from a bad scatter quickly, as well as adding a level of maneuverability to slow armies.
The reason they rate so high, other than what I listed above, is because they take up Fast Attack slots, which often go unused in Chaos Armies. Chaos Fast Attack choices tend to be very expensive, very quickly, but Furies are nice and cheap, which allow you to take loads of them without worry of breaking your points budget.
2) Chaos Lord w/ Mark of Nurgle, Manreaper, Daemonic Strength, Daemonic Speed, Daemonic Aura, Frag Grenades, and Infiltration
The Manreaper has a lot to do with why this Lord places so high. The Manreaper is a superb weapon. This particular Chaos Lord levels five to ten power weapon attacks on the charge, each wounding MEQs on a 3+. While that might not sound spectacular, you have to also realize that he does this beginning on turn 1, so every single turn he's alive he is in Close Combat killing stuff. Best of all, he doesn't completely massacre the units. If properly used, the Lord should take two Close Combat rounds to finish off a unit, which keeps him safe from enemy shooting attacks. This is why he's not loaded up with other things, such as Spiky Bits or Mutation.
Okay, so in case you hadn't figured it out yet - Obliterators are by far the best unit avaliable to 40K Chaos generals. With Obliterators, you never need to worry about if you brought the right gun to the battle. You never need to worry about not having some mobile heavy weaponry. You never need to worry about having anti-tank weapons in your list that are going to waste since your opponent went all infantry.
Obviously, Obliterators aren't going to win you games by themselves. However, any army list that includes them is greatly enhanced. There is no situation that Obliterators can't help you solve. They are, quite literally, the answer to every problem you might have. Space Marines have Assault Cannons, but we have Obliterators.
Next is their low toughness. Having multiple wounds is nice, but less nice when an Autocannon or Plasma weapon hits you and negates that. Now, I realize this is an issue with all multi-wound models, but you don't find many of those without some other way to protect themselves. For instance, Eldar and IG have multi-wound, T3 models, but they're ICs and can take shelter in a squad full of cheap wounds.
Next is their average Ballistic Skill. This is somewhat made up for their strong, mobile weapon with many attacks, but only goes so far, especially for how much they cost.
Please excuse the math-hammer, but take for instance against a standard squad of Space Marines. Flamers get first strike, and with all 27 shots of their Doombolt, they'll score an average of three kills.
Now the Space Marines can march up six inches and be in Rapid Fire range. 14 bolter shells (Full squad of 10 minus three casualties) will result in four wounds, at the loss of two Flamers.
Some quick math means that, even with first strike, the Flamers only broke even (points wise) with the Marines. This is without even considering special weapons, which are likely to instant-kill flamers.
Now, I'm not saying Flamers are bad - not by a long shot. However, they just don't have a high enough ROI to warrant being on the list, IMO. They certainly do have their uses. I absolutely love seeing them destroy entire units of Tau Fire Warriors.
Nice observations Caluin. As a Black Legion & Death Guard player, over 90% of my units are configured exactly as you have outlined above.
The only option I thought that should have made your list (and didn't) was the chaos lt. configured as the 'Kai Flier): kai gun and d. flight. This h.q. is good for taking pop shots at bikers & jump pack troops, and is also fairly good against monstrous creatures.
I think a good substitution for the 5th slot that has Oblits in it would be a tie between a D.Speed+Dark Blade undivided Lord for 8str charge + the Kai gun Lt. Mr. Bunny suggested.
I have to agree with Oblits getting top spot, but maybe Flamers get 10th spot?
Otherwise, no objections...if I was Black Legion, I would definitely use the Manreaper Lord. Since I'm Alpha Legion though, I use the 8str charge Dark Blade D. Speed infiltrate Lord, and along with the bunny's suggestion...would toss it in.
Thanks for this though, very good write-up.
"Long live the Emperor!"
- a patient Chaos God
One could rename the thread Ode to Obliterators. They are however one of those units that are all that and a bag of chips. What other unit has 4 heavy weapons, 3 special weapons, and a power fist per model? Admittadly not being monsterous creatures they can only fire one per turn but still that's very handy. Amazing shooting, and can hold their own in CC. Amazing.
However, I'm glad that my precious furies made the list. . . they have a tendancy to be underestimated. Apparently no longer on this board though.
I am pretty much in agreement with Caluin on the list, but should you make the rule that a unit is allowed only one spot on the list. . . I would suggest as possable additions (on the low end)
9) Kai Gun Let.: A cheap IC armed with just a Kai gun. Inexpensive HQ usefull for getting extra victory points picking off those last couple marines in a squad. They tend to make thier points back with intrest, and when they stick close to your other squads they're painfully hard to target & kill.
10) Rubic Terminators: for 2 points more than a marine terminator you get rubics with 2 wounds. Not a bad deal # 10 cause for a bit more well you could have Obliterators who have that and a gastly number of guns.
Votewar MKV 2nd place. . .
Back from internet limbo, and glad to be here.
The Obliterators was mostly a joke.
I'll put in the Kai Gun Lt. Amazed that I over looked him, to be honest. Still deciding on his position in the list, though.
Last spot (#10) either goes to Flamers, Rubric Termies, Slaaneshi bikers. It's a tough call between them all. Rubric Termies have the staying power, but lack any weaponry add ons. Flamers are as I listed above. Slaaneshi Bikers are nice because when outfitted with Sonic Blasters, they can function as both fire support platforms and still hold their own in Close Combat with their Init bonus.
Opinions? Who should get the #10 slot?
Think slot 6 is good for the Lt. Plague Marines have a bit more versatility against all kinds of opponents, where the Lt works best against Elite units.
As for Flamers, I love them but I agree with Caluin's assessment that against MEQs they never seem to do quite the damage you'd hope. That said, they can still be very useful against marines: popping rhinos, claiming objectives, bogging down scary units, etc.
Thousand Sons ~2750 points | Eldar ~1000 points
Tzeentch Daemons ~2000 points
I go with Rubric terminators. They are excellent and resilient and everything you need from an elite unit.
I don't know where I would had placed it in this list :
6 Alpha Legion Havocs Infiltrating, MoCU, 4 Heavty bolters is always a good heavy support choice.
CHAOS Undiv.: won 14/22 games EC: 4/7 WE: 6/9 DG: 10/15, TS: 3/7 Orks : 13/20 SM NL : 1/6 TAU: 14 of 24 IG: 3/7
Furies > all , I just love those fast cuties :w00t:
But since that's just a personal preference,I definitely agree with the Top Ten!
40k : Necron ,Chaos, Space Orks ,Eldar ,Dark Angels, 'Nyds
WHFB : Orks & Gobbos, Vampire Counts
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