Warhammer 40K: Dawn of War
Liber Tactica Chaotica
Penned by the Heretic Prophet Eben the Insane
in the year MMIV
"Hail to the Four Fathers"
"Death to the False Emperor"

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Table of Contents
-----------------

1)	Introduction
2)	Why the Chaos Space Marines?
3)	Origins of the Traitor Legions
4)	Unit Scout Reports
4a)	Infantry
4b)	Vehicles
4c)	Special Units
5)	Structure Scout Reports
6)	General Tips
7)	Specialized Strategies
7a)	Against Orks
7b)	Against Eldar
7c)	Against Space Marines
7d)	Against Chaos
7e)	Against Ordo Malleus
8)	The Army Painter
9)	Closing Remarks

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Version History
---------------
Version 1.00 - 12/15/04
I believe this is the first comprehensive Codex on the forces of Chaos ever
posted on GameFAQs.  This being the first version, I feel obligated to say
something, but all I can think of is don't worry about statistical information.
It will come soon.

Version 1.01 - 1/1/05
I got this update out in time for New Year!  Happy New Year, everyone!  A few
minor edits, tightened and proofread the guide a bit.  Changed my stance on
some of the units and tactics featured in this guide.  Brought the Predator vs.
Defiler debate to a (temporary) rather depressing close.  Statistical
information has yet to be compiled but will hopefully be up in the next update.

Version 2.01 - 6/20/05
I know I've been promising an update on this guide for awhile so thank you to
all of my fellow devotees who have been waiting for so long.  Your patience
shall be rewarded.  I would also like to inform you all that I am aware of the
expansion pack for Dawn of War, Winter Assault, that is being released some time
in the near future and I promise to include sections for that.  Should there be 
a Chaos Campaign, I will provide information on it, as well as the information
on any new units and tactics that I might find.

As for the actual content, I have added several new strategies for Chaos Horrors
(along with credit where credit is due).  In addition, I added finished the
specialized strategies section and included a new one for the unofficial side,
the Ordo Malleus.  The mod for these deadly infantry specialists can be found
at http://www.innocence-proves-nothing.com/.

I hope you enjoy the guide.  Unless a patch comes out with significant changes
sometime in the near future, this will be the last update for awhile.

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Authorization
-------------
To date, I have given the following sites permission to post this guide:

GameFAQs - http://www.gamefaqs.com/
Neoseeker - http://www.neoseeker.com/

------------
Introduction
------------

Let me lay down one thing right here and right now.  DO NOT, under any
circumstances, email me to correct my latin.  I know it's wrong.  I'm not going
to do anything about it because it looks cool.  Don't bother trying to correct
my roman numerals either.

Thank you.

Now that the disclaimer is out of the way...

Greetings, my Lord Brother.

In reading this, you have pledged yourself, body and soul, to the cause of
Abbadon the Despoiler.  As prophet of the Four Ruinous Powers, I have been
instructed to advise you on your path to power.  Know that for we who have
forsaken the servants of the False Emperor, there can be no turning back, for
we shall never again be accepted by our former brothers.  They would cast us
out and hunt us down like mere cattle!  No, our place is here and it is against
them that we fight, for the greater good of the Chaos Gods.  Our redemption
will not come through death, but through victory.

Gentlemen, start your flamers!

Death to the False Emperor.

----------------------------
Why the Chaos Space Marines?
----------------------------

There has always been something darkly appealing about villains.  Not the small-
time crooks who always get their chops busted by some random hero or other, but
the big-time villains.  Those who plot world domination, have evil laughs, and
the ability to see said plan for world domination through.  Relic and THQ
understand this and have made the Chaos Space Marines a playable force just for
like-minded people.

There are many, especially among my little former gaming group, that deride the
minions of the Ruinous Powers as crude and unsophisticated.  They see Chaos
armies as rush-in armies, more akin to Orks than actual Space Marines.  They
think their graceful, artful flanking maneuvers can defeat the forces of chaos?!
Well...

Strengths
---------

- Basic troops can have up to 10 marines per squad, as opposed to the Space
Marines' 8
- Units are cheaper and quicker to produce than Space Marines and Eldar
- Chaos Space Marines are slightly more difficult to break than other factions
- Troops serve multiple purposes and recieve many upgrades
- Few troop selections, eliminating the need to make complex decisions about
what to build
- A Bloodthirster is just too cool

The following were also pointed out by Ben Walton:
- Possessed Squads - In my opinion, the best reason to play Chaos.  Upgrades
take awhile but when you get them, they are amazing!  The best infantry unit
in the game, IMO.  I'd rather have them than Terminators...no question.
- Secondary Skills - Chaos Sorcerer has tons of spells to cast and skills like
Furious Charge can actually make a big difference in how many deaths you
inflict.

Weaknesses
----------

- Chaos Space Marines are slightly frail
- There are few troop selections, so those who enjoy variety will not 
necessarily find it here
- Somewhat cloned from Space Marines
- Heavy Weapons Lag
- Most troops are heavy infantry, so extremely vulnerable to plasma cannons 
(Note that this is a two-way street.  Space Marines are also deliciously 
vulnerable to Plasma.)

The following were also pointed out by Ben Walton:
- Chaos is slooooooow.  Nothing with Chaos can be done quickly (although I am
somewhat inclined to disagree - Editor.).  The Heretic is the slowest builder in
the game (a very big deal in the beginning) [Again, I am inclined to disagree.
See ability 'Forced Labor'. - Editor.], upgrading units to make them good takes
forever.  You'll need to make two Sacrifical Altars - 1 to train squads and
another to upgrade them...and it is still slow!  This is one of the reasons why
I only play Chaos in a quick-start game.
- Cultists - They suck.  They are the worst starting unit in the game.  To make
it worse, they take up 2 spots in your squad cap!  Compare this to the Space
Marine Scouts who only take up one spot.  You build a total of 2 scouts and send
them out.  Once you finish building your Barracks you have room for 3 marine
squads (2 builders @ 1 ea. + 2 scouts @ 1 ea. + 3 marines @ 2 ea.).  Chaos can
only use 2 (2 builders @ 1 ea., 2 scouts @ 2 ea., 2 marines @ 2 ea.).
Insignificant?  I don't think so.  Many times I have seen an extra squad be the
difference in a conflict deciding who gets a critical location, especially early
in the game, and especially in a standard start game (another reason to only
play Chaos in QS).
- Bloodthirster - is super cool but loses a lot of value because of the high
cost and because of its constantly dropping health.  Unless you summon him and
completely destroy or severely cripple your enemies you are going to need
another one.  This of course takes a lot of time and resources...
- No healers.
- Weak Commanders - Sorcerer has low health and must be micromanaged.
- No relic = no Bloodthirster = Bad News (this is especially true for Chaos but
can apply to any race; you can't get a superweapon without them.  - Editor.)

If anyone can think of any other weaknesses for Chaos (please don't exaggerate,
I'm trying to provide a balanced view, here), drop me a line.  My email address
is down at the bottom.  I'd appreciate any help you could give me.

------------------------------
Origins of the Traitor Legions
------------------------------

Your lessons shall begin with history.  The history of us and our long conflict
with the servants of the False Emperor.  Heed my words, for all that I speak
now is truth, which we do not disdain to reveal.

It began at the end of the Great Crusade, the Emperor's war to reclaim
humanity's former domain.  At the Eastern Fringe of the galaxy, the campaign
was entrusted to Horus, Primarch and creator of the Luna Wolves Space Marine
Legion.  Named Warmaster of all the Emperor's armies in recognition of his
abilities, Horus was somehow corrupted by the powers of Chaos.  When the
commander of the nearby Istvaan system spoke of rebellion and separation,
Horus moved to crush him.  Upon entering the system, no demands for surrender
or any attempt at communication was made.  He simply bombed the planet Istvaan
III out of existence.

The Emperor, who bore witness to the psychic death screams of the populace,
dispatched seven legions to call Horus into account for his actions.  The
Warmaster's forces had redeployed to Istvaan V, where the loyal Space Marines
made planetfall.  However, the traitor legion was more well-entrenched than the
first three legions expected and so they fell back to the drop point, only to
be massacred by the other four legions - traitors all.

In the wake of the Istvaan V Dropsite Massacre, the Imperium tore itself apart
in a bitter civil war known 11,000 years later as the Horus Heresy.  Brother
fought brother as more and more Space Marines rallied behind Horus, thinking
that he should be ruler of the Imperium.  The Adeptus Mechanicus, the powerful
group of machinists based on Mars, was torn in half.  Half swore themselves
to Chaos as well, turning their city-razing weapons on their former brothers.

On worlds across the Imperium, the same scene was being repeated.  Battle lines
stretching thousands of miles long as loyalists and traitors fought each other. 
Chaos Cultists rose up and began prowling the streets.  Everywhere was a scene
of bitter conflict and total war.

Finally, the Space Marines began a counterattack, but it was too late.  Horus
had already pushed so far into the galaxy that he was poised to strike a
deathblow at Earth itself.  Most of the Legions were too far away to intervene.
When the assault of Terra began, there were only three legions standing to
defend it.  The unstoppable tide of Chaos Warriors engulfed Earth and laid
seige to the Imperial Palace.  Then, Horus lowered the shields on his battle
barge in an inexplicable move.  The Emperor immediately sensed this and
teleported with a few select warriors to the command ship.  Once onboard, the
Emperor became separated from his men but managed to fight his way to the
bridge, where he saw the Daemon Prince Horus standing over the broken body of
his brother, Sanguinius of the Blood Angels.  In the ensuing battle, the
Emperor triumphed and killed Horus, but not before being horribly wounded
himself.  This is why he resides today in the life support system called the
Golden Throne.

As for the traitors, they fled to the Eye of Terror, an opening into the
Realm of Chaos, and have remained ever since, moving out to wage a neverending
war against humanity.

------------------
Unit Scout Reports
------------------

My lord, before you begin your part in the neverending war, you must first know
your men.  Understand their strengths and weaknesses and the first step on the
path towards victory is assured.

Please note that the following information is given on each unit:
Name: The unit's name
Cost: Their cost in terms of requisition (R) and energy (E)
Morale: The size of the unit's morale bar
Equipment: This is a cosmetic feature, but it helps to show the relative power
of the unit.  A bolter is the average weapon against which all others are 
measured.  A laspistol is weaker, while a heavy bolter is stronger.
Attach/Detach?: Can you attach a special unit to this squad?
Abilities: The unit's special commands

Infantry
--------
Never underestimate the usefulness of Infantry.  They form the backbone of your
army and will often triumph without the aid of artillery and heavy vehicles.

Name: Heretic
Cost: 
Morale:
Equipment:  Claws, Magic
Attach/Detach?: No
Abilities:  Build Structure - Builds structures
Repair Structure - Repairs targeted structure
Forced Labor - Sacrifices HP to work at an increased rate.  Note that this will
drain the Heretic's health and can result in death.

Description: The backbone of your infrastructure, Heretics serve one purpose -
to build and repair your base.  Base management is not a critical skill in Dawn
of War, because the primary focus is on the battlefield.  In addition, Heretics
take up one "squad point" and you will want as many of these as you can have to
sustain your army.  Think of them as being like food in Warcraft III.  As a
general rule, 2 Heretics is enough to build and maintain your entire base from
start to finish.  Note that Heretics can also pool their powers in order to
construct buildings faster.

Name: Chaos Cultist Squad
Cost: 
Morale: 
Equipment:  Laspistol, Sword, Plasma Gun, Grenade Launcher
Attach/Detach?: Yes
Abilities:  Call Reinforcements - Calls up to 6 additional cultists

Add Squad Leader - Calls an Aspiring Champion of Chaos

Add Plasma Gun - Gives one squad member a plasma gun, which can pierce armor 
and is effective against heavy infantry.

Add Grenade Launcher - Gives one squad member a grenade	launcher, which fires
explosive projectiles that can scatter enemy units.  Effective against infantry.

Infiltrate - Squad becomes invisible and cannot be attacked, but can be detected
by Commanders.

Description: Cultists are built from the Desecrated Stronghold and are your 
basic cheap, quick to produce, and slightly large scout squad.  Essentially, 
they're cannon fodder, but you should have at least one squad at the beginning
of the game to scout out and claim strategic points.

Name: Chaos Space Marines
Cost: 200 R, 0 E
Morale:
Equipment: Bolter, Close Combat Weapon, Heavy Bolter, Flamer, Plasma Gun,
Rocket Launcher
Attach/Detach?: Yes
Abilities: Call Reinforcements - Calls up to 6 additional marines

Add Squad Leader - Calls an Aspiring Champion of Chaos

Add Flamer - Gives one squad member a flamer, which does little damage, but is
effective for breaking enemy morale.  Useful against Orks, the only race that
will ever come in range.

Add Heavy Bolter - Gives one squad member a Heavy Bolter, which is very 
effective against infantry.  This is a heavy weapon, so the marine must be 
standing still to use it.  The weapon of choice against Eldar and Orks (unless
they decide to bring vehicles)

Add Plasma Gun - Gives one squad member a plasma gun, which can pierce armor 
and is effective against heavy infantry.  The weapon of choice against Space
Marines and Chaos Space Marines, seeing limited use against Eldar late in the
game.

Add Rocket Launcher - Gives one squad member a rocket launcher, which is very 
effective against vehicles and structures.  It can also scatter enemy units.  
This is a heavy weapon, so the marine must be standing still to use it.

Description: Chaos Space Marines are the backbone of your army.  They can have 
more members than the average marine and they are as strong and only a bit less 
durable than the average Space Marine squad.  They have the numbers and 
firepower to match an Ork Slugga Boyz squad in combat and are more than capable
of taking down one of the Eldar aspect squads.  Their strength lies in their 
versatility; they can call down reinforcements fast and can be customized on 
the go.  Beware, because they are more easily broken than Space Marines.

Name: Chaos Raptors
Cost:
Morale:
Equipment:  Chainsword, Jump Pack
Attach/Detach?: No
Abilities:  Call Reinforcements - Calls up to 6 additional marines

Add Squad Leader - Calls an Aspiring Champion of Chaos

Add Flamer - Gives one squad member a flamer, which does little damage, but is 
effective for breaking enemy morale.  Useful against Orks, the only race that
will ever come in range.

Add Plasma Gun - Gives one squad member a plasma gun, which can pierce armor 
and is effective against heavy infantry.  The weapon of choice against Space
Marines and Chaos Space Marines, seeing limited use against Eldar late in the
game.

Jump - Use Jetpacks to fly a short distance, even crossing impassable terrain.

Speed Fiend - Increases Chaos Raptor movement and attack speed for a short time.

Description: Your all-purpose assault marines.  Chaos Raptors focus exclusively
on melee combat and are quite good at it with relatively powerful armor and 
increased damage with their chainswords.  Their speed fiend and jump abilities 
make them excellent hit-and-run units, provided that you can coordinate them 
effectively.  It is quite amusing to play in a LAN Cafe and see the look of 
surprise and horror on the face of your opponent when his grand army runs up 
against two squads of Chaos Space Marines...only to find the 3 squads of 
Raptors descending upon him.  Guns?  We don't need no stinkin' guns!  Well,
actually, Raptors CAN carry some heavy weapons, so...yeah.  Downside?  They
don't have Melta Bombs like their Space Marine counterparts, the Assault
Marines, making them more effective against infantry.  Somewhat.

Name: Horrors of Tzeentch
Cost:
Morale:
Equipment:  Magic
Attach/Detach?: No
Abilities:  Deep Strike - Horrors may be summoned anywhere on the battlefield, 
provided that it is clear, visible terrain.

Description:  A nasty surprise to deal to your opponents, Horrors are excellent
at breaking an opponent's morale.  If left unchecked, these little buggers can 
be a real pain to kill because their magical flames not only break opponents 
much faster, but pierce ordinary armor with ease, making them useful against 
heavy infantry.  I do not use them much, but feel free to experiment and tell 
me what you think.  Let me know your horror strategies, as well as any others.
My email address is down below.

----
NOTE
----
Horror Strategies!  Here they are for your reading and battling pleasure.

Maarten Quick advises:

First off, you build your Sacrificial Circle 100% full with Horrors. When the
Circle is completely full, build another Horror Squad. Note that there will be
a message saying pop full. This is part of the plan. Let the Horror training
bar fill up completely, then keep them on stand-by. 

Then, when you launch your attack with whatever you use, drop the Horrors behind
the enemy frontline to catch them in a pincer move. Also take note that by
summoning the 5 Horrors already inside the Circle, this will make room for the
6th Horror Squad you just trained, allowing you to summon 6 Horror Squads in a
row, instead of 5. And with your main attack force before them and your Horrors
behind them, the enemy won't know who to get first, and also find them quite
effectively cut off from reinforcements outside the frontline.

[Calling all devotees of Tzeentch!  Take note of this strategy!]

Another strategy from Ben Walton:

You asked about stratagies with the Horrors, here is mine.  They are only really
good against infintry, and if you put them up against mele units they are going
to get chewed up really quickly.  What I recomend is sending in a group of
possessed squads and then deepstrike a single group of horrors behind the group
you are attacking.  This gives you several advantages.
#1 You will severly weaken the units your posessed squads are attacking w/
morale and actual damage.
#2 You can hold up any reinforcements that might arrive giving your posessed
squads the chance to finish off whoever they are attacking at that moment.
#3  Might act as 'cannon fodder' which is actually good.
When your posessed squads lose morale they become even more useless than
raptors, if your enemy is concerned about the horrors and try to break their
morale that allows your squads to remain usefull.    I particularly like this
tactic as a 'hit and run' move. If you can finish off your enemy in that hit
that's great, but usually I will pull back my posessed squads once they start
taking significant losses and just let my horrors die.  You can't add to them
so if I send them in I want to make sure they die off and not waste any of my
squad cap by being less than full strength.

Keep 'em coming, people!

Name: Possessed Chaos Space Marines
Cost: 100 R, 300 E
Morale:
Equipment:  Various Daemonic Mutations
Attach/Detach?: No
Abilities:  Call Reinforcements - Calls up to 4 additional marines

Description: Oh, baby!  These guys are excellent when fully upgraded.  Their 
Daemonic Fire, while doing 0 damage, can break an enemy unit like that *snap*.
Their Daemonic Talons, when fully upgraded, have beautiful armor-piercing 
qualities and their Daemonic Speed allows them to move with...well...startling
speed.  They will be upon you and tear you apart before you know what hit you.
Besides which, they are quite supernaturally tough.  Be sure to take them out 
of the fray when they start to break.  Possessed are a bit expensive and take 
awhile to reinforce.

Name: Obliterator Cult
Cost:
Morale:
Equipment:  Daemonic Morpho-arms
Attach/Detach?: No
Abilities:  Call Reinforcements - Calls up to 3 additional marines

Deep Strike - Obliterators may be summoned anywhere on the battlefield, 
provided that it is clear, visible terrain.

Teleport - Obliterators may teleport a short distance, allowing them to cross 
even impassable terrain.

Description: Obliterators are the heavy support platform for any group of 
infantry.  They can be a great tool for flanking and surrounding the enemy, or 
just landing in the middle of a base and causing massive havoc.  Their patented
Daemonic Morpho-arms (TM) can transform into any heavy weapon, so they can use 
lascannons on the fools who bring up tanks and turrets, or autocannons on the 
fools who send their infantry to die.  Be careful, though.  Obliterators are 
NOT Terminators and can be killed by heavy, focused fire.  Like the 
Bloodthirster, you need to have a captured relic to builds these, but one squad
can take down most isolated targets.  I prefer to use them on the front line, 
along with my Vehicles, to spearhead my assaults, although I have not tried 
them out against intelligent human players before.

Vehicles
--------
Vehicles are your heavy support.  With armor and health totals unmatched by 
puny infantry, they can be effective tanks (they call them that for a reason, 
ya know...) or base defenses.  Sadly, the Chaos selection of Vehicles is 
somewhat limited and with good reason!  If you take a look at Codex: Chaos 
Space Marines for the tabletop game, Chaos has access to some pretty whacky
 machinery, including the (OMG!) Land Raiders.  If Chaos had access to two 
super weapons, they would be unstoppable!  Kudos to Relic for readjusting the 
balance of power.  However, a few MORE vehicles might have been nice.

Name: Chaos Rhino
Cost:
Equipment:  Transport Bays
Abilities:  Transport - Can transport one squad of Chaos Space Marines or 
equivalent, protecting them from all damage.  Cannot transport Obliterators or 
other heavy units.

Smoke Launcher - Launches Smoke Grenades at target unit, reducing their 
accuracy in combat.

Description: Rhinos are the APCs of the Warhammer 40K world.  They don't have 
firing ports like in the tabletop game, that would be unfair!  But they do 
provide a means to quickly transport Marine squads from one area to the next.
Perfect for large maps where rapid re-deployment is necessary.

Name: Chaos Defiler
Cost:
Equipment:  Claws, Flamer, Autocannon, Defiler Artillery Cannon
Abilities:  Attack Ground - Orders the Defiler to bombard target area

Description: Whoooooooo!  These are my absolute favorites, both on the table 
and on the PC.  They are extremely mobile and can stand toe-to-toe against most 
vehicles and infantry units.  Fear their Artillery Cannon, for it can scatter 
infantry by the dozen.  It can also do that in close combat.  Your staple 
artillery platform and not too expensive, short production time.  'Nuff said.

Name: Chaos Predator
Cost:
Equipment:  Twin-linked Lascannon, Side Sponson-mounted Lascannons
Abilities:  Add Twin-linked Lascannon - Replaces the Predator's standard turret
cannon with a twin-linked lascannon.

Add Lascannon - Replaces one of the Predator's side sponson-mounted cannons 
with a lascannon. (x2)

Description: Since Relic can't possibly give Chaos both Land Raiders and a 
Bloodthirster, the Predator has become the most powerful Chaos tank.  It is 
quite effective against vehicles and buildings and, while it doesn't have the 
same kind of firepower and armor as a Land Raider, it will suffice.  I don't 
use it much because the Defiler is much more versatile.  I guess it depends 
chiefly on the kind of terrain you will be encountering.  If it's not too bumpy,
the Predator can cover much more distance with speed.  However, on the more 
bumpy terrain, a Defiler can negotiate those tricky obstacles much more easily. 
Bear in mind that the Predator is also more expensive and takes longer to build,
but I've seen several Predators working together take down a Land Raider.

On the subject of Predators vs. Defilers, Joey Joe raises an interesting point:

"[cut and pasted from one of my posts from the GFaqs forum] 

Chaos are fine to play at the lower end of the ladder but if you look at the 
top players there are exceedingly few Chaos players [one in the top 30 and none
in the top 10] they really rely on the early rush as they simply don't have
enough anti-tank weaponry and their vehicle selection is rediculous. 

The Defiler is a brilliant unit yes, but 3 pop limits you to a max of 6 and 
they're incredibly fragile. 

The Pred is massively expensive even before upgrades and isn't a cost-effective
counter to anything."

I am not going to lie to you good people out there anymore.  It's true.  There
are very few people up on top who use Chaos.  Not even on the ordinary person
scale.  I myself suffer many defeats at the hands of the Eldar, whose Farseers
and Howling Banshees always seem to outflank me when I'm not looking (not to
mention my friend is ungodly good and, having nothing else to do, trains 3
hours a day).  So, if you are having second thoughts about playing Chaos, you
can stop reading this guide.  Now.

Still here?  Your devotion is commendable.

Don't lose hope, this will hopefully be fixed with later patches.  For now, 
I'll just work with what I have.  Joey is correct in the sense that Predators 
are massively expensive.  Defilers seem to be a more cost-effective use of time
and resources.  Unless the price for Preds is reduced in future, I see the
argument as being closed.  Any more thoughts?  Drop me a line.  You know the
drill.

Special Units
-------------
Special Units represent the pinnacle of the favor of the Chaos Gods.  They are
a deadly addition to any Chaos Player's arsenal and should be purchased as soon
as humanly possible.  In the case of the Bloodthirster, purchase him more than
once, because you KNOW everyone else will be doing the same with their special
units.

Name: Chaos Lord
Cost:
Morale:
Equipment: Power Scythe, Bolt Pistol
Abilities:

Description: The Chaos Lord is your Field Commander, a powerful warrior and
leader in his own right.  He can be attached to any squad of Chaos Space 
Marines, where his incredible fighting prowess and abilities will be put to 
good use supporting that squad.  Note that you can only build one, though.  Get
him as soon as you have any spare resources, 'cause he's available once you
upgrade to a Monastery.

Name: Chaos Sorcerer
Cost:
Morale:
Equipment: Psyker Powers, Psyker's Staff, Bolt Pistol
Abilities:

Description: The Chaos Sorcerer is second-in-command of any Chaos Army and is
very good at what he does.  Apart from being able to stand toe-to-toe with any
Librarian or other such unit, the Sorcerer also has a great number of Psychic
powers at his disposal, including the powerful Doombolt spell.  This guy needs
to be micromanaged a bit to be really effective, though.  Bear this in mind.

Name: Bloodthirster of Khorne
Cost:
Morale: Unbreakable
Equipment: Daemon Axe
Abilities: Jump - Uses massive wings to fly to any location within a radius from
the Bloodthirster.  Can be used to cross impassable terrain or move to a higher
elevation.

Description: The Bloodthirster is a Greater Daemon of Khorne, the Blood God.  
It is an avatar of warfare, bloodshed, and destruction.  It is totally fearless
and will keep fighting until war itself no longer exists.  In order to summon 
one, it must first be prepared (requires a captured Relic), then it must possess
one of your Aspiring Champions or Heroes.  Just target the squad and BOOM!  He 
arrives with a bang.  This guy is the ultimate weapon of the Chaos Space 
Marines.  He's impervious to most standard weapons and, though he decays over
time, he can cause more than enough damage in that amount of time.  Get him.
Now.  Before the Avatar of Khaine comes knocking at your door.  Kill him.
Blood for the Blood God!  Mwahahahahaha!  Excellent for leading charges, 
because he will draw literally ALL the opponent's firepower in their desparate
scramble to kill him.

Several people have pointed out that the Bloodthirster is somewhat underpowered
as a superweapon.  Aside from the cost and the loss of HP, one person pointed
out something interesting to me.

Andreas Baird writes:

I was reading your (very good) guide on using Chaos in Dawn Of War and I noticed
that there is something you probably should have mentioned about the
Bloodthirster, and that is the fact it is useless against Space Marines. 

I don't know whether or not you have seen it (I can't imagine you havn't) but if
a Bloodthirster gets into combat with the Space Marine leader he will killl him
very quickly (with an incredibly cool animation that involves him jumping on the
Demon's back and literally hammering him back into hell). I think this may also
happen with the Librarian although I havn't bothered using a Bloodthirster vs.
Space Marines since the first time.... 

This just seems like a good thing to mention as it makes the Bloodthirster a
complete waste of resources against Space Marines as they only last about a
minute at most :( 

Sorry to teach my granny to suck eggs on this one but I thought it best to tell
you.

--------------------------
Structure Scouting Reports
--------------------------
Although your base of operations isn't as important as most of the other 
elements of gameplay in Dawn of War, it would be foolish to underestimate its
usefulness.  This is where your units are produced and your resources are
gathered.  Oh, and don't forget about all the wonderful upgrades you can get
here!

Name: Desecrated Stronghold
Cost:
Health:
Produces:   Heretic, Cultist Squad
Upgrades:   Increase Squad Cap - Increases the maximum number of squads you can
have in play.

Increase Vehicle Cap - Increases the maximum number of vehicles you can have in
play.

Monastery Add-On - Enables level 2 technologies

Fortress Monastery Add-On - Enables level 3 technologies

Description: The Desecrated Stronghold is the backbone of your base.  It is 
decently armored and can withstand massive punishment, especially when it is 
has the Fortress Monastery Add-on.  It also generates +20 Requisition Points 
and sets the squad cap at 10.  In addition, it generates a zone of control in
which all other buildings (except listening posts) must be placed.

Name: Chaos Temple
Cost:
Health:
Produces:   Chaos Space Marines, Chaos Raptor, Chaos Lord (1 Only)
Upgrades:   Frag Grenades - Usable by Chaos Space Marine squads.  When a Frag 
Grenade is thrown, it deals massive damage to an enemy and scatters them.  Most
effective against infantry.

Speed Fiend - Enables the Speed Fiend ability for Chaos Raptors

Description: Looks like a Desecrated Chapel Barracks to me.  That's pretty much
what it is; the core of your army is produced here.  Generally, this is the
first building you want to build and start churning out Chaos Space Marine or
Chaos Raptor squads.

Name: Armory
Cost:
Health:
Produces:  Heavy Weapons
Upgrades:  Increase Heavy Weapon Limit: Allows Chaos Space Marines to carry 
additional heavy weapons.  Normal restrictions still apply.

Target Sensors: Gives all Chaos Space Marines the Target Sensor wargear, 
improving their accuracy.  Can be taken twice.

Bionics: Improves health of all Chaos Space Marines.  Can be taken twice.

Power Sword: Gives all Aspiring Champions the Power Sword wargear.  Power Swords
ignore most kinds of armor, making them effective against heavy infantry.

Power Fist: Gives all Aspiring Champions the Power Fist wargear.  Power Fists 
ignore all kinds of armor, making them effective against vehicles and structures
as well as heavy infantry.

Plasma Pistol: Upgrades all Aspiring Champion bolt pistols to plasma pistols, 
which ignore armor and are effective against heavy infantry.

Furious Charge: Gives Chaos Space Marines the Furious Charge veteran skill.  
Marines upgraded with this skill will charge into close combat and gain a bonus
to speed and damage.

Infiltration: Gives Chaos Space Marines the ability to Infiltrate, making them 
invisible to all enemies except commanders.  If they are fired upon, the 
invisibility is dispelled.

Description: The Armory should be the second building you build, as it allows 
you to take heavy weapons and contains several crucial upgrades that will allow
your army to dominate in a fight.  Power Swords and Plasma Pistols are essential
for your sergeants, turning them into deadly warriors in their own right.
Furious Charge is useful for people who are heavy on Chaos Raptors or Possessed
Marines while Target Sensors and Bionics should be applied to any playing 
style.  Infiltration is the most evil because of its sheer usefulness.  Just to
be extra evil, sneak a squad of Marines into your opponent's base, then summon 
a Bloodthirster.  It won't break the invisibility ;).

Name: Listening Post
Cost:
Health:
Produces:   Requisition Points
Upgrades:   Fortified Position - Upgrades the Listening Post to produce more 
Requisition, increase armor, and add an autocannon.

Heavily Fortified Position - Upgrades the Fortified Position to produce even 
more Requisition, greater armor, and increases the power of the autocannon.

Improved Engagement Research - Improves the overall rate of generating 
Requisition points.  Use this if you have a lot of energy but are running low 
on Requisition.

Escalate Engagement Research - Improves the rate at which you generate 
Requisition points.  Upgrade if you have a surplus of Energy but a shortage of 
Requisition.

Description: You can build listening posts on any captured Relic or Strategic 
Location to defend it from capture.  The armor of the Fortified and Heavliy 
fortified positions will delay most enemies long enough for reinforcements to 
arrive, but don't count on it to protect the Point.

Name: Plasma Reactor
Cost: 135 R
Health:
Produces:   Energy
Upgrades:   Improved Power Grid - Improves the rate at which you recieve energy.
Research this if you have a shortage of Energy but a surplus of Requisition 
Points.  I prefer this over Engagement research because I'm usually low on 
energy.

Improved Plasma Battery - Further improves the rate at which you recieve energy.

Description: Plasma Reactors are your main energy producing structures in Dawn 
of War.  They produce a mediocre amount of energy, though, and another drawback
is that you can only build 6 per Stronghold you have.  However, Energy is 
crucial to the production of most upgrades and Vehicles, so I would recommend 
building 6 as soon as possible.

Name: Thermo Plasma Reactor
Cost:
Health:
Produces:  Energy
Upgrades:  None

Description: The Thermo Plasma Reactor is a more powerful version of the Plasma
Reactor that costs more, but generates an exponentially large amount of 
energy.  I mean literally three or four times more energy than the average 
power plant.  The only disadvantage is that they can only be built on Slag 
Heaps, marked on the map as purple dots.  If you see Slag Heaps, try and claim
them straight away to get an extra resource advantage.

Name: Machine Pit
Cost:
Health:
Produces:  Chaos Rhino, Chaos Defiler, Chaos Predator
Upgrades:  Smoke Launchers - Gives Rhinos the ability to fire smoke grenades 
into combat, reducing enemy accuracy by 50%.

Description: The Machine Pit is your vehicle production facility, so treat it 
well.  In addition to allowing you access to vehicles, the Machine Pit also 
generates two "Machine Points" towards your total limit of 20.  It's a given 
that you should build this as soon as you can.

Name: Sacrificial Altar
Cost:
Health:
Produces:  Horror Squad, Possessed Chaos Space Marines, Chaos Sorcerer (1 only)
Upgrades:  Daemonic Fire: Gives Possessed Marines a Flamer-style attack that 
does no damage, but incredible damage to enemy morale.

Daemonic Speed: Increases speed of Possessed Marines.

Daemonic Mutation: Increases strength of Possessed Marines.

Daemonic Talons: Increases armor penetration power of Possessed Marines.

Description: The Sacrificial Altar is the Chaos equivalent of the Sacred 
Artifact for the Space Marines.  This structure allows you to produce 
specialized units like the Possessed Chaos Space Marines and the Chaos 
Librarian Hero, the Sorcerer.  Horrors can also be deep-striked from here.  
There are several key Commander upgrades that will be applied both to your 
Chaos Lord and Sorcerer, making this structure a must-build.

Name: Heavy Bolter Turret
Cost:
Health:
Produces:  Bullet holes through a lot of lackeys of the False Emperor!
Upgrades:  Anti-Vehicle Upgrade: Permanently reconfigures the turret to fire 
rockets effective against vehicles.

Description: The Heavy Bolter Turret is the one and only defensive structure 
for your base.  I don't really waste a lot of time with these, because they 
aren't powerful and a person with a lot of artillery could sit back and shell 
you from long range...and you wouldn't even notice!  All the enemy needs to 
have is a squad of infiltrators standing close enough and BAM!  Your turrets 
are gone.  Besides, this game isn't about turtling inside your base.

Name: Mine Field
Cost:
Health:
Produces:  Land Mines
Upgrades:  None

Description: Mine Fields can be laid by any Heretic and are a decent form of 
base defense if you ever think you need one.  They cannot be detected, except 
by Commanders and detonate as soon as a unit steps on them, sending them flying
sky high.  I don't really bother with these either, but if you want to use 
them, don't let me stop you.

Name: Daemon Pit
Cost:
Health:
Produces:  Obliterator Cult
Upgrades:  Personal Teleporters: Allows Obliterators to teleport as per the 
Jump ability used by Chaos Raptors.  There is a slight delay between the 
command and the actual teleportation, but they can cross normally impassable 
terrain.

Bloodthirster: Prepares a Bloodthirster, the Greater Daemon of Khorne, for 
summoning.  It's an upgrade, I swear!  Once this is completed, you may select 
the option from any squad with an Aspiring Champion.  You can even select your 
Chaos Lord or Sorcerer.  Blood for the Blood God!

Description: This structure contains the final and perhaps the most powerful 
units in the Chaos arsenal.  The Obliterator Cults can be prepped for Deep 
Strike here and the dreaded Super Weapon of Chaos can be readied here as well: 
the Bloodthirster of Khorne.

------------
General Tips
------------

Learning how to play the Chaos Space Marines is easy, but to master them is
difficult.  I don't claim to be a master, but here is my advice to my fellow
devotees of the Ruinous Powers.

- Learn the Hotkeys.  While this is important in any RTS, it is doubly important
in Dawn of War.  When a battle is raging, you need to be able to make tough 
decisions in the blink of an eye and the time it takes you to move the mouse 
over and click that button may have cost you a squad of Marines.

- The beginning of the game is crucial.  Try to have some sort of plan in your
mind of what you want to build and when you want to build it.  I usually go
with a Chaos Temple, with a squad of Cultists being produced followed by
another Heretic who will make Plasma Reactors.  The choice is up to you, but
take advantage of the long load times.

- Specialization can be a good thing.  Those who have an earlier version of my
guide may know that I was against this tactic before, but I have found it to be
quite useful if you know what you're up against.  One squad of Chaos Space
Marines with 4 Plasma Cannons can really chew up those little Space Marines.
4 Heavy Bolters make an excellent deterrent for stray Ork squads.  So, actually,
I kinda prefer specialization now.

- Beware of heavy weapons.  This may sound weird, but against enemies like the 
Orks, those few seconds it takes to load your guns may see da Boyz already on 
top of you and saying, "me gon' chop you" while gleefully hacking the innards 
out of your Marines.

- Be aggressive.  This game is NOT for Turtles.  A turtle is one of those 
people who builds an impregnable base defense, then sends a message to one of 
his opponents saying, "c'mon!  Attack me!  I dare you!"  The annoyance factor 
of these people is on par with Campers and Frag Stealers in FPS's, so it's a 
good thing Relic has done away with Turtling opportunities.  You need to 
capture strategic points in order to build up your army!  You ain't in Gold 
Mine land anymore.

- Be aware of your enemy's location.  On any map, you can usually predict where
your opponent is going to be, based on your team's starting locations.  A quick
strike early on can cripple their economy.  In the meantime, expand and grab
the nearest strategic points.

- Never underestimate the power of morale.  Having a few Flamers in your army
can make all the difference.  A broken squad will deal less damage and take
more damage in return, so most people interested in preserving their army will
have broken squads retreat.  This can turn the tide in your favor, because you
have less enemies firing upon you.

- Be sure to keep reserves in your base.  Often, an enemy will throw all their
might at an approaching army and if you can rout them, don't bother trying to
regroup.  Send in your second wave or use your deep-striking units to finish
the job.

- Abuse the Infiltration ability.  While this can easily be countered by most 
thinking humans, having an Infiltration unit penetrate the enemy perimeter and
summon a Bloodthirster can give most opponents a rude awakening!

Early Game Tips

The beginnning of the game is often key for Chaos players, whether you are going
to do an early rush to drop your opponent or concentrate on building up your
forces for a Take and Hold victory.  The "King's Pawn" Opening is one of the
most popular methods of starting the game for any side.  Just modify to fit.

"King's Pawn" Opening

- When the map loads, immediately select your Desecrated Stronghold
- Queue up 2 squads of Chaos Cultists and 1 more Heretic
- Select your existing Heretic immediately after that and build a Chaos Temple
- Using the Heretic's Forced Labor ability, get the Temple and a Plasma
  Generator done as soon as possible
- When the Cultist Squads are ready, send them to capture any nearby Strategic
  points and Relics
- When the Chaos Temple is ready, queue up a squad of Tactical Marines and a
  Chaos Lord
- When they are ready, immediately begin active scouting while producing more
  squads of either Tactical or Assault Marines (Chaos Marines or Raptors)

As you can see, this opening is pretty solid and gives the player good grounding
to both expand and defend his base early on in the game.  From there, you should
focus on building up your army of infantry in hopes of catching a player off
guard and eliminating them.  If you prefer to do things the Take and Hold way,
observe the locations of the map's most easily defendable Critical Locations
and plan ahead.  You will want more Tactical Squads and less Raptors for defense
and will want lots and lots of long range firepower.  Either way, Defilers are
what you crave (just like White Castle).

Mid Game Tips

The middle of the game is when it becomes crunch time for the Chaos Space
Marines.  You will live or you will die at this point by your planning, your
troop selections, and the speed of your fingers.  Here are some general pointers
for the half time fight.

- The units that are considered "midgame" units are the Defiler, Chaos Tactical
  Squad, Chaos Raptor Squad, Horrors of Tzeentch, the Chaos Sorcerer, and the
  (ugh!) Chaos Predator
- Building a Chaos Sorcerer is critical in the power race against the Space
  Marines.  Having a psyker on your side when the engagements start racking up
  can be a major factor in deciding the outcome.  Don't even try to win against
  the Eldar in such a race, because their Force Commander is a psyker by default
  The Orks' Mad Dok doesn't seem to have psychic powers, although if someone
  could confirm this, that would be nice
- While it may be tempting to build a Sacrificial Altar in the beginning of the
  game and turn out Horrors of Tzeentch, bear in mind their cost.  Your
  economy isn't strong enough to handle the pressure of Horrors yet and most of
  the upgrades at the Altar only become available after you upgrade to a L2
  Desecrated Stronghold.  You'll need all your resources to build your standing
  army of grunts (who are undeniably effective, unlike some other games I could
  name *coughcommandandconquercough*)
- There are a lot of upgrades that can be researched at this

Any more tips?  Drop me a line.  My email is down below.

----------------------
Specialized Strategies
----------------------
We have all been there before.  There will come a time in any player's life
when they will stop playing the single campaign and start playing multiplayer
games, whether with the computer or real life people.  This section is designed
to ease the growing pains for such gamers...okay.  Not really.  But you know
the general idea, right?  Look here to find my thoughts and tips on fighting
other factions in the game.

------------
Against Orks
------------
The Orks are a tricky race for anyone to play because of their unique tech tree
and the addition of the Ork resource to reign in their army production.  Once
you learn the techniques, however, I believe the Orks are simple to play and
absolutely brutal on the battlefield.  However, the limitations on their tech
tree are their biggest weakness as well as the balancing factor in the game.
While it is easier said than done, one of the tricks to beating the Orks is to
limit (1) their population and (2) how many of your units they kill.

First, an Ork player will be much more aggressive initially than any other
faction, because they start off with a unit of Slugga Boyz, which they can send
around to capture strategic points.  Therefore, you should establish your own
zone of influence (where the Strategic Points mark its border) as soon as
possible.  Try to avoid conflict with the Orks (unless they are on your side),
but if you come across one of their units on the field, burn it down to the
last alien filth!

Control the Ork population and you control the technologies available to them.
Personally, I just try to stop them from even getting Nobz, because Nobz in
large numbers will slaughter infantry like pigs.

As for the Ork resource, there is little you can do to stop them once they get
into full swing.  If you're playing a team game, that is.  Regardless, Orks
are particularly vulnerable to flamers and heavy bolters.  Once an Ork squad
is broken, your heavy bolters will chew it up.  Just beware of the lag needed
to set up the weapon.  Perhaps this is where Defilers will come in handy.  Be
sure to change weapons mid-way to Plasma Guns, because Ork Nobz are heavy
infantry (I think).  

Do not try to engage the Big Mek in single combat, because it's stronger than
your Chaos Lord and you will lose.  Better to send your underlings (Possessed
Marines are good here), but I don't think many ranged attacks will have an
effect on him.

Once the Orks have produced their Superweapon, the all-powerful Squiggoth,
there's not much you can do to stop it.  Perhaps a Bloodthirster combined
with extra good melee units would be able to take him down, but good luck.
That thing has armor and weapons like you wouldn't believe.  Bottom line?
Please don't let him get a Squiggoth.

A final note regarding vehicles - My general understanding is that the Ork
community is divided.  One camp views vehicles as a useful tool to shock and
terrorize foes (especially the Killa Kan) but the other feels that Vehicles
are a waste of time and resources, and are not cost-effective enough to deal
with anything.  You generally shouldn't need Missile Launchers when dealing
with Orks, but be prepared for anything.

Bottom Line: Don't try to match the Orks blow for blow.  You will lose every
time.  Rather, seek to tie them down and destroy them, rather than outdoing
them in sheer industrial capability.

-------------
Against Eldar
-------------
Many deride the Eldar as being the weakest of the races in Dawn of War.  This
is not so.  While it is true that Guardians, their basic troop type, are weak
they are easily stronger than scouts and generally serve as such.  Their array
of psychic powers can only be called dizzying and their speed can only be
called criminal.  Using their Fleet of Foot ability, the Eldar can expand fast
and capture strategic points halfway across the map in no time flat.  Not to
mention most of their units are cheaper (once they research the proper aspect
stone) than their Chaos "counterparts" and they acquire vehicles faster than
any of the other races, so expect to see Wraithlords out there real fast.  To
top it all off, the Eldar have more mobility than any of the other races.
They can use Webway gates to link even the most remote Listening Post to the
main army itself.  This means they can strike anywhere and everywhere.

So, how does one beat such deadly foes?  Well, I don't have any one formula
for fighting against them.  The difficult thing is that their units are
cheaper and quicker to produce, so they will be assaulting you with a Farseer
or other powerful unit fairly early in the game.  I don't usually have any
other choice but to play slightly defensive for awhile.  Heavy Bolters and
Flamers are, again, the Heavy Weapons of choice.

However, this may change once the Eldar start getting Warp Spiders.  They can
rip apart your heavy infantry with the greatest of ease and their haywire
grenades play havoc with vehicles.  If your enemy is a Warp Spider-heavy
player, field Plasma Guns.  Always keep a few units of Missile Launchers in
reserve to take out those pesky Fire Prisms and Wraithlords that come your
way.  It's hard to keep a defense going while you are hard pressed for
resources but don't give up!  The beginning is always the hard part against
Eldar, but it will only get harder if you wait.

Once you've managed to defend yourself, start building up an army for a steady
counterattack.  Defilers are the order of the day, as are Possessed Marines
and any deadly units you can muster.  Launching the counterassault is the most
deadly and dangerous part of the game for a Chaos player.  It is death to
assume that once the Eldar have been driven off, their forces have been
broken.  Why?  Well, if you have ever played Starcraft, the Webway gate acts
much like the Zerg Nydus Canal, or the GLA Tunnel Network in Command & Conquer
Generals.  Troops can be stored inside and used as a rapid-response defense
force that can be deployed anywhere.  Therefore, you assault a strategic point
then they deploy their defense force, then you waste troops in a costly battle
while they prepare a counterassault force of their own.

Therefore, it is a good idea when attacking to attack several places at once
so if there are Webway gates, much of the Webway network will be cut off as
soon as you strike.  That way, you will delay the defense force because the
Eldar player will be forced to move back to their second line and click the
Webway gate there, then deploy his units from there, by which point you should
already have faded back.  Capture and hold the points, then fortify them in
case the Eldar should return.  Send infiltration units ahead of the main army
to pinpoint the location of Webway gates, then bomb them with Defilers or
Chaos Space Marines with Missile Launchers.

If you should engage the Eldar, you will find that their force will always
contain at least one squad of Howling Banshees.  These close combat
specialists are very good at what they do and should be tied down as soon as
possible to prevent them from doing the same.  Use Defilers or other units
that can take a bit of punishment.  Meanwhile, have your Chaos Space Marines
and other units take out the Fire Support Teams such as Wraithlords, Dark
Reapers, Warp Spiders, and Rangers.  Rangers are especially deadly because
they come in large numbers, move like a scout team, and snipe like hell itself
had a Sniper Rifle.  You will learn to respect the Ranger, or you will perish.

Regarding the Avatar of the Bloody Handed God.  Kill him on sight with a
Bloodthirster.  A Bloodthirster standing toe to toe against an Avatar will win
and the benefits to the Eldar of having one in play are enormous.  Destroy it
as soon as possible and you will limit their production capabilities as well
as making them subject to morale penalties again.  They shall know the true
meaning of fear.

One more thing: you will want aggressive patrols near the perimeter of your zone
of influence.  I know you're probably cursing me out for making you micromanage
so much, but beware the Webway Creep.  Some Eldar players are masters of this
technique, which involves sneaking Bonesingers just outside your line of sight
and building Webway Gates.  This way, they can teleport forces directly to your
base and immediately overwhelm you.

Bottom Line: Like the Orks, the Eldar are fierce opponents in their own right.
They can get powerful units onto the field faster than you and will most likely
destroy you with quick, concerted attacks featuring Howling Banshees, Warp
Spiders, and Fire Prisms.  Or, they could overwhelm you in a wave of alien
death.  Play slightly defensively until you have fought them off, then grind
them down with a counterattack and cut off their mobility.

---------------------
Against Space Marines
---------------------
"An open mind is like a fortress with its gates unbarred and unguarded."  That
quote has nothing to do with any strategy whatsoever, but I think it's very
cool.  Anywho, the Space Marines are our hated enemies and should be crushed
wherever they are found.  They are a well balanced and simple to play army
that features a wide selection of troops and vehicles, including Terminators,
Dreadnoughts, and the dreaded Land Raider.

Initially, it will be best for you to rely on your Plasma Guns while building
up to a Machine Pit.  All Space Marines can be counted as heavy infantry thanks
to their power armor and Plasma Guns will butcher them with ease.  Be aware,
though, that they also have access to Plasma Guns and will most likely use them
to hunt you down.  You will need to outdo them in a Technology race and start
attacking them before they get Land Raiders.  Let me get one thing straight
with you: Nothing and I mean NOTHING you have in your arsenal is going to stop
a Land Raider at the vanguard of a Space Marine invasion force.

The key is constant pressure.  Seek out strategic points and at least bring
down their flags, then run.  Deprive them of their resources and destroy their
Machine Cults and Chapel Barracks wherever they can be found.  If possible,
keep them away from Relics, unless they have one right at the back of their
base.  Then there is usually not much you can do to keep it from them,
although it is interesting to note that few people look twice at a place they
consider secure.  Supposing the Relic is on a cliff-like piece of terrain far
into the back of their base (which happens on some maps.  The new map on the
1.10 patch, Tainted Soul, is one example, even if it's not a good one).  A
few squads of Raptors, when they jump behind enemy lines, could easily bring
down the relic's flag, making them waste time in capturing it again.  They
are unlikely to notice the messages about losing the relic in the heat of
say, a diversionary battle?

Having deprived them of Land Raiders, the next units to watch out for are the
Dreadnoughts and Predator Tank.  Well, actually, the Predatory succumbs to
the same tragic weakness as the Chaos Predator - it is not cost-effective
enough to handle many threats.  Therefore, most experienced players will not
use them and instead rely on their Dreadnoughts, who are quite powerful in
melee.  Again, squads of Chaos Space Marines with Missile Launchers are an
asset, as well as Possessed Marines, thanks to their Daemonic Talons ability.

When approaching the endgame, beware of using a Bloodthirster due to the deadly
Daemonhammer that the Force Commander carries.  Its a very powerful weapon
against daemons like the Bloodthirster and apparently, he can literally hammer
it back to hell in short order.  The Librarian might also be able to do this.
If you apply the pressure, you should be able to bring them down, although a
rush early in the game is preferrable.

Bottom Line: The Space Marines are a deadly foe in every respect.  They combine
a powerful offense, mobility, and durability and should not be taken lightly.
Expect no mercy, for you shall receive none, and show them none in return.  The
defeat of a Space Marine player should afford you endless satisfaction because
of the souls you have given to the gods.  Besting the fools will please your
masters immensely.

---------------------------
Against Chaos Space Marines
---------------------------
Throughout the universe, the servants of Chaos strive to keep themselves at peak
strength and favor with their respective patrons.  Others, like the World Eaters
and Emperor's Children, hold long-standing feuds that constantly play themselves
out.  Whatever the case, fights between the Chaos Space Marines break out often.
The Chaos Space Marines are a force focused on offense, much in the same way
that the Orks are.  However, they combine this with the tactical versatility of
the Space Marines to create a force to be reckoned with.  You should know; you
play as them.

When playing against the Chaos Space Marines, remember that they will be using
largely the same tactics as you and will likely have a Chaos Lord and a squad
of Marines out at approximately the same time as you do.  Initially, it will be
a battle between Cultists and unupgraded squads of Chaos Space Marines, but try
to get Plasma Guns before your opponent does.  This will give you a huge killing
advantage because most Chaos troops are heavy infantry.

Climb the Tech Tree as fast as possible to get Possessed Marines while capturing
as much ground as you can.  Play to your strengths and your strengths lie in
aggressiveness!  You know plenty about being offensive, now use that knowledge
to your advantage.  Once you have Possessed Marines, you can pretty much stay
right where you are in terms of troop upgrades.  You don't need a Bloodthirster
and your Possessed can tear apart any vehicles the enemy might use.  Expect
Defilers and Possessed Marines on behalf of the enemy as well.

Continually upgrade your Commanders to get more activated abilities and your
troops to improve their effectiveness.  Send squads of Possessed Marines on the
offensive and produce them and Tactical Squads like crazy.  Support your men
with Plasma Guns and, if you want to add a little spice to your offensive
behavior, prepare a small squad of Infiltrators to sneak into their base and
call forth a Bloodthirster.  On the whole, any tactics used against the Space
Marines should be used against the Chaos Space Marines and aggressiveness is the
key.

Bottom Line: As I have mentioned before, offense is the best defense and this
applies especially when fighting the forces of Chaos.  They will use many of the
same strategies against you that you use against them, so always keep an eye on
your base just in case they send a Bloodthirster at you when you least expect
it.  Bear in mind that Chaos Space Marines are more easily broken and more frail
than Space Marines, so you should press any advantage you have.  Prove that you
are the superior servant and of higher standing with the Dark Gods!

--------------------
Against Ordo Malleus
--------------------
Note: The Ordo Malleus is not an official side that Relic has developed for play
in Warhammer 40K: Dawn of War.  The strategies in this guide refer to an
unofficial version of the Daemonhunters created independently.  You may find
this mod at http://www.innocence-proves-nothing.com/

The Ordo Malleus or Daemonhunters are not an official side but were created by a
talented group of mod makers who run a site called Innocence Proves Nothing.
They emphasize infantry dominance and have access to a unique tech tree and
deadly anti-daemon weapons.  Consequentially, their vehicles are rather weak.
I felt it necessary to include a section on them because a Chaos player may
encounter them somewhere in his career and they need to be equipped with some
knowledge about their foes in order to defeat them.

The beginning of the game might actually be easier for the Chaos player than
when fighting other races because the powerful Grey Knights do not come cheap.
Therefore, you will usually face scouting units in the beginning like
Inquisitorial Henchmen.  One thing you should be wary of is that the Ordo
Malleus Command Center, the Thunderhawk, can relocate itself on command and can
be upgraded with two Heavy Bolters to fire on incoming units.  Assaulting an
Ordo Malleus base in an early game rush will not be easy.  Your Chaos Space
Marines, equipped with Plasma Guns, should be more than a match for the Grey
Knights at range, but once they come closer, their Nemesis Force Weapons will
probably tear your Marines to pieces, so try not to engage them up close if at
all possible.

The middle of the game should be spent exploiting the Ordo Malleus' weakness
against vehicles.  Produce Defilers to hunt down the Grey Knights and any other
units that the Ordo Malleus might have produced by that point.  Don't worry
about the Grey Knights Dreadnoughts and other vehicles that they might have
built; your vehicles are probably equal to or superior to them.  On the other
hand, take care of your infantry because Grey Knights and other units will still
have access to Meltabombs to take out your Defilers, so take care.  Don't bother
with Daemons of any sort because the Space Marines they use, as well as Lord
Coteaz, the Force Commander, have Nemesis Force Weapons, which do extra damage
to Daemonic Entities.  This means no Bloodthirster either, but you shouldn't
need him.  As of now, I don't know whether Possessed Marines are affected by the
rule but if anyone does, they can let me know.

Finally, beware of the Officio Assassinorum.  It is a structure that allows the
Orodo Malleus access to various types of assassins which are very powerful but
not unstoppable.  They can have only one of each type, so if you see your troops
dying at a fast rate, you know to bring your Commander there to identify the
offender.

Bottom Line: The Grey Knights absolutely dominate with Infantry.  They are
powerful but not unstoppable.  In fact, the Grey Knights cost quite a lot
compared to Chaos Space Marines and take a bit longer to produce.  Don't use
daemons against them because they have a variety of weapons to deal with them.
Not only their close combat attacks, but the special heavy weapon they get
access to, the Psycannon.  They don't even need to stay still to use it!  Just
remember that they will fall to Vehicles, so to have plenty of Defilers is your
best bet.

----------------
The Army Painter
----------------
In my view, choosing an army that suits your taste is as important as a good
strategy.  The Army Painter will allow you to customize the coloring of your
Chaos Space Marines' Armor, Shoulder Pads, Trim, Eyes, and even the color of 
their Bolters!  The sheer possibilities for customization are incredible.  It's
also nice to develop your own color schemes or import those you made in the
tabletop game.  You could even create your own legion, with its own unique
identity, if that's what you wanted.

But for those of us (like me) without a modicum of artistic talent, we use the
pre-generated color schemes.  Here's a breakdown of the different storybook
Legions, their color schemes, and a little bit about them.  Note that this has
no bearing on the game, but is merely cosmetic.

Alpha Legion - The legion featured in the single player campaign.  The Alpha
Legion relies on their own strength, respecting strength and despising the
weak.  They may work for centuries on end, operating behind Imperial lines in
order to undermine the operations of the False Emperor.  Their colors are Dark
Blue and White, with a green insignia of a Hydra, which represents their ability
to strike quickly and where they please.

Black Legion - The legion formerly known as the Sons of Horus or the Luna
Wolves.  They were rallied after the Horus Heresy by the first Chosen of the
Warmaster, Abbadon.  He became the new champion of Chaos and took on the title
of Warmaster for himself.  They are almost always at the head of the Black
Crusades that Abbadon launches against the Imperium.  Their colors are Black
and Gold.

Death Guard - The legion dedicated to Nurgle, god of diseases, plagues, and
despair.  Mortarion, the Death Guard's Primarch, rushed to aid the loyalilsts
in their struggle but was trapped in Warp Space by Typhus, a traitor within the
ranks.  A strange disease began to destroy the Marines of the Death Guard and
Mortarion, in a fever, cried out to any power in the universe for relief and
Nurgle heard his call.  Following the Heresy, Mortarion was made a Daemon Prince
for his services during the war.  The Death Guard were inflicted with horrible
diseases, but did not die, resulting in Marines that are more durable than most.
They represent a slow moving, but unstoppable foe.  Their colors are Green and
Brown, kinda sickly-like.

Emperor's Children - The legion dedicated to Slaanesh, god of pleasure and
indulgence.  While Slaanesh is the youngest of the Chaos Gods, he has among the
most followers of the Four.  His chosen legion was dedicated to perfection in
all things, which became perverted into excess.  When their Primarch, Fulgrim,
attempted to reason with Horus, the renegade treated him to the pleasures and
indulgences (least of which being powerful drugs) while a tendril of Slaanesh's
power crept into his psyche.  He resisted staunchly at first, but eventually was
overwhelmed by the stimulation of his senses, which awakened unspoken desires.
The Emperor's Children followed their leader into the worship of Slaanesh and,
during the seige of the Emperor's Palace, they ignored it and instead proceeded
to the administrative districts of Terra where they committed massive
atrocities.  They make war into an art form with a riot of color and sonic
weaponry.  Not in Dawn of War, though.  Too bad...  Their colors are Pink
and Black.

Iron Warriors - The greatest seige warriors the Imperium had ever known, the
Iron Warriors have always respected strength and despised the weak.  Thus, they
were drawn to Horus' strength during the Heresy but have since become a paranoid
Legion that rarely allies with others and trusts nothing but its wargear.
They usually get access to more heavy weaponry than any other Legion and are
excellent at fortifying their positions.  Their colors are Gray and Gold.
Many Iron Warriors suits of armor and vehicles sport a striped pattern similar
to that used by American construction vehicles and other equipment.
Incidentally, their Primarch, Peturabo, wrote a treatise on siege warfare that
still forms the basis for the Imperial training program, over 10 millennia
later!

Night Lords - A legion that rules through fear and oppression.  The Night Lords
come from a world that is constantly shrouded in night, making them masters of
night fighting and stealth maneuvers.  Their tactics are designed to inspire
fear and terror in their foes and they are undeniably effective at what they do.
The Primarch of the Night Lords was known as Konrad Curze, aka the Night
Haunter, a vigilante who took control of his homeworld and destroyed the crime
lords through terror and oppression.  The legion of Marines he lead was the most
brutal of them all.  The Emperor took note of this and was about to curb their
excesses when the Heresy began.  Given His attitude towards them, it was not
surprising that they joined the Traitor Legions.  The famous assassination of
the Night Haunter forever broke the Night Lords as an organized threat to the
Imperium.  Their colors are Dark Blue, Grey, and Red.

Thousand Sons - This legion is not featured in the standard pack, but they are
easy to paint and my legion of choice.  This army of warrior-psykers is 
dedicated to the Chaos God Tzeentch, the master of magic, change, and,
ultimately, creation.  A terrible spell cursed all those who did not have
psychic powers and changed them into disembodied, mindless suits of armor, but
they are now unstoppable and cannot be killed unless they are completely
destroyed.  Well...not in this game, but...  Their colors are Blue and Gold.
Pure Blue is best.

Word Bearers - Once, they were fanatical devotees of the Emperor and the 
Imperial Cult.  Not much has changed, except that the Chaos Gods' desire for 
worship exceeds that of the Emperor and the Word Bearers were happy to oblige, 
given their rejection by the Emperor himself, who wanted warriors and not 
sycophants.  The Gods reward the Word Bearers with all manner of Daemon hordes 
for them to use as well as dark powers to represent their new faith.  Their 
colors are Magenta and Red.

World Eaters - The legion dedicated to Khorne, the Blood God, lord of battle 
and rage.  The World Eaters were once considered ferocious and highly skilled 
warriors, emphasizing martial prowess and honor above all else.  When Horus 
persuaded Angron, their Primarch, to follow him in his rebellion, Angron 
readily agreed but realized too late that Horus had become evil.  By then the 
tenets of the Legion had been twisted into raging bloodlust and depravity.  For
his sheer power in combat, Angron was made a Daemon Prince of Khorne, which 
further increased his battle lust.  Their colors are Red and Gold.

---------------
Closing Remarks
---------------
This concludes my guide to the Chaos Space Marines in Warhammer 40K: The Dawn 
of War.  I hope that some of the information here has inspired you to take up 
arms in the name of Chaos, or has enhanced your own abilities.  Whatever the 
case may be, I will be satisfied if I have helped at least some people out.

Death to the False Emperor!

-----------------
Legal Information
-----------------
Here are the legal caveats:

You may NOT steal this guide and claim it as your own work.  If you wish to use
this guide for any reason whatsoever, email me.  As usual, my email address is
down below.  But one exception: you may NOT use my guide for commercial
purposes.  This guide was made by a gamer for gamers and was meant to be given
freely.  If you see this guide without the legal caveat, or sold to you on its
own or as part of a game package, know that it was not given with the
authorization of the author and is thus considered illegal under most copyright
laws.

All Warhammer 40K symbols, names, descriptions, background material, slogans 
(Death to the False Emperor, etc.) are trademarks of or copyrighted by Games 
Workshop.

Warhammer 40k: Dawn of War is (c) 2004, Relic Entertainment and THQ

This guide is (c) 2004 Crazy Eben

-------------------
Acknowledgements
Contact Information
-------------------
Any questions, comments, or tips to add?
Email me at fishermage@hotmail.com
Put "Death to the False Emperor!" in the subject line, so I know it's about the 
guide.
I will not accept hate mail, spam, junk, virus-infected documents, chain 
letters, or anything like that.  So just back off, people.

Contributor Thanks goes out to:

Joey Joe - for his insight into the Predator vs. Defiler debate

Maarten Quick - for his contribution to the horror strategies section

Andreas Baird - for his information about the Bloodthirster and Space Marines

Ben Walton - for adding further strengths and weaknesses to the list, and for
	     his horror strategy

Special Thanks go out to:

CJayC for allowing this guide to be hosted.

Relic and THQ for making an excellent game!  Franchises are hard to live up to, 
I know!  Congratulations!

Pete Haines and Gav Thorpe of Games Workshop for making such an excellent 
franchise with such rich source material.  You are my constant inspiration for 
writing fanfics and stuff, even though I never post it.

Evanescence, Linkin Park, HIM, Rammstein, and all the other bands whose music 
kept me company while I was typing this guide on these cold, lonely winter 
nights.

Anyone else I forgot to thank.

Last updated: 6/20/05

Fin.