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Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

A brief disclaimer: This is just a brief re-cap- I intend to eventually do full Relentless-style write-ups with this army, but it'll need to get quite a bit more painted (or at least primed).

So- as an alternative to my relatively static dwarves, I'm working on assembling a speedy Slaanesh list. I posted up the 1000 point version here, but I'll save the linking back and forth and reproduce it here:

Sorcerer Mark of Slaanesh, Level 2 upgrade <SLAANESH LORE>, Steed of Slaanesh, Ruby Ring, Enchanted Shield, Luckstone, Spell Familiar <235 pts>

5 Warhounds Vanguard <40 pts>
5 Warhounds Vanguard <40 pts>
Chaos chariot Mark of Slaanesh <115 pts>
5 Marauder horsemen Mark of Slaanesh, flails, musician, standard <105 pts>
5 Marauder horsemen Mark of Slaanesh, spears, javelins, musician <100 pts>

5 Chaos knights Mark of Slaanesh, ensorcelled weapons, musician, standard, gleaming pennant <245 pts>
5 Hellstriders Hellscourges, musician <110 pts>

Total: 990 pts

As I mentioned in the other thread, the list was intended to include a couple more flail marauder cav, but since that order didn't arrive, the points splashed around, and I accidentally ended up a bit short.

I ran it against another fairly unconventional list. Dustin was running a trial of his araby ogres:

Firebelly, level 2, great weapon, arabyan carpet

6 ironguts Full command

Solo sabretusk
Solo sabretusk
2 Sabretusks
2 mournfang, ironfists

3 gorgers

As match ups go, this felt pretty reasonable. A flying fire magic user was certainly problematic, but about a quarter of the army (the gorgers) would have a hard time catching anything that didn't want to fight them. Also, at this small points level, the lack of Ogre BSB meant that I had a better shot at forcing some panic.

We ran a battleline on a board fairly thick with terrain. My knights and chariot were squared off in the center against the mournfang and ironguts and chaff scattered around both sides. The firebelly got a (perhaps ideal) combo of fireball and flame cage, while my sorcerer rolled up Pavanne, Hysterical Frenzy, and Cacophonic Choir.

I vanguarded most of the army, not really sure how far to scoot ahead, and then lucked out and got first turn as well. The Hellstriders got so comically far up the board they started coming back the other way, just for fun, and were angled to charge at the flanks of any sabretusks that didn't push forward. My sorcerer got the firbelly sweating to the oldies and peeled a wound off with pavanne, but failed to get anything else through. The marauder cav actually speared a sabretusk to death with javelins, but everything was too spaced out to panic on turn one.

In early turns, I was able to delay his heavy hitters with chaff, and slip around to try to force panic with the spear riders and hellstriders. I also put some hurt on the firebelly with pavanne, and he fireballed off hounds, and crippled the hellstriders with a flame cage. I took one tusk out with throwing spears, a second with warhounds, while the pair of sabretusks got charged by two hellstriders in the flank, and nearly panicked the entire ogre army (the mournfang ran laterally, and the ironguts were saved by their gleaming pennant).

Unfortunately, my sorcerer hurt himself jumping over a hedge and with only one wound, had to cast pretty conservatively, so I actually never got cacaphonic choir off all game. I did cast a lot of hysterical frenzy, both in hex and augment mode. Most notably, I'd given up a chaff advantage, drawing the firebelly's spells and breath weapon (~190 vs. 84 points) to set up a combo charge on the ironguts. Unfortunately the chariot missed its charge so the knights went in alone- frenzied by magic they laid 10 wounds down, but when they took 5 in return, they failed every single save, getting wiped out.

Despite that dire setback, I managed to pull it back even by pavanne-ing the last wound off a mournfang, panicking them off the board, and through the heroics of the flail cav, who, despite getting overrun in the rear by the ironguts, killed one, held, and were rescued by the sorcerer frenzying himself, killing the irongut champ in a challenge and bringing the VPs back even.

I forgot I could just drop frenzy though, and it forced me to overrun, then left me unable to flee the flamebelly's charge. There was a brief moment where I thought the sorcerer could full-on glory his way through another challenge, but he was instead killed by a pair of strength 4 impact hits (double 1s on the armor kept the luckstone from relevance).

In the end, I had an absolute blast and can't wait to play some more with the list!

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in kr
Regular Dakkanaut




Sounds like a fun first game! Congratulations on getting the slaanesh cav list on the table finally.

Think the opponent was a stroke of luck as well though, as a soft Ogres list is hard to come by

How do you feel the Hell Striders performed? I constantly hear/ read that they under perform quite consistently.

Side note, have you considered lances on the knights? You lack str 6 in your list and actually have a bit of str 5 (assuming more m.cav with flails/ chariots will come in at higher points)
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

Yup, it was definitely a kind list to be up against for the first time out.

The hellstriders did fine- they didn't kill their points, but they did set up what should have been the game deciding combat. They broke the sabretusk pair, and the last strider was getting ready to overrun into the flank of the mournfang. He wouldn't have done anything, but he would have pinned the unit there for the ogre turn- but instead the mournfang just panicked. I've read the same stuff about underperforming, so I was going in with slightly lowered expectations too. I'll have better information after more games.

Definitely have considered lances and can't decide yay or nay. The 2000 point version has the razor standard on a unit of ensorcelled weapon knights to help with armor busting.

Lances would make the knights better at buzzing through monstrous cav and that sort of unit, but would increase the chances of getting bogged down if they need to grind. And they're basically my only grinding unit- thus I caved and went with the ensorcelled weapons.

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in kr
Regular Dakkanaut




Fair enough about the lances. If the larger list includes multiple knight units, a small one (5-6) with lances and razor standard can eat armor... -4 is enough to bottom out pretty much everything. Thought I tend to choose banner of flame on small cavalry to deal with regen/ monsters, personally.

Razor on str5 knights is still reasonable and has way more staying power! How large of a unit we talkin' here?
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

Maybe 9 plus an combat character? Two ranks normally, but go wide where possible to maximize damage output (especially with frenzy cast on them). I'll post a draft 2K version in a bit.

I've definitely been thinking about a Lance stack too, but hadn't thought about razor standard on them. That'd really chop through some bloodcrushers/mournfang/demigryphs...

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in kr
Regular Dakkanaut




9 with character is probably best. Higher than 5x2 starts to become a liability of size with knights. Not too mention wasted frenzy attacks!

Combat character can probably eat through generic knights well enough, but the problem then becomes the aforementioned monstrous cavalry.

If you can get frenzy off on the lance knights during the charge, str 6 with AP is lights out for a typical unit of MC. Though that's a lot of moving pieces...

6 knights is my personal favorite, just because of the option to run 3x2 when you want the narrow frontage. They still throw more dice than average knights, but with a way smaller foot print.
   
 
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