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Use mid game Heavy weapons and upgrades to armore and targets. 5-10 min.
Late game big numbers off squads and passoverAbilitys. 10-30 min.
HQ - Cultist, Cultist, Heretic, 3rd Cultist if many points to cap.
Barracks - Raptor, Chaos Marine (If rushed or want more aggression), Chaos Lord
Starting Heretic uses Forced Labour on Barracks, Cultist cap nearby points and use 1st cultist to help harass with Raptors once capped a point or 2. Raptor gets immediately sent to enemy base to harass, decap points kill workers/cappers while you start to gain map control. Can forgo the Chaos Marine and add a generator instead to get economy going. Chaos Lord sent to enemy to help rush. You'll likely transition to adding 2 Chaos Marine Squads + Armoury with Plasma Pistol + Frag Grenades to keep aggression up or adding extra generators + upgraded listening post for better economy or do both staying in tier 1 a bit longer before heading to tier 2.
(Easy) Mass Chaos Marines:
HQ - Cultist, Cultist, Heretic
Barracks - Chaos Marine, Chaos Lord, Chaos Marine
Starting Heretic Forced Labour's Barracks. Cultist cap nearby points. Forced Labour listening posts up without killing your Heretics. Use first Chaos Marine to help defend and get your listening posts up or send to enemy base to harass, followed by the Chaos Lord and the 2nd Chaos Marine. Once all or most of your surrounding listening posts are up add a 3rd Chaos Marine squad and add more pressure to enemy or secure the map. Once 3rd Chaos Marine is out you can focus or getting your Chaos Marines Squads to about 6/7 members for aggression or transition into Generator production to get your Armoury up for Plasma Pistol + Frag Grenades and upgraded listening posts for econ or tech to tier 2.
(Advanced) Mass Grenade Launcher:
HQ - Heretic, Cultist, Cultist, Cultist, Cultist
Starting Heretic Forced Labour's 2 generators make sure he doesn't die when using Forced Labour. 2nd Heretic Starts Armoury once Armoury is done, use him to Forced Labour listening posts. Cultist cap nearby points when Armoury is finished change Cultist to Ranged Stance and send 2/3 squads to enemy base and upgrade them with Grenade Launchers when engaging enemy kite with Cultist and keep your distance and use your range Cultist reinforce slower in battle so get them equipped with Grenade Launchers before engaging enemy. Cultist won't be able to kill building but they will wreck infantry with Grenade Launchers. Upgrade all listening posts asap for better econ and upgrade forward points first to give Cultists something to fall back too. Get Generators 3/4 once listening posts have been built, tech to tier 2.
(Advanced) Turret Rush:
HQ - Cultist, Cultist, Heretic, Cultist
Barracks - Chaos Marine, Chaos Lord
Starting Heretic Forced Labour's Barracks. First 2 Cultist immediately get sent to enemy base reinforce to about 6/7 members before engaging enemy, use them to decap and take out capping infantry. 2nd Heretic gets sent to enemy base to place Turret covering 1/2 enemy strat points. 3rd Cultist caps at home you will be vulnerable at home so try to get listening posts up asap to stop enemy decap. When barracks is done use the Chaos Marine to either help defend base at home so you can cap your points from enemy retaliation or send them to enemy base to help harass, Chaos Lord will likely want to help the harass and kill enemy Commander. If pulled off well will likely kill enemy or have severely crippled opponent if not you will likely be dead. Can transition into regular build adding 2nd Chaos Marine + Armoury Plasma Pistol Frag Grenades or tier 2 tech.
(Advanced) Raptor Power Sword:
HQ - Heretic, Cultist, Cultist
Barracks - Raptor, Raptor
Starting Heretic Forced Labour's Barracks, 2nd Heretic builds Armoury. Cultist cap nearby points. Forced Labour up your listening posts with whatever health is remaining on Heretics but do not lose them at all. Once Armoury is done cue up Power Swords and reinforce your Raptors with Aspiring Champions but prioritise building Listening Posts first. Raptors gets immediately sent to enemy base to harass, decap points kill workers/cappers. Microing x2 Raptors is much harder then 1 Raptor. When Raptors get reinforced with Aspiring Champions with Power Swords this gives very good DPS vs Building Low targets like Listening Posts + Generators and troops will not want to stay in melee with them or they will be torn apart. Transition into a Chaos Marine + Chaos Lord for a tier 1 army and research Jetpack Boosters if you still have both Raptor Squads, or econ up and tech to tier 2. This is a extremely risky build as it's expensive and you will need to get some good damage done with your Raptors as you will be very vulnerable at home.
Never auto reinforce unless you got the economy to do so and manual reinforce your troops when needed. Raptors are extremely expensive and scale poorly so you don't want to build/reinforce them past tier 2.