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==Multiplayer Strategies== Slaanesh is all about one thing, going at your opponent as fast as possible. Oh, they will resist, but you'll get your way in the end. Slaanesh really needs to find that perfect vulnerable position and slide right in. Don't go for grinding here, get into the habit of rhythmically pulling in and out to get the best result possible. Be sure to conserve as much of your unit's energy and fight too, you don't wait to climax too early. If all goes well eventually everything will come together in one big- <span style='color:purple;font-size:100%'>'''SNAP''' I'm the embodiment of ecstasy and excess and even ''I'' was getting sick of the sex puns!</span> Ok fine, you have a ton of mobility, AP and dps on your units but they will fall apart really fast if they meet stern resistance. Your units are built to flank, so if you try to take a frontal fight with any semi sturdy faction you are going to get massacred. The lack of ranged and fliers also means you will have to get to that backline the old fashioned way. It will be a Micro heavy army that will reward good timing and have one of the higher skill floors in the game. Now go teach those ungrateful bastards our horny ways! *'''[[Total War Warhammer/Tactics/Beastmen| Beastmen]]''': One of a few factions hornyer then you! (Rimshot). They're the only faction with somewhat comparable speed to you, so expect a game of trying to get a charge off while not being charged in turn. Their archers and hybrid Artillery in the Cygor might force you to be a little bolder then you might otherwise want. Over all: an interesting match up. *'''[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]''': This matchup is a bit complicated. Brettonia's missiles + infantry won't be too much of a problem. Men at arms are dead meat to chaos marauders and you can easily outmaneuver screening forces if they're silly enough to box up around ranged units. Their cavalry is a different story. While they're quite susceptible to your abundant AP, they're better at extended combat than you are especially if they brought lore of life and perfect vigor grail knights. More dangerously, Bretonnia has ''the'' best flying cav in the game. Even if you out-race their infantry and put their cavalry on the run, Pegasus Knights have absolutely free reign to pick and choose their fights. Need to [[/d/|pull out]] of an engagement turning sour? Well, those Pegasus Knights just swooped in and boxed in your forces. However, you have two potential ace in the holes. First, Brettonia hates fighting single entity monsters. Bringing a soul grinder will really throw a monkey wrench in their plans. Second, bringing a lore of Slaanesh caster on a fast mount allows you to screw with their mobile units by AOE snaring them with phantasmagoria and forcing them to rampage with Pavane of Slaanesh. Use it to snipe lords, ruin counter-charges, and force knights into bad positions where they can be rear charged. *'''[[Total_War_Warhammer/Tactics/Chaos_Dwarves| Chaos Dwarfs]]''': *'''[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]''': They're going to bring khorne and nurgle units. see their sections for how to deal with that, otherwise do your best to abuse speed and try to snipe their low-powered lords with a keeper of secrets or N'kari. *'''[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]''': Now this is a fight you'll love to take. Big, slow armored infantry with virtually no ranged options make for very easy prey for your speedy armor shredding daemons. You can effortlessly dive in and out of combat as you wish. Just try to shut down any Hellcannons and Marauding Throwing Axe Horsemen they may have brought with them and you'll be golden. As of the Champions of Chaos DLC, this matchup has become much more dangerous now that the Warriors of Chaos can bring flying duelist lords, flying cavalry, and the same hellstriders from your roster. *'''[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]''': Oh look, another faction geared heavily against armored factions! Unfortunately for you, they are flexible enough to still engage non-armored units with the same or similar degrees of lethality compared to your one-note tune. What's worse, is they have chariots and infantry who can do so from range. Anti-large also frequents their forces, which can be particularly dangerous to your own chariots and monsters. The good news is that you still outspeed them and can easily run down their missile units, even fast ones like scourgerunners and crossbow dark riders. Also, consider disengaging when murderous prowess triggers and reengaging after it wears off. *'''[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]''': Oh man, if you can micro well you are going to have a field day with Dwarfs. You have pretty much everything that they hate fighting from an affordable AP frontline, fast flankers to dive the backline and chariots galore. Daemonettes will make the most cost effective front line with a few screening marauders infantry to eat missile fire. As for cav, Seekers are the punchier option, hellstriders are the more affordable option. Both can easily dive those cannons and guns before they can do much damage. Even your furies have AP and Devastating Flanker, which will make them great for killing dwarf ranged units. With three options of chariots to pick from (go for normal seeker chariots, they'll be available in more numbers) you should be able to punch through their lines and dry hump that silly book of theirs. Really, the only thing that won't work are monsters as Dwarfs have plenty of missiles and Anti Large, so Fiends, Spawns and KOS can stay at home, meaning a Herald, Sigvald, or Azazel will be your best Lord option. If you can micro well you can dominates this match up but if not... well, prepare for a lot of your skimpy crab ladies to get turned into sexy ground beef. *'''[[Total War Warhammer/Tactics/Empire| Empire]]''': *'''[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]''': Similar to fighting Vampire Coast. Cathay is going to noobbox under sky junks and you have neither the ranged units to shoot them down nor the air force to challenge Cathay's air superiority. Also like the vampire coast, you're going to have to pull down Cathay's monsters with marauder spears or hide a big anti-large monster in the woods until all of Cathay's ranged units are tied up. Your only hope is to rush into danger close range where the sky junks can't get a good shot without blasting their own infantry into the afterlife. Then hope that their army breaks before your army evaporates. *'''[[Total War Warhammer/Tactics/Greenskins| Greenskins]]''': Greenskins are awful at charge defense and dealing with large units in general, you can get alot of mileage from cavalry, chariots, and fiends. Since they have less of an air presence than you do, Azazel is a good lord pick for rear charge leadership bombs and furies make for great harrassers since greenskins don't have a way to stop them from going where they're needed. *'''[[Total War Warhammer/Tactics/High Elves| High Elves]]''': *'''[[Total War Warhammer/Tactics/Khorne|Khorne]]''': A very rough matchup. Khorne players will ditch their chaos warriors for bloodletters that are just straight up superior to your daemonettes. No ranged units and khorne's propensity for counter-charging you makes this a very painful matchup as 'hammer and anvil' runs into khornes 'just hammer'. Abuse magic as best you can and make use of your speed to take favorable engagements if you can. *'''[[Total War Warhammer/Tactics/Kislev|Kislev]]''': An irritating matchup, since almost every infantry unit of theirs can pepper you with low AP ranged fire and hold surprisingly long thanks to by our blood. Go wide with tons of marauders, you'll need to tie up as many of them as possible if you don't want to get shot to death. *'''[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]''': Stacked in your favor, so long as you don't stay stuck in for too long. Saurus based formations will be child's play to your forces. Slow and heavily armored, even your infantry will be able to cycle charge them with impunity. Larger dinosaurs will be at your tender mercies as well, Soul Grinders, Keepers of Secrets and even just Marauders with Spears or massed AP infantry will be suited to dealing with the heavily armored beasts, but watch out for their healing. Skinks are the opposite of Saurus, being relatively quick infantry that will grind you down one poisoned dart or javelin at a time. You are still ''much'' faster than they are, and by using acquiescence and sopofiric musk, you can easily make a meal out of them once you catch them; even daemonettes can handle skinks if you can get the charge off. Units to be particularly wary of will be the Terradon Riders. You can do virtually nothing as they rain poisonous javelins from the sky, crippling and slowing your forces to be a better match for Skink Cohorts or Chameleon Stalkers. So long as you keep on the move, cycle charge their forces and try to waste as much ammo as you can, they'll eventually be forced to commit to a losing fight. Furies are a must-pick here as terradon riders can be reliably countered by them without backup. *'''[[Total War Warhammer/Tactics/Norsca| Norsca]]''': A rough matchup, norscan beserkers have no armour but a fuck ton of infantry-shredding power, You might be tempted to bring along marauders with their anti-inf bonus to counter but any norscan player worth their salt WILL bring mammoths which you have little to no options to deal with.A tough matchup but winnable if you can manage to take favorable engagements with your speed but if the norscan player wises up and turtles up you're in for a rough time. *'''[[Total War Warhammer/Tactics/Nurgle| Nurgle]]''': Nurgle's fliers will be a thorn on your side the entire match. Your fliers are no match for his and an inopportune rear charge by bloatflies + furies will really mess you up. That and your marauders/chaos warriors will lose to his in a fair fight. But the match still favors you because Nurgle has several big achilles heels for you to take advantage of. He has no anti-large, soul grinders + keeper of secrets will easily murder any big monsters he brings. He has no anti-charge and can't stop your chariots + cavalry + monsters from ploughing through his troops. And the sluggish speed of his army means he can't reliably block your fast movers or run away when you cast pit of shades or slicing shards on his front line. *'''[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]''': Ogre artillery comes with enough meat to hold off your attacks until backup arrives and in most cases can simply 'pull through' your attacks with higher mass and they WILL bring artillery. Ogre strategy against you is to abuse your lack of anti-large and just ram you around the battlefield and eat through your roster. expect leadbelchers to cut you apart on your cycle charges and hold their own if you do manage to dive them. as for counters bring your daemons and chaos spawn and try to abuse your magic the best you can. expect a very painful battle. *'''[[Total War Warhammer/Tactics/Skaven| Skaven]]''': You'll be able to dive their backline in record speeds, but you should not underestimate the firepower they can plug you with before you reach them. They'll likely have hordes of Skavenslaves to simply tie down your forces through unarmored bodies alone, so try to keep on the move. *'''Slaanesh''': You're definitely going to want to bring the lore of Slaanesh on a mobile caster for this one. The winner of this mirror match will be whoever better positions their army and being able to ruin your opponents maneuvering is too big an advantage to pass up. *'''[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]''': This is going to be a difficult one. You can win the infantry game, but you can't win it quickly since skeletons are great at buying time with their lives. And you will need to win the infantry game as quickly as you can, sepulcre stalkers + necrosphinxes easily outclass your anti-large and you'll need all the help you can get to push their constructs off the field. Be on the lookout for a lore of light lich priest on a skeletal steed, a single net of amyntox can swing the battle against you if you're not careful. Consider bringing Azazel to assassinate their lords/heroes, Tomb Kings aren't going to win the air war with their piss weak carrion. *'''[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]''': Tzeentch's ground units are squishy, and bad at melee, and not as fast as yours, so you ''should'' use that to your advantage by encircling them and shredding them in melee as quick as possible; they are probably the only Daemons you'll be okay with sticking around in melee with, but you should be charging as much as possible still just for the Charge Bonus. All those ranged shots won't matter if you're already up close and give them no chance to use it. Do not under any circumstances let any flamers live, they will melt through your infantry like paper and is more than worth taking furies soley to tie them down until your other units get there. :That being said, Tzeentch also has the ''most flyers'' out of the 4 gods, so you should expect a Tzeentch player to take some of them just to fuck with you; screamers or doom knights will intercept your chariots. Tzeentch also has Barrier, which nullifies the first few hits they take in combat, which will be your charge. Models will still get thrown, they just wont get hurt right away. *'''[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]''': This may be a hard one since most of your anti-large comes on big monsters that will get shot to pieces if the vampirates look at them funny. Go wide with marauders and daemonettes, you won't need anything tougher to take on zombie deckhands. As for the giant enemy crabs + necrofexes, you can hide your own monsters somewhere and not commit them until after you tied up their ranged units or you can try dogpiling them with seekers + marauder spearmen. Neither option is ideal, but they're the only choices you got. Also consider bringing Azazel. Harkon on his overgrown vampire bat can fight off furies and allow the coast's flying skirmishers to bully your forces all game long, but Azazel can ruin his day and clear the skies for your furies to run down any deck droppers your opponent decided to bring. *'''[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]''': The Vampire Counts might be your comrades in terms of shunning ranged weapons but beyond that they're very different from you. You have almost no flyers, Vampires have a bunch. Your units hit really hard but are super fragile, while the undead excel at grinding you down with blobs of durable chaff. This second part is the biggest problem for you, as wars of attrition are the ultimate bane of your existence. All those flying units will also mean your great speed still won't give you your choice of engagements, as the vargheists can charge you but you can't charge the vargheists. Your best bet is probably going to be to act as a scalpel, cutting the enemy lords an heroes neatly out of their army. If you can do that the rest won't matter. Unfortunately, since a lot of their lords can take flying mounts, that will be easier said than done. Definitely bring Furies and anything that can act as an assassin or elite anti-large. The fact that their units don't route is good and bad for you. Bad because you can't stack your army abilities while fighting them, and good if you bring N'Kari as when they die he can get a ton of heals. *'''[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]''': Calling it now, this will be an interesting mashup. You both are going to be fast, and very squishy, so dealing with their archers should be easy. However, your lack of armor on your nude beasts will make them easy targets. So basically a drag race of vegans vs virgins. Likely to go very poorly for Slaanesh as Slaaneshi armies will be paying for AP that is not going to do anything to the hippies, and Slaaneshi armies tend to be very allergic to missiles, which the wood elves are just about the most shoot happy faction in the entire game.
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