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Deadric Spartan
30th May 2009, 20:16
Recently I decided I'd expand my chaos collection into the daemonic side of things and bought myself the codex, two boxes of daemonettes and the masque.
Leafing through the codex, the idea of an all Slaanesh army appeals to me. However, it seems like there would be a good many problems with that. Even a lasgun would seem to be problematic to daemonettes, especially in large quantities.

So the question is, how viable is an all Slaaneshi army?
I'd like to stay mono-god but at the same time, I'd like to win once in a while....

Ron
31st May 2009, 02:21
An all Slaanesh army has alot of potential. Keeper of Secrets, Chariot Heralds of Slaanesh, Fiends, and (a lot of)Seekers are all quite mean. There are a few problems though.

1)Lack of shooting(Although all Daemons suffer this, save Tzeentch :P )
2)Lack of anti-tank(Again, most daemons have this problem, but not Slaanesh so much due to rending, but rending is not that reliable)
3)Troops die too easy for their points(Only Nurgle does not suffer this, but Slaanesh is the worst in this aspect).

Ways to solve these:
1)2 or 3 Soul Grinders. Give them Phlegm and provide coverfire for your girls.
2a)Soul Grinders: Phlegm is pretty good against tanks(especially lighter transports(i.e. rhinos chimeras, etc.) and a charging Soul Grinder can easily flip a tank over with it's 5 S10 attacks.
2b)KoS: A fleeting MC. What's not to love?
2c)Fiends(Sort of): They are fast and have a lot of S4 Rending attacks. You need those 6s though.
3)You need to get lots of Daemonettes. Fortunatly, they are not too expensive(in points). It's best to have 12 models per squad at the very least. 15 model squads seem to work best(any bigger and they get hard to DS efficiently.).

I hope that helped. Ask any questions you have on Daemons. This sub-forum might be the least used, but those that use it know their Daemons. :mrgreen:

PyroSikTh
31st May 2009, 08:07
I see Slaaneshi armies as being almost on a par with Dark Eldar. Very very killy in close combat, but a couple of bad rolls and you're up for the slaughterhouse. It works for Dark Eldar players, so even though I've never used Slaanesh daemons, I'm willing to bet you'll be fine.

Deadric Spartan
31st May 2009, 08:14
Oh! That's great then. Thanks for the advice and the replies.



But I'll accept that. What I don't like is how mono-God is not very viable. I'm fine with removing the rules stopping the Gods from being opposed, but the book practically forces you to combine them.

Well Tzeentch is certainly a mono-go viable option, and Nurgle seems to be theoretically (*COUGH*Epidemius*COUGH*). Khorne possiby could be if you loaded up on Bloodcrushers, but Slaanesh is definately a no go.

The highlighted bit was what had me worried most

PyroSikTh
31st May 2009, 08:59
Slaanesh is just as viable as Nurgle. Slaanesh gains in speed what Nurgle gains in survivability, and Nurgle has worked quite well for me so far.

ajrk32
1st June 2009, 01:56
Well I certainly agree with ron on most of his points however you may be able to use daemon princes effectivly also. They can be fast even if a bit expensive and the god specific upgrades help a lot too. If you go DPs though you lose antitank. In response to rons point about these parts of the subforums I 100 percent agree most people hear know what they are talking about.

Deadric Spartan
2nd June 2009, 07:13
When it comes to HQ, I'm torn between what to choose. Heralds of Slaanesh in chariots look immense for their points cost, but then the Keeper looks like he could quite possibly be the best non-named HQ in the army.
I was thinking of using a KoS, a HoS in Chariot and the Masque. Rendings nice, but sometimes the dice just hate you and you don't get 6's, and the Monstrous Creature could kinda make up for that...

PyroSikTh
2nd June 2009, 07:32
If you can't pick between them, pick them all! I can see the Keeper of Secrets, Herald of Slaanesh on chariot and Masque could be lethal.

Deadric Spartan
2nd June 2009, 07:45
Excellent :D Heavy support is another tough choice for me.
While I can appreciate the Soul Grinder being a good unit with the Phlegm, it's still the only vehicle in the army and unless I get three of them I really dont see them lasting long enough to make back their points.
I was thinking of including 3 Daemon Princes. I'm undecided between giving them Daemonic Gaze and taking advantage of that BS of theirs. Or just to have them as shock troops to soften an enemy before hit and running to let the daemonettes mop up.

Is Daemonic Gaze even worth having on such an expensive model? Pavane could be useful, but it's expensive and the MAsque probably provides enough of that...

ajrk32
2nd June 2009, 12:24
Well, on paper a HoS with a steed and Musk can join up with a squad of fiends and get one ass kicking hit and run squad.

PyroSikTh
2nd June 2009, 13:57
Soulgrinders work in 2s or 3s. Daemon Princes (plus your Keeper) are the anti-tank (especially as Screamers are Tzeentch), so Daemonic Gaze may not be the best idea unless you're aiming it at especially weak vehicles like Trukks.

I've considered Daemonic Gaze in my Nurgle army and I still haven't decided whether to re-jig my army list to make room for it or not.

Of course, you don't have to equip all your Daemon Princes the same.

Ron
2nd June 2009, 18:13
The thing with DPs as anti-tank is that unless you spend a stupid amount of points, tanks can just drive away from them.

I still say Soul Grinders. Pass up Tounge though. BS3 makes it kind of silly and it is only really worth it against the heavier tanks(Russes, 'Liths, LRs). While Phlegm ignores that stupid BS(mostly) and is good against most anything. Also, like I said before, a Soul Grinder can just charge those tanks mentioned. It is fleet too, which is a nice bonus.

PyroSikTh
2nd June 2009, 18:19
The thing with DPs as anti-tank is that unless you spend a stupid amount of points, tanks can just drive away from them.

If they survive, and the Daemon Prince (unless it's a fast vehicle) can catch back up in the next turn anyway. Even if it is a fast vehicle, it has to sacrifice some firepower to get away.

Ron
2nd June 2009, 18:22
The thing with DPs as anti-tank is that unless you spend a stupid amount of points, tanks can just drive away from them.

If they survive, and the Daemon Prince (unless it's a fast vehicle) can catch back up in the next turn anyway.

That's only if you were already in BTB with it before it moved.

Even if it is a fast vehicle, it has to sacrifice some firepower to get away.
True enough, but that leaves your DP out to get shot by other units as it is chasing the tank around.

PyroSikTh
2nd June 2009, 18:37
Well you would be in BTB to be able to attack it in the first place :P

True, but Daemon Princes are tougher than most other daemons so shooting at the open Daemon Prince means even less firepower is used on your more fragile units. Win-win.

Deadric Spartan
6th June 2009, 09:02
Hey, thanks for all the advice guys.
The army list I came up with is...
HERE :arrow: http://40kforums.com/phpBB3/topic-t64037.html

While I was making the list I kept wondering...I know plastic seekers are meant to be coming out in second wave daemons, but how many would you actually be likely to get in a box?

PyroSikTh
6th June 2009, 10:12
Hey, thanks for all the advice guys.
The army list I came up with is...
HERE :arrow: http://40kforums.com/phpBB3/topic-t64037.html

While I was making the list I kept wondering...I know plastic seekers are meant to be coming out in second wave daemons, but how many would you actually be likely to get in a box?

I'd guesstimate 5, but you'll be waiting a while for them.

Deadric Spartan
6th June 2009, 10:46
That's what I thought. What about centigors with daemonette torsos? Would they be good as seekers?