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![[Post New]](/s/i/i.gif) 2013/10/02 19:11:38
Subject: Slaanesh Lords, dos and don'ts.
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Regular Dakkanaut
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Because I tend to fall in love with my HQ's I'm going to build myself an assortment of Slaaneshi Chaos Lords, just for the sake of variety and versatility.
I am thinking these builds, with the tactical use of each:
Bike: Lord with Fisticlaws. Goes in a biker unit, pummels everything oversized hands can reach.
Steed: Lord with Burning Brand and Claw. For outflanking dakka on a space chocobo from Hell. Mainly fighting Eldar and Necrons so AP3 not too much of an issue really (and then there is melta bombs). Spawn or Noise Marines should make good candidates for accompanying outflanking units methinks.
Foot: Lord with Burning Brand and Claw. For added dakka to a noise marine squad, either in a big footslogging unit or with 9 Noise Marines in a Rhino.
The first two feel competitive enough, the third feels more situational.
Then, of course, one could envision fisticlaws and claw/brand in terminator armour. Not sure if terminators or terminator lords are worth it though. I suppose the best option for a Slaanesh list is shooty terminators, maybe with a Reaper Autocannon, with a TDA lord with burning brand in it for added dakka (this unit would then also have a nice overwatch deterrent and would likely swing first if assaulted), but I'm not sure. Thoughts?
I guess I just want to know if this is a waste of time/money or if each Lord actually has uses.
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![[Post New]](/s/i/i.gif) 2013/10/02 21:20:57
Subject: Re:Slaanesh Lords, dos and don'ts.
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Khorne Veteran Marine with Chain-Axe
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I've played outflanking steed lord, Lord on steed with fisticlaw, and foot lord with BBoS and claw. They're all fantastic if used the way they should be.
BBoS footslog with 35 fearless cultists with flamers is hilarious for contesting/pushing people out of cover and objectives, plus has the awesome factor of discouraging people from shooting at a fearless 4pt horde, yet forcing them to do so eventually if they don't want to get multiple-assaulted and swamped. That many pistols, flamers, and the omgwtfbbq gun can still force enough saves to put down even TEQ (hilarious when it works). I've played this multiple times, and it has never disappointed. Start at the line, and expect to lose cultists. That's what they're there for, right? 6", maybe run turn 1. Then 6" shoot, charge if able. Don't be scared to string them out and contest multiple objectives, either. Just make sure your Lord has enough nearby for LoS and to prevent him being had, and you'll be fine. I've used Termie armour & claws, and I've run simple with MoS & BBoS. Always pleased with the outcome.
Outflanking steed I've done with Noisy Marines; pushes anyone off an objective, plus is a scoring & linebreaking threat. And between the blastmasters and krak grenades, rear armour definitely needs to worry. Worked fantastically. The trick is you want to go for BIG blobs to maximize threat, while not pulling so much away from your main army that you can be tabled. Occasionally tricky. My pro tip with this plan is make sure they've got enough dakka to be worth it even if they only come in turn 4; don't rely on them getting into CC. 'S why I'd maybe avoid spawn, unless you're using the com thingy from Aegis line or Bastion.
Bike I've only tried with Spawn and claws. It was a bad matchup; got hallucinated into staring into space, then pwned by ravenwing knights. But is solid, in theory.
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-I dedicate these deaths to Odin Allfather, Spearshaker, One Eye.
Rock hard, ride free, and hold the heathen hammer high!
"Orkses is never beaten in battle; if we win, we win, if we die, we died fightin' so it doesn't count, and if we leg it, we always come back for anuvver go, see?"
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"Sons of the Last Breath"
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"Kabal of the Dying Sun, Cult of Marrow Excised, Coven of Lambent Hunger" |
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![[Post New]](/s/i/i.gif) 2013/10/02 21:45:55
Subject: Slaanesh Lords, dos and don'ts.
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Stone Bonkers Fabricator General
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TDA is a fantastic deal. PW, 2+ save, 5++. It is really nice for smaller point games just to have a guy in TDA
also looks awesome
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2013/10/03 05:39:58
Subject: Re:Slaanesh Lords, dos and don'ts.
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Regular Dakkanaut
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Laughingcarp wrote:I've played outflanking steed lord, Lord on steed with fisticlaw, and foot lord with BBoS and claw. They're all fantastic if used the way they should be.
BBoS footslog with 35 fearless cultists with flamers is hilarious for contesting/pushing people out of cover and objectives, plus has the awesome factor of discouraging people from shooting at a fearless 4pt horde, yet forcing them to do so eventually if they don't want to get multiple-assaulted and swamped. That many pistols, flamers, and the omgwtfbbq gun can still force enough saves to put down even TEQ (hilarious when it works). I've played this multiple times, and it has never disappointed. Start at the line, and expect to lose cultists. That's what they're there for, right? 6", maybe run turn 1. Then 6" shoot, charge if able. Don't be scared to string them out and contest multiple objectives, either. Just make sure your Lord has enough nearby for LoS and to prevent him being had, and you'll be fine. I've used Termie armour & claws, and I've run simple with MoS & BBoS. Always pleased with the outcome.
... and so a Space Marine Commander will receive a Chaosy headswap and an EC shoulder pad. Possibly a Sternguard flamer for the brand. Cultist blob sounds fun.
Outflanking steed I've done with Noisy Marines; pushes anyone off an objective, plus is a scoring & linebreaking threat. And between the blastmasters and krak grenades, rear armour definitely needs to worry. Worked fantastically. The trick is you want to go for BIG blobs to maximize threat, while not pulling so much away from your main army that you can be tabled. Occasionally tricky. My pro tip with this plan is make sure they've got enough dakka to be worth it even if they only come in turn 4; don't rely on them getting into CC. 'S why I'd maybe avoid spawn, unless you're using the com thingy from Aegis line or Bastion.
Gotcha. Dakka it is. Big blob of noise marines, big enough to justify Icon of Excess, points willing. So, a bunch of fearless bodies with Feel No Pain contesting your objectives... good luck shifting that.
Exergy wrote:TDA is a fantastic deal. PW, 2+ save, 5++. It is really nice for smaller point games just to have a guy in TDA
also looks awesome
Indeed it does.
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![[Post New]](/s/i/i.gif) 2013/10/03 07:07:55
Subject: Re:Slaanesh Lords, dos and don'ts.
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Longtime Dakkanaut
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I don't think Fist Claw Bike is very competative, for the same points you get a Nurgle one who is not instant killed by smash attacks and is much harder to wound in general. Between +1 I and +1 T I'd always go for +1T since it stacks with the bike.
So for me the unique benefits of the Slaanesh that you can build on are:
1. Making noise marines troops (naked + burning brand) + 5 noise marines (blastmaster + doom siren) in rhino on Sky Shield (then you buy another 3 rhinos armed the same) 4+ invuln vs shooting and anyone charging the rhinos gets wall of flamed with S6 AP3.
2. Outflanking. So far I have always gone with 30 cultists with 3 flamers since it takes a lot of dakka to get rid of but it isn't cheap (sigil + claw + brand + MoS + Steed + Melta bombs = spendy). I had great fun allying with guard and taking Al'Rahem who lets you outflank an entire platoon (4x 10 guardsmen + melta gun/plasma gun), since you have accute senses you can roll for Al'Rahem first and then just choose the same board side as him for the Lord (assuming you take a relay so they show up at the same time). That's 80 bodies which pose a real threat arriving on your flank turn 2/3 (just beware of heldrakes).
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![[Post New]](/s/i/i.gif) 2013/10/03 12:30:14
Subject: Slaanesh Lords, dos and don'ts.
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Horrific Howling Banshee
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Just tried a game against my friend playing a foot terminator lord and 18 or so cultists. My technique against him was T1. Ignore, T2 Ignore, T3 random pot shots from a pinned unit. T4 Murder using massed Eldar dakka. For anyone not eldar, the unit only has about a 12" threat range. Stay at 24" and kill a warlord.
For me, each waveserpent is going to ablate 7+ HP a turn from that squad. Blasts chew through it. Its annoying to waste blasts on such cheap models but you aren't getting into a T2 charge on me with that unit. Sorry, just not going to give you the opportunity.
The steed is a much better plan. Much harder to outmanuever, and you are counting on luck (bad side roll) as much as skill to avoid it.
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![[Post New]](/s/i/i.gif) 2013/10/03 12:46:44
Subject: Slaanesh Lords, dos and don'ts.
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Longtime Dakkanaut
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Dessorag wrote: Much harder to outmanuever, and you are counting on luck (bad side roll) as much as skill to avoid it.
And it has accute senses which means you pick the side you want in 8/9 games. You need target saturation and a way to pop transports at range e.g. autocannons to make the most of the brand.
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