Age of Sigmar/Tactics/Chaos/Hedonites of Slaanesh: Difference between revisions
m (1 revision imported) |
m (622 revisions imported) |
(No difference)
|
Latest revision as of 12:04, 19 June 2023
Slaanesh rises again...with updates for 3rd Edition! (WIP)
Why Play Hedonites of Slaanesh?[edit]
Pros[edit]
- Hands down one of the fastest armies in the game and with the right maneuvering and synergies first-turn charges really shouldn't be that difficult in a lot of instances. Not that you should do that, really.
- Slaanesh has one of, if not the best, summoning in the game. Don't be afraid to spend your Depravity Points - they will be ramping up really fast.
- Lots of ways to debuff their enemies.
- Slaanesh Daemon, and especially Greater Daemon Heroes are a great way of dealing with big units due to the Locus of Diversion stopping any pile-in moves, destroying any combat efficiency your opponent might have planned for.
- The army is incredible at disposing of enemy Heroes through their incredible Endless Spells and Synessa's utility.
- Khorne is not the only god that punishes wizards.
- SIGVALD HAS RETURNED!!!
Cons[edit]
- The army is expensive to purchase. An unique range with all new mortals only being used in Age of Sigmar means you will pay a premium to play.
- Your army's squishy for a Chaos army. You can debuff your foes, but you'll have to to survive the inevitable retribution.
- As per GHB2021, our stuff is very expensive points-wise. Early game would feel like playing with a handicap, until you manage to ramp up Depravity Points to offset this disadvantage.
- Combining two points above, you are very succeptible to Alpha strikes, strong magic and shooting. If your units get wiped too fast, you won't be able to get points for summoning, and your "early" handicap will turn into a permenent one.
- Your depravity point system pushes you to deal damage to multiple unit in one turn, discouraging focusing firing targets
- You will struggle against high-save Units, especially Heroes, due to the new "All-Out-Defence" Command Ability and/or Mystic Shield Spell completely ignoring the majority of our units' Rend.
- Currently the army strives through careful positioning and planning. One mistake will cause you the game before you manage to capitalize on your summoning. Starting with a huge early disadvantage and the moral effort you have to make is enough to make victories feel bleak and unfulfilling. Try to follow Hedonists' example and seek pleasure through pain.
Rulebooks[edit]
Faction rules and abilities: Battletome Hedonites of Slaanesh 2021
Latest Matched play points: Hedonites of Slaanesh Errata
Core rules: here
Matched play rules, battleplans and expansions: General's Handbook 2022-23 Season 2, plus the battleplans from the Core Book.
Supplement all the above with any Errata and Designers' Commentary from the FAQs.
Allegiance Abilities[edit]
Legions of Chaos: The errata saw GW cribbing notes from the Cities of Sigmar, now you (and the other god-aligned armies) can take two Slaves of Darkness units out of every four so long as you give them the mark of Slaanesh and one of every four units can be from Beasts of Chaos, granting them the keyword as well. In addition coalition units do not count towards the number of battleline in your army, but do count towards everything else (behemoth, leader, artillery, etc). Also cannot be army general. Predictably, Wizards and units bearing the marks of other gods are not allowed.
Coalition units do not count towards the number of Battleline units in your army. However, they do count towards the maximum number of Leader, Behemoth and Artillery units in your army. Coalition units cannot be generals. In addition, Coalition units are ignored when determining if the units in your army are from a single faction.
Designer’s Note: Coalition units are not allied units, so the limitations that apply to allied units do not apply to them. This means that coalition units can be given one of your army’s enhancements, as long as they have the correct keywords or are of the correct unit type needed to receive it.
- Congratulations, your army selection has effectively doubled between all the StD stuff that's now much easier to access and the beastmen. The addition of Chaos Knights and Warriors is especially helpful in offsetting your otherwise troublesome issues with poor defenses.
Depravity Points: Not exactly an allegiance ability but more a new resource. You can generate Depravity Points throughout the game through various army effects. Their accumlation offers various abilities and can be used to summon demons. Also important for certain Battle tactics and Grand Strategies.
Temptations of Slaanesh[edit]
The new Allegiance ability mechanic. Also arguably one of the most interesting ones GW has made in a long time. At the start of the battle round the Slaanesh player gains 6 Temptation Dice. During the course of the game once per unit per phase you may offer one Temptation Dice to your opponent whenever they fail a hit, wound or save roll. If your opponent excepts the dice than the roll automatically turns into a 6, however you immediately recieve D6 depravity points. If they reject the dice than the roll fails as normal but the unit immediately suffers D3 mortal wounds. Any unspent Temptation Dice are lost at end of battle round and you get 6 more in the next battle round.
- This is an amazing way to screw with your opponent. Basically forcing them to make a tough decision everytime they make a key role, and whether to accept or deny.
- It gets even better when you realize there is no downside to it as you benefit regardless. If they accept as long as you didn't use on anything to devasting its a great way to rack of DP. If they always refuse well than thats just free 6D3 mortal wounds a battle round. There is no downsides really.
- The most agonizingly delightful way to use this is when the enemy unit has to make saves. If they don’t take the dice, then they’ll be forced to take D3 mortal wounds. Especially on elite units/objective holders, an opponent may prioritize keeping their unit alive and giving you depravity than chancing to lose the last model or two in a unit.
Summon Slaneshi Deamons[edit]
You can summon units of SLAANESH DAEMONS to the battlefield if you collect enough depravity points. You recieve Depravity points from various sources throughout the game, you can either store them (for abilitiies or battle Tactics/Grand Strategies). Or spend them to summon Slaanesh deamons to the field. Must be placed wholly within 12" of a Slaaensh hero or the Fane. And more than 9" from enemy units.
Some change ups from the last grouping.
Summoning cost are:
1 Keeper of secrets 36
3 Fiends 30
1 Bladebringer 30
1 Contorted Epitome 24
5 Seekers 24
1 Chariot of Slaanesh24
1 infernal Enraptress, Herald of Slaanesh 18
1 Viceleader, Herald of Slaanesh 18
10 Deamonettes 18
Hosts of the Dark Prince[edit]
You MUST select your HEDONITES army to be to be INVADERS, PRETENDERS or GODSEEKERS. Which host you belong to will affect your command traits, artefacts, etc.
Basically, Hedonites are 3 armies that share units.
Revel in Depravity[edit]
What you use your Depravity points for if you aren't summoning. Depending upon how many depravity points you have accumulated your army receives a new army wide ability that lasts as long as you have the required amount of depravity points. These effects also stack. They are as follows:
12+ Tantalizing Torment: Subtract 1 from hit rolls for attacks that target friendly Hedonites of Slaanesh units.
24+ Sadistic Spite: If the unmodified hit roll for a melee weapon for a Hedonite of Slaanesh unit is 6, that attack causes 1 mortal wound in addition to any other damage.
36+ Oblivious Indulgence: All Hedonites of Slaaesh units gain a 5+ ward save.
- it needs no introduction that these are huge, and remember these all stack, meaning by 36 DP your army will become exceptionally more tanky.
Euphoric Killers[edit]
During your combat phase you select one unit in your army to undertake Euphoric Killers. Until the end of the combat phase every wound and mortal wound that unit does to an enemy unit generates 1 Depravity Point. Making this your most consistent ability to generate DP.
Endless Spells[edit]
Hedonites of Slaanesh only
- Wheels of Excruciation (CV 6+, 100pts): Predatory Spell with 12" flying movement. Set up within 6" of the caster and immediately make a move with it. Roll 6 dice for each unit it flies over. For each roll that is lower than the unit's save, they take a mortal wound. In a way, this can act like a magical lawnmower, ripping through clanrats and grots with contemptuous ease. Other Slaaneshi units don't suffer this, likely because they get off on this shit.
- Mesmerising Mirror (CV 6+, 80pts): A focus pount set up within 18" of the caster. Non-Slaanesh Units that start a move, retreat, or run move within 12" of the spell suffer D3 mortal wounds unless they end closer to the mirror than when they started.
- Also, at the end of the move phase, roll 6 dice for each non-Slaanesh hero within 6", rolling separately. For each 6, the hero takes n-squared mortal wounds. Even though this part of it can do 36 mortal wounds to an enemy hero, the odds of that are 1 in 46656. Don't bank on it. Does 1.83 mortal wounds on average and has a 33.5% chance of doing nothing, with a 60.3% chance of doing 1-4 Mortal Wounds and a 5.35% chance of doing 9 mortal wounds. You will note that it has about a 6% chance of killing a footslogging hero and less than a 1% chance of killing a 10+ wounds hero.
- This is either an okay Endless Spell or an incredible one depending on careful thought on positioning and synergies. Ofc can be wonderful at playing mind games with your opponent or stacking with other abilities, such as Shalaxi's Challenge or effects that reduce movement, helping combo MWs.
- Dreadful Visage (CV 7+, 90pts) Predatory Spell with 8" flying movement. Set up within 12" of the caster and immediately make a move with it. After it moves, pick the closest unit and roll 6 dice. For each 4+, they take a mortal wound.
- Also, this model gives -1 bravery to units within 12" unless they are SLAANESH, in which case they get +1 bravery.
- Slaves to Darkness and Beasts of Chaos Endless Spells can no longer be taken in Hedonists army.
Invaders[edit]
The infantry choice. Those who aren’t too perturbed by the Dark Prince’s vanishing act and fight in massive hordes.
Battle Traits[edit]
Figureheads of the Dark Prince: You have up to 3 generals instead of 1. Only 1 gets a command trait, but all 3 are generals for the purposes of command abilities. In addtion, roll a dice each time you pick a friendly Invaders Hero a heroic action. on a 2+ you can pick another hero to carry out the same heroic action. This seems to allow you to chain so you can have them all carry out a heroic action if your lucky.
Escalating Havoc: A unique heroic action to the invaders faction. If the hero carries it out they may pick a command trait from the invaders command traits and use it until the end of the turn. Obviously meant to combo with the sub-allegiance ability to allow multiple units have a command trait in one turn.
Command Traits[edit]
- 1. Best of the Best - Add 1 to attacks characteristic for melee weapons for this general while they're within 6" of another hero. Stacks well on just about anything, especially a Keeper.
- 2. Glory Hog - At the end of the combat phase, if any enemy units were destroyed in that combat phase and your general is on the field, you get a command point.
- Can be awesome. Great for hunting a support hero or small objective holding unit, but means to fully reap the benefits you won't be sending your Hero into combat vs other huge targets due to the need to fully wipe them out.
- 3. Hurler of Obscenities - At the start of the Combat phase, pick 1 enemy hero within 6" of the general. Until the end of the combat phase, add 1 to hit rolls made by that enemy hero that target this general, but that hero gets -1 to save.
- Effectivly gives you +1 rend, but you BETTER kill them or else they will smack back with vengeance.
Magical Artefacts[edit]
- 1. Rod of Misrule - Keep a tally of the unmodified hit and wound rolls of 6 that are made by the bearer in each turn. At the end of the battlshock phase if the total is 6 or more and the bearer is still on the battlefield you gain 1 depravity point.
- Low risk, but not really much reward plus lots more bookkeeping. Eh................
- 4. Icon of Infinite Excess - Once per battle, at the start of the combat phase, the bearer can use this artifact. If they do so, all friendly hedonite units on the battlefield add 1 to their attacks characteristics until the end of the phase.
- 6. The Beguiling Gem - At the start of the combat phase, pick an enemy hero within 3" and roll 3D6. If the roll is greater than the enemy's bravery characteristic, they get -1 attacks with all their melee weapons to a minimum of 1 until the end of the phase.
- Can really be useful vs big baddies, but even with 3d6 is hard to utilize against opposing daemons or undead units.
Spell Lore[edit]
- Lash of Slaanesh. Casting Value 5. Pick a point within 12" of the caster that is visible to them. Roll a number of dice equal to the number of models in the unit. For each 5+ subtract 1 from the attacks characteristic of that units melee weapons (to min 1) until next hero phase.
- Pavane of Slaanesh. Casting Value 6. Pick an enemy hero within 12" that is visible to the caster. Roll a number of dice equal to the enemy units movement characteristic. For every 5+, subtract 1 from that enemyies units move characteristic (to a minimum of 1) for the rest of the battle. The same unit cannot be affected by this ability more than once per battle.
- Hysterical Frenzy. Casting Value 7. Pick an enemy unit wholly within 18" that is visible to the caster, and roll a number of dice equal that units Bravery characteristic. For each 6, the unit suffers 1 mortal wounds. Designed to punish those high bravery undead and demons..
Pretenders[edit]
The hero choice, of the uber-buffed centerpiece General variety. The most megalomaniacal of Slaanesh’s followers who think they can take the mantle of fourth Chaos God.
Battle Traits[edit]
Heir to the Throne
If the general is a hero, you recieve 3 command points instead of 1 if they are on the battlefield at the start of hero phase.
Warlord Supreme
Your general can issue the same command ability up to 3 times in the same phase. If it does so each command must be to a Pretenders unit and no command point is spent for the second and third times your general issues the same command.
Command Traits[edit]
- 1. Strength of Godhood. If this general issues a command to a different unit improve the rend charactersis of its melee weapons and add 1 to the damage characteristic of its melee weapons until the end of the turn.
Hard pass.
- 2. Monarch of Lies. Roll a dice each time an enemy unit recieves a command within 6" of this general. On a 5+ that command is not recieved and the command point that was spent is lost.
Good when hero sniping, but if you are striking first your are better to be aggressive here.
- 4. Strongest Alone. If there are no friendly models within 6", you can add 1 to hit and wound rolls for this general.
Magical Artefacts[edit]
- Crown of Dark Secrets. At the start of the first hero phase, pick one enemy hero. For the rest of the battle while that unit is within 6" of the bearer the attacks characteristic of that units melee weapons is 1.
- Scepter of Domination. At the start of th combat phase, roll a dice for each enemy unit within 3" of the bearer. On a 5+ the strike-last effect applies to the unit until end of the phase.
- Breathtaker. Pick one of the bearers melee weapons. if an enemy model is slain by attacks by that weapon all effects that trigger upon death are negated.
Spell Lore[edit]
under construciotn
- Soulslice Shard. Casting Value 5. Pick an enemy unit within 12" that is visible to the caster, Roll 2d6. If the roll is higher than the enemy unit's bravery characteristic, if the roll is greater than its bravery characteristic that unit cannot issue or recieve commands until your next hero phase.
- very good for shutting down inspiring presnece on large blob squads.
- Phantasmagoria. Casting Value 5. Pick an enemy unit within 12" that is visible to the caster. Until your next hero phase each time that unit is picked to fight, you can pick 1 friendly Hedonites of Slaanesh unit within 3" of that unit and it can immediately retreat.
- great for saving vital units or retreating units for objective camping. Does specifity Hedonites of Slaanesh though so keep that in mind with allies and Coalition.
- For FUN, cast this on a Lord of Hubris. Have him charge in with a unit of Myrmydesh Painbringers. The LoH’s ability to force an enemy unit to only be able to fight him for the phase, (and don’t forget buffing the Painbringers too!), combined with his ability to retreat via this spell, means your Painbringers can hack away at their target with no chance of the enemy fighting back.
- Born of Damnation. Casting Value 6. If successfully cast roll 6 dice. For each 4+ recieve 1 dperavity point.
Godseekers[edit]
The “need for speed” choice. Wings of cavalry and master hunters who search for signs of their master and ways to free him.
Battle Traits[edit]
Thundering Cavalcade You can reroll charge rolls for friendly Godseekers units while they are wholly within 12" of a friendly Godseekers Hero.
Maniacal Hunters At the start of each battle round before recieving starting Command Points you can move up to D3 Goseeker units that are more than 3" from all enemy units up to D6 (roll separately) in any direction. Cannot end within 3" of any enemy units.
Command Traits[edit]
- Hunter Supreme. Monster only. Enemy units cannot make pile-in moves within 3" of this general. Also this general adds 1 to the attacks characteristc of melee weapons if it made a charge move this turn.
Exalted Chariots will love you. Save up that CP for a re-roll charge. Very strong on a fast moving character.
- Into the Fray. The strike-first effect applies to this general if it made a charge move this turn.
Helpful to generate depravity with big base generals, but you have ways to do this elsewhere.
- Speed-chaser. after this general makes a charge, roll a number of dice equal to the charge roll. For each 4+ the enemy unit within 1" revieves a mortal wound.
- The ogre charge. Nothing more, nothing less.
Magical Artefacts[edit]
- Cameo of the Dark Prince. Once per battle, at the start of your hero phase you say if they will utilize the artefact. If they do until the end of the turn they can issue commands without spending any command points.
- Girdle of the Realm-racer. The bearer can fly. In addtion the bearer is elegile to fight in the combat phase within 6" of the enemy instead of 3" , and they can move an extra 3" when piling in.
- Threnedy Voicebox. ONce per battle at the start of the combat phase, you can say the bearer will use the artefact. Until the end of the phase all enemy units within 6" of the bearer subtract 1 from the attacks characteristics of their melee weapons (to min 1).
Spell Lore[edit]
- Path of the dark prince. Casting Value 5. If cast roll 3D6 instead of 2D6 when making charge rolls for the bearer.
- Progeny of Damnation. Casting Value 5. Range of 12". If cast pick a freindly Hedonits of Slaanesh unit wholly within range and visible. Until your next hero phase if that unit finishes a normal move, run or retreat within 9" of any enemy units those units cannot use the Redeploy command.
- Slothful Stupor. Casting Value 7. Pick an enemy unit within 12" that is visible. Until your next hero phase, that unit has a move characteristics of 3" and all run or charge rolls are treated as 3".
Warscrolls[edit]
Heroes[edit]
Named[edit]
- Shalaxi Helbane: (Behemoth 420pts) Your fancy hero magnet and killer. Somewhat less utitlity than a run-of-the-mill Keeper of Secrets , but their unique spell grants themselves +1 to hits, wounds and saves against heroes, which makes their 4+ save even better. In the most recent iteration they are now far better at putting down enemy Heroes, but are also just better at killing period. Like all keepers you can choose between a whip that subtracts one from enemy melee weapons. Or the shining aegis shield that gives them a 5+ ward. The Soulpiercer is now a respectable D3+3 damage along with their Impaling claws. On top of all this they now always subtract -1 to hits and wounds by melee weapons naturally. Also they retained their ability to force heros to charge them or suffer D3 mortal wounds, plus in combat they can focus attacks on singurlar heroes for a flat 6 damage on Soulpeircer. All this is sounding pretty good right? One problem however is they lack the standard keepers ability to heal wounds as they do not have the Knife or Sinustrous hand. Though again this is somewhat balanced out by the multiple ways you can reduce hit and wound rolls. Plus the Shining Aegis can obviously help. Going to be a real tossup between this and a regular keeper as again the Keeper has other abilites that benefit beyond just combat, but atleast Shalaxi has a more respectable damage and defense profile finally.
- Syll'Esske: (215pts.) A Herald riding a Daemon Prince (though not that way, at least not on the battlefield). An interesting beatstick & buff combo. Now count as the warlord regardless of unit chosen as general, and a wizard to boot. You want them bunched up with mortal and daemon troops, as the duo can give +1 hits and wounds when an equal number of Mortal and Daemon units are wholly within 18" (essentially replacing their old sub-faction abilty), their unique spell shuts down an enemy units ability to recieve or issue command abilities. They cause a mortal wound on unmodified save rolls of 6, but careful on prolonged combat as isolated they will die. Has a much improved attack profile between Syll and Esske (both profiles with range 2") and with run and charge can keep shoulder to shoulder with frontline troops as you will need them to be to take advanged of their passive hit and wound buff. Considering you'll need equal numbers of Mortal and Daemon units to trigger their buff you'll have to build your army around them to an extent. Though given Daemons and Mortals have gotten a glow up that actually isn't really that big of a deal, plus a Vengeful Allegiance style army can be the rare army that is both competitive and fluffy.
- The Masque: (135pts.) Named Herald beatstick. Trades spellcasting for the ability to choose to heal D3 or get +D3 attacks in your hero phase. The Masque is deceptively tanky, with a 4+ FNP. Best used against slow enemies to maximize the benefit from their Endless Dance ability, which grants an extra 3" of piling in, rerolls to hit against targets
slower thanwith a Move of 10" or less and rerolls to hit and wound against targetsslower thanwith a Move of 5" or less. Cheapest source for Locus of Diversion.
- Sigvald the Magnificent: (205pts) Back with a new, literally hornier model as a
daemon princeentity beyond mortality (As well as morality) but lacks the Daemon Prince keyword. Your amazing hunter. With a +3 to charge, and attacks equal to either 5 or the unmodified charge distance, he smacks hard, especially as his saber's D2 damage and caused wounds can't be negated. Don't toss him at stuff where you can expect prolonged combats or vs stuff like Stonehorns, he has a 4+ ward but with only 6W wounds a bad role can make the pretty boi go down fast. Proc the Keepers ability to make him strike again means he can fight twice before your enemy can. Overall a pure melee beatstick, but easily one of the most cost effective ones in the whole army, so definately worth considering
- Glutos Orscollion, Lord of Gluttony: (480pts) Because Slaanesh is not one to be outdone with setpiece models, now he has a massive mutant-drawn palanquin ridden by a fat fuck of a sorcerer (with an exclusive spell being a debuff that halves an enemy unit's movement) and his servants. This is to remind us that, despite how much we meme about Slaany being the God/dess of sex, drugs and rock and roll
and fail miserably doing so, he/she/it is the Deity of *EXCESS* as a whole. 18W and he loses attack from his mutant mounts as he gets injured. He is meant to be a support character that doesn't mind getting close, but can get bogged down fast.- Gluttos is someone that absolutely needs to survive to maximize his utility. As the game progresses, he gains various new tricks that stack as the game goes on which in order are making fellow Hedonites add 1 to battleshock in 12", run and charging for his chariot, ignoring battleshock completely in round 3, cast an additional spell for Glutos and finally rerolling casting, dispelling and unbinding. In addition he has the ability to just pick a friendly Hedonites Mortal unit and allow it to heal wounds for every wound it causes an enemy (max 6). Also keep in mind he has a built in spell to half an enemy units move, charge and runs. If you're going to field him, you're going to have to make sure your army can protect him. So keep track of ways to buff his wounds, spells/artefacts whatever you have. Also keep in mind his Gorge on Excess command ability he can cast on himself. So never forget it if the opportunity presents itself to use. As it can really help keeping the big guy around.
- If you must get stuck in his charoits attack output is pretty good overall and is now much more reliable. Not saying you should just throw him in the thick of things, but he is not exactly a push over neither.
- Dexcessa, the Talon of Slaanesh: (270pts) The martial champion of the two newborns. Its rules are specially made to get it stuck into the thick of it as fast as possible, being able to charge after running or retreating and possessing a good speed. Once it gets there, however...hoo boy, the ability to add extra attacks for every battle round after the first for the REST OF THE ENTIRE GAME means that attention will be drawn to it. While it lacks an invuln or FNP, enemies do suffer a -1 to hit.
- While it's main role is to kill up close, it still has some commanding influence as the get of the Dark Prince. It has an aura that neutralizes all battleshock checks for your daemons and lets you issue a command each turn for free.
- Also FYI its mix up with its Scourge weapon was fixed via Errata, as in it was always meant to be a melee weapon.
- Synessa, the Voice of Slaanesh: (270pts) The mage of the newborns. While lacking in combat prowess, it has a ranged attack that pretty much guarantees mortal wounds depending on the enemy save characteristic (6 if you roll less than save, 3 if you roll equal or greater). This alone can prove to be pretty deadly to high-save models like stormcasts or just a nuisance for the average mob.
- Synessa's real shining point is in the support it provides to the army. While it won't nullify battleshock like the other twin, they are a wizard spell and can issue a free command wherever it wishes on battlefield. This will allow you to keep Synessa out of relative danger. In addition their spell rolls 3D6 against a Hero's braver and if rolled higher you add 1 to hits and wounds that target that hero.
Daemons[edit]
- Keeper of Secrets: (Behemoth 420pts)On the nose point value aside, they are absolutely amazing. You can choose between the Ritual Knife, Sinistrous Hand, Living Whip, or the Aegis. The Hand is probably your best bet. Has a watered down Feeding Frenzy for a command ability that gives an OTHER unit a second activation; you can't target yourself anymore), meaning it needs to chaperone something else to get the most use out of it. Can also tempt an enemy hero, doing D3 mortal wounds if they decline. If they accept, the enemy hero gets +1 to hit rolls until the next combat phase, at which point you roll. The tempted hero instantly dies on a 4+. It doesn't matter if it's Archaon, the Celestant Prime, Nagash, or Vorgaroth, and Skalok. They drop dead. (do keep in mind you are giving them a +1 to hit for the whole next turn in exchange for them not taking some damage and maybe dying next turn. Be cautious about giving your opponent a buff to take the lead).
- Soulfeaster, Keeper of Secrets: (Behemoth 385pts) An interesting prospect now, because the regular Keeper now costs like a truck and its command ability is no longer as powerful as it was. Its ability can generate depravity from enemy HEROES & cause mortal wounds, meaning it generates D3+1 if the tendrils work. Make it a Godseeker general, it generates D3 from a charge (+1 if another friendly charges). If you focus on DP generating in general, you could get 12DP in your first turn, enough to summon another Keeper your next turn. Madness... but with how expensive our choices are - perfectly viable.
- The Contorted Epitome: (255pts) Your support piece and magic specialist. 2 re-roll casting attempts & 2 unbinds. Ignores mortal wounds on a 2+ and at the start of the combat phase, you can roll 1 dice for each enemy unit within 3" of this model. On a 4+, this model cannot be picked as the target of attacks made by that unit in that phase until this model makes any attacks in that phase. Now wants to be near combat as it has some of the few 2D in the book. Its 5+ regular save & 7 wounds means it's still paper thin, so should always be escorted by regular troops. Pairs well with the Enrpaturess & Fiends to shutdown enemy magic.
- Infernal Enrapturess: (140pts) Your support and a minor artillery piece. Use's her harp to shoot from afar. The kicker: Re-roll successful casting rolls for enemy Wizards that are within 24" of any friendly models with this ability! Additionally, if the re-rolled casting roll is a double, that Wizard suffers D3 mortal wounds after the effects of the spell (if any) have been resolved. To top it all office, this model can attempt to dispel 1 endless spell and when doing so add 1 to the dispelling roll. However against any non-magic focused army, it's basically useless compared to just taking Blissbarb archers for shooting or a Viceleader herald for the magic.
- Viceleader (Herald Of Slaanesh: (140pts) Herald on foot. Has a 5+ FNP and can run and charge. Its spell on a 5 grants a reroll of 1 to hit for attacks against one enemy unit, basically useful for everything in your army. Much better than they first appear, especially if used as a "squad". If you don't want to buy the Finecast trash, instead use a model from the Chariot kit. Cheapest source for Locus of Diversion.
- Bladebringer on Seeker Chariot: (190pts) Herald on a small chariot. On a 2+, does D3 mortal wounds when charging, and can retreat and charge to land those other mortal wounds. Decent but the Exalted offers up much more.
- Bladebringer on Hellflayer: (215pts) Herald on a Hellflayer. At the start of the combat phase, roll a dice for each enemy unit within 1" of this model and on a 4+, that enemy unit suffers D3 mortal wounds. In addition, for each 4+, add 1 to the Attacks characteristic of this model’s melee weapons until the end of that phase. Has more attacks then the basic chariot, so is a solid blender.
- Bladebringer on Exalted Chariot: (265pts) Herald on a big chariot, so big it overflows off the base. Basically the Seeker Chariot + Hellflayer + Herald, but can't retreat and charge, unlike the Seeker Chariot version; which you can change via playing Godseekers. It's more like the Hellflayer than the Seeker, where you want your hero's mount to deal as much damage as possible. This thing just blends any lightly armoured unit with its crazy number of attacks. 10W, 23A and no degrading profile makes this a really good choice.
- Daemon Prince: (210pts.) Fast and decently killy. His CA grants him a 12 inch aura that gives +1 to hit rolls and attacks to friendly Slaves to Darkness units as long as a single friendly model is slain within range by enemy melee.
Mortal[edit]
- Lord of Pain: (155 pts) Slaanesh's first on foot mortal hero. A decent beatstick with 5 wounds, 4+ save, and a weapon that does 5 attacks 3/3/-1/2 and negates wounds on a 5+ and gives them back as mortals if they were dealt in the combat phase. His command ability of re-rolling melee hits is only usable on himself or other mortals. Issue is he is slow, so can't keep up with the likes of Hellstriders or Slickblade Seekers, so at best you pair him with Twinsouls (who have a way to re-roll hits already) or Painbringers. He is a key to a few Battalions, but a little overcosted.
- Shardspeaker of Slaanesh: (150pts) Our new mortal wizard, only 1 cast/1 dispell, but a true force enabler that for some (awesome) reason gains an additional combat profile should their spell go off and gets a 3+ save. Their 'Twisted Mirror' ability only has a 9" range, but gives +1 to wound against an enemy unit and can be used after advancing. Rita Repulsa's spell 'Reflection Eternal' will help protect your squishy units by making one enemy unit have -1 to wound for their attacks in the following combat phase. Sadly the mortal spells we have access to aren't the best, but Arcane Bolt/Mystic Shield are always great overall. If running StD units, a Sorcerer Lord will have more utility.
Slaves to Darkness[edit]
- Chaos Lord: (110pts.) Slow for Slaanesh but killy, with a decent command ability to boot. Don't send him alone against characters more expensive than he is, or he will die. The increased rend and attacks values will mean he's good at killing line infantry and when to send alongside another unit he won't auto-bounce against characters as he used to, in addition, a CA that gives mortal STD another round of attack.
- Lord on Daemonic Mount: (170pts.) Your budget (for a Slaves to Darkness character) mounted Lord. With the new update, cursed Warhammer now has the potential of mortal wounds on 6s to hit, with the added bonus of healing d3 wounds for killing whelps with your big mallet. Also great for other Slaves to Darkness units as his command ability only affects the mounted options but provides a re-roll to their charge and +1 to hit. He also can take Items from both Mortal and Deamon list. Pro-tip, spring for the Karkadrak if you EVER have the points.
- Chaos Lord on Karkadrak: (230pts.) The new mounted lord has arrived, and he rode in style as a full plastic kit. How does this character scream build around? Movement 9", 9 wounds and the always welcomed 3+ save, this lord on battle lizard loves keeping up with his fellow cavalry and bring nothing short of utter destruction. Without any adages, this character boasts no less than 13(!) attacks across 4 profiles, has mortal wound potential both on the charge and with his sword, and can heal with his attacks with his big axe. Sporting classic mortal wound protection that Slaves to Darkness units are spoiled with, and the same command ability as his horse-riding brethren, he is an excellent pick for a Slaves focused army. Pair him with some Chaos Knights or Chariots and reap all the skulls you can.
- Chaos Lord on Manticore: (Monster, Behemoth, 280 pts.) The Lord on Manticore can have a choice between Flail and Sword, with the Sword being better in most circumstances and a choice between Runeshield, Daggerfist, and Lance. The Lance might be awesome, but since everyone and their grandma will be gunning for your Manticore, the 5+ save against Mortal Wounds might be the best choice. The Manticore is no slouch itself in addition to rerolling Hit against Monsters for its Claws and Jaws attacks. His Command Ability allows a unit of Chaos Warriors wholly within 18" to reroll charge and Battleshock rolls.
- Exalted Hero of Chaos: (90pts.) Largely unchanged from pre-tome, with an increase of 10 points. D6 attacks make this unit a variance engine (either amazing or garbage, down to luck) even though he activates twice in melee.
- Chaos Sorcerer Lord: (110pts.) The support wizards Dropped in points and buffed in power. His Oracular Vision ability and Daemonic Power spell have gone from rerolling 1's to flat rerolls for units. This factor, combined with some pretty tasty endless spells and reduced points costs makes for an appealing option for a backfield objective holder who can cast spells to buff combat units and cause damage with endless spells. Potential for several to be taken for mass-buffs as they are cheap enough to pseudo-spam. Keep in mind that all his powers target Slaves to Darkness units, so only useful with them.
- Chaos Sorcerer Lord on Manticore: (Monster, Behemoth, 260 pts.) Classic Wizard riding a big monster. They are still ok fighters and caster while being cheaper than the Chaos Lord variant. Wind of Chaos will clean up groups. Better overall synergistically in a more StD driven army. He can take on Monsters though, preferably if they've taken some damage before he sweeps them up.
Beasts Of Chaos[edit]
must be included in a Depraved Drove battalion
- Beastlord: (90pts) out melee's Viceleaders in pure melee but can't keep up with his compatriates (GW expected you to always but them in BoC Ambush and let the rest of the army-run and charge). are good and cheap heroes that can improve the rest of beastmen combat if they kill something.
- Great Bray Shaman: (100pts) your Beastman speed booster to outpace Deamonetts and BEASTS OF CHAOS endless spell caster. They know Devolve for dragging enemies closer to you and away from objectives and support auras. The go-to choice if you are rolling with the Depraved Drove roster and want to make your already amazing Bestigors even better, you will never go wrong if you pick him.
- Doombull: (100pts) the leader bullgor, being a big bag of depravity holding a heavy axe.
- Dragon Ogor Shaggoth: (170pts) allocate you want for a Slannesh hero, lots of attacks that can explode into more, some speed, lot of wounds that can become Depravity points, and the most useful is the ability to heal when ties for going first is rolled and having a healing spell.
Battleline[edit]
Daemon[edit]
- Daemonettes: (Battleline Min:10 Max:30 140pts) One of the best battlelines in the game, with the ability to run and charge, a 5+ save, a Hornblower that forces enemies to reroll battleshock, an Icon Bearer that regenerates models on a battleshock roll of 1, and a Banner Bearer that lets you reroll charges. At 14 points per model, able to cover 6+2d6", and the only HEDONITES unit that can realistically maintain the triple exploding 6s, they used to be the cornerstone of most Slaanesh armies. Now they are a bit too expensive for what they do, and better off summoned at a great price of 12 DPs for 30 models.
- Seeker Chariots: (Only battleline with GODSEEKERS allegiance, Min:1 Max:3 130pts). Does damage on the charge, and can retreat and charge. You'll have bigger Chariots, so your probably only take them in a GODSEEKERS armies for battleline, but they are hard-hitting and fast battline. Damage output is less than 10 Daemonettes, but faster and 10pts cheaper.
Mortal[edit]
- 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.
- 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.
- 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.
- 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.
- 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 Daemonhosts 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.
Beasts Of Chaos[edit]
- Gors: (min:10, Max:30, 70/200pts) may not be as killy or brave as daemons but are just as fast (especially with a Bray-shaman), cheaper and the shield option makes them more durable. Compared to the slaangors, they're far more fragile
- Ungors: (min:10, Max:40, 60/200pts) beastmen Marauders. like all beastmen, they can easily keep pace with the daemon, make cheap Cannon fodder while filing out battlelines
Other Units[edit]
Daemon[edit]
- Fiends: (min:3 200pts) Probably our most complicated unit. They disrupt enemy spellcasters within 12", and enemies targeting them in melee have -1 to hit, and if they have at least 4 models, -1 to wound as well. They're best used to hit higher wound models, as the Barbed Stinger does more damage if the target has more wounds.
Put near our fat new Hero and -2 to hit makes them great bodyguards that can monster snipe.Doesn't really work anymore, due to the "-1/+1 total modifier" rule.
- Seekers: (min:5 140pts) The fastest unit in the army! They have 14" of movement, can run and charge, and run for 2D6, giving them a threat bubble of 14+4D6 inches, averaging 28". Every 5 models will have a Banner Bearer for re-rolled charges, a Hornblower to force enemies to re-roll battleshock tests, and an Icon Bearer which lets you regenerate D3 models and prevent models from fleeing on a battleshock roll of 1. They have +1 attack ability if they killed a model in the previous combat phase, though seekers surviving a round of combat isn't a given. A different take on seekers is that thanks to their fast movement and relatively cheap points cost, they can make a good screen and "hammer," at least in a "OMG that's coming quickly closer" effect. It may not work against every opponent, but even a unit of ten can look imposing considering that Slaanesh is not known for its imposing models. Respectably killy, not very resilient, they deal with enemy backline and archers quite well and can support your flanks almost instantly from the other side of the table.
- Hellflayer: (155pts) Blender, Slaanesh edition. A respectable 14 attacks, 12" of movement and a 4+ save with 7 wounds means that these aren't too bad... but at the start of the combat phase, they can damage each enemy unit within 1" on a 4+ for each unit, and you add an attack to all melee weapons for each 4+. Stick them at the junction of 2-3 units and watch them go to town.
- Exalted Chariot: (200pts) The unholy union of a Hellflayer and a Seeker Chariot. They basically are the two units merged, but move slower at 10" and lose the ability to retreat and charge. The sheer number of attacks they can dish out does give them good killing power, & the MWs on the charge allow them to take down elite squads well. Biggest downsize is the base size which allows them to be swarmed easily. Taking/summoning the Hero version is preferred.
Mortal[edit]
- Slaangor Fiendbloods: (min:3 130 points) So, remember how that new Underworlds kit had that one sick Slaangor? Well now you can take a unit of 3. They are worse statwise to things like Bullgors and Dragon Ogors but will benefit from your MORTAL HEDONITE buffs, so they could be some potential for stacking abilities (any improvements to their to hit stats can make them reasonably killy). The general consensus is they definitely lag behind other options in the book (and lack any way to become battleline); so are literal trash outside their great kit. They are supposed to be an all-or-nothing unit, with their abilities to gain more attacks on the charge and potentially deal mortal wounds at the end of a turn after combat. Send them into the enemy and do maximum damage before they get run over. Their few redeeming qualities are their reasonably fast base movement and high number of -1 rend attacks, thus more chance for exploding 6's. Which can be good for racing up the board and getting early depravity points. But you could argue your cavalry could just do that. Overpriced for what they are but you can get some use out of them; even if you dropped from 140 to 100pts they are still garbage: ignore.
- Slickblade Seekers: ( Min:5 230 points). When you want to mop up a unit and deal some serious mortal wound output. 4W each and FAST. Send them at semi-elite units or to support another character. Even though these majestic knights are 4 wounds each, a 5+ save doesn't let them survive for long, even though you get 20 wounds for 200 points. However with
the Seeker Cavalcade battalion andthe Faultless Blades command trait you can crank their pile in up to 6". Send them into whatever unit you want to slaughter, touch tips with only one Slickblade, let them hit you for a little bit, then pile in all of your knights and hopefully kill them before they kill you. One of the best units in our book by far, yet, as many other things - extremely overpriced.
- Blissbarb Seekers: (Min:5 220 points). Our new incredibly fast unit that is great at pinging foes for DP early on. Point for point, our new best unit in the book. Surprisingly tanky with 4W, 3 shots apiece too w/ rend 1. For only a smidge more pts than our Blissbard counterparts on foot, you get lots more utility overall. Take a unit of 5 and split fire, you should get 1 DP from a mortal wound and hopefully another wound sneaks through for a 2nd. If stuck in combat, run them away so you can continue to ping away; unless stuck vs something dinky where you can just bow them to the face.
- The Dread Pageant: (4 unique, 130 points). Our Direchasm unit that is actually playable in real games! Vasillac is a pretty tanky and efficient combat hero; similar to a minor Lord of Pain. Our Slaangor Slakeslash is the sexy beast we wish our new Slaanagor actually were, and a basic blissbarb + chick with a spear. All units on an unmodified hit roll of a 6 do a mortal in addition to their other damage.
Slaves to Darkness[edit]
- Chaos Warriors: (Battleline Min5, Max:30 90pts.) Slower but hardier than daemonettes and boosting pretty good weapons versatility. Makes for excellent backfield objective holders and when paired with greatweapons make pretty good frontal assault troops. Unfortunately, STD units no longer get access to euphoric killers and other abilities only effecting HEDONITE now. Additionally they no longer count as battleline given the new coalition rules. So they still have use but you can’t use the same combos as before. They won't be as swift as any of your other choices, but that's not their role. In a big enough blob of these guys will be pretty difficult to take down and on the charge will be pretty devastating.
- Chaos Marauders: (Battleline Min20, Max:40 150pts.) A cheap mass infantry with a minimum charge range of 8", for the models' number game when you wanna blobs other than Daemonettes. Decent hitting power and cheap enough that you probably won't care if they get wiped out. Unfortunately, STD units no longer get access to euphoric killers and other abilities only effecting HEDONITE now. In addition to also losing their previous battleline status. Perfect in a Scarlet Cavalcade army as they should be the choice for the single charge battle trait to guarantee your other units get in the fight.
- Marauder Horsemen: ( Min5, Max:30 110pts.) Marauder on horses, Ideally with javelins to maximize the number of attacks. You can also go Flails so more Horsemen can get in there attacks when you rush them in hoards to boost their chance of exploding attacks with their rending weapon. We have vastly better cavalry (Hellstiders, and even even even better Slickblade Seekers) so pass unless running a true StD army now that they went up from 90pts.
- Chaos Knights: (Min5, Max:20, 180pts.) Your heavier cavalry. If you want slower seekers that actually kill something, they've got it covered. The lances mixed with 6s exploding makes an interesting hammer unit when paired with the right synergy, like a Chaos Lord on mount or a Warshrine.
- Chaos Chosen: (Min5, Max:20, 140pts.) Warriors with +1 Ld and armed with Great Weapons, which is basically a Protector's Halberd without the cool special rules. What's so special about Chosen, then? If they kill at least one model in combat, all other Slaves to Darkness reroll To Wound until the end of the phase. This is pretty devastating and nowhere does it say that multiple Chosen squads can't affect each other with this. So an excellent way to look at Chosen is as a potential buffing unit with high damage potential. Don't compare them to Paladins as they really don't like that. Get them into the thick of things and start killing to buff everyone up.
- Chaos Chariots: (Min1, Max:3 120pts.) Pretty fast, since they always add D6" to their Move even without Running but outclass by the Daemons. Has one more wound but Slower than a Seeker Chariot with and less useful attacks even when charging. Pass.
- Gorebeast Chariots: (150pts) Another even bulker Mortal Chariot. Does better if charged from a longer distance. The regular chariot is slightly cheaper and faster, and even then those are not really used...
- Chaos Spawn: That Which Must Not Be Named. Not actually terrible anymore, though far from reliable. A Move of 2D6" makes for potentially fast movement. Similarly, 2D6 attacks per Spawn is potentially strong, but even better is the special rule these attacks come with: If you roll a Double, instead of Hitting and Wounding on 4+, you Hit and Wound on 3+. Just think about it, 12 attacks apiece with good Hit and Wound rolls... Also, five Wounds with a 5+ save to make for pretty hardy models.
- Varanguard: (Min:3, Max:12, 300pts) Super Warriors lent out by Archaon. They are giant chaos knights with 5 wounds 3+ armour and ignore magic on a 5+, able to Fight twice once per game and get +1 to hit if you have Archaon. Each model can be armour with an Ensorcelled Weapon for consistency, Fellspear to overcome bigger Armour saves, or Daemonforged Blade can more inflict Damage and MW with good RNG.
Beasts Of Chaos[edit]
- Bestigors: (Min:10 Max:30 120/300pts.) Elite Gors in heavy armour and more anti hoard killy. Absolutely great in Slaanesh. Some even argue they're more efficient than Daemonettes.
- Bullgors: (Min:3 Max:12 140pts.) Get the same Bloodgreed rule as the Doombull, а weapon choice of great axes (2x 4+/3+/-2/3) or axe(s)(3x 4+/3+/-1/2) with the option of an additional axe to reroll hit rolls of 1, or bull shields which add +1 to the save rolls against attacks from melee weapons. These options are in addition to horn attacks made by each bullgor (2x 4+/4+/-/1). But the really interesting trait is their Drummer and Banner Bearer abilities: namely, they give +1 respectively to charge rolls and Bravery for each enemy unit within 12" from them. If you want to go full Warherd, take one unit of each and see which ones perform best, but if you take only one unit of them and a Doombull, you're going to want great axes.
- In a Hedonites list these are a fantastic unit for raking in depravity points. cheapish four wound infantry that dishes out high damage back. Tossup between these guys or dragon ogors as the ogors can take more punishment, but it's hard to argue with the bull's ability to give it.
- Dragon Ogors: (Min:3, Max:12 130pts.) Five Wounds with a 4+ save, okay Bravery and scary weapons. Each has what is basically a Chaos Knight's horse bolted to it and in addition fights with a big weapon. You get either Ancient Weapons which are three Double-Hammer Liberators in one, Glaives which exchange 2 attacks with 1 more inch of range and a Rend of -1, or Crushers which only have 3 attacks, but with 2 damage each. Re-roll hit rolls of 1 if wholly within 12" of a Shaggoth.
- Glaives have an interesting use in that you can hide your dragon ogors behind your 25mm/32mm based guys (just in case may want 2 ranks of 25mm bases to have maximum distance). Enemies with 1" weapons won't be able to touch your DO, while the glaives let your DO wack enemies (though you do lose your claw attacks).
- Ungor Raiders: (Min:10 Max:40 80pts.) Same as Ungors, but with bows instead of shields and a basic scouting rule. Don't think their bows are good, by the way, but the mass of shots really helps. Don't underestimate 30-40 strong ungor raider units. They can output a surprising amount of dakka (for Beasts anyways, they're not crossbow freeguild!). in a melee-centric and focused faction that can quickly get into melee, missiles will be taken out of you horde budget, can damage distant enemies while holding objectives. You can take 20 for the price of 11 Blissbarbs, but why?
- Centigors: (Min:5 Max:20 80pts.) Our discount seekers, not as good outside melee saves but you can take more of them. In a Hedonites army now that they won't get exploding attacks, why?
- Tuskgor Chariots: (Min:1 Max:4 60/200pts.) The cheapest of chariots, only coming the closest to having the same effectiveness as a seeker chariot the turn it charges a ten man+ hoard of order guys. Taking 4 to the face HURTS.
Behemoths[edit]
Slaves to Darkness[edit]
- Chaos War Mammoth: (Monster, Behemoth, 320pts) This monster has 22 wounds! Although it's only packing a 4+ save. All of his attacks cause at least D3 wounds, making it an exceptional monster-killer when at full strength. Its real strength lies in supporting a Marauder charge, however - as well as imposing -2 to any Battleshock tests to any unfortunate unit that gets charged, the Mammoth can also help Marauder or Marauder Horsemen get in a little extra movement and increase their damage output in combat. Wounding and even killing this thing just makes it cause more damage. If you're playing with a big Chaos horde then there's no finer feeling than running this guy into the enemy's biggest and toughest-looking infantry blob, although expect a few dirty looks for doing so. Keep in mind that he doesn't like magic missiles or war machine fire, however.
- Soul Grinder: (Daemon, Behemoth, 210pts) Ever wanted a beast that can throw ranged shots AND be great in melee? This daemon might be for you. Same price as a Daemon Prince but with less special abilities. It makes up for it by giving you a boatload of attacks for very good damage. Two ranged attack profiles, one at 20" and six at 16", the 20" does flat 3 damage the rest do 1 damage. CC has six attacks for 1 damage each, 1 attack -2 Rend for D6 damage, and either: two attacks -2 Rend flat 3 damage, OR 4 attacks -1 Rend D3 damage. Big, ugly, and killy, he fills the hammer role. The biggest downside for it is the mostly 4+ to hit. And since it is a Daemon, it can't benefit from CSL Demonic Power spell or the Warshrine. But at 16 wounds and a 4+ save, you can probably find a spot in the army.
- Chaos Warshrine: (TOTEM, PRIEST, Behemoth, 170pts) Yes, the Warshrine does not count as a War Machine. If you play with caps on Heroes, Monsters and War Machines, this is a huge advantage. What it does is pretty cool, too. First, it has an Aura that grants Mortal Slaves to Darkness units (almost everything Chaos that isn't a Beastmen or a Daemon) an additional 6+ save after their normal save. Can also pray for buffs to Mortal Slaves to Darkness units. Its Slannesh Prayer grants battleshock immunity and re-roll to charges and undivided lets a unit reroll hit and wound rolls. Also of note is the fact that this thing can easily hold its own in combat with a monster-like profile and a bunch of strong attacks. Awful Rend, yes, but they plow through low armour tarpits like nobody's business.
- Gigantic Chaos Spawn: A strong but unreliable monster burdened with random movement, random attacks, and regeneration. He can put out a fair amount of damage with a mix of its tongues and maws, and has 12 wounds and has a good chance to regenerate and possibly gain more wounds each turn. It's worth remembering that he can be given any Chaos God as a keyword.
Beasts Of Chaos[edit]
- Cygor: (140pts) Can unbind two spells in each Hero Phase: If he manages to do it, he deals a mortal wound to the caster healing a wound for himself. He can also reroll hit rolls when attacking wizards, which he really really needs, having Hit rolls of 4+ across the board. Two of them can add some okay shooting, but the fact that the damage table influences his range makes him unreliable at best.
- Ghorgon: (160pts.) Same Blood Frenzy as Doombull and Bullgors, but deals d3 mortal wounds on an unmodified 6. Also, he can slay a specific model within 1" after he makes all his attack if he rolls a dice equal or greater than its wounds characteristic, do remember that it's a model so you can chomp on any leader or musician you can get your grubby hands on. This thing is your sledgehammer, with insanely strong attacks, but very slow for a monster. If you manage the charge and a Doombull is nearby, this thing can rip apart whole units, otherwise, it will stop cannonballs with its face for two turns and then die.
Scenery[edit]
Fane of Slaanesh - Your free terrain piece. Unlike other terrain pieces, this does not need to be placed along an edge but must be placed at least 3" away from other terrain or objectives. You can set up summoned units wholly within 12" and more than 9" from enemy units of the fane instead of a hedonite hero. Also, at the start of your hero phase, you can choose 1 CHAOS SLAANESH HERO within 6" of this to sacrifice something. If they sacrifice health, they can take a mortal wound and roll, and on a 2+ they can add 1 to hit rolls for all attacks until your next hero phase. If they sacrifice an artifact (which requires that they have one), it's destroyed, but on a 2+ they can add 1 to hit rolls for the rest of the battle. Note that one-use artifacts that you've already activated CAN be sacrificed to the Fane.
If you took a hero with the Pendant of Slaanesh artifact you can sacrifice health of the hero at the start of your hero phase, thus gaining 1 Depravity point, then immediately restore the lost wound and basically get a DP and hit rerolls for free!
Battalions (Legacy: AoS 2nd edition)[edit]
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.
Hedonite Host[edit]
1 Supreme Sybarites Battalion, 1-3 Epicurean Revellers Battalions, 1-3 Seeker Cavalcades Battalions. (120 points; Min: 1230; Max: 10410)
- +1 Bravery to everyone in the Battalion. If the army has the CHAOS SLAANESH Allegiance, you get D3 depravity points at the start of your hero phase.
Supreme Sybarites[edit]
3-6 CHAOS SLAANESH HEROES (150 points; Min: 270; Max 2310)
- At the start of your hero phase, roll a dice, if the result is less than or equal to the number of heroes from this battalion that are on the battlefield, you receive 1 command point.
Epicurian Revelers[edit]
2-6 units of Daemonettes, 0-4 Hellflayers, Exalted Chariots or Units of Fiends in any combination (180 points; Min: 400; Max: 3540)
- If the unmodified wound roll for an attack made with a melee weapon by a daemonette from this battalion is 6, that attack inflicts 1 mortal wound on the target, and the attack sequence ends (do not make a save roll).
Seeker Cavalcade[edit]
2-6 units of Seekers, blissbarb seekers, slickblade seekers or Hellstriders in any combination, 0-4 units of Seeker Chariots (140 points; Min: 350; Max: 4470)
- Models from this battalion are eligible to pile in and attack while 6" away from enemy units and can move an extra 3" when piling in.
Depraved Drove[edit]
1-4 combination of Beastlord, Dragon Ogor Shaggoth, Doombull, Great Bray Shaman; 3-6 combination of Centigors, Gors, Tuskgor Chariots, Ungors, Ungor raiders; 0-6 combination of Bestigors, Bullgors, Dragon Ogors; 0-2 combination of Cygors or Ghorgons. (150 p, Min: 270.pt. Max: -.pt.) From the Beasts of Chaos Battletome
- Give all units in this Battalion the SLAANESH Keyword and Re-roll failed charge roll if the unit is within 12" of an enemy hero with an Artefact and re-rolls To-Hit if the target has an Artefact.
This Battalion gives you Gors (more massive Daemonettes) and large monsters. Note that this does not give them the HEDONITES Keyword, so they cannot benefit from Euphoric Killers, the Keeper of Secrets' command ability. However, they do benefit from the Hosts and can take those trait and artefacts.
Depraved carnival[edit]
3 Lords of Pain or Shardspeakers in any combination, 3 units of Blissbarb Archers. (160 points, Min 930 Max 1890 points)
- Once per turn, in your hero phase, 1 unit of blissbarb archers can shoot.
Only take if running a unit of 33 archers. The real question is, why would you ever take 3 LoPs? Pretty expensive tax for an already expensive battalion.
Nobles of Excess[edit]
3-6 units of Myrmidesh Painbringers or Symbaresh Twinsouls in any combination. (140 points, Min 450 Max 4080)
- Re-roll wound rolls for melee weapon attacks made by units in this battalion if they made a charge move that turn.
Just why? You are better spending the battalion points on adding 5 more bodies. While you want to be in combat, only triggering on a charge is the real issue.
Exalted Speed-Knights[edit]
2-3 Blissbarb Seekers, 2-3 Slickblade Seekers, 2-3 Seekers. (120 points, Min 1060 Max 4820)
- After set up but before the first battle round D6 units from this battalion can move 6".
This could either be our BEST or WORST battalion. The fact you must take 6-9 units and the Blissbarb and Slickblade are now one of our best units, makes this a very cost effective choice. The daemonic Seekers are pretty niche, but even faster then their mortal counterparts. I wish it was each unit, instead of the d6 you pick out of a potential 9. Your units are already fast, so you can easily get a T1 charge off with this.
The Choir of Torments[edit]
1 Infernal Enrapturess, 1 unit of Daemonettes, 1 unit of Fiends, 1 unit of Seekers (120 points; Min: 700; Max: 1670)
- Add 1 to Attacks of melee weapons while wholly within 12" of the Infernal Enrapturess from this battalion. From Wrath & Rapture.
Make it 30 Daemonettes, 6-9 Fiends, and 5 Seekers, and just keep the Enrapturess screened with the Fiends. Generally worth the price of admission if you want to include Fiends and an Enrapturess in your army (and why wouldn't you?).
The Exquisite Pursuit[edit]
1 Contorted Epitome, 1 unit of Fiends, 1 unit of Seekers
- During the shooting phase, you can target an enemy unit within 3" of the epitome or a unit within 12" of the epitome and over 3" of any other units here. Roll a d6 for each model in this unit - for each 6, you deal either 1 mortal wound (for models with a wounds characteristic of 1) or d3 mortal wounds (for any beefier models). This pretty much requires your pets and riders to surround and interfere with things to keep the epitome occupied, and unfortunately the range will limit how much you can accomplish.
Syll'Esske Battalions (Legacy: AoS 2nd edition)[edit]
The Following are found in October 2019 White Dwarf and can ONLY be used by a Syll'Esskan Host
The Vengeful Alliance[edit]
1 Syll'Esske, the Vengeful Allegiance, 0-5 Chaos Slaanesh Heroes, 1-2 Devout Supplicants and Vengeful Throng battalions in any combination, 1-2 Seeker Cavalcade battalions, 0-2 Epicurean Revellers battalions, 0-2 Daemonsteel Contingents battalions (100 pts)
- As long as Syll'Esske is on the battlefield: all MORTALS in the battalion have bravery 10, and you get 1 extra CP during each of your hero phases.
Devout Supplicants[edit]
1 Mortal Slaanesh Hero, 2-6 Chaos Chosen, Chaos Warriors or Chaos Marauders units in any combination, 0-2 Chaos Spawn units, 1-2 Chaos Warshrine units. Each unit in this battalion must have the SLAANESH keyword. (160 pts)
- When you use the Favour of the Ruinous Powers ability for a Warshrine in the battalion, the prayer activates on a 2+ instead of a 3+.
Vengeful Throng[edit]
1 Mortal Slaanesh Hero with a Mount or can Fly, 2-6 combination of Chaos Knights or Chaos Marauder Horsemen, and 0-4 combination of Chaos Chariots or Chaos Gorebeast Chariots. Each unit in this battalion must have the SLAANESH keyword. (140 pts)
- Once per battle, each unit from this battalion can attempt a Charge from 18" away and roll 3D6 to determine the success. After a successful charge, any enemy unit within an inch of the charging unit takes D3 mortal wounds on a 5+.
Daemonsteel Contingent[edit]
1-3 Soul Grinder units. Each unit in this battalion must have the SLAANESH keyword. (110 pts)
- All Soul Grinders in the unit get +1 to hit and +1 to save.
Army Building[edit]
Pick up 2 Start Collecting boxes and a bunch of packs of Daemonettes (or split a Wrath and Rapture set if you can find one), and maybe get yourself a few Heralds, a Contorted Epitome, and a Keeper of Secrets (or two, if you can afford them). Sadly not SC Slaanesh mortals yet.
Daemonettes are pretty choppy, but likely best summoned. Blissbarb archers are pretty effective shooters and at holding objectives, along with building up early game Depravity. Beasts of Chaos units are not great in combat but great at sneaking on to ojectives.
You will run some form of cavalry in this army. Its a fact, get over it. Good news, mortals or daemons are great. The new Blissbard Seekers are great harassers and objective claimers while their CC buddies are pretty good at taking down semi-elite units with ease (ex. Stormcast). StD Knights are strangely not as killy as our Seekers despite a better save.
Our characters aren't as choppy as many StD units, hard hitting as Khorne, resilient as Nurgle units, or whatever Tzeentch is, but we are fast and can easily take down their cost in opposing points. Nobody will want to be on the opposing end of a Keeper of Secrets or pretty boy Siggy, but we also don't have the best saves so don't be reckless.
Slaanesh is all about toying with your foes. Death by a thousand paper cuts, or maybe poison-tipped dildos. Make your foes come to you, you won't win a brute strength matchup so countercharges or retreating to Objectives and then summoning units is how you will whittle away at your foes.
Our Endless spells are decent, and a solid strategy is toss 1 into your own unit for easy DP. We don't have many casters that can do 2 spells, so will be out-magicked. The good thing is we have a few spells that can heal our units so the Endless Spell strategy is a nice gimmick.
Allied Armies[edit]
- Beasts of Chaos:
- Maggotkin of Nurgle:
- Slaves to Darkness:
- Disciples of Tzeentch:
- One-Eyed Grunnok: A Warstomper Mega-Gargant available to all Chaos factions. Recruit a your own monstrous centerpiece at the cost of your entire allied points allowance. As a bonus ability, you can re-rolls jump attacks of 1, and enemies get -1 to hit on previous jump attacks of 6. He’s a best used right in the heat of combat where he can throw enemies at each other, disrupt enemy formations, and just be a giant distraction.
Units with the KHORNE keyword, including Slaves to Darkness units with the mark of Khorne, cannot be taken as allies. You can take them, however, if they are Archaon, The Everchosen or his Varanguard (this has been legal so far with every other Chaos God, please notify if this, somehow, is not legal with Slaanesh). Unfortunately you cannot add Archaon and Khorne Varanguard as allies, but why would you EVER do that and waste ally points when you can just add Archaon and Slaanesh Varanguard to your main army which by RAW is perfectly legal as they would have the Slaanesh keyword.
Age of Sigmar Tactics Articles | ||
---|---|---|
General Tactics | ||
Order | ||
Chaos | ||
Death | ||
Destruction | ||
Others |