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==Chaos Lords in DoW II== [[Image:Chaoslordz.jpg|thumb|450px|Left|Chaos Lords from the [[Dawn of War|DOW series]]]] Since Chaos only came in during DoW II's first expansion, the only unique Chaos Lord featured thus far is a Black Legion champion named [[Araghast the Pillager]], who is by far the biggest slice of chaotic awesome to break the previous DoW Chaos Lords' streak of awkward dialogue and meme production. Araghast, Eliphas, and all other generic Chaos Lords (who are actually Eliphas) in skirmish are dedicated to Khorne, so that pretty much makes them a close-quarters monster. With goddamn health regeneration. At level one, with no wargear, he can easily take down anything short of a Howling Banshee squad. Unlike the other offensive heroes who have gear and abilities designed around helping their units break the enemy lines, the Chaos Lord is designed around making himself an unstoppable murder machine. Give him his Lightning Claws and the Harness of Rage (restores energy whenever he hits something) and Dark Halo (causes energy to take damage first before health, very good if you kept getting hit), or Icon of Khorne (restores health with each attack) he'll become, without exception, the most lethal melee commander unit in the game. Srsly, he'll outdamage the Warboss and Hive Tyrant. This combined with his immunity to suppression from the get-go, his fucktons of health (srsly, only the Hive Tyrant has more, and that only by a hair's breadth, though a Warboss with 'Eavy Armor or a Force Commander with Terminator armor will have a lot more health than he can have with any armor loadout. Though I guess that's offset by the fact that those two have paper-thin armor, and the CL was pretty durable, until they replaced his super-heavy armor with regular hero armor. Fuck it.) and his aforementioned health draining (Kill the Weak!) makes him one of the best/if not ''the'' best, commanders in the game. Okay, he does have drawbacks. He's designed around melee and that's about all he's good for. Compared with other offensive heroes his wargear upgrades do not give him as much health. As such he is exceedingly vulnerable to just getting shot to death, especially while tar pitted, and his ranged damage sucks and both his the melee wargear upgrades he has takes away his ability to gun. Since he's in Terminator Armor, he's slower than most other commanders, and Chaos' lack of transports means he has trouble fleeing if things go south. The Guard can mob him with cheap soldiers while meltaguns chew through his healthbar like nothing or the Commissar separates his head from his body with a las pistol execution, Orks can tie him up with sluggas and then dakka him to death, the Eldar can tie him down with banshees to let Wraithguard rape him, and Tyranids can spam hormagaunts to let venom cannons shoot him apart. So don't send him without support! Though that rely applies to all commanders in the game Prior to Retribution, while he slaughtered infantry, he sucked against vehicles as none of his upgrades gave him much damage against them, up until somebody realized that nobody was using the Blood Maul since all it offered compared to the Lightning Claws was a better special ability, so it was turned into AV weapon. His other global ability, Malignant Blindness is generally useless, it reduces enemies to 1/10th of their line of sight. Sounds great on paper, but in practice it doesn't do much since they can still see an enemy that's shooting them. You're hoping to nail a heavy weapon squad? They will still chew up your units when you start shooting them. One other drawback is that picking him gives the least useful worship ability to the Heretic squads. The [[Chaos Sorcerer]]'s worship Tzeentch infiltrates nearby units (i.e makes them invisible) and the Plague Champion's worship Nurgle speeds up health regeneration (which stacks with the healing aura granted by the HQ building, the ability is considered one of the Plague Champion's main strengths). Worship Khorne, makes units move faster. That might sound good, but Heretics can't move while they are using their worship ability, and the AOE for it isn't very big, so this ability will only give a very temporary speed boost before the units it's affecting move out of its range. It's not completely useless, but it is situational while the other two abilities are pretty easy to find uses for.
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