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===Multiplayer Strategies=== You're... pretty damn strong in multiplayer to be honest, despite being a meme faction for years in the first two games. You got a lot going for you, from strong lord choices, good magic lores, really good infantry, cavalry and monsters, and even an alright skirmishing core with Marauder Horsemen. Your only real major weakness is just how expensive everything is, and even then you got it better than the High Elves in that category. You got a ton of new mechanics with the Champions of Chaos DLC in game 3 and are likely to benefit from future monogod DLC as well. It should only get better from here. Here's how to win glory for the Chaos Gods: *'''[[Total War Warhammer/Tactics/Beastmen| Beastmen]]''': *'''[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]''': *'''[[Total_War_Warhammer/Tactics/Chaos_Dwarves| Chaos Dwarfs]]''': *'''[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]''': *'''[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]''': *'''[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]''': After seeing this matchup, it’s no wonder thag the Chaos warriors haven’t been able to make it out of Warhammer Canada. Dark Elves are tailor-made for busting your balls. Between darkshards, scourgerunners, and dark rider crossbows, they have more than enough ranged AP to melt your infantry and heavy cavalry. Go for a marauder frontline and bring some hellstriders and maybe some doom knights to run down their cowardly ranged units. *'''[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]''': You'll win the infantry fight, assuming your slow frontline survives the heavy artillery bombardment. Use manticores, hounds, calvary, and/or furies to mess with Dwarfen ranged. Big monsters like the Shaggoth should stay out of this, unless you like watching 2000 gold get shot to shit. *'''[[Total War Warhammer/Tactics/Empire| Empire]]''': The Empire is your arch enemy for many good reasons. While you may scoff at their frontline infantry, you should never underestimate how good flagellants are at stalling you long enough for Helstorm rockets and cannon balls to send your warriors to hell, and the disappointed gaze of The Gods. Your Chaos Knights, while tough, need some support from warhounds or skirmishers because Demigryphs with halberds will eat them for breakfast. Your big monsters are useful killers, but like the Dwarfs are The Empire is really good at killing large units. The general play is to bring a solid line of Chaos Warriors with shields because they can endure handgunners long enough to quickly cleave though their frontline. For the rest of your army get a core of warhounds, preferably poison unless your pinching pennies, as they're great for chasing down skirmish cav, attacking their back line, and are a good supporting option for Shaggoths to lessen the damage they take when fighting Demigryphs. As for monsters, per the norm, bring Shaggoths. They can defeat an unsupported Steam Tank and will wreak havoc on most Empire cavalry while being fast enough to juke cannon balls. Again, be really careful of Demigryhs with halberds. Those bird riders may take a lot of damage, but they can also kill Shaggoths with surprising speed. Bring support if they have a Jade Wizard for back up, and having a goon squad of Exalted Heroes on manticores can help control the sky if Karl Franz is on the field. The goon squad will be needed because Karl Franz will otherwise crush unsupported heroes. If your opponent brought some other southerner, then expect Volkmar to be next on the list if he’s looking to win the infantry fight. A typical Empire frontline when fighting you will largely consist of halberdiers, and maybe a few greatswords and some flagellants to act as meatshields so he can keep shooting you. For the other legendary lords, Gelt is a common sight due to him being the only guy with access to the Lore of Metal, which can screw over your armor, transmute your leaders, and nuke blobs if you're dumb enough to make those. Remember, go wide with your infantry, have a core of dogs and shaggoths and then show that the Sons Of Heldenhammer are no match for the Dark Gods! *'''[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]''': *'''[[Total War Warhammer/Tactics/Greenskins| Greenskins]]''': *'''[[Total War Warhammer/Tactics/High Elves| High Elves]]''': *'''[[Total War Warhammer/Tactics/Khorne|Khorne]]''': Make no mistake, this is a bad matchup for you. Khorne is better than you in a knock down drag out melee fight. Bloodletters trade up vs Chaos Warriors and Chosen and a wide frontline of marauders will crumble quickly and buff Khorne's units in the process. However, you have a potential ace in the hole. Dragon ogres give more bang for the buck than khorne's horribly overcosted monsters + cavalry. If you play your cards right, your superior magic, skirmishing, and monsters will be enough to tip the scales in your favor. *'''[[Total War Warhammer/Tactics/Kislev|Kislev]]''': *'''[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]''': Though a flexible faction with many tools to use against you, you have relatively little to fear from their infantry. Saurus are tanky SoBs, but grindfests will generally work out in your favor due to your superior offensive statlines. Though you'll never catch any Skink units, the only ones you need to pay any real attention to are the Red-Crested variety, which will still melt in combat against your forces without extensive support. Instead, your primary concern will be the myriad of monsters the lizards are almost assuredly bringing to bear against you. Chaos Warriors or Chosen with Halberds will be your bread and butter for pinning such beasties down. Dragon Ogres and Shaggoths also make fantastic hunting squads for isolated dinosaurs and will utterly dumpster them if they can get in the thick of it. Additionally, though the Lizardmen do technically have a higher ranged roster to chose from, your Hellcannon can lay waste to their forces long before even ''their'' artillery can attempt to retaliate. Just be particularly cautious of Razordon Hunting Packs, Troglodons and potential Ripperdactyl strike squads. *'''[[Total War Warhammer/Tactics/Norsca| Norsca]]''': To show the northerners that the chaos gods favor you most, you’ll need to consider your army carefully. Beserkers will trade upwards into pretty much any infantry you bring, even chosen, and their ‘berserk’ ability makes them a surprisingly tough nut to crack. This means you should either go super low-tier and bring tons of marauders, or super elite and invest in chosen and chaos warriors, relying on your infantry to win the day. Both setups have their own advantages and weaknesses. Do NOT bring mostrous infantry like dragon ogres or chaos spawn. Sure, they can deal with berserkers fine, but Norsca has plenty of mobile anti-large and ap to make you regret it. If you can protect it, a hellcannon can pay huge dividends by shooting holes in their higher tier infantry. You are one of the few factions that actually had a good answer to mammoths, Shaggoths have the speed and ap to grind them down and reliably outduel them. You won’t be able to keep pace with them in the skirmish game, but you probably want to bring at least a couple of wolves/skirmish cav, since their ap ranged units can make your monsters very sad if allowed to fire in. Marauder chariots can actually be a big problem for you because of their great mass and ap, so whittling them down with your fast units is probably your best bet. Kholek is not a great choice here, since he can get ground down by Skin wolves and Wulfrik, I’d recommend Archaon or a chaos sorcerer on a dragon. The former has a chance to put duel even Wulfrik (let alone throgg or a chieftain) if you use slayer of kings wisely, and the latter is able to pick his engagements, and probably won’t face any threats in the sky. *'''[[Total War Warhammer/Tactics/Nurgle| Nurgle]]''': *'''[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]''' *'''[[Total War Warhammer/Tactics/Skaven| Skaven]]''': First thing's first, leave the Chaos Warriors and Chosen at home. Not only do you not need them to deal with most Skaven frontlines, but they will get ripped apart against Jezzails and Mortar teams. Marauders are the frontline of choice as they will help deal with Clanrats and Skavenslaves relatively quickly and for cheap. Hounds are also pretty much a requirement in order to get behind the rats and take out the weapon teams before they are able to do irreversible damage. Finally, Spawn are your friends, as they help shred Skaven infantry, murder Rat Ogres and are unbreakable so some of the scarier Skaven units won't be able to spook them off. For magic lores, go with something that can deal with swarms like Fire or Shadows. Sigvald is your best bet here as a lord since Jezzails are some of the best SEM snipers in the game and Sigvald is really hard to kill. *'''[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]''': Slaanesh epitomizes the very concept of anti-armor and even their basic troops will run laps around yours. Fortunately, you will be able to match their speed since the chaos gods blessed you with doom knights and hellstriders from Slaanesh's own roster. You will want to go as cheap and wide with your front-line in order to cover your flanks. Large units like dragon ogres will also be a good idea since Slaanesh lacks ranged units other than their own marauder horsemen. Lords wise, you'll either want a large monster beatstick or a flying caster lord. Keep an eye on the enemy roster if you went for the latter, you'll want to turn off flying and hide in your own army for a while if your opponent brought Azazel. *'''[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]''': In Warhammer 3 you've got some really good options here, the ability to recruit anti-infantry Khorne warriors with high armor can really give the tomb kings a bad time. Bring anti-large whatever really and back it up with a solid line of dual-axe khorne boys and watch the kings melt, even faster if you bring the lore of fire in some form. *'''[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]''': *'''[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]''': The deckhand cries out in pain as he strikes you. A terrible, terrible matchup for you. Shaggoths, Chaos Spawn, etc. would be great here if they could actually get into melee, but with the coasts firepower there isn’t a chance in hell of that happening. Your only strategy is to go super wide and use chaos warriors/chosen as your killing. And then you’ll promptly run straight into World War Z as the coast player runs your infantry smack into a veritable wall of deckhand mobs and summons while their ap missiles and monsters eat your infantry for breakfast. You’re better off just forfeiting this one tbh, the coast player can basically just take a nap while you’re tearing your hair out on how to deal with them. *'''[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]''': Your bad luck just doesn’t run out when it comes to the vampires. To put it shortly, wait for your rework. Sure this matchup is marginally better than Coast since you’ll actually make it into melee, but Vampire Counts will take your leadership to pound town with fear/terror, and their excellent mobility means that they can pick their engagements way better than you can. Also they can heal. Your only hope is to grab 2 Shaggoths or an exalted hero goon squad and defend them at all costs. Hopefully Tzeentch will favor you! *'''[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]''': You know what they say: dogs are a mutated tentacle-y chaos warriors best friend. Chaos Warhounds are a must in this matchup, because they are the only unit with the speed to reliably pin down the asrai’s shooters. Here’s the thing: you will win the infantry grind with 0 effort, as chaos warriors will kill any asrai infantry they’re put up against with one hand tied behind their back, and the great weapon variant can even buzzsaw through Tree Kin relatively quickly. That’s not where the Wood elves strength lies however. If they go full Vietnam and bring a list full of shooters, you’ll want chaos warhounds and skirmish cav to pin down and damage their archers and cav. Chaos knights can deal with any cavalry the wood elves have (except for maybe the lost Sylvan Knights) as long as they don’t take the charge. Speaking of The lost Sylvan knights, they can be a huge pain since your magic damage is limited, and the easiest way to grind them down is probably a fire caster with flaming sword of rhuin. I wouldn’t bother with Shaggoths. An Exalted hero (or even two!) on a manticore can be a great pick here, since it’s mobile enough with a small hit box and has the killing power to take out Treemen, Zoats, lords/heros you name it. You’ll just need to be careful of Hawk riders. Archaon on Dorghar or Sigvald are probably your best lords here. Anything with a big hitbox is just asking to become a pincushion.
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