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===Heroes=== ====Named==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_ShalaxiHelbane.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Syll_esske.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_TheMasque.pdf 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 <s>slower than</s> with a Move of 10" or less and rerolls to hit and wound against targets <s>slower than</s> with a Move of 5" or less. Cheapest source for Locus of Diversion. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Sigvald.pdf Sigvald the Magnificent]:''' (205pts) Back with a new, literally hornier model as a <s>daemon prince</s> entity 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 *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Glutos_Orscollion.pdf 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 <s>and fail miserably doing so</s>, 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/4_BR_Kragnos_Warscroll_Dexcessa_ENG_2021.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/5_BR_Kragnos_Warscroll_Synessa_ENG_2021.pdf 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==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_KeeperOfSecrets.pdf 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). *'''[https://www.forgeworld.co.uk/resources/PDF/AoS_Warscrolls/aos-warscroll-soulfeaster-keeper-of-secrets-2019.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_TheContortedEpitome.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_InfernalEnrapturess.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Viceleader.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_BladebringerOnSeekerChariot.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Bladebringer_Hellflayer_ENG.pdf 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 modelโs melee weapons until the end of that phase. Has more attacks then the basic chariot, so is a solid blender. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_BladebringerOnExaltedChariot.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Deamon_Prince_eng.pdf 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==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_LordOfPain.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_ShardspeakerOfSlaanesh.pdf 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==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_eng.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Demonic_Mount_eng.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Karkadrak_eng.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Lord_on_Manticore_eng.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Exalted_Hero_of_Chaos_eng.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Sorcerer_Lord_eng.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Sorcerer_Lord_on_Manticore_eng.pdf 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==== must be included in a Depraved Drove battalion *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-beastlord-en.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-great-bray-shaman-en.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doombull-en.pdf Doombull]:''' (100pts) the leader bullgor, being a big bag of depravity holding a heavy axe. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-dragon-ogor-shaggoth-en.pdf 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.
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