Wait, this thread isn't space marine related at all! Is that still allowed? ;D
Shas'O'Ceris wrote:
Fiends of Slaanesh are really nice models with a cool ability that get easily shot off the board being only T4 Sv5++ W4 and a significant 42pts. Proposed solution is to give them a bodyguard rule like Shadowsun has with stealth suits. The intention is to prolong the lifespan of the fiends without denying the opponent from interacting with them outright or causing the opponents hits to fizzle. A justification is that they are similar size to Seekers and Slaaneshi units embrace all sensation including death and admiration (the those smexy fiends). I wouldn't mind if the ability below replaced disruptive song (-1 to enemy psy tests in 12") to prevent point inflation.
Lust for agony: Roll a
D6 each time a model in this unit loses a wound whilst within 3" of a friendly unit of Seekers. On a 3+, a model from that unit can intercept that hit - the unit of Fiends of Slaanesh does not lose a wound but that unit suffers a mortal wound.
I'm not sure I agree that this particular change is needed. To quickly compare them to dark eldar wracks, wracks are 36 points for 4 wounds at T4 with a 5++ on a much slower and somewhat less stabby platform. Paying 6 points more for the extra killyness and mobility doesn't seem like too much of a stretch. Still, it's true that squishy melee units that have to deepstrike or run across the table to reach combat probably won't reach melee unscathed. Would a mild points reduction perhaps be a more elegant solution? Your suggestion wouldn't break the game or anything, but it would result in a fair bit of extra rolling. Plus, I'm not sure why fiends of slaanesh would warrant a body guard rule. Typically, body guard rules are due to either the bodyguard being strongly themed as such or the unit being protected compelling extreme self-sacrifice (drones protecting organics, sslyth being hired specifically to guard a body, Shadowsun being a living legend that any tau would protect for the greater good, 'stealer cultists being hypnotized abominations, etc.) Am I forgetting a bit of fluff that would make a seeker want to give up its existence to protect a fiend?
The other issue I have is that Daemons are horde-ish but lack a meaningful way to prevent morale loss. Nothing should be more fanatical than daemons, not even a WAAGH! (ok maybe that). Our current Icon of X has saved my hide 2/3 times so far but that luck can't keep up. I'd prefer to see smaller numbers of fleeing daemons so that the phase still has meaning without removing half a unit at once. This way I can lose 7 daemonettes and morale could still matter as I risk losing 1-4 more instead of 2-6.
Daemonic Icon: As slain daemons pass back into the warp, countless more lie in wait to replace them. When taking a morale test if you roll a 5 no models flee and d3 slain X are added to the unit, if you roll a 6 no models flee and d6 slain X are added to the unit instead.
This seems too powerful when you think of it in terms of something like fiends. Lose two models in a unit, roll a 5+, then get ~90 points worth of units back as a result. Even in the context of daemonettes this feels like it's probably a bit much. Morale has its issues, but it's also part of the counterplay against horde armies. Especially when those hordes can get off turn 2 assaults pretty easily. I haven't done much with my daemons this edition, but isn't the point of large units to deepstrike them and hope for a 9" charge so that you can take advantage of their large-squad bonus? If so, that would mean that you're already mitigating the morale issue by gambling on that 9" charge. You're probably not running a large, morale-susceptible blob up the table. And if you are, why not just split that squad into several smaller squads that can't be impacted by morale as much?
That said, what about just making them leadership 10? It makes it so that morale is
only an issue for large squads, plus it makes them resistant to certain psychic and psychological abilities that they would reasonably be resistant to.
This next proposal could be getting greedy. It's a stratagem because I feel like the daemons codex is a little lacking in quantity unless taking undivided. Also it's kind of odd so I won't be surprised if there are objections or alterations in feedback. Inherently the risk is getting in range of the enemy at the benefit of them missing. 1CP
Unbridled Urgency: The denizens of Slaanesh's realm know that there is no limit to how far one aspect can be pushed, and a favorite is speed. At the start of an opponents shooting phase select a Slaanesh Daemons unit that is not within 1" of an enemy unit, that unit moves up to 3" towards the closest enemy unit. Subtract 1 from hit rolls that target the selected unit this phase.
I feel like I might be missing what you're going for with this one. Is the idea that moving closer to the enemy is some sort of drawback? Because the sharp claws and lack of guns on most slaaneshi units makes me think that getting closer isn't generally a bad thing unless a measly 3" was exactly the distance needed to bring you into rapid fire or flamer range or something. So that's a pretty situational drawback if it's meant to actually be a drawback.
As written, this would technically let you move 3" closer to the enemy in order to end up within 1" of them, thus preventing them from shooting and effectively putting you in melee range. But if you were 3" away from the enemy at the start of your opponent's shooting phase, it either means that they messed up by letting you pull this off or that you just rolled snake eyes on a charge roll and then failed the command point reroll.
Imposing a -1 to hit penalty is reasonable. Eldar do it all the time with a 2CP strat. Maybe just rip that off instead? Alternatively, a 2CP strat that lets you move a bit more than 3" (maybe 7"?) at the start of your opponent's shooting phase might let you pull off some graceful slaaneshi evasion as your keeper of secrets or daemonette squad pirouettes safely behind some ruins and out of line of sight.
Glad to see a thread that isn't about space marines.