Editing
Warhammer 40,000/8th Edition Tactics/Chaos Daemons
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===<span style="color:#471F5F;">Daemons of Slaanesh</span>=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> The Daemons of Slaanesh dance across the battlefield with a grace and speed that belies belief. They can close the killing fields of a battlefield in a heartbeat, falling upon their surprised and panic-stricken prey with psychotic delight. Fast and fragile and lots of attacks. So if you need to kill large blobs of weaker and/or faster enemies the pretty god's minions will do it for you. They can also have a good chance of also rending through armour but Khorn is more consistent at it and rips-up tanks. <div class="mw-collapsible-content"> '''Daemonic Loci: Locus of Swiftness:''' {{W40kKeyword|Slaanesh}} All friendly Slaanesh units within 6" can advance and charge in the same turn. A nerf in sheep's clothing since a few Slaanesh units already had it before the codex switched it with re-rolling failed charges. ====<span style="color:#471F5F;">Warlord Traits</span>==== #'''Celerity of Slaanesh:''' +3" move. Probably the best trait, as making it into combat is what the squishy Slaanesh daemons struggle with the most. #'''Quicksilver Duelist:''' Can reroll any failed hit and wound roll when in melee against a {{W40kKeyword|Character}}. Shalaxi has this. #'''The Murder Dance:''' +d3 attacks if your warlord charges. The Masque gets this. #'''Fatal Caress:''' Each time you make a to wound roll of 6+, the target takes a mortal wound in addition to any other. Super-rending claws. #'''Savage Hedonist:''' +1 attack. Just get The Murder Dance instead, it can be far more useful than this. #'''Bewitching Aura:''' Enemies within 6" get -1 attacks (to a minimum of 1). Vehicles are immune. Syll’Esske has this. ====<span style="color:#471F5F;">Stratagems</span>==== *'''Aura of Acquiescence (1CP):''' Pick a {{W40kKeyword|Slaanesh}} {{W40kKeyword|Daemon}} unit at the beginning of any Fight phase; enemy units within 6" get -1 attack(to a minimum of 1, sadly). As most of Slaanesh new things - this thing is an AOE, so it can affect multiple units. *'''Locus of Grace (1CP):''' Pick a {{W40kKeyword|Slaanesh}} {{W40kKeyword|Daemon}} character in the fight phase. Any {{W40kKeyword|Slaanesh}} units within 6" get a bonus attack at the same unit, using the same weapon, on a wound roll of 6+. A bit "meh" at first, since Slaanesh has no any +1 to wound (expect possessed and warp talons). But if you read your codex, you will spot a couple of funny things: 1) Its an AOE effect, that's pretty neat by itself. The second thing is - Steeds of Slaanesh. The number of attacks they made is stated in the "ability" part of their weapon (lashing tongue). So, unlike with daemonette claws, where you just make 1 more attack, you make a whole new set of 2/4/8 additional attacks (depends on a unit). Also, this proc on Hellflayer's Bladed axle too! *'''Rapturous Standard (1CP):''' Upgrade to a single Daemonic Icon carried by a {{W40kKeyword|Slaanesh}} model. Once per battle, you can unleash the banner and the bearer's unit can reroll all to hit rolls for the rest of the phase. Take this on a unit of 20 Seekers and wreak havoc! **NOTE: the upgrade happens before the game starts so remember to keep your banner bearer safe since your opponent will know its coming. *'''Exalted Keeper of Secrets <sup>Engine War</sup> (1CP):''' Makes Greater daemons worth playing and Adaptable. Before battle A {{W40kKeyword|Keeper of Secrets}} becomes {{W40kKeyword|Exalted}} and can pick one of 6 additional abilities or randomly gain 2. Unfortunately, multiple Exalted daemons can only gain the same ability if rolled for. *#'''Realm-racer:''' +2" to move and +1 to charge and Advance. *#'''Quicksilver Reflexes:''' SV4++ *#'''Blessing of the Dark Prince:''' -1 to wound from Ranged weapons. *#'''Lightning Flayer:''' Unmodified 6s to hit on Melee weapons generate an additional hit. *#'''Fear-seeker:''' Regain wounds for each model that leaves an enemy unit within 6", and once per Moral phase move closer to an enemy before models flee the unit. *#'''Battle Rapture:''' 6" heroic Intervention and Consolidates D3+3". *'''Razor-sharp Caress <sup>Engine War</sup> (1 CP):''' Use in the Fight phase. Select a {{w40kKeyword|Daemonette Infantry}} unit, and improve the AP of their attacks by 1. *'''Sinuous Undulation <sup>Engine War</sup> (1 CP):''' Use in your opponent's shooting phase. When an opponent picks a {{w40kKeyword|Daemonette Cavalry}} unit to be the target of an attack, they suffer a -1 penalty to hit until the end of the phase. Useful for keeping a big unit of seekers or a Contorted Epitome alive. *'''Song of Discrdent Despair <sup>Engine War</sup> (1 CP):''' Use at the start of the Morale phase. Select an enemy within 6" of {{w40kKeyword|Fiends}} unit in your army. They take a -2 penalty to thier LD characteristic. *'''Flensing impact <sup>Engine War</sup> (1 CP):''' Use in the fight phase on a {{w40kKeyword|Daemonette Chariot}} unit that charged this turn. Unmodified hit rolls of 6 score an additional hit. ====<span style="color:#471F5F;">Relics</span>==== *'''The Mark of Excess:''' {{W40kKeyword|Slaanesh}} models only. Bearer gets +1 attack by default, and gets another +1 every time he kills a {{w40kKeyword|Character}} or a {{w40kKeyword|Monster}}. *'''The Forbidden Gem:''' {{W40kKeyword|Slaanesh}} models only. Once per game, you can hypnotize an enemy character. At the beginning of any enemy phase, select one character within 12". roll 3d6 and if you exceed the target's leadership, it cannot act during this phase (IE fight, shoot, manifest psychic powers, etc). In addition, any aura affects the character might have been turned off. The range is a bit of a problem, but if it works, you are guaranteed a full turn in which your opponent's special snowflake character won't be able to do anything at all. More importantly, any supporting effects that character might have been generating passively are shut down for the turn- because screw Guilliman, that's why. (Works well with the Phantasmagoria psychic power for shutting down pesky characters) *'''Soulstealer:''' {{W40kKeyword|Slaanesh}} models only. Replaces a Witstealer sword or Hellforged sword. Melee, user str user+1, ap -3, 3 damage. Each time a model is slain by this weapon, the bearer regains one lost wound. In addition, you can reroll all to wound rolls if targeting Eldar. Useful for keeping a melee character alive, and helps to make the Ancient Doom rule the Eldar have work in your favor. Give this to your Keeper of Secrets or DPoS for an infantry killing machine that '''just won't die!''' *'''Slothful Claws:''' {{W40kKeyword|Slaanesh}} Herald models only. Replaces Ravaging Claws. Melee, strength +1, ap -2, 2 damage, each time you make a to wound roll of 4+, this attack is resolved at ap -4 instead of ap -2. Kinda meh, different from stock Herald claws by a bonus point of AP and strength. '''Artifact of Excess''' if Warlord is {{W40kKeyword|Slaanesh}} Daemon, can give the following to a {{W40kKeyword|Exalted Keeper of Secrets}}. *'''Silverstrike:''' Upgrade a Witstealer to make 2 more attacks. *'''Jewel of Excess:''' +1 to cast a {{W40kKeyword|Slaanesh}} power and to Deny the Witch. *'''Wip of Agony:''' Upgrade Living Whip, AP-3 and auto-wound if the target is not {{W40kKeyword|Vehicle}} or {{W40kKeyword|Titanic}}. ====<span style="color:#471F5F;">HQ</span>==== =====<span style="color:#471F5F;">General</span>===== Note: the most recent codex only includes an entry for the existing plastic herald kits, so hold onto your indexes. *'''Keeper of Secrets:''' With the release of the new plastic model the Keeper has gotten a new revised datasheet and 210 pts base cost. The new price includes one of three options: the living whip, ritual knife, or sinistrous hand. Or you can take the shining aegis for 220 pts. An already frightfully speedy unit (who gets slower the more wounds it takes) its movement has increased to 14", and now has 16 wounds. Its combat ability's been changed up a bit, it now does a straight 3 damage with its Snapping claws (AP-3 default and becomes AP-4 with a 6 to wound), and Witstealer sword (S+2 AP-3 and if a model takes a wound from this they subtract 1 from their hit rolls). The best part is you don't have to choose between the two; you get to make bonus attacks with the claw for a total of 10 (!) attacks at full wounds. These bonus attacks mean that even at the lowest bracket, your KoS gets to swing her feminine penis around with 6 attacks at full strength and WS2+. Mesmerizing Aura penalizes enemy attacks in melee with -1 to hit. Cast Symphony of Pain on the target of your charge for an additional -1 to hit. In combat wound them with Witstealer for an additional -1 to hit. Now characters are hitting on a 5+. If you make it your Warlord and take Bewitching Aura and enemies with 6” are -1 attack. That’s a brutal stack of bonuses in combat: -3 to hit, and -1 attack. Or alternately, take the free Soulstealer relic sword which is +1S/AP-3/D3; and recover previously lost wounds by killing enemy models. Take the Celerity of Slaanesh warlord trait for +3" to movement for Move 17", Advance and Charge D6+2D6" for a charge distance of 18-33" with an average of 28". Watch the look of horror on your opponents face when they realize just how fast these guys are with the locus of Slannesh - "yes I do want to move 14", advance and charge in the same turn". If you make the charge into a chaff unit she'll kill 6 and recover 6 wounds. If she still needs to heal more wounds on your turn cast Hysterical Frenzy; to fight again potentially wiping out the unit and allowing you to charge something else in the combat phase. Soulstealer also allows her to re-roll to wound versus Aeldari units. The Keeper of Secrets can now cast 2 powers, while it can attempt to deny 1 power, knowing Smite and 2 powers from the Slaanesh discipline. For psychic powers, Symphony of Pain and Delightful Agonies are your best options. As forcing the enemy to hit back on -1 is always good. Delightful Agonies grants a 6+ to ignore wounds. So, you can skip the Shining Aegis which it can't stack with anyway and take the far more useful living Whip or Sinustrous Hand. 210-220 points depending on kit. Unfortunately, Daemon princes are still better costing 45-55 pts less fully kitted out, and with 9 wounds has character protection. Being able to hide behind allies and having a 3+ save makes them a far more reliable source of high strength attacks and with wings they will move almost as quickly. **The Keeper received a gorgeous plastic model, at long last! And as an added bonus, it comes with new wargear options: ***'''Living Whip''': 6"/S6/AP-2/Damage 2/Assault 6/attacks from this weapon can target enemy units within 1". ***'''Shining Aegis''': roll D6 whenever the model takes a wound on a 6+ the wound is ignored; mortal wounds are ignored on a 5+. ***'''Ritual Knife''': each time the model finishes a consolidation move select an enemy unit within 1" and roll D6: one a 1, nothing happens. On a 2-5, that enemy units suffer 1 mortal wound. On a 6 the unit suffers D3 MW. ***'''Sinustrous Hand''': If the user kills any non-vehicle in the Fight phase, it heals D3 wounds. What, was the Soulstealer sword not enough healing for you? **''Important Note:'' Summoning is based on 3D6, which is most likely to roll 10-11. The Keeper of Secrets is Power 14 (the other three are 17.) That means the Keeper is the only Greater Daemon you are mathematically more likely to successfully summon than not. It's not over yet, with the Soul Sacrifice stratagem, you can roll up to 4d6 for the summoning roll, which will most likely guarantee the summoning of your Keepers of Secrets. Wait! Did I just say Keepers of Secrets? Yes, definitely, use the Daemonic Pact stratagem, roll another 4D6 and rejoice while your opponent struggles to come up with a way to deal with 2 Keepers of Secrets charging at him. Each of the new Infernal Enrapturess's you take gains +3 to their own summoning rolls. *'''Infernal Enrapturess:''' The new generic Herald being released in the new Wrath & Rapture box set. She's primarily a support unit the Infernal Enrapturess provides powerful sonic fire support with her Heartstring lyre! The Heartstring Lyre has two profiles two choose from in the shooting phase. Cacophonous Melody: Range 18”/S4/AP-1/Dam 1/ Assault 6; and Euphonic Blast: Range 24”/S8/AP-3/Dam 3/Assault 1. So Her Harp is basically Noise Marine Blastmaster but with half the range. Cacophonous Melody can wound a Marine on a 4+ and reduces their armor save to a 4+ save. While Euphonic Blast can take the last few wounds off-tank armor or a monster. Her stat line is: Movement 7", WS 2+, BS 2+, S4, T3, W4, A2, LD8, and SV 6+. So her Heartstring lyre will be hitting on a 2+ while she moves up the board at Daemonette speeds. But wait there's more! Her Discordant Disruption ability causes enemy psykers within 24” to suffer Perils of the Warp on any doubles. This 24" aura is incredibly powerful especially in conjunction with the Daemonic Possession stratagem; effectively letting you shut down the psychic phase over a huge area for 1CP. Causing enemy Psykers to suffer 2D3 mortal wounds on a perils. Meanwhile, Fiends with move 14" along with Advance and Charge can quickly reach and disrupt Psykers outside of the 24” aura. Or if their within 12” of a Psyker whose within the 24” aura; they completely shut down the psychic phase. A Vanguard consisting of Infernal Enrapturess, and 3 Fiends can effectively boost any chaos army. Effectively neutering Psyker heavy armies and those dependent on Psyker support. The only issue is she doesn’t do much if the opponent doesn't use Psykers. Finally, she has the Harmonic Alignment special rule. If an Infernal Enrapturess attempts to summon a SLAANESH DAEMON unit to the battlefield you can add +3 to the resulting summoning roll. Adding 3 to any summoning rolls enables her to safely summon a unit of 10 Daemonettes, Masque, a Herald, or two Fiends of Slaanesh on a single dice. Without the risk of suffering MW. Also at the start of each of your turns, you can roll D6 for each SLAANESH DAEMON unit within 6”; on a result of 6 a single slain model is returned to that unit. So she can reinforce existing units that have suffered losses; even multi-Wound models such as Fiends, Seekers, or Obliterators! Position an Infernal Rapturess with a unit of Obliterators as her Euphonic Blast has a similar range and damage potential; and she can also resurrect a dead Obliterator on a 6. Deep strike her into the mid-field together with 1-2 units of Obliterators to position her anti-psyker bubble for maximum impact. Take her in a Slaaneshi Daemon detachment and those Obliterators can now advance and charge in the same turn. All for a mere 70 pts! *'''Viceleader:''' The newly named Herald of Slaanesh on foot. Sadly the official miniature is still resin only but easily converted from various Slaanesh plastic kits. She grants +1 strength to all Slaanesh units within 6" of her. She's fairly speedy at 7" with Quicksilver swiftness, and is a Psyker who can cast/deny 1 power, knowing smite and one power from the Slaanesh discipline. That +1 to strength is...very much worth it. S3 has always been a shortcoming of Daemonettes and other Slaanesh units. The foot Herald gained the Daemonette keyword in the 8th Ed Codex allowing her to benefit from the Masque's -1 to hit penalty, finally. Her Ravaging Claws are still S: user and AP-1 but now are DMG 2. Chapter Approved 2019 reduced her cost to 50 pts. *'''Herald of Slaanesh on Seeker Chariot:''' Tired of having very fragile Heralds? Have this fairly fragile one. With Steed of Slaanesh going Legends, They are now your mounted herald, and you can find its most recent data sheet in Engine War. The regular Seeker Chariot variant is now 90 pts, and like all Slaanesh units, it is a bit of a glass hammer. 12" move, Toughness 5, a 4+ Save, and 7 wounds to let it hide behind screens gives you a mobile , but it will crumple if it gets focused down. There is some potential for some play if you give the Herald the Slothful Claw relic. Otherwise, you are looking at six strength 5 attacks and four bonus attacks at strength 4 with no AP. If you manage to charge, you can cause mortal wounds to enemy models within 1" on a roll of a 6, which just reinforces the units roll as a chafe cleaner. Charge into into a screening unit, clear it out, and hopefully, your Keeper of Secrets will have a clear path to something important. All in all, you are paying some extra points for extra toughness and wounds, a few extra attacks, a small chance of mortal wounds when charging, and, most importantly, a bigger base, which means his aura of +1S is bigger. It's probably the best Herald, but it's hard to maneuver, so be careful. *'''Herald of Slaanesh on Exalted Seeker Chariot:''' Sadly inferior to the smaller chariot. On paper, it starts off nice. With 16 attacks in melee (8 from the Herald's ravaging claws and 8 from the mounts) it would seem to be a strong melee threat. Furthermore, its scything impact rule triggers on a 5+ instead of 6, making it more deadly on a charge. Then you run into the problem of getting it to your opponents battle line. 12 wound looks nice but that means you can't hide behind a blob, and if you lose half your wounds (and it will be soon enough, trust me) it becomes slower and worthless in melee because of Damage table. To seal the deal, it costs 1/3 more than a normal Herald on Seeker Chariot. Avoid this. *'''Herald of Slaanesh on Hellflayer:''' A brand new option added to the Daemon Codex with datasheet included in Chapter Approved 2019 and Engine War. For a 10 pts more than a Herald on a Seeker Chariot, you get a unit with all the Seeker Chariot's strength while being slightly better at tackling mid-toughness targets. The Hellflayer replace the Scything impact with a unique wargear; Bladed Axle. This is is 2X strength melee weapon, so with the Heralds +1S aura, it does D6 extra attacks at S10/AP-1/Dmg 2. *'''Herald of Slaanesh on Steed of Slaanesh (Legends):''' Updated with Chaos Daemons - Legends. A basic Herald mounted on a Steed which grants 14" movement, re-rolling charges, and +1 wound for 85 pts. Taken in a Slaanesh Daemon detachment she has a 6" aura which allows units to advance and charge in the same turn. The Legends update finally gives her Ravaging Claws with S: user/AP-1/Dmg 2/Counts a AP-4 on a wound roll of 6. Which can now be swapped out for the Slothful Claw relic. *'''Contorted Epitome''': "Mirror, mirror, on the wall, whose ass is going to be fucked up worst of all?" 2 heralds riding on a magic mirror. This magic mirror acts as a psychic turret, casting and denying two powers per turn with a +1 bonus to do so. Taken along with an Infernal Enrapturess and Fiends it can provide excellent Psychic Defense. It also has a 2+ save against mortal wounds that protect it further from enemy psykers, and enemy units including fliers that get within 6" of it have their ability to fall back restricted. Needing to test the highest LD of the unit on 3D6 before they can fallback. Be sure to take Phantasmagoria for its 12" penalty aura of -1 LD as one of its powers. There is only ~37.5% chance to roll lower than LD10 on 3D6 and pass the test. Debuffing LD even by -1 reduces the chance of an LD7-8 unit escaping to ~26%, Brutal, but it only gets worse as you stack on LD penalties like Zarakynel -2 LD penalty that would make units -3LD. Now an LD10 model only has a ~9.26% chance of escaping. Anything LD7 would effectively be stuck as they only have a ~0.46% chance to escape. Best of all any flier without a hover style rule that cannot fallback automatically dies. It has the herald aura of +1 Strength, moves as fast as a prince with wings, gets 2 attacks using a prince's sword profile and 8 herald attacks all at strength 6. Add in the princes WS and the character protection and we got a beast. But the Contorted Epitomes isn't just an extra killy Daemon Prince its also an amazing Psyker. What really makes the Mirror powerful is its synergy with the Infernal Enrapturess and Fiends. It will be very hard for enemy Psykers to stay out of range on all those de-buffs given the mobility of those units. It also synergies well with Fiends providing an additional means of holding units including flyers in combat. The Epitome is an auto-include. Not only is it good on its own it can follow the initial engagement forces no matter their speed. If you spam chariots, take an Epitome with them for their loci and herald aura following at the same speed. Because of its speed, the Epitome is best taken alongside chariots, fiends or seekers. If you're running swarms of Daemonettes take Syll'Esske if you have the extra points. As clarified in the new Slaanesh Daemon specific FAQ released on 05-29-2019 the Mirror Heralds can be upgraded with the Slothful Claw relic but loose all +8 attacks if they do so. Derp. The FAQ also states that it a model with a minimum Move characteristic wishes to Fall Back whilst within 6" of a Contorted Epitome fails its LD roll its destroyed. The Flyer must also declare it will hover before it makes the LD roll. Strangely, the datasheet for this model doesn't include the PSYKER keyword. =====<span style="color:#471F5F;">Named</span>===== *'''Shalaxi Helbane:''' TACTICAL WHORE, INCOMING! Slannesh is at long last getting a named Greater Daemon! Her Soulpiercer spear is a ridiculous Sx2 AP-4 D6 D, and if it scores a 6 to wound against a character it always does the full 6 damage. She also wears the Cloak of Constriction, which imposes a -1 to wound against enemy melee attacks, which nicely complements the hit penalty she shares with the standard Keeper of Secrets. Delicate Precision allows her to re-roll wound rolls of 1. While Monarch of the Hunt allows her to move 6" during a pile in or heroic intervention as long as it is towards the nearest enemy character. If you make her your warlord she must take Quicksilver Duelist which allows her to re-roll to hit and wound enemy characters. Finally, she can take either a Living Whip: 6"/S6/AP-2/Damage 2/Assault 6/attacks from this weapon can target enemy units within 1"; for 220 pts. Or a shining Aegis: roll D6 whenever the model takes a wound on a 6+ the wound is ignored; mortal wounds are ignored on a 5+; for 230 pts. Since she has Delightful Agonies as a psychic power skip the shield and take the living whip instead. Counterpoint - the shield is viable as there are a lot of other excellent Slaanesh powers that make you a beast in cc (looking at you hysterical / symphony). Plus the shield looks dope as hell. With Chapter Approved 2019 she went down 40 points! *'''The Masque of Slaanesh:''' Due to the changes in how characters work, the Masque is finally granted the protection of hiding behind a blob of Daemonettes. As well as gains a stunning new plastic model. She can advance or fall back and charge in the same turn, and she forces a -1 to-hit penalty against enemy attacks that target a Daemonette unit within 6" of her in the fight phase (and she has the DAEMONETTE keyword, so that applies to her too). Also, if she's locked in combat with something, you add 1 to hit against the target unit. Her Ravaging Claws are now S: user and AP-2, with DMG 2. Her cost increased significantly in Chapter Approved 2019 going from 65 pts to 78 pts. If your running Mono-Slaanesh you should always be taking her. She combo very well with Syll'Esske in a massive swarm of Daemonettes. *'''Syll’Esske:''' The new winner of the "Most Ridiculous Topknot in 40k Award" is apparently the fusion of a Herald and a Daemon Prince, and subsequently gets the benefits of ''both their auras at once''. Their 8 attacks would be dangerous enough, but it's effectively doubled due to their Deadly Symbiosis rule; the first time they fight, they have to attack with only their Axe of Dominion (S+3 AP-3 3 D) or their Scourging Whip (S User AP-1 1 D, each hit counts as D3, also works as a shooting weapon with stats 6" Assault d6 S User AP-2 1 D, can shoot into melee)...but after their consolidation move they get to select a new target and fight again using the weapon they didn't use the first time around. Its worth noting that with Syll’Esske you effectively get 3 aura abilities: re-roll 1's to hit, +1 S, and Advance and Charge. Which can be very effective taken alongside as CSM Daemonkin detachment. Double trouble indeed. 210 points. They have a fixed warlord trait - Bewitching Aura (enemies within 6" suffer -1 attack to a minimum of 1). But the reason Syll’Esske exists is their Regal Authority ability allows SLAANESH DAEMONS within 6" to re-roll morale tests. Which is perfect for finally making hordes of Daemonettes viable. So that Daemonettes can finally make us of their Graceful Killers rule for +1 attack. Syll’Esske's 9" move pair best with Daemonettes 7" move and instrument bonus. They have 4 auras that benefits Daemonettes 5 if taken as your warlord. It's truly amazing what Syll'Esske does for Daemonette blobs. Providing 4 different auras: +1 strength, re-rolling 1's to hit, re-rolling morale, and providing Advance and Charge. Or 5 auras if taken as a warlord for: forcing -1 attack on enemies within 6". All for 30 pts more than a winged Daemon Prince and 30 pts less that a Keeper of Secrets. they combo very well with Masque in a massive swarm of Daemonettes. **''Important Note:''A new Slaanesh Daemon specific FAQ was released on 05-29-2019 which clarifies that Syll'Esske can attack twice even if unable to move in consolidation. They can also attack the SAME target you target twice or they can target a different that they attacks that phase. **''Also Note:'' A good idea for Syll'Esske is to have them team up with some Fiends, yes they don't really benefit from the leadership buff, but they make the ungodly 14" movement even better and, if they're all together, those puppies are making S5 attacks, not 4 ====<span style="color:#471F5F;">Troops</span>==== *'''Daemonettes:''' The Daemonettes were the best daemon at ripping up armor until 8th came along and made Bloodletters more reliable at it. Their Piercing claws are AP-1 normally, but if you roll a 6 to-wound it becomes AP-4, compared to the Bloodletters and their Hellblades which have a higher strength, a more reliable AP-3 all day and deal additional damage on a 6. This isn't to say these girls aren't good at the job but they have been overshadowed, especially now that TEQs tend to have multiple wounds. They still have more attacks (and if you have a unit of 20 or more, you add 1 to their attack characteristic), higher speed and strike before anyone, which would make them great as an MSU... if only they weren't so frail! Instead, use them like you would Genestealers - throw your Bloodletters at TEQs while you use these girls to overwhelm some camping shits in cover. Daemonettes rely on getting into combat ''fast'' so be sure you buy an instrument and use your loci to get them into it. Now a mere 6 pts each thanks to Chapter Approved 2018, just 2 points more than Cultists at 4 pts. ====<span style="color:#471F5F;">Elites</span>==== *'''Fiends of Slaanesh:''' Finally, with Chapter Approved 2019 they return to their former glory. Gaining +1 wound, a unit leader the Blissgiver with +1 attack, and a 5 pt price drop. So their S4/T4/W4 with 4X Damage 2 attacks from their dissecting claws; that resolve at AP-4 on a wound roll of 6+. Their tail can make a single attack with AP-3 and Damage D3. With 4 attacks a turn, they are good at fighting multi-wounds units... but that's not their main role. Their first ability make so that every PSYKERS in 12" have -1 to Psychic tests, which is nice. The second ability is so annoying they will give you tears of joy when you manage to pull it off; enemy units engaged by them can't Fall Back unless they can FLY. A single Fiend can easily tar pit a Land Raider for an entire game. So delicious! Since they are fragile (and most likely will get shot out of the table on the first turn if you deploy them) but are only 37 points each, this is a perfect unit to summon. You can even do it on one dice and avoid any risk. Ironically, their abilities make this unit a perfect addition to Khorne Daemons' armies, making their Deny the Witch easier and blocking the enemies so your slow army can get them. ====<span style="color:#471F5F;">Fast Attack</span>==== *'''Seekers of Slaanesh:''' They've lost their innate Advance and Charge rules in the new codex but they still have access to the rules with the new loci ability. Instead, their Unholy Speed rule now allows them to re-roll charges. Holy smokes, that's an impressive threat range of 32" (33" with an instrument of chaos, since you still can't declare charges outside 12"), and an average of 26,5". With 2 wounds each, their role is clear; you can reliably charge turn one and engage stuff you don't want to shoot, and have just the right stuff not to get completely demolished by overwatch and resist a turn or two. They have the same attacks of the Daemonettes plus 2 attacks from the mount, but don't expect them to kill too much, especially without a Herald to back them (you can have one, but since Seekers will run as close as the enemy as possible, it's risky. If the Seekers get destroyed, you will most probably lose the expensive Herald too). In general, if you play mono-Slaanesh you want a big unit of those girls. Significantly better now that they've gone down 4 pts to 15 pts each in Chapter Approved 2018. *'''Hellflayer:''' It's nice to see that the Hellflayer finally has a role on its own, instead of being "just a Seeker Chariot with an extra gimmick". Hellflayers don't have the Scything Impact of the chariot, but instead, have D6 extra attacks at Sx2 AP-1 D2. High strength attacks are rare in this army, so having another source such as this is welcome. Laugh at the image of an Hellflayer destroying tanks with their blades. They gained +1 attack in the new codex but nothing else. More cost-effective now that they've gone down to 70 pts in Chapter Approved 2019. ====<span style="color:#471F5F;">Heavy Support</span>==== *'''Seeker Chariot:''' Cheap and flexible. Seeker Chariots have both the piercing claws and the lashes of torment (which can hit in and out of combats), and their Scything Impact ability gives you a slim chance of dealing mortal wounds. They don't really have a role on their own but are always a nice addition. They gained +1 attack in the new codex but nothing else. They dropped to 50 pts in Chapter Approved 2019 allowing you to take them more easily in a list. *'''Exalted Seeker Chariot:''' Just like the Hellflayers got some different stuff, now even this is not "just a Seeker Chariot but bigger" anymore. Unlike the Seeker Chariot, this thing have scalable wounds and start with a respectable WS 2+ and 8 attacks, only to lose them when it gets wounded. It no longer caused mortal wounds on 5+ like in the Index, but rather a 6+ like the regular chariot. So it's more expensive than the Seeker Chariot and potentially far stronger. On full and half wounds, it's better in every situation. Causing more wounds than a regular chariot. Once it gets to it's final wound bracket, the regular chariot is better; but by this point, it's already taken 1.5x the wounds of a regular chariot and is still on the table. Down to 70 pts with Chapter Approved 2019; basically take this one if you can spare the 20 points more. ====<span style="color:#471F5F;">Lord of War</span>==== *'''Zarakynel, the Bringer of Torments:''' Forget your safeword and fluffy handcuffs, this thing is an unholy amount of slaughter on the Battlefield at the cost of the souls of a dozen virgins and something close to a Castellan's worth of pts. The big Z is Toughness 8 with 20 wounds, has a 4++ (which gets a +1 bonus to the roll in close combat for an effective 3++), this makes Z a big and relatively easy target, put Z in Deep Strike with the Stratagem to minimize the damage Z takes before making it into melee. Z can also advance and/or fall back and charge in the same turn, although it cannot move through enemy models while doing so, so you want to try to make sure Z does not get surrounded and trapped. Z is also a potent Psyker being able to both cast and deny 3 powers per turn. Z's ability to put a -0/-1/-2 penalty to Ld on enemy squads within 6" depending on how many wounds Z has left stacks very nicely with the Phantasmagoria and Cacophonic Choir psychic powers from the 2018 codex. Z has two weapons, the claws are mostly useless unless you want to gamble for a potential 6 damage per wound, but forget about the claws... what you really want is the sword; S+1 (8), AP-4, a flat 3 damage, and '''any to-wound roll of a 4+ causes 3 mortal wounds instead.''' Laugh at that blob of Assault Terminators who think they are safe with their 3++ shields! TL:DR when it comes to the ability to Rip and Tear, if you want to give Khornate daemons a run for their money then big Z's got you covered. Make Z your Warlord and take the Murder Dance Warlord Trait, every time you charge (which is hopefully turn 2-7 with Z's ability to fall back and charge) you get to make another D3 attack with the Sword. As of the FW FAQ (available on the community site) all Children of the Warp including Zarakynel have had the {{W40kKeyword|Daemon}} Faction keyword added so you can actually, ya know, use the Daemon Lords in a Daemon army. Hooray! ====<span style="color:#471F5F;">Fortification</span>==== </div></div>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information