
Chosen - A bit spendy, but can bring a pile of special weapons and are still brutal in combat.
Warpsmiths - Comes with 2+ armour, a BS5 meltagun, a Power Axe and 5 attacks? Plus he can repair vehicles, or even better use Machine Curse (How many dice does that Knight Crusader roll?!). Kharn - Great for pissing off enemy KDK players, like Abaddon needs a form of combat delivery. Abaddon - Kicking butt and taking names for 10,000 years, just need to actually get him into combat. Looking through the core Chaos Space Marine book, I made a list of units that I think are worth taking a look at: Additionally, I don't just want to make a fast assault Chaos army, because frankly, KDK do it better with the same units.įirst up was figuring out what Chaos Marines could get, that was decent in the game, that Khorne Daemonkin could not.įirst off, I really need to figure out what vanilla Chaos Space Marines can bring to the board that's worth a damn, particularly focusing on units that Khorne Daemonkin don't already focus on, because frankly, if you're going to go fast assault, KDK will always beat out regular Chaos Marines. Today however, I tasked myself to figure out what, if any advantage, you can get out of playing vanilla Chaos Marines, and more-so, how on earth would you make a list to survive this days era of War Convocations, Battle Companies, and well, Eldar. I too am totally guilty of this tunnel vision and haven't even played a single game with my Undivided marines since the day the Khorne Daemonkin book hit.
With all the hubbub of Khorne Deamonkin being the new beloved Chaos glory boys, it's easy to forget that there ever was once a regular Chaos Space Marine army.