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==On The Tabletop== ===40k=== So lets start off with points, because since Syll'Esske is an amalgamation of a Herald of Slaanesh and a Daemon Prince, lets compare them. As of Chapter Approved 2019, a basic Herald is 50 points and a Daemon Prince without wings and an axe (since Syll'Esske has an axe) is 156 points, for a combined total of 206 points and two HQ slots. Syll'Esske is a straight 210. Four extra points for a whole lot of goodness. Now for their stat line, Syll'Esske has 9" movement (pretty alright given they don't have wings and are Slaaneshi), with 2+ weapons and ballistic skills (standard for DP's), S 4 (don't worry it's not that bad), T 6 (again, standard for DP), an ungodly 8 attacks (although at max a Daemon Prince of Khorne with duel Malefic Talons can make 8 as well, 9 with Hateful Assault, but hey, this is better), 9 Leadership (not like that matters) and a 4+. Syll'Esske has the following weapons: '''Axe of Dominion''': S+3, AP-3 and D3. That's it, so S7 attacks, pretty nice '''Scourging Whip (melee)''': S''user'' AP-1, D1. Every attack you make you does d3 additional attacks instead. So if you're super lucky you can make a total of 24 shots '''Scourging Whip (ranged)''': Range 6", Assault d6, S''user'', AP-2, D1. Standard whip profile, basically a 6" pistol that has the assault keyword '''''Now onto the cool shit, Syll'Esske's abilities''' '' They have Daemonic (5++), Quicksilver Swiftness (fight first in the fight phase except for charged units) and Daemonic Ritual (summon daemons). Standard Slaanesh daemon abilities. Prince of Slaanesh: reroll hit rolls of 1 for Slaanesh models w/in 6". Standard for Daemon Princes Regal Authority: re-roll morale tests for Slaanesh Daemons w/in 6". Standard for Heralds (wow what a shocker) Locus of Slaanesh: Slaanesh Daemons w/in 6" gain 1+ to Strength (including himself). So that whip is actually S5 and the Axe is S8, goodbye tanks! Now the last ability, Deadly Symbiosis: In the fight phase, you select only ONE melee weapon to attack with. Once a consolidation move is made, you can then make attacks equal to the model's attack characteristics (so 8, duh) with the other melee weapon this model has. So basically unless the tanks and infantry are right next to each other, like in the case of transports who just dropped off their payload, you're going to be doing overkill on some guardsmen or throwing a bunch of light taps on a Taurox. Pretty sweet ability but its max capabilities are kinda niche. If they're your warlord, they gain the ''Bewitching Aura'' ability from the Slaanesh Warlord table, so -1 attacks (with a minimum of 1) to enemy attack characteristics w/in 6". Not bad considering the amount of attacks they can dish out. '''ALSO''' Shoulda mentioned earlier that Syll'Esske is also a psyker. Cast two, deny one, knows smite and two powers from the Slaanesh Discipline. No surprise here, has the combined spell casting of a Herald and Prince, but only the denial of one. ===Age of Sigmar=== Syll'Esske in AoS at first seems weaker than in 40k. The buff aura now requires a Command Ability to activate instead of being a passive, they aren't as good at magic, they have less attacks, and can't use the whip in the shooting phase. Sounds bad, right? Wrong. The real reason you take Syll'Esske is because White Dwarf gives them their own subfaction, which gives out a few battalions that help you use Slaves to Darkness units in Hedonites and gives you a bunch of free command points for having an equal amount of Mortal and Daemon units, but most importantly it gives them an aura that double the amount of Depravity Points generated around them. Given that before their nerf, Hedonites of Slaanesh had the most powerful summoning in the game, this tells you how strong that ability is.
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