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===Pros=== *'''Speed''': You ARE the fastest army in the entire game. Your cavalry, chariots, and Legendary Lord have a base speed of 100, daemonettes outrun most skirmishers with base speed over 50, and even slaanesh marauders have above average cardio with 38 speed. Your army will run circles around everyone else, wood elves and beastmen included. *'''AP''': Heavy armour shouldn't be a problem for you in the slightest. Factions that rely on armour like Dwarfs and Warriors of Chaos will dread when you come on to the battlefield. *'''Cavalry and Chariots''': With numerous varieties of both Cav and Chariots you have the ability to be a really strong threat while on the move. Sure, Heartseekers and Hellstriders probably won't beat Grail Knights in a fair one on one fight but their sheer speed will mean that back line is probably doomed. Plus the chariot variety means an armored front line is going to suffer. *'''Flanking Potential''': Cavalry aside, many of your units are fast and have "Devastating Flanker" as well. You can expect to be one of the best factions for penetrating a soft spot in the enemy's army. *'''Fatigue fighting''': Fatigue heavily penalizes melee attack and armor stacking to -30% melee attack and -25% armor when a unit is completely exhausted. Melee defense remains surprisingly good with only a maximum -10% penalty from fatigue. This significantly benefits you since most of your units rely on melee defense and ward saves for survival. While you're not going to outlast Nurgle or any faction with lore of life, your army of half naked tarts will fight. . .well not better but less bad compared to other factions the longer a battle drags on. *'''Immunity to Fear''': A big part of the Mark of Slaanesh on the tabletop was immune to psych. This is carried over as Immune to Psych for your mortal units. Combined with all your daemons being unbreakable, you really won't give a shit about big scary monsters or units. *'''Diplomacy''': Few mortals can resist the God(dess) of Pleasure. Unlike other Daemonic Forces, you have diplomatic options at your disposal. This can be useful to close off a front with a non-aggression pact or even ally with factions who otherwise would refuse to talk to you. As of immortal empires, you can dominate any human or elf faction as your vassal including legendary lords. This allows you to recruit allied units to patch the holes in your roster and bring some extra cannon fodder armies to support you on the campaign map. *'''Discount Campaign Armies''': Slaanesh is deceptively powerful on the campaign map due to his ability to pump out free 20 stack disciple armies almost at will. They can't reproduce exponentially like Khorne's armies can, but they stick around alot longer. Great for backline garrison duty or to be sacrificed in the field skaven style to keep your real armies from taking casualties. *'''Leadership Shenanigans''': You cant rout the demons you spend most of your time fighting in the realm of chaos campaign but you're great at routing the high elves, dark elves, and Brettonians that you'll spend most of your time fighting in Immortal Empires. *'''Doomstacks''': patch 1.2 gave greater demons bound spells instead of being crappy spell casters, now all the monogod factions except khorne can get the up to 2 uses of their entire respective demonic spell lore as bounds spells for each greater demon they bring, this has made bring 17-19 of these in a doomstack by far the most overpowered army comp in campaign, Every single greater demon now provides like a hundred extra WOM worth of spells for free. once you can afford a pure stack of these there is basically no reason to use any other unit anymore. you can easily wipe 2-3 full enemy stacks and cheese your way through the endgame. ironically this mean that in campaign Bloodthirsters went from being probably the best greater demon to the worst overnight. This applies equally to slaanesh, nurgle, and tzeentch but not khorne or legions of chaos.
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