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Made in ie
Norn Queen






Dublin, Ireland

With the immenent release of Chaos 6th I was looking for advice from anyone who runs Emps Children as a list and those that have allied with Slaanesh Deamons either in games or theoretically.
Been drawn to the Emps Children after rereading Fulgrim and some short stories and like the fast/fleet feel of Slaanesh Daemons.
Granted, no firm rules for EC until release but ideas are welcomed.
I was thinking of a shooting core with the EC backed up by flavoursome characters and then the hth elements would be from the Daemons.

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

Purely looking at it from a "big-picture" kind of view, this seems like a good idea. You've got solid firepower in Noise Marines, backed up by brutal assault troops once the Daemons arrive. My only worry would be keeping those Noise Marines safe.

To that end, you might want a rapid-response unit that can counter-attack anything that gets too close. Raptors could work - alternatively, if you have the points, a unit of choppy normal Chaos Marines with a Slaanesh banner for the Initiative bonus, sat in a Land Raider to get that disembarking charge.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Longtime Dakkanaut




St. George, UT

My EC army (when it worked in 4th) consisted of DP, bikers, rhino borne assaulters/summoning icons, damonettes, havoks, and deflier. This army played wonderfully. The assaulty stuff killed stuff in assault, and the shooty killed stuff by shooting. The most underestimated unit in the whole thing was the bikers. People just didn't expect you to charge through difficult terrain (skilled riders) and have a guy who got 5 S5 lightning claw attacks.

It worked because the things that could kill did kill. Having to use daemons as allies limits the number of daemon units, it also splits your limited units in half as you still have to follow the daemonic assault rules. Add to it that currently Daemons cannot assault the turn they show up and Slannesh daemons are the most squishy of the bunch, I'm not sure just how well they are going to stand up to being stranded for at least a turn. Add to it, rending isn't what it used to be. Small units of 6 damonettes who used to count on about 3 rends now are only getting 2.

I want them to work, I really do. But either the new chaos codex has to have special summoning icons for them (specifically for allied daemons), or the next daemon codex has to get rid of daemonic assault. Still not sure on how to deal with being left out in the open for a turn. T3 and 5++ is not all that great against even the most basic of guns.

This message was edited 1 time. Last update was at 2012/08/03 16:20:19


See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:


 
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

Jayden63 wrote:I want them to work, I really do. But either the new chaos codex has to have special summoning icons for them (specifically for allied daemons), or the next daemon codex has to get rid of daemonic assault. Still not sure on how to deal with being left out in the open for a turn. T3 and 5++ is not all that great against even the most basic of guns.


They need to be run in big mobs to get around this - somewhere around the 15 mark. They also benefit a lot from being in a combined Daemon force, with things like Bloodcrushers and Plaguebearers presenting tougher targets, to take the heat off of the "silly little" Daemonettes. Many players give them some breathing space in that circumstance, thinking they'll be able to easily mop them up later.

Of course, as you're running Daemons as allies here, you might not be able to justify the points for a bigger unit knowing that half of them will likely be shot to pieces. I say try it out (proxy something if you must) and see how you go, you just might be pleasantly surprised.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Sister Vastly Superior




Colorado

My EC list I fielded was something like this. ( I'm at work so don't remember it exactly) a keeper of secrets and Lucius. A large unit of daemonettes, I think it was 18 large. Two units of noise marines one with a doom siren one with a blast master. A unit of fiends and an ADL. I remember looking at a unit of havocs and a unit of exalted chariots. But I don't remember if I put either of them in the list. I won't be playing it until this weekend so you will have to excuse my forgetfulness.

The plan was to have the keeper and daemonettes show up turn one. Have Lucius and the doom siren squad rush forward and start flaming things to death. The blast master unit sits back on an objective firing it and the quad gun. I think I also wanted an infiltrating chosen plasma squad.

When in doubt burn it, then burn yourself for doubting. 
   
Made in ie
Norn Queen






Dublin, Ireland

Thanks for the ideas peeps, interesting stuff, I'll defo proxy in some models to test them out first.

Really hope 6th does a good job with the EC, they always seemed to be lacking something compared to the Death Guard or WE forces.

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in us
Veteran Wolf Guard Squad Leader




Pacific NW

I'd say Bikers with a Mark of Slaneesh. But I'm in love with Bikers now in 6th edition. Will have to see what options await in the Codex though. I wouldn't make any purchasing decisions until then.

   
Made in us
Longtime Dakkanaut




St. George, UT

Ratius wrote:Thanks for the ideas peeps, interesting stuff, I'll defo proxy in some models to test them out first.

Really hope 6th does a good job with the EC, they always seemed to be lacking something compared to the Death Guard or WE forces.


Actually the 3.5 codex treated Slannesh like a spoiled only child. All the power, very few restrictions when compared to the other cult lists.

My biggest worry is on the daemons front. I like a fluffy EC list, so that means daemons in packs of 6, 12, 18. Due to scatter mishaps I don't think units of 18 is all that plausable, the chances of hitting something is really high. Units of 12 might be more manageable and leave some room to take incoming casualties and still maintain some effectiveness. I think that units of 6 is right out. No staying power having to wait a turn in the open and no real hitting power either.

See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:


 
   
Made in us
Fresh-Faced New User



philadelphia,pa

as a an exalted herald of slaanesh...


i would definitely look into fiends. i've found fiends to be uber-nasty against MEQ armies. granted, fleet and beasts have been nerfed a bit this edition, but i'm pretty sure they'll still chew up the enemy pretty well.

as allies, drop them behind some rhinos, noise marines, or terrain.....next turn, use that long movement to get into assault.


Automatically Appended Next Post:
addendum: i've also been user a keeper of secrets for my allied daemon hq. IMHO, well worth it for the pt value. high I, high S,T, and a ton of attacks. granted, if he can't get stuck in, he gets shot off the board pretty fast, but at least then other squads get a turn or two free from enemy shooting.

if you're curious, i can post my 2000 pt emp children-slaanesh list.

This message was edited 1 time. Last update was at 2012/08/03 21:31:28


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