Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Marcus Aug 3, 2019 @ 4:21am
Is the chaos faction enjoyable?
Hi please tell me about your view of the chaos marines faction. Are they fun to play as/ fight against?
Last edited by Marcus; Aug 3, 2019 @ 4:21am
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Showing 1-15 of 39 comments
PCM Aug 3, 2019 @ 5:30am 
I'm currently slowly progressing to the end of a campaign where i play as chaos. It is really fun to follow the story, see the weird idea's the writer created. I am trying to gain the world on hard difficulty currently only 2 other citadels are standing with 3 downed. Chaos plays hard and fast with all kinds of insane units which seems like they reflect the other factions units. Ofcourse part of this likeness is because of balance handling I'm not sure if i would face them on the battlefield.. that is how gruesome they are. It is a luck that they have no real air defenses outside of the APC you can upgrade to something battleready. I haven't summoned a true demon as of yet but i'm trying to look at every unit. If i did one thing wrong in this campaign it had to be the choice of playing on the slowest game progression speed. The a.i. is not really configured for very slow play where you expect everyone to really take care with their units, long building times etc so i would recommend as a chaos player that you play at least on a normal speed.

This is ofcourse a single player minded opinion
Alpharius Aug 3, 2019 @ 6:23am 
I think they are fun to play with, have not played against though....
KDubya Aug 3, 2019 @ 8:56am 
I've finished two game with Chaos so far, first was huge map free for all with one of each race, second was team race free for all (2x2x2x2x2x2) on hard setting for AI, max wildlife.

The Chaos faction is fun, powerful at certain periods but not OP. Before the Rhino nerf they did not have a single bad unit which is pretty amazing. Now the Rhino is not very good but the four walker units are all good, the only problem is they all do pretty much the same thing - close to melee range and pound.

The flying unit is an expensive scout that can't do much else, but looks great.

Their infantry is all good, really like the Havoc marines with their 3 range autcoannon better than Devastators versus units with multiple entities but worse versus single target high armor. Khorne Berzerkers and Warp Talons are too similar - both mid tier melee infantry with Warp Talons getting a jump+blind and Berzerkers getting the Chaos marks, icons and boons.

Obliterators are hampered by the weapon switch, would be better if it let you choose, but they are your end game infantry.

Another perk is that for the most part they don't require a lot of additional tech to get a good unit. Marks and Icons apply to all units instead of the Space Marine having unit specific boosts and buffs all of which require research.

Problems are; anti-air; no air transport; no teleport across the map; poor healing that damages the hero unit and is only via the hero; end game you only have Obliterators and Defilers which take four to drop a late tier Monolith I have not seen how many it takes to get a baneblade or Teseract Vault but I think it'll be ugly.

Definitely worth the buy price.
Stardustfire Aug 3, 2019 @ 11:13am 
the start hero has the little problem that he is a melee unit with a plasma pistol, that can kill him when he use his only mean of attack at very low health (just happens to me, lvl 10 hero must attack to not get killed in enemy turn, attacked, killed enemy unit, and died from plasma heat dmg... )

just have a impossible game running with 7 AI, till now only one died, it was a chaos AI.

obliberators and chaos princes are both waste of research points, most other units are solid, havocs are a little to bad for there TT mean of fielding weapons vs vehicles, the auto cannons suck at this point, and chaos has enove other anti troop options.
i need to see till now a unit acend into a prince, but i already seen a few already high lvl units got wasted by spawn degeneration.

strong points are that most infantry can get researchable permanent bonuses for enemy killing and one mark plus icons. that makes the infantry stronger and to a degree with the marks and icons more talorable to what you want to acomplish with them.

defiler unit is very good for its research lvl, and the warpsmith is allmost like a cheat for machines (compareable to the caster unit of the necrons) with his 24 dmg heal.

the cant get shocktroop mechanics, but they can have multiple towns, compareable to AM and Orcs, they also use the same resources as this 2 factions.
they can get this multiple towns ultrafast, becasue cultists are there townbuilders, and you start with 4 of them.

all in all, chaos is much more stable in its unit balancing and synergys than the tyrandis where they failed hard in several departments compared to the TT unit versions.
Chaos on Hard is a nightmare for Imperial Guard to face (IT'S NOT ASTRA MILITARUM DAMMIT AND THEY'RE NOT TEMPESTUS SCIONS THEY'RE STORMTROOPERS STOP COPY-PASTA ROMAN LEGIONS), owing to the huge lack of early Guard options in handling large entity-count forces with melee and the presence of very effective heavily armored infantry. The Guard really struggles until they get Stormtroopers and Bullgryns out, which is where things get a lot better. If Chaos were to reliably get more of their walkers out, they'd be fun still, but their lack of anti-air options is a serious trouble when the Imperial Guard get their Thunderbolts and Marauder Bombers out, at which point Leman Russ/Thunderbolt forces will handle them in short order.

I do like having Chaos Marines using effective anti-infantry options, really helps against a lot of factions, but I need to play them to really see how I'd enjoy them...and I love Imperial Guard and Space Marines too much...
PCM Aug 4, 2019 @ 1:01pm 
Originally posted by SIN7 jacojarek56:
Chaos on Hard is a nightmare for Imperial Guard to face (IT'S NOT ASTRA MILITARUM DAMMIT AND THEY'RE NOT TEMPESTUS SCIONS THEY'RE STORMTROOPERS STOP COPY-PASTA ROMAN LEGIONS), owing to the huge lack of early Guard options in handling large entity-count forces with melee and the presence of very effective heavily armored infantry. The Guard really struggles until they get Stormtroopers and Bullgryns out, which is where things get a lot better. If Chaos were to reliably get more of their walkers out, they'd be fun still, but their lack of anti-air options is a serious trouble when the Imperial Guard get their Thunderbolts and Marauder Bombers out, at which point Leman Russ/Thunderbolt forces will handle them in short order.

I do like having Chaos Marines using effective anti-infantry options, really helps against a lot of factions, but I need to play them to really see how I'd enjoy them...and I love Imperial Guard and Space Marines too much...

Lol so no more adeptus astrates and astra militarium :D

I firmly belief it is time for the emperor to be revealed as the chaos pawn he is let the remainder of the empire fall into massive civil war and from those ashes, may the light have their souls, a new story arises. Ofcourse only on pc since the money put into the old miniatures is pretty high... The new empire does not build upon the old tech which will now be deemed lost forever so smarter minds then me should be begin with developing the new look. I haven't faced a true air fleet as of yet but my initial observations does seem to include that they can't be pretty easily stopped with apc's and those 3 range infantry units.... leman russ will be fed to the maulerfriends :D ... ofc
Originally posted by Christian:
(Snip)
I'mma assume you're just playing :P

I'll say that I'd be curious to try the Chaos faction, though its slower start with just Cultists pushes me off.
PCM Aug 4, 2019 @ 3:13pm 
Originally posted by SIN7 jacojarek56:
Originally posted by Christian:
(Snip)
I'mma assume you're just playing :P

I'll say that I'd be curious to try the Chaos faction, though its slower start with just Cultists pushes me off.

Well 2 chaos factions surrounding my necro on very hard does make me feel i'm just playing yea.... Cultists i wish! space marines and devastators are pushing my line of ordinairy soldiers back. Its either back to hard or spend some time figuring out how to push them back.. probably should have invested more into electrics...
Originally posted by Christian:
Originally posted by SIN7 jacojarek56:
I'mma assume you're just playing :P

I'll say that I'd be curious to try the Chaos faction, though its slower start with just Cultists pushes me off.

Well 2 chaos factions surrounding my necro on very hard does make me feel i'm just playing yea.... Cultists i wish! space marines and devastators are pushing my line of ordinairy soldiers back. Its either back to hard or spend some time figuring out how to push them back.. probably should have invested more into electrics...
The Necron jetbikes will help alot. Use Jink and closing to Range 1 to deal obscene damage.
Stardustfire Aug 4, 2019 @ 9:37pm 
cultists can make a better job than orcboys in the dmg sector, both are melee units with short range shooting, but the cultist deliver harder blows. on the other hand cultists even more glasscannon than the boys.
PCM Aug 4, 2019 @ 11:28pm 
Originally posted by SIN7 jacojarek56:
Originally posted by Christian:

Well 2 chaos factions surrounding my necro on very hard does make me feel i'm just playing yea.... Cultists i wish! space marines and devastators are pushing my line of ordinairy soldiers back. Its either back to hard or spend some time figuring out how to push them back.. probably should have invested more into electrics...
The Necron jetbikes will help alot. Use Jink and closing to Range 1 to deal obscene damage.

yea that's right. they deal almost 100% damage against those devastators. Its a bit hard to maneuvre them though and nowhere near the damage absorber that a spawn can be ( i used spawn as favourite scout with chaos ) Maybe i also invested to much time in secondary research then i've should. The chaos opponent on the righ was already bringing warp talons to bear while i just finished researching that damn spider
KDubya Aug 5, 2019 @ 6:46am 
Another great thing about Chaos is they start with four cultists who also found cities. Its pretty easy to have a second city up in the first dozen turns. If you can keep them alive you might have enough cities, four, to last you a very long time.
PCM Aug 5, 2019 @ 8:28am 
Funny you should say that, my last game ended after 130 turns. One of the chaos factions had by that 4 cities up and running. I observed him for a couple of turns with the whole map visible and it was pretty clear he was going to win. The sea of chaos units moving around was quite interesting. I'm not sure if i should see this as a freak opportunity something to frown about, i mean this is ofcourse very destructive to other races or maybe even something to report..... I wouldn't mind huger maps though and artillery availability for every race i'll tell ya that
Lampros Aug 5, 2019 @ 9:32am 
No. Too much unpredictability due to weird (or badly translated) mechanics - as well as some curiously under-powered units.
Originally posted by Lampros:
No. Too much unpredictability due to weird (or badly translated) mechanics - as well as some curiously under-powered units.
I can understand and agree to that. Chaos does well early game for slaughtering infantry and such, but the fact you can just suddenly pop out Spawn from otherwise dependable units is something I'll never accept.
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Date Posted: Aug 3, 2019 @ 4:21am
Posts: 39