Several readers have been asking how one might go about constructing a 1500 point list as that is the vogue points total in their area. As I sees it, 1500 points is a tricky level to work at because it favors ranged attacks on mobile platforms very heavily. That is, it is very easy if you have Wave Serpents and Wraithknights and Warp Spiders, to spread out and engage from a safe distance, whereas an assault army has to be located at the same place as its target. Moreover, expensive maulers like Imperial Knights become even more difficult to remove at that points total, yet remain fast and rangy enough to lose nothing.
Chaos doesn't have any mobile shooting platforms to compete with Knights, Serpents, or even grav Bikers, so a lot of your strategy is going to revolve around making sure the objectives get placed close together, even if it means they're all on the other side of the board. You'll need some durability to hang in KP missions, which you can get from several places. You also have the luxury of being able to summon when the need arises. In fact, a summon-heavy list becomes more potent the lower the points cap goes.
The candidates at 1500 don't really change from the usual suspects we're using at 1850, or 2000, or wherever we usually play. Be'lakor, speedy Chaos Lords, Princes with spell familiars, Tzeentch Heralds, Screamers, Hounds (with Khorne Heralds even), Nurgle Spawn, Obliterators, Horrors, Maulerfiends and Grinders. Nevertheless, whatever you pick, you'll have to commit to a strategy.
Here are a few ideas:
Herald of Khorne, juggernaut, exalted locus, lesser reward
20 Flesh Hounds
This is pretty much what I ran at last week's team tourney. Be'lakor and the Screamers can deal with Knights, and its fast enough to get around the board and cut off escapes using the Hound blob, which will be invisible a lot of the time. Later in the game, you can summon stuff to the board if needed. Static shooty armies won't be able to stop it in time. It's a match for just about anything in assault. Maybe Serpents and Knights give you trouble. Grey Knights are always rough too, but if you can get invis up in the early going (Eat a perils with Be'lakor and throw six dice at it on the first turn. DO IT NOW!!!1) you can handle them.
Mebbe you no like that one, eh? Perhaps another:
Sorcerer, bike, Black Mace, ML3, spell familiar, meltabombs, VotLW
Daemon Prince, Tzeentch, ML2, wings, armor, spell familiar
5 Chaos Spawn, MoN
Maulerfiend, lasher tendrils
Herald of Tzeentch, disc, exalted reward, ML3
11 Pink Horrors
This is a high threat summoning list. It has 10 warp charge, which with a DP and a spell familiar, is enough to get two units per turn reliably. That’s very good at 1500 points. Screamers and Maulerfiends provide your AT, while the Sorcerer and his Spawn are good at hordes, plus whatever Daemonettes you summon. Plus slashing attacks go a long way on that front as well. I would like to put the Mace on the Prince, but his job is to drop units on the board, so I can’t risk him in combat until late in the game.
I made a list with four Tzeralds, 16 Screamers, two squads of Horrors and two Grinders, but it only came out to 16 warp charge, which will still only get you two units per turn. You could add Fateweaver and drop the Grinders for 20 WC to get the conventional wisdom list of full-on summoning with a 2++ save, but I ain't completely sold on it yet. 3 units per turn at 1500 is pretty good, I'll give you that much.
Tzerald, disc, ML3, grimoire
Tzerald, disc, ML3, portalglyph
Tzerald, disc, ML3, exalted locus
Tzerald, disc, ML3, lesser reward
Don't let the Grey Knights gitcha with their shunt!
I'm tired from building lists. Time for a picture break!
Okay finally, psychic light:
Chaos Lord, MoN, daemonheart, sigil, claw, fist, bike, horns
5 Nurgle Spawn
Maulerfiend, lasher tendrils
Herald of Khorne, lesser reward, exalted locus, juggernaut
Herald of Slaanesh, exalted reward, exalted locus
16 Flesh Hounds
Wall of Martyrs Bunker, escape hatch
Here we come, Ese! The Daemonettes jump out of the escape hatch turn 1 as everything else rushes forth. The Alluress carries a portalglyph to pop out Horrors (at some point), who then throw every single warp dice you roll at Summoning every turn. Or you might choose the Grimoire to protect a Maulerfiend.
It’s a touch weak on the Knight front. The Maulerfiends and the Lord can take one, but two would be a challenge. Just tarpit them with Spawn for a few turns and hope they don’t stomp with 6’s. Better yet, hope don't nobody bring two Knights at 1500.
So there you is. Four very viable Chaos lists at 1500 pts across the whole spectrum of viable builds. How you like the lists I make for you?