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====Mortal==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_BlissbarbArchers.pdf Blissbarb Archers]''': (Min 11-Max 33, 170 points) Pew Pew Pew! These mortals move fast and can run and shoot, meaning with their 18" bows they have a pretty good threat radius. The are taken in units of 11, 10 archers and a homonculi that makes them wound easier. With how Depravity works now, go MSU and split fire to dink many units to quickly accumulate DP. This unit is squishy, and expensive, so if a threat approaches them there is a good chance they should put the lotion on their skin or else it gets the hose again. Likely our new go to Battleline unit and one of the main units other chaos armies will probably take as Allies since if there is one thing Chaos tends to be limited at doing: it's shooting. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_HellstridersWithHellScourges.pdf Hellstriders with Hellscourges]:''' (Slaanesh Battleline, Min:5 Max:15 135pts) Come in 5s, and every 5 can have a Hornblower that forces battleshock rerolls for enemies, a Banner Bearer that lets you reroll charges, and an Icon Bearer that gives +2 bravery (though the box only has enough pieces to build either banner or icon). With a 4+ save, 14" movement and 2 wounds, these are best used to harass enemy backlines and jam their artillery (or equivalent) units. Having 2 attacks & 3" range (no rend) with the Hooked Tendrils ability reducing enemy melee To Hit on your charge, they're the 'anvil' of the two variations. They can make solid Obj grabbers you don't need to babysit, but are even better at restraining MONSTER types. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Hellstriders.pdf Hellstriders with Claw Spears]:''' (Slaanesh Battleline, Min:5 Max:15 135pts now) See above. They trade the whips for the claw spears 1 attack with -1 rend & do 2 damage on the charge (as of Shadow & Pain boxset). The 'hammer' variation, they want to charge & take down whatever they hit first time, though 1 attack with the spears with 1" range means they're meant for min squad sizes. Do NOT toss at elite units, they are meant to sweep up damaged/minor threats. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_MyrmideshPainbringers.pdf Myrmidesh Painbringers]:''' (Battleline with Lord of Pain as a general. Min5 Max 15 145 points) Premiering in the new battletome, the Painbringers are your armored bruisers, each given a fancy sword and shield. Damage output is somewhat limited with only 2A with some mortal wound potential and rend, though solid to hit and wound stats, and built-in +1 to Saves, so they don't have to use All-Out-Defence against no-rend attacks. Meaning that their true role may be in the realm of being the anvil rather than hammer. This is something slaanesh armies generally don't have a lot of, as most of your forces skimp out on armour. And with enough damage buffs they just might be able to outlast many opponents. Overall, sadly despite the models being gorgeous they are very overcosted. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_SymbareshTwinsouls.pdf Symbaresh Twinsouls]:''' (Battleline with Lord of Pain as a general. Min 5 Max 15 165 points) For whatever reason, the legions of Slaanesh tend to make particular use of [[Daemonhost]]s to make stronger warriors bound to daemonettes. This grants them some sharp claws as well as two different modes that can be set off each turn, either a 5+ FNP or re-roll hits which can help ofset them hitting on 4s. 2D but no rend makes them fit a strange role, seeming to be intended to slice down low armour hordes which is quite abundant these days. A little expensive for being so squishy but their abilities do afford them some versatility. Though since you can't use both abilities at the same time you really need to plan ahead on how you're going to use them. Could have potential but too expensive to be a point-and-click unit. You need to plan to use their proper ability.
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