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====Chaos==== *'''Chaos Space Marines:''' Some matchups will play out like a mirror match depending on the Legion traits, but Chaos Space marines have a better combination of USRs, as Death to the False Emperor will come into effect more often than ATSKNF. Like you, they have the shock assault and Bolter Discipline rules, making World Eaters armies horrifying on the charge. *'''Chaos Daemons:''' They often come in four flavors. Khorne Daemons hit like freight trains on the charge with all of their characters granting re-rolls on failed charges, and by paying command points to get Banners of Blood, they will often make their charges out of deep strike. Their shooting is a joke and basic Bloodletters are surprisingly fragile at T3, but a Khorne player worth their salt will make sure to lock you down to prevent you from capitalizing on it. Nurgle is obscenely tough to kill with the Disgustingly Resilient rule but like the Death Guard it's fucking slow. Slaanesh is fragile, but they are very fast and you will likely be staring turn 1 charges in the face if you don't back your shit up as far back as possible. Tzeentch is arguably the easiest to deal with as they are only good at range, and your ranged abilities will exceed theirs. Just remember to take librarians to deny some of their smites. Thunderfire Cannons and anything with an Assault Cannon will do well to hack up their infantry, and good lord deal with any greater daemons before they get close otherwise you're fucked, no other way to put it. Iron Hands and Ultramarine Chapter Tactics will do you well here, overwatching on a 5+ combined with a 6+ shrug will let you weather the storm, and Guilliman's aura will make a Daemon player ([[Cheese|or any opponent, really]]) cry. *'''Death Guard:''' Mortal Wound spam out the ass, lots of rerollable wounds, and Disgustingly Resilient making their units extra-hardy. Fun times abound! They have the stronger Chaos Primarch, Mortarion. Morty is also known as [[that guy]] who absorbs all your fire even when he doesn't have any buffs to support him before ramming his rusted, STD-infested scythe up your army's gaping sphincter. Good thing they're slow as shit. Use that to your advantage. *'''Thousand Sons:''' They have the weaker Chaos Primarch, Magnus the Red. Magnus is also known as the guy who dies in 1 turn of shooting even if he receives all of the defensive buffs first. However, "weaker" should still not be misinterpreted as being the same as "weak", because he can still rip and tear with the best of them. Thousand Sons are an army that relies on their psychic phase more than anyone aside from Daemons and Grey Knights, and they've got access to way more powers than either of those. Their Tzaangors can create a nasty suicide unit by either moving forward with Warp Time, or deep striking in front of you and then charging. *'''Renegade Knights''': See Imperial Knights above. They share a lot of traits with them, but favor melee to a greater extent and can mix and match weapon types to a degree. *'''Renegades and Heretics (FW):''' This will play out much like a Guard match, but the difference is they still have access to morale-immunity on their hordes of renegades. Take Scout Snipers and assassinate their Enforcers like you would a Company Commander/Commissar!
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