Chaos are underpowered, why?
Ok so three scenarios of your first few minutes playing as chaos, and the two ways each of them will go.
Scenario one
You start mining, and build 3 more miners are the same time
From here your enemy does of two things
Sends swordsmen
If your enemy sends swords men, and has a plan to hold the centre tower and use swords men to stop your economy and use archers to slowly kill them. Well in every scenario you've lost because Chaos is too weak at the start of the game, and anything than can save you is too expensive and you would need a few of.
Carries on mining
Yay, you can win if you last more than 5 Minutes because you can get enough of an army to smash through them!
Scenario two
You Build 3 Crawlers and attempt to attack the enemy.
From here your enemy does of two things
Sends swordmen
Sends swordsmen after them and kills them eventually ultimately gaining the winning chance
Use archers/Castle defence
And you're crawlers are dead or 1-2 are because range kills them in 1-2 hits and they can't escape quick enough. If these archers follow you to your castle, you're trapped and loose genuinely enough
Scenario three
You and your enemy have a stalemate in offence (But they're economy is higher due to Chaos being before 3-4 minutes because of economy)
Miners create Walls
I hate walls... Because of Order's higher range damage to Chaos they can pretty much camp behind two walls with range and win eventually.
Pressure
Your enemy will just keep pressure on you till they can get enough troops to win.
Good points to Chaos
Juggerknights
Juggerknights in my opinion are what makes Chaos even usable, they can beat speartons out numbered (with the technology charge)
Crawlers
Once in large enough numbers they can tear apart Order because of the technology Pack mentality (Effect: For each crawler you have your damage is increased - Stops after 5)
Predatory edge (Effect: Massive run speed increase for all Crawlers)
Reason why Chaos isn't as fun as order
Medusa (Order equivalent to Magikill)
Only helpful if it's a large battle and the enemy has giants or you're attacking they're statue (stone spell)
Giants
A melee giant just simply isn't good enough as Chaos lacks range damage as it is, the least the giant could do is have a larger area attack and poison.
Dreads (Order equivalent to archer)
Can be good for large fights because of poison (Which you have to buy the technology to use poison which cost 10 mana per target), but weak in range damage.
Bombers (Equivalent to Shadowrath/assassin)
Only really useful in large battles, where you may use 2-5 and create them while the battle is going on. Other than that I've used them in fights where I thought there area damage would do a decent amount of damage to 20 odd Order troops, and it had no noticeable affect.
Crawlers (Order equivalent to swordsmen) are too low damage/speed/health/defence (until further on in the game when you buy technology and have a large amount them do they become better than swordsmen)
Turret - Chaos's Miners wall
Turret is Order's miners ability. It's useless, low health and does next to no damage.
Order's ability to have heal
Order has Meric's which heal. Chaos have a mage which has a multi attack in comparison, Chaos is underpowered definitely.
Chaos is extremely offence based
especially more towards large battles, where as Order have very good balance.
My Suggestions
Poison
Make poison do more damage, or do damage more often - And make dreads automatically have poison with no mana cost and make
Giants
Either swap the giant with Order so Chaos gets a fairly decent range damage troop or make the body that the Chaos giant hits with decayed so that it poisons.
Walls
With Order having better archers and basic troops these walls just make life even harder - Make walls cost 800-1000 Gold, within 5 minutes of the game they increase the difficulty that Chaos has against a harassing Order player.
I'm not finished but please post feed back, I spent a lot of time on this because as this game gets older Chaos troops weaknesses are becoming more apparent.