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===Other Units=== ====Daemon==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Fiends.pdf 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. <del>Put near our fat new Hero and -2 to hit makes them great bodyguards that can monster snipe.</del> Doesn't really work anymore, due to the "-1/+1 total modifier" rule. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Seekers.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Hellflayer.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Exalted_Chariot_ENG.pdf 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==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_SlaangorFiendbloods.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_SlickbladeSeekers.pdf 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 <del> the Seeker Cavalcade battalion and</del> the 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_BlissbarbSeekers.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/The_Dread_Pageant_en.pdf 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==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Warriors_eng.pdf 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 canβt 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauders_eng.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Marauder_Horsemen_eng.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Knights_eng.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chosen_eng.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Chaos_Chariots_eng.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Gorebeast_Chariots_eng.pdf 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... *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-spawn-en.pdf Chaos Spawn]:''' [[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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_Varanguard_eng.pdf 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==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bestigors-en.pdf 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. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Bullgors.pdf Bullgors]:''' (Min:3 Max:12 140pts.) Get the same Bloodgreed rule as the Doombull, Π° 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dragon-ogors-en.pdf 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). *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_AoS_BeastsOfChaos_Ungor_Raiders.pdf 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? *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-centigors-en.pdf 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? *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tuskgor-chariot-en.pdf 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.
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