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Made in us
Discriminating Deathmark Assassin






Recently got some Slaaneshi daemon models for a side army project, and while I like the idea behind them they seem like they're going to die very quickly.
This is the base that I have, clocking in at about 800 points, and I'm wondering what else I can throw in there to be a bit more survivable while still maintaining the Slaanesh theme. Shooting for no particular points value, just a general army composition, somewhere in the 1500-2000 range.

-Keeper of Secrets
Psychic levels, a couple of rewards, and The Mark of Excess (from the Wulfen dataslates)

-3 Heralds of Slaanesh
1 on Steed with Exalted Locus (reroll misses for unit) and a decent daemon weapon
2 on foot with Lesser Locus (move through cover) and an okay daemon weapon

(have The Masque as well, but I guess I can't put her in without losing the Heralds or Keeper)

-10 Daemonettes
-10 Daemonettes
maybe icons and instruments, probably not much else

-6 Seekers of Slaanesh
unsure on upgrades here too


So for more survivability, should I try Fiends, with more Wounds and Toughness? Soulgrinders? Daemon Princes? Flood things with more Daemonettes? If so, more small units, or buff up the existing ones to 15 or 20 daemons each? Hellflayers and their cousins seem like the wrong choice, being just more in the style of the Seekers where they need to hit hard and fast but die if they don't get a chance to quickly.
Or is a Slaaneshi army just not going to really work like this? (it's going to be for casual games, but I'd still prefer to not get my face stomped)

Any suggestions are welcome.


Edit: just remembered a question as well; are Daemon psykers still limited to only half of their abilities coming from their god's Discipline, or was that changed?
I also realize that I have literally nothing to deal with flyers; I suppose I'll just not worry about it and accept that flyer-heavy armies will be tough.

This message was edited 4 times. Last update was at 2016/07/20 09:19:35


 
   
Made in gb
Battleship Captain




just remembered a question as well; are Daemon psykers still limited to only half of their abilities coming from their god's Discipline, or was that changed?


Whilst the disciplines got larger (a full 7 powers) nowhere is this restriction withdrawn in Curse Of The Wulfen, so yes.

Daemon princes are a good anti-flyer weapon - take the lash and roll for biomancy and you can throw out 2D6 high-strength shots + a vector strike.

I'm less used to slaaneshi daemons. The key is going to be getting up the board as fast as possible on turn 1, and then moving into assault range and/or deep striking reserves in on turn 2.

Soulgrinders aren't a bad idea simply because your army always has relatively few heavy units. With Daemon of Slaanesh, arming it with a warpsword and the torrent power and hoofing it up the board alongside your more fragile daemons might work - you'd need to ask someone with more experience.

Your base units are incredibly fragile. Your toughness (for daemonettes and seekers) comes from two sources - the Grimoire of True Names, and Telepathy powers. You could probably do with looking to max out both...

...On the plus side, generally you should only need to face one turn of fire. Seekers and Seeker chariots are FAST.

The biggest advantage of Seeker Chariots (and fiends) is the ability to charge into terrain. Remember that no matter your initiative, charging through terrain drops you to I1. Hammer of Wrath, however, still goes off at I10.

The other solution is the "instant frag grenades" Skull cannon, but that's not especially fluffy for a slaanesh army, is it?

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Beast of Nurgle



Thomaston, Maine

Soul grinders are great. You might also think about CSM allies to bring in Noise Marines, they are a bit more tough and get access to some great special weapons, and are still devoted to Slaanesh.
   
Made in us
Regular Dakkanaut





locarno24 wrote:
just remembered a question as well; are Daemon psykers still limited to only half of their abilities coming from their god's Discipline, or was that changed?


Whilst the disciplines got larger (a full 7 powers) nowhere is this restriction withdrawn in Curse Of The Wulfen, so yes.




I thought only chaos space marines were restricted to taking half their powers from their gods discipline?
   
Made in us
Auspicious Daemonic Herald





 Dayknight wrote:
locarno24 wrote:
just remembered a question as well; are Daemon psykers still limited to only half of their abilities coming from their god's Discipline, or was that changed?


Whilst the disciplines got larger (a full 7 powers) nowhere is this restriction withdrawn in Curse Of The Wulfen, so yes.




I thought only chaos space marines were restricted to taking half their powers from their gods discipline?

Only CSM are required to take at least one power from their gods' discipline. Both armies are capped at 1/2
   
 
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