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Warcry/Tactics/Hedonites of Slaanesh Daemons
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===Fighter=== ====Daemonette==== *'''Stats''': Movement 5"; Toughness 3; Wounds 10; 75 Pts. **'''Rule:''' Warrior **'''Weapons:''' ***'' Claw''-Range 1"; Attacks 4; Strength 3; Damage 1/4 *''Fighter Commentary'' - High attacks, movement, crit damage, and average wounds, the daemonette is a standout fighter for the warband, especially taking into consideration that sadistic killers bumps it to a 2/5 damage profile. Daemonettes have 3 strength and 3 toughness, but that's not necessarily a sin for models in their point range. They don't necessarily survive extended combat, so don't go running them in alone. ====Fiend==== *'''Stats''': Movement 8"; Toughness 3; Wounds 30; 150 Pts. **'''Rule:''' Agile **'''Weapons:''' ***'' Claw''-Range 1"; Attacks 4; Strength 3; Damage 1/4 *''Fighter Commentary'' - The fiend has fantastic move and wounds characteristics for its point value, but pays for it by having bad toughness, strength, and damage. This is a support unit, not a threat. With huge bases, a double that paralyzes its target, and the most wounds in the warband, their job is to get in the way, but be careful, with 3 toughness, they'll go down faster than you think. ====Seeker==== *'''Stats''': Movement 10"; Toughness 3; Wounds 20; 130 Pts. **'''Rule:''' Mount, Warrior **'''Weapons:''' ***'' Claw''-Range 1"; Attacks 4; Strength 3; Damage 1/4 *''Fighter Commentary'' - Daemonettes on mounts. Same toughness, attacks, strength, and damage, but improved wounds and a whopping 10" move. They are mounted, so they can't go through archways, doors, or climb, but this usually isn't a crippling drawback. Like the daemonettes, they can improve their damage to 2/5 with a double. Make use of their blistering fast move by using them to tie up points, grab treasure, or chase down fleeing units, but try not to get them tied down in extended combat. ====Hellstrider with Claw-Spear==== *'''Stats''': Movement 10"; Toughness 4; Wounds 20; 145 Pts. **'''Rule:''' Mount, Destroyer **'''Weapons:''' ***'' Claw''-Range 2"; Attacks 3; Strength 3; Damage 1/4 *''Fighter Commentary'' - 15 more points than the Seeker gives Hellstriders 1 more toughness, 1" more range, and 1 less attack. Their ability, Impaling Strike, lets them the value of the dice for a triple if they end their move within 1" of an enemy fighter, which can make up for the 1 less attack a little bit. Generally this comes down to preference, though seekers are better overall. Use Hellstriders much like seekers, letting them roam and making use of their movespeed where possible. Their higher toughness and 2" range might at least make them more survivable, but these aren't a significant enough upgrade from seekers to make them really worth the points unless you're really committed to them. ====Hellstrider with Hellscourge==== *'''Stats''': Movement 10"; Toughness 4; Wounds 20; 145 Pts. **'''Rule:''' Mount, Destroyer **'''Weapons:''' ***'' Reach''-Range 3"; Attacks 4; Strength 3; Damage 1/3 *''Fighter Commentary'' - For the same points as a Hellstrider with Claw-Spear, these models gain 1" of range and an attack, but lose their Impaling Strike and a point of crit damage. With their only attack being 1/3, these do the least damage in a warband that can already struggle to pump out consistent damage, and most of what it can do with 3" of range, the Hellstrider with Claw-Spear does just fine with 2". There's not much reason to take this over a Hellstrider with Claw-Spear, let alone a Seeker, which will likely put out more damage for 15 less points.
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