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==Fighter's Overview== ===Leader=== ====The Contorted Epitome==== *'''Stats''': Movement 10"; Toughness 3; Wounds 28; 250 Pts. **'''Rule:''' Leader, Terrifying **'''Weapons:''' ***'' Blast''-Range 3"-7"; Attacks 2; Strength 3; Damage 3/6 ***'' Claw''-Range 1"; Attacks 6; Strength 3; Damage 2/4 *''Fighter Commentary'' - This is the reason you play them. ====Infernal Enrapturess==== *'''Stats''': Movement 4"; Toughness 3; Wounds 22; 170 Pts. **'''Rule:''' Leader, Mystic **'''Weapons:''' ***'' Blast''-Range 3"-12"; Attacks 4; Strength 3; Damage 1/4 ***'' Claw''-Range 1"; Attacks 3; Strength 3; Damage 2/4 *''Fighter Commentary'' - ====Viceleader==== *'''Stats''': Movement 5"; Toughness 3; Wounds 22; 190 Pts. **'''Rule:''' Leader, Warrior **'''Weapons:''' ***'' Blast''-Range 3"-7"; Attacks 2; Strength 3; Damage 3/6 ***'' Claw''-Range 1"; Attacks 5; Strength 3; Damage 2/4 *''Fighter Commentary'' - ====Daemonette Alluress==== *'''Stats''': Movement 5"; Toughness 3; Wounds 20; 145 Pts. **'''Rule:''' Leader, Warrior **'''Weapons:''' ***'' Claw''-Range 1"; Attacks 5; Strength 3; Damage 2/4 *''Fighter Commentary'' - The more efficient leader, the Daemonette Alluress is decent for her points, and as the cheapest leader, she enables you more flexibility with builds, but with Movement 5 and 20 health, it can be easier for her to get into trouble than with your other leader options. The Alluress is a good mid-range fighter in and of herself, but not the best fighting to be carrying locus of excruciation, as it can be hard for her to be giving that aura where it's needed and also survive. Pretty good for swarm lists. ====Fiend Blissbringer==== *'''Stats''': Movement 8"; Toughness 3; Wounds 35; 220 Pts. **'''Rule:''' Agile, Leader **'''Weapons:''' ***'' Claw''-Range 1"; Attacks 5; Strength 3; Damage 2/4 *''Fighter Commentary'' - Probably gets the worst "leader upgrade" of the leaders vs their normal counterparts. Gains an attack as well as 1 point of damage to hits, but only 5 wounds, as opposed to the 10 point increase to every other leader. Still, it's a bigger threat than normal fiends, and can even use the underwhelming fiend quad somewhat decently with a potential 10 attacks. ====Seeker Heart seeker==== *'''Stats''': Movement 10"; Toughness 3; Wounds 30; 205 Pts. **'''Rule:''' Mount, Warrior, Leader **'''Weapons:''' ***'' Claw''-Range 1"; Attacks 5; Strength 3; Damage 2/4 *''Fighter Commentary'' - A good mid-range leader. Fast and hits relatively hard, especially when empowered with its own Locus of Excruciation. The 10" move allows it to get Locus wherever it'll be most useful. With only strength 3 and toughness 3, however, it's prone to large swings of the dice, and large, tanky models, a weakness it shares with the rest of the warband. ====Hellstrider Hellreaver==== *'''Stats''': Movement 10"; Toughness 4; Wounds 30; 235 Pts. **'''Rule:''' Mount, Destroyer, Leader **'''Weapons:''' ***'' Claw''-Range 2"; Attacks 4; Strength 4; Damage 2/4 *''Fighter Commentary'' - At strength and toughness 4, the Hellstrider Hellreaver is probably the closest thing to a heavey hitter, and it's quite good. With 2" range as well, this model is definitely a threat, and can even pump his power to 5 with Locus of Excruciation. At 235 points, though, he's the most expensive leader option. Sometimes builds can afford the Heartseeker or Blissbringer but not the Hellreaver. Use where possible, but the Heartseeker isn't a significant downgrade. ===Fighter=== ====Daemonette==== *'''Stats''': Movement 5"; Toughness 3; Wounds 10; 75 Pts. **'''Rule:''' Warrior **'''Weapons:''' ***'' Claw''-Range 1"; Attacks 4; Strength 3; Damage 1/4 *''Fighter Commentary'' - High attacks, movement, crit damage, and average wounds, the daemonette is a standout fighter for the warband, especially taking into consideration that sadistic killers bumps it to a 2/5 damage profile. Daemonettes have 3 strength and 3 toughness, but that's not necessarily a sin for models in their point range. They don't necessarily survive extended combat, so don't go running them in alone. ====Fiend==== *'''Stats''': Movement 8"; Toughness 3; Wounds 30; 150 Pts. **'''Rule:''' Agile **'''Weapons:''' ***'' Claw''-Range 1"; Attacks 4; Strength 3; Damage 1/4 *''Fighter Commentary'' - The fiend has fantastic move and wounds characteristics for its point value, but pays for it by having bad toughness, strength, and damage. This is a support unit, not a threat. With huge bases, a double that paralyzes its target, and the most wounds in the warband, their job is to get in the way, but be careful, with 3 toughness, they'll go down faster than you think. ====Seeker==== *'''Stats''': Movement 10"; Toughness 3; Wounds 20; 130 Pts. **'''Rule:''' Mount, Warrior **'''Weapons:''' ***'' Claw''-Range 1"; Attacks 4; Strength 3; Damage 1/4 *''Fighter Commentary'' - Daemonettes on mounts. Same toughness, attacks, strength, and damage, but improved wounds and a whopping 10" move. They are mounted, so they can't go through archways, doors, or climb, but this usually isn't a crippling drawback. Like the daemonettes, they can improve their damage to 2/5 with a double. Make use of their blistering fast move by using them to tie up points, grab treasure, or chase down fleeing units, but try not to get them tied down in extended combat. ====Hellstrider with Claw-Spear==== *'''Stats''': Movement 10"; Toughness 4; Wounds 20; 145 Pts. **'''Rule:''' Mount, Destroyer **'''Weapons:''' ***'' Claw''-Range 2"; Attacks 3; Strength 3; Damage 1/4 *''Fighter Commentary'' - 15 more points than the Seeker gives Hellstriders 1 more toughness, 1" more range, and 1 less attack. Their ability, Impaling Strike, lets them the value of the dice for a triple if they end their move within 1" of an enemy fighter, which can make up for the 1 less attack a little bit. Generally this comes down to preference, though seekers are better overall. Use Hellstriders much like seekers, letting them roam and making use of their movespeed where possible. Their higher toughness and 2" range might at least make them more survivable, but these aren't a significant enough upgrade from seekers to make them really worth the points unless you're really committed to them. ====Hellstrider with Hellscourge==== *'''Stats''': Movement 10"; Toughness 4; Wounds 20; 145 Pts. **'''Rule:''' Mount, Destroyer **'''Weapons:''' ***'' Reach''-Range 3"; Attacks 4; Strength 3; Damage 1/3 *''Fighter Commentary'' - For the same points as a Hellstrider with Claw-Spear, these models gain 1" of range and an attack, but lose their Impaling Strike and a point of crit damage. With their only attack being 1/3, these do the least damage in a warband that can already struggle to pump out consistent damage, and most of what it can do with 3" of range, the Hellstrider with Claw-Spear does just fine with 2". There's not much reason to take this over a Hellstrider with Claw-Spear, let alone a Seeker, which will likely put out more damage for 15 less points.
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