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===Elites=== While many armies are spoiled for Elite choices ([[Space Marines]], I'm looking at ''you''), Chaos can get by just fine without ever using this section of their codex. It's not even that the options are horrible - rather, it's that if you still have slots open in other sections, your points are probably better-spent there. *'''Chaos Terminators''' - Of all the options Chaos has for this slot, these are probably the best. Cheaper than a Loyalist Terminator, and with better LD (10). They lack the cool Loyalist special rules though, and have worse starting gear (power weapons as opposed to power fists), but buying power fists for all of them makes them cost the same as loyalist Terminators, so... yeah. They have access to Icons, like most generic squads, and can be further enhanced through them. Their strength comes from the ability to give every single member of the squad a Combi-Weapon. This allows you to take small "Suicide" squads of terminators with Combi-Meltas to deep-strike in, eat a tank, and then possibly threaten/charge some isolated units with should they survive to subsequent turns. This is typically referred to as a "termicide" squad. Alternatively, tool them up in a Land Raider (or deep striking) with a nasty Chaos Lord in Terminator armor for a close-combat anvil; Lightning Claws and Power/Chainfists are best. The Heavy Flamer is cheap and drops a nice S5 AP4 template; generally more useful than the combi-flamer, which costs the same. The Reaper Autocannon, while expensive, does offer accurate, long-range S7 AP4 fire support on the move, something that Havocs can't really do. Pretty much every Mark of Chaos will work for these guys (except for Slaanesh if you like power fists), but of particular note is the pricey (but devastating) choice of a mark of Tzeentch for them; 4+ invuln save on a +2 armor save means these fucking things just ''will not fucking die no matter how much heavy firepower you throw at them''. *'''Chosen Chaos Space Marines''' - They're generic Chaos Space Marines, with Infiltrate, who cost more points, so read their entry. Now, you get to take FIVE special weapons, at no minimum squad size. Outflanking 5 flamers/meltaguns/plasmaguns and maybe an Autocannon seriously has its uses, but you're paying points for infiltrating Chaos Marines that don't score, which many consider a waste. They can also take up to four power weapons/fists/pairs of lightning claws for an infiltrating close-combat unit, but Terminators are usually better for that role. Either use them for their ability to infiltrate and gank or annoy things, or avoid them altogether. *'''Chaos Dreadnought''' - The Chaos Dreadnought looks like crap on paper. Same stats compared to the loyalist Dread with one more attack - and the Crazed rule. This gives him a roughly 33% chance of tarding out, either firing on the closest thing (friendly or otherwise) or charging at the closest foe. In spite of its drawbacks the Chaos Dreadnought isn't actually all that bad unless you wind up Fire Frenzying early on - it's a cheap way to get some heavy weapons on the table with solid melee to boot. If Lady Luck and Admiral Awesome are on your side, this thing is absurdly, pants-destroyingly effective. If you're also really good at getting these guys just where you need them, such as making sure that your enemies are just closer than your own guys, you can negate many of the problems that the Crazed rule has. If not, it's inefficient or worse, actively hostile towards your guys with a bad roll. Players that thrive on randomness love this thing though, especially since it's an Elite now and not a Heavy Support choice. Best choice generally is either Plasma Cannon or Twin-Linked Autocannon; the former for the price and the latter because it both minimizes the risk if you get an unlucky crazed roll and because it offers some pretty decent dakka. **'''IMPORTANT CLARIFICATION REGARDING FIRE FRENZY:''' Due to the wording of the fire frenzy rules versus the movement rules and line of sight rules for vehicle weapons in the 5th edition rulebook, the Chaos Dreadnought cannot legally pivot to fire at anything due to the fact that you can only pivot in the movement phase in 5th edition, it can only target units that in its forward firing arc as its line of sight is determined by its weapon's orientation, so it can only fire frenzy on units already in front of it, this does mean it will not turn to face enemies that are directly behind it. This means that yes, rolling fire frenzy is a good thing provided you pay attention to its firing arcs and keep it in front of your forces. Also if you run 3 of them in a line they will not be able to target each other. Anyone who tells you that you must turn around and shoot your own models is forcing you to take an illegal action, that is pivoting in the shooting phase, pivoting is explicitly written as being only possible during the movement phase thus you cannot turn the dreadnought, and must fire on the closest target that is within your weapon's line of sight at the start of the shooting phase. Additionally because pivoting is a move action it cannot pivot because it may not "move" due to the first sentence for fire frenzy that forbids it from moving this turn. **'''Slaaneshi Sonic Dreadnought:''' - See below, under Forgeworld. *'''Possessed Marines''' - As random as the Dreadnought is, it's not a terrible choice. No, that award goes to Possessed Marines. Fair close-combat troops at a glance, they have S5, are Fearless, and have a 5+ Invulnerable save... And then you read the drawbacks: 26 points a pop, and their biggest advantage - their Daemonkin ability - is a random roll. These units have a lot of potential (Feel No Pain S5 Marines would be incredible, as is the "all attacks count as power weapons" variant), but half of what they can roll is either outdone by another ability (Rending) or flat-out sucks (Scouts). **The part that makes them just fall apart is that even regular Chaos Marines set up for close-combat can be more effective for cost (same number of attacks, only one Strength less, ability to pack a power weapon or power fist). It's even worse when you compare them to Chaos Terminators, which cost negligibly more, have deep strike, built-in power weapons, decent heavy/special weapons, and better armor as part of the bargain and Raptors and Khorne Berserkers, which are cheaper, better in close-combat, and have access to Champions. They're pretty much for flavor only at this point - which is a damned shame because the new possessed models are [[Awesome|really nice]]. **The only thing that makes them worth a damn is that the Mark of Tzeentch can push them to have 4+ Invuln saves for pretty cheap, which is ''nice'' on a dedicated close-combat unit. They still, however, cost way too much for a unit that's much too random unless you can routinely get the blessings of Lady Luck and Admiral Awesome. To be fair, though, if you do use them and do consistently get the power weapon, furious charge, or rending ability, these things will shock you with how quickly they make shit dead. Few armies have counters to entire swarms of 4+ invuln save kitted out screaming power weapon loaded S5 Space Marines. **The Possessed Marines can make a pretty decent CC option if you buy a rhino for them and accept the fact that they may never even use it. Fleet and Rending aren't great, but a large-ish group with the Mark of Tzeentch can withstand withering fire while footslogging, taking firepower away from your main army. Feel No Pain added to 3+/4++ is cruel, while the benefits of Furious Charge and Power Weapons are obvious. One of the best results is Scouts, which allows you to out-flank some S5 units that can poke holes in [[Anal Circumference|rear armor]] or tie up dedicated ranged units, letting your other Marines advance relatively unmolested. You can even give the Rhino to another unit that needs a transport, or just use the empty METAL BAWKS to screen units. Or they would be, except that you roll for the special rule after deployment and therefore cannot choose to outflank.
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