This mod is not monetised. I will not be doing any paid mods nor set up a patreon. This is not an official GW licensed product. I will also not pull the mod, and will keep it on the net since any takedowns would be without merit. This mod aims at modifying Dawn of War 2 Retribution to portray combat in a more lore-accurate manner. Prepare to find Space Marines as powerful as the books depict them, ork hordes in their hundreds, and dozens of Guard tanks shelling into an incoming tyranid horde!

Post tutorial Report RSS Chaos Tutorial

This Tutorial is here to show you how to play with Chaos Space marines, and what are their strengths and weaknesses. Read for how to build new units. Updated for 3.3.

Posted by on - Basic Other


The Chaos Space marine race has three commanders in this mod. Each Commanders unlock a different god's worship. Important: Balance partly rests on how expensive these units are, thus high resources makes this race imbalanced. Enemy space marines are best treated as tanks, they are vulnerable to melta, plasma, and anti tank weapon types.

All chaos space marines are Super-heavy infantry, save heretics who are light infantry. They all have a 0.7 incoming ranged and melee damage modifier, and a 66% incoming accuracy modifier to represent superhuman speed, agility , strength and durability.

Your units are the most powerful in game, but they are also the most expensive. A loss of a squad is a blow to a chaos army, and has a much bigger impact on the game than its for swarm armies.

Pop cap is 200, and their units are around ten times more expensive than those of other races.

Khorne Lord: Worship Khorne and gives access to Berzerkers and Warp talons, Plague, Fate and Blood Champions and Berzerker Terminators.
Plague Lord: Worship Nurgle and gives access to Plague Marines, Noise marines, Plague, Pain and Blood Champions, Deathshroud Terminators, Blightlord Terminators, Noise Terminators.
Sorcerer: Worship Tzeentch and gives access to Rubric Marines, Noise marines, Fate, Pain and Blood Champions, Scarab Occult Terminators, Noise Terminators.

Heroes:

Khorne Lord: Starting melee hero. Excellent at melee damage and enduring enemy damage, one of the most potent starting heroes in game. Starter hero.

Plague Lord: Starting melee hero. Good at melee damage and excellent at enduring enemy damage, can be upgraded with bile flamer, Manreaper and Reaper Autocannons. Starter hero.

Sorcerer: Starting caster hero. Good at causing a lot of damage with his abilities. and a Tzeentch fireball staff that works like the Khorne lords fire armor. This allows you to kit the Sorcerer out to be Slaanesh aligned in flavour. Can be upgraded at tier 3 to Sorcerer Lord in Terminator armour, where all wargear gives 2 abilities and he gains Vortex of Doom with the Cyclone Launcher wargear. Starter hero.

Nurgle Champion: Support ranged hero. Can be ugpraded to be better at range or melee, and can now get Plasma gun and Rad launcher. Built at heretic Shrine, not for Tzeentch.

Champion of Fate: Versatile hero, can get a sword that allows him to light an area on fire, and an AP bolter. Can get an armour that lets him heal allies or one that lets him curse enemies that take more damage. Can have accessories that give it a blessing that reduces damage to an ally or allows him to teleport. Built at heretic Shrine, not for Nurgle.

Champion of Agony: Versatile hero, can get a Slaaneshi sword that gives him an AOE attack, a Blastmaster, a Slaaneshi armor that gives him the ability to shoot a few Sonic Blastmaster shots, an armour that damages enemies who attack him at melee, accessories that give it powerful blind grenades or the Cacophony ability. Built at heretic Shrine, not for Khorne.

Champion of Blood: Melee Khorne hero that excels in close combat. Can get Volkite pistol and chain axe or demon maul, armour that gives AOE attack, one that increases regeneration, accessories for Blood Rage and Iron Halo. Built at heretic Shrine.

Warpsmith: Chaos techmarine. Can't get Graia Vengeance launcher . Builds tank shrine. Built at heretic shrine at tier 2.

Dark apostle: Melee oriented hero that can heal allies like Apothecary or summon Daemons based on wargear. Built at heretic shrine at tier 2. Builds the Dreadnought Shrine.

Units:
Tier1:
Heretic Cultists: Very weak and slow unit, but doesnt cost population. Builds the heretic shrine that produces new units.. They can be somewhat useful with Grenade launchers, doing AOE damage from afar in support to their chaos masters. They can also enact rituals and power Chaos Shrines.

Tacticals: Deals heavy ranged damage, and has excellent durability. Can take a heavy weapon and get a special weapons squad member and a sergeant. They can be specialised to face light and medium vehicles, but excel against any kind of infantry. But beware, in later tiers they can become a firemagnet and die easily, especially to tanks. Can become Ravager squad to fight in melee. Can get a special squad member with a flamer, plasma gun, grav gun or melta gun, and upgrade to 1 heavy weapon.

Havocs: Deals very heavy ranged damage, and has good durability. Limited to three squads. Can be upraded with weapons to face any enemy type. Generally, you want these squads protected from damage, and kept back from the melee. Starts with heavy bolter, can get Missile Launchers, Lascannons and Autocannons, Volkite Culverins or Plasma Cannons. Can take 5 bolter members at tier 1 or 5 additional heavy weapon users at tier 2 but not both.

Raptors: Deals heavy melee damage, has excellent durability. Raptors are powerful in melee, and are good at facing enemy melee units, or jumping ranged units. But beware, in later tiers they can become a firemagnet and die easily, especially to tanks. They can get melta pistols but they can only get single handed Lightning claws. Can also have powerfists and plasma pistols.

Rhino: Durable, fast, but lightly armed transport. Good for reinforcing troops and soaking up anti Infantry fire. Can get a second combi bolter and increased armor upgrade. Can replace combi bolter with Havok launcher.

Bloodcrusher: Very fast melee unit, with good melee damage. Ideal linebreaker, and best used to quickly get to heavy weapon teams and such.

Heretic Renegades: A cheap squad of traitor guardsmen with access to meltaguns, plasmaguns, grenade launchers and flamers. Built from the Warpsmith beacon.

Heretic Heavy Weapon team: A cheap squad of traitor guardsmen with heavy bolter tripods that can be replaced with autocannons or lascannons. Built from the Warpsmith beacon.

AT70 Reaver: A cheap medium tank with a heavy autocannon turret and front heavy bolter. Similiar to an autocannon Chimera with more health but can't reinforce. Built from the Warpsmith beacon.

Tier2:
Rubric Marines: A more durable tactical squad with a higher damage and armor piercing Inferno bolters. Can upgrade to have access to more spells, but no heavy weapons. Tzeentch army only, Limit 5. Can get Aspiring Sorcerer with either Doombolt, Curse or Subjugate.

Plague Marines: A much more durable tactical squad with a damage over time toxic bolter attack. Has two flamer specialists, and can be upgraded with Plague missile, melta gun or plasma gun and get a Champion with powerfist. Nurgle army only, Limit 5.

Berzerkers: A much more durable assault squad, with chainaxes . Very powerful against infantry, can get Champion, Icon bearer, melta or plasma pistols. Khorne only, Limit 5. Can heal itself in melee with ability.

Bloodletters: Very fast demons. Fragile but dealing very heavy damage, they are good ambush units with teleport and phase out. Bloodletters heal themselves in combat when they do damage.

Noise Marines: Good against ranged units, can be taken by Tzeentch or Nurgle. Limit 2, can get Blastmasters.

Warp Talons: Khorne can build additional from HQ to rellace Noise Marines. Heavy melee jump unit. Can phase and teleport, and all have lightning claws. Limit 5. Built at heretic shrine.


Chosen: Can be given special weapons, with added Volkite, Grav and Rad weapons or combi flamers, meltas or plasmas or can take Power swords for melee. Limit 5. Sternguard equivalent.

Predator: A heavy tank, with specialised loadouts. Initially good against infantry of all kinds, it can either become the best tank hunter of its class with the Tzeentch upgrade giving it twin lascannon turret and sponson lascannons, be even better against infantry with Khorne upgrade giving it turret Quad and sponson single autocannons, or have an AOE anti infantry attack and more health at the cost of speed with the Nurgle upgrade's Bile battle cannon. Now can become faster with Mark of Slaanesh and replace its main gun and sponsons with heavy and two single blastmaster cannons to knock back foes. Weaker than plasma cannons but knocks back. Can be upgraded with Havok launcher.

Arquitor and Sabre: Same as SM 40k, built at Warpsmith shrine. Limit same too.

Whirlwind Infernal Relic Scorpius: Anti-super heavy infantry variant, limit 3, built at heretic shrine, can take combi bolters and upgrade one to Havok launcher.

AT83 Brigand: A cheap medium tank with a battlecannon turret and front lascannon. Similiar to a Leman Russ with more health but no sponsons or upgrades. Built from the Warpsmith beacon.

Corrupted Legion Basilisk: A long range artillery with an an generalist Basilisk cannon, can replace it with an anti tank Medusa Cannon. Has a heavy bolter front, and more armour than IG variants. Built from the Warpsmith Beacon.

Tier3:
Land Raider: Superheavy tank, the most durable unit in game up to date. Good against infantry, very good against tanks. When facing a very high powered enemy army, sending the Land Raider in to soak up fire is a good idea. Mark of Khorne gives it qiad autocannon sponsons against infantry. Mark of Slaanesh more speed and replaces sponsons and front HBs with dual blastmasters for knockback, Mark of Nurgle faster health regen and long range Bile cannon anti infantry artillery, Mark of Tzeentch 5000 more health and replaces Heavy bolters with tein Lascannons. Limited to 2. Starts with pintle Heavy bolter that can be upgraded to Havok launcher.

Dreadnought: A very durable walker that can become a very powerful melee or a good all round unit. Can be configured for any task, replacing the twin autocannons with twin heavy bolters, twin lascannons, missile launcher or a second power claw. Limited to 15.


Terminators: Super durable, not available for Nurgle. Good in melee and range, and can get a number of powerful ranged weapons like Heavy flamer and reaper autocannon, and can be given Lightning claws for a melee loadout. Limited to 1.

Vindicator: Durable tank with a very slow firing, but very powerful AOE cannon. Great line breaker or anti-blob weapon,but can be a fire magnet due to short range, or overwhelmed due to low firing speed. Can take 2 combi bolters and upgrade one to Havok launcher. Can get the Quad laser destroyer like SM 40k variant.

Berzerker Terminators: Khorne only, limit 1, built from Heretic Shrine. Melee focused terminators that can take combi meltas, combi plasmas, lightning claws or demon mauls. Can heal in combat like berzerkers.

Noise Terminators: Not available to Khorne, built at heretic shrine, limit 1. Can take 3-3 combi meltas and combi plasmas, or lightning claws or 3 blastmasters and 3 sonic blasters.

Blightlord Terminators: Nurgle only, limit 1, can take the same upgrades as regular terminators, except no Cyclone launcher, however can take Bile launchers that slow enemies in an area. Built at heretic shrine.

Deathshroud Terminators: heavy melee terminators with plague flamers and Plaguereaper scytches, limited to 1, built at heretic shrine. Nurgle only.

Scarab Occult Terminators: Tzeentch only terminators that have a special krwk only cyclone launcher and Soulreaper cannons, assault cannons with better armour piercing but slower rate of fire. Limit 1, built at heretic shrine.

Possessed: Swift melee squad that can take different marks for bonuses and can take melta, plasma or flamer pistols. Limit 2.

Plagueburst crawler: Very heavy artillery, durable but slow. Built at warpsmith shrine. Has a giant bombard against all unit types but with a large minimum range and rothail gun that deals heqvy suppression. Sponson plague flamers can be upgraded to Entropy cannons that are stronger but shorter ranged lascannons. Limit 2.

Spartan, Typhon, Cerberus: Same as sm, except pintle guns are heavy bolters and can be upgraded to Havok launchers. Built at warpsmith shrine, same limit 1 for each.

Decimator: Fellblade with Quad reaper autocannon (8 barreled) sponsons. Somewhat weaker against vehicles but much better against infantry. Limit 1, built at heretic shrine.

Mammoth: Falchion with the same octuple autocannon sponsons. Well defended against infantry but more vulnerable to nedium tank swarms than Falchion due zo the 30 second rate of fire on the Volcano Cannons. Limit 1, built at heretic shrine.

Plaguereaper: Glaive equivalent, its cannon fires twice as fast, deals half damage and slows infantry. With the autocannon sponsons, this is the best unit against infantry. Limit 1 built at heretic shrine.

Sicaran: Same ad 40k sm, built at heretic shrine, limit 5.

Great Unclean one is stronger, abilities recharge faster.

Obliterators: A very heavy 5 man infantry team armed with should heavy bolters and handheld autocannons as well as powerfists. Limit 2, built from the Warpsmith shrine.
Has a unique mechanic where it can upgrade between its weapons very fast and for free. Its shoulder guns can change to Multi Meltas, Plasma and Las Cannons. Its arm guns can change to heavy Flamers, Soulreaper cannons, Plasma and Las cannons.

Contemptor, Leviathan, Siege dreadnoughts are built from the Dark Apostle's shrine, and are gameplay wise same as the 40k Sm ones.

Csm weaponry:
Chainswords: good against most infantry types, especially light.
Chainaxe : Same as sword, but hits for more damage.
Power weapons: Good against all enemy types.
Lightning claw: Dealing area of effect damage, they are very effective against infantry. Power weapon. can be wielded in pairs, or with pistol.
Demon Maul: Very powerful melee damage, but two handed usually. Power weapon.
Power fists: Slow firing, best against tanks and bosses. Less powerful than Demon maul, but allows the use of a pistol. Power weapon.
Hellblades : daemon weapons, work as a power weapon with a heal on strike effect.
Flamers: Good against only light infantry, mediocre against heavy infantry, useless against anything else. But it does have a good area of effect, and can melt away light infantry like no other weapon.
Heavy Flamers: Just more powerful flamers. Short range.
Bolters, bolt pistols, combi bolters: Good against all types of infantry, especially light and heavy ones. Good suppression. Medium range.
Inferno bolter: A mix between bolter and plasma gun, this weapon is best against heavy and superheavy infantry.
Plague bolter: Deals a damage over time effect bolter.
Heavy Bolters: Good against all types of infantry, and can be a danger to heroes and light vehicles too. Excellent Suppression. Long range.
Plasma guns, pistols: Good against light infantry and vehicles, but best against super heavy and heavy infantry. Slow firing. Medium range.
Melta guns: good against everything, small AOE, but short range and long recharge. Best used against enemy superheavy infantry or melee vehicles or monsters. Short range.
Missile weapons: Can take anti infantry/heavy infantry Frag missile with an area of effect, or anti tank/superheavy infantry Krak missile. This makes this weapon type very flexible. Fraks do good suppression. Long range.
Lascannons: No aoe, long range, long recharge time and very heavy damage. This is the anti-tank, anti-hero sniper weapon. Its low rate of fire doesnt make it much useful against infantry, but it can be used to snipe out small elite squads. Long range.
Autocannons: Good all around weaponry, best used against heavy infantry or superheavy infantry. Medium rate of fire. Medium suppression. Long range.
Demolisher cannon: A very powerful cannon that deals damage in a huge area. Line breaker and blob buster, but has a short range making the Vindicator vulnerable to anti tank fire, and a slow reload time, making the tank suspectible to melee rushing. Short-medium range.
Grenade Launchers: Good anti infantry AOE damage, long range.
Grav Guns: AOE weapon that deals more damage to heavier units and slows units down.
Rad Launcher: Fires timed grenades that deal heavy DOT to light infantry over long range.
Volkites: Weapons that damage all enemy units in a squad if they kill an enemy, good against light infantry.

Twin Linked: Twin linked weapons like Combi bolters (double rate of fire) or double barreled lascannons or autocannons (double damage, same rate of fire) do twice as much damage per second as a normal, single barreled version of their kind.
Combi weapons fire like two weapons of their combination, with their respective effects.
Shields: These make the unit using them more durable.

I may add new heroes to Chaos. If I do this will be updated.

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