Age of Sigmar/Tactics/Chaos/Hedonites of Slaanesh: Difference between revisions
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'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Shalaxi_Helbane_ENG.pdf| Shalaxi Helbane]:''' | '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Shalaxi_Helbane_ENG.pdf| Shalaxi Helbane]:''' | ||
Revision as of 16:48, 28 April 2019
Slaanesh rises again....
Why Play Hedonites of Slaanesh?
Pros
Cons
Rulebooks
The Hedonites of Slaanesh has all the Warscrolls, Battations and Allegiance Abilities.
- This should be supplemented with the Hedonites of Slaanesh Errata and Designers' Commentary from the FAQs.
As with all factions you'll want:
- The core rules are either downloadable or in the Core Book.
- Games taking place in a Realm need the Realm of Battle rules from the Core Book.
- In you want to take advantage of realm specific artefacts you'll need the Artefacts Of The Realms section from the Malign Sorcery book.
- Matched play battleplans are split across the Core Book and General's handbook 2018.
- All books should be supplemented with any updates from the FAQs.
Allegiance Abilities
Feast of Depravities
You can summon units of SLAANESH DAEMONS to the battlefield if you collect enough depravity points. Each time a friendly SLAANESH HERO inflicts a wound or mortal wound by an attack or spell (and is not negated) on an enemy model but that model is not slain by that wound you receive 1 depravity point. In addition, every time a wound or mortal wound is inflicted on a friendly SLAANESH HERO but that models is not slain by that wound (and is not negated) you receive 1 depravity point. Remember that since wounds are applied one at a time this counts for wounds inflicted by multi-wound weapons (for example if an attack with a 2 wound damage characteristic insa-kills a Liberator you recieve 1 depravity point, even though the weapon inflicts two wounds you apply them one at a time to the unit, the first wound to the liberator granting the depravity point, but not the second wound lost that kills the model). Rule of thumb, two wound models will grant you one depravity point; 3 wound models will grant 2 depravity points, etc. One wound models will grant you nothing (so you will have let your heroes get hurt to get points when facing things like Grots, Skaven and Free Peoples).
Note that when you spend these, you retain any excess depravity points. e.g. If you have 14 and you summon an Infernal Enrapturess for 12 you will have 2 left over.
- 1 Keeper of Secrets - 30
- 3 Seeker Chariots - 30
- 30 Daemonettes - 25
- 1 Contorted Epitome - 18
- 1 Bladebringer, Herald on Exalted Chariot - 18
- 3 Fiends - 18
- 20 Daemonettes - 18
- 1 Bladebringer, Herald on Hellflayer - 15
- 1 Exalted Chariot - 15
- 1 Infernal Enrapturess, Herald of Slaanesh - 12
- 1 Bladebringer, Herald on Seeker Chariot - 12
- 1 Hellflayer - 12
- 1 Viceleader, Herald of Slaanesh - 10
- 1 Seeker Chariot - 10
- 5 Seekers - 10
- 10 Daemonettes - 9
Hosts of Slaanesh
You MUST select your HEDONITES army to be to be INVADERS, PRETENDERS or GODSEEKERS. Which host you belong to will affect your battalions, command traits, artefacts, etc.
Basically, Hedonites are 3 armies that share units.
Locus of Diversion
For each HEDONITES HERO in your army, at the end of the charge phase roll a D6. You get +2 if your hero is a GREATER DAEMON. On a 4+, on the subsequent combat phase you can pick an enemy unit within 6" and it will fight last. If it has a trait that allows it to attack first (e.g. Gristlegore Command Trait or Idoneth High Tide), the two effects cancel each other.
Euphoric Killers
Exploding 6s, Slaanesh edition. Unmodified attacks of 6 do 2 attacks instead of 1, and if you have 20+ models in the unit, the 6s do 3 attacks instead.
Spell Lores
Lore of Slaanesh
For the SLAANESH DAEMON WIZARDS.
- 1. Lash of Slaanesh. Casting Value 5. Pick a point within 12" of the caster that is visible to them. Draw a straight line 1mm wide from the closest part of the caster's base. Roll a die for each enemy model passed by this line. On a 4+, they take a mortal wound.
- 2. Pavane of Slaanesh. Casting Value 7. Pick an enemy hero within 6" that is visible to the caster. Roll a number of dice equal to the enemy hero's movement characteristic. For every 5+, they take a mortal wound.
- 3. Hysterical Frenzy. Casting Value 7. Pick an enemy unit wholly within 18" that is visible to the caster, and roll 1 die for each model in that unit. For each 6, the unit suffers D3 mortal wounds.
- 4. Soulslice Shard. Casting Value 5. Pick an enemy unit within 18" that is visible to the caster. Roll 2d6. If the roll is higher than the enemy unit's bravery characteristic, it takes mortal wounds equal to the difference.
- 5. Phastamagoria. Casting Value 7. Pick an enemy unit within 18" that is visible to the caster. Roll 6d6, for each 5+, the enemy's bravery is reduced by 1 to a minimum of 1.
- 6. Born of Damnation. Casting Value 5. Pick a friendly HEDONITES HERO within 6" of the caster. You can heal 1 wound allocated to that hero. If the casting roll was 10+, you can heal D3 instead.
Forbidden Sorceries of Slaanesh
For the SLAANESH GREATER DAEMONS.
- 1. Song of Secrets. Casting Value 7. Pick an enemy unit wholly within 18" that is visible to the caster, and roll 1 die for each model in that unit. For each 6, you get a depravity point.
- 2. Progeny of Damnation. Casting Value 7. Heal 1 friendly HEDONITES HERO within 6" of the caster that is visible to them for D3. If you roll 10+, you heal D6 instead.
- 3. Slothful Stupor. Casting Value 8. Pick an enemy hero within 12" that is visible. Until your next hero phase, the hero cannot use command abilities, cannot run, and cannot charge.
Lore of Pain and Pleasure
For the MORTAL SLAANESH WIZARDS.
- 1. Battle Rapture. Casting Value 5. Pick 1 friendly MORTAL SLAANESH unit wholly within 18" that is visible. That unit does not take battleshock tests until after your next hero phase. If the cast was 10+ you get to pick 3 units instead.
- 2. Dark Delusions. Casting Value 5. Pick an enemy unit wholly within 18" that is visible to the caster and roll 2d6. If the roll is EQUAL TO or GREATER THAN the target's bravery, attacks targeting them get +1 to hit.
- 3. Hellshriek. Casting Value 5. Roll a die for each enemy unit within 6" of the caster. On a 5+, that unit takes a mortal wound.
Endless Spells
Predatory Spell with 12" flying movement. Casting Value 5. Set up within 6" of the caster and immediately make a move with it. Roll 6 dice for each unit passed. For each roll that is lower than the unit's save, they take a mortal wound.
Predatory Spell with 6" flying movement. Casting Value 6. Set up within 18" of the caster. Does not affect CHAOS SLAANESH. Units that start a move within 12" of the model suffer D3 mortal wounds unless they end closer to the mirror than when they started.
In addition, after the model moves or is set up, roll 6 dice for each hero within 6", rolling separately. For each 6, the hero takes n-squared mortal wounds. Even though this part of it can do 36 mortal wounds to an enemy hero, the odds of that are 1 in 46656. Don't bank on it. Does 1.83 mortal wounds on average and has a 33.5% chance of doing nothing, with a 60.3% chance of doing 1-4 Mortal Wounds and a 5.35% chance of doing 9 mortal wounds. You will note that it has about a 6% chance of killing a footslogging hero and less than a 1% chance of killing a 10+ wounds hero.
Predatory Spell with 8" flying movement. Casting Value 7. Set up within 12" of the caster and immediately make a move with it. After it moves, pick the enemy unit and roll 6 dice. For each 4+, they take a mortal wound.
In addition, this model gives -1 bravery to units within 12" unless they are CHAOS SLAANESH, in which case they get +1 bravery.
Invaders
Battle Traits
Figureheads of the Dark Prince
You have 3 generals instead of 1. Only 1 gets a command trait, but all 3 are generals for the purposes of command abilities. Unfortunately, they can't use their trait OR command abilities while within 12" of either of the other generals. This lets you spread out your army, or get mileage out of Syll'Esske's command ability without losing access to a command trait. You also get a command point whenever a general is slain for the first time. You can therefore get 3 command points out of this max, even if one of your generals dies and comes back.
Escalating Havoc
At the start of your hero phase, you gain D3 depravity points if any of your units are wholly within enemy territory. If 3 or more of your units are wholly within enemy territory, you get D6 instead.
Invaders Hedonite Host
A Hedonites Host belonging to the INVADERS must contain 2-4 Epicurean Reveler battalions and 0-2 Seeker Cavalcade battalions instead of 1-3.
Command Traits
- 1. Best of the Best - You can reroll wound rolls for this general while they're within 6" of another hero.
- 2. Glory Hog - At the end of the combat phase, if any enemy units were destroyed in that combat phase and your general is on the field, you get a command point.
- 3. Hurler of Obscenities - At the start of the Combat phase, pick 1 enemy hero within 6" of the general. Until the end of the combat phase, add 1 to hit rolls made by that enemy hero that target this general, but that hero gets -1 to save.
- 4. Territorial - Add 1 to the depravity points generated by Escalating Havoc if the general is wholly within enemy territory.
- 5. Skintaker - At the end of the combat phase, heals D3 wounds the general killed any models.
- 6. Delusions of Infallibility - General gets an extra wound.
Magical Artefacts
- 1. Rod of Misrule - At the start of the hero phase, roll a D6. On a 1, your opponent gets a command point. On a 2-5 you get a command point, and on a 6 you get D3 command points.
- 2. Rapier of Ecstatic Conquest - Pick a melee weapon. If a wound roll by this weapon is an unmodified 6, you deal a mortal wound in addition to any normal damage.
- 3. Whip of Subversion - At the end of the combat phase, pick an enemy hero within 6" of the bearer. Pick 1 melee weapon that the enemy hero has, and another enemy unit within 1" of that hero. The other unit suffers mortal wounds equal to the Attacks characteristic of the weapon you picked.
- 4. Icon of Infinite Excess - Once per battle, at the start of the combat phase, the bearer can use this artefact. If they do so, all units that were wholly within 12" when this artefact was used get +1 to hit.
- 5. Fallacious Gift - After setup but before battle, pick an enemy hero and one of their weapons. At the end of each battle round, if that hero used that weapon, they take a mortal wound.
- 6. The Beguiling Gem - At the start of the combat phase, pick an enemy hero within 3" and roll 3D6. If the roll is greater than the enemy's bravery characteristic, they get -1 attacks with all their melee weapons to a minimum of 0 until the end of the phase.
Pretenders
Battle Traits
Heir to the Throne
If the general is a hero, they have 2 command traits instead of 1. No duplicates. In addition, all units can reroll hit rolls of 1 with both melee and missile weapons if they have 10 or more models.
Warlord Supreme
At the start of the hero phase, generate D3 depravity points if your general is within 3" of any enemy units. If your general is within 3" of 3 or more enemy units, receive D6 instead of D3.
Pretenders Hedonite Host
A Supreme Sybarites Batallion in a PRETENDERS HOST must have only 1 CHAOS SLAANESH HERO instead of 3-6.
Command Traits
- 1. Strength of Godhood. Once per combat phase, in step 4 of the attack sequence, you can add D3 to the damage inflicted by one attack made by this general.
- 2. Monarch of Lies. At the start of the combat phase, pick one enemy hero within 3". That hero gets -1 to hit rolls for the rest of the phase.
- 3. True Child of Slaanesh. At the start of the first battle round before determining which player has the first turn, roll 6 dice. You get a depravity point for each 5+.
- 4. Strongest Alone. If there are no friendly models within 6", you can reroll hit rolls made by this general.
- 5. Hunter of God Beasts. Add 1 to the damage characteristic of all attacks by this hero that target a MONSTER.
- 6. Inspirer. Friendly PRETENDERS HOSTS units wholly within 9" don't take battleshock tests.
Magical Artefacts
- 1. Crown of Dark Secrets. At the start of first battle round, pick one enemy hero. You can reroll attacks made by the bearer that that target that hero. You can also reroll unbinding rolls made by the bearer for spells cast by that hero.
- 2. Pendant of Slaanesh. At the start of your hero phase, you heal D3 wounds allocated to the bearer.
- 3. Sliverslash. Pick one melee weapon, add 2 to the Attacks characteristic of that weapon.
- 4. Scepter of Domination. At the start of the hero phase, if the bearer is within 12" of any enemy heroes and your opponent has any Command Points, roll 1d6. On a 4+, you steal a command point from them. (They lose one, you gain one.)
- 5. Breathtaker. You can reroll Locus of Diversion rolls.
- 6. Mask of Spiteful Beauty. At the start of your hero phase, pick an enemy unit within 6". That unit gets -2 bravery until the start of your next hero phase.
Godseekers
Battle Traits
Thundering Cavalcade
All units get +1 to charge rolls.
Maniacal Hunters
At the end of your charge phase, you get D3 depravity points if a friendly unit charged this turn. If at least 3 charged, get D6 instead.
Goodseekers Hedonite Host
A Hedonites Host belonging to the GODSEEKERS must contain 0-2 Epicurean Reveler battalions and 2-4 Seeker Cavalcade battalions instead of 1-3.
Command Traits
- 1. Hunter Supreme. Reroll hit and wound rolls of 1 made by the general if they charged this turn.
- 2. Thrillseeker. General can run and charge. If they can already run and charge, they get +3 to run rolls.
- 3. Into the Fray. The hit roll for the first attack made by this general is a 6. Do not roll for this.
- 4. Trail-sniffer. If this general is wholly within enemy territory, roll a die. On a 3+, this general's melee weapons get +1 attack until your next hero phase.
- 5. Symphoniac. At the start of the combat phase, roll a die for each enemy unit within 3". On a 2+, they suffer a mortal wound.
- 6. Speed-chaser. The general can retreat and charge.
Magical Artefacts
- 1. Cameo of the Dark Prince. Once per battle, at the start of your hero phase, you can activate this artifact to gain 1 command point and friendly CHAOS SLAANESH units wholly within 18" of the bearer don't take battleshock tests.
- 2. Girdle of the Realm-racer. Decrease the bearer's wound characteristic by 1, but the bearer can fly.
- 3. Threnedy Voicebox. At the start of the combat phase, pick an enemy hero within 3". Subtract 1 from the Attacks characteristic of their melee weapons to a minimum of 1 for the rest of that phase.
- 4. Lash of Despair. At the start of your shooting phase, roll for each enemy unit within 6". On a 4+, deal a mortal wound.
- 5. Enrapturing Circlet. Enemy units within 3" cannot retreat. At the start of your hero phase, roll a die for each enemy unit within 3". On a 3+ they suffer a mortal wound.
- 6. Bindings of Slaanesh. At the start of the combat phase, pick 1 enemy hero within 3" and roll 2D6. If the roll is greater than the enemy's movement characteristic, they get -1 to hit until the end of the phase. If the roll is greater than their wounds characteristic, they take D3 mortal wounds.
Warscrolls
Heroes
Named
Genaric
Battleline
Other Units
Scenery
- Fane of Slaanesh - Your free terrain piece. Unlike other terrain pieces, this does not need to be placed along an edge, but must be placed at least 3" away from other terrain or objectives. If you summon a unit wholly within 12" of this, you get D3 depravity points back. In addition, at the start of your hero phase, you can choose 1 CHAOS SLAANESH HERO within 6" of this to sacrifice something. If they sacrifice health, they can take a mortal wound and roll, and on a 2+ they can reroll hit rolls for all attacks until your next hero phase. If they sacrifice an artefact (which requires that they have one), it's destroyed, but on a 2+ they can reroll hit rolls for the rest of the battle.
Battalions
Hedonite Host
Supreme Sybarites
Epicurian Revelers
Seeker Cavalcade
Army Building
Allied Armies
Age of Sigmar Tactics Articles | ||
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