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Made in us
Nurgle Predator Driver with an Infestation





Greenville, South Carolina

I was wondering what slaneesh brought to the table for both chaos daemons and chaos space marines. Here is what I have so far for the individual gods
Nurgle= strong, durable units
Khorne= lords of Melee, high damage output for short periods
Tzeench= psykers, able to spawn more daemons reliably
Slaneesh= ???
   
Made in nl
Confessor Of Sins






Slaanesh = fast and rending

Cratfworld Alaitoc (Gallery)
Order of the Red Mantle (Gallery)
Grand (little) Army of Chaos, now painting! (Blog
   
Made in us
Nurgle Predator Driver with an Infestation





Greenville, South Carolina

Because of that how would you use slaneesh in a game and what would you put with them to make them better
   
Made in gb
Regular Dakkanaut





CSM - Higher Init that no longer can be used much if you take their shooty guitars. Plus a mark that allows FnP. However I think that the Sound Blasters were nerfed by being made Salvo and having to lose the extra attack in CC, which makes the extra init worthless, mostly. They were far better when they were assault 2/3.

Situational now though, the shooty is less useful against Marines because it's only ap5 (Though ignores cover). So I don't tend to use them unless I'm going up against Cloth armour.

(Bl)Ass(t)masters are pretty juicy but I don't tend to use them much.
   
Made in us
Nurgle Predator Driver with an Infestation





Greenville, South Carolina

Hmm what about the chariots for daemons if their fast then they would be good right?
   
Made in il
Warplord Titan Princeps of Tzeentch






For deamons is simply speed, great speed.
Mister T has seekers and discs for speed, but for S, everything is fast as hell.
And rending in masses, and that's quite useful for getting rid of 2+ saves.

For marines you get either high initiative fighters or long range cover ignoring shooting (and superflamers), plus you can get slightly tanky if you want (not plague marine levels, but you can be tougher than your average marine)

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in gb
Fresh-Faced New User




 Alienoid wrote:
I was wondering what slaneesh brought to the table for both chaos daemons and chaos space marines. Here is what I have so far for the individual gods
Nurgle= strong, durable units
Khorne= lords of Melee, high damage output for short periods
Tzeench= psykers, able to spawn more daemons reliably
Slaneesh= ???


Let me modify this list a bit.
This is only for Daemons.
Nurgle= strong, durable units, slow and slow. Good at sitting on objective, but not at getting there.

Khorne= lords of Melee, high damage output for short periods. Also good at controlling the board as they seem to be a troop to avoid.....but brittle, go down to easily to shooting, and seem to need the charge. Most shooting armies will back away until they have taken you down in size to deal with you if you do manage to engage them.

Tzeench= psykers, able to spawn more daemons reliably, which die easily when shot or engaged in CC. With this Daemons spawn, you have to decide if your daemons are going to summon more, or use their power to shoot. Shooting with psykic power is less reliable than with guns. If you do summon more, then all you are doing is providing targets, so it's a tricky balance to get right.

Slaneesh= Very very fast. The best God to capture objective, but not to hold them. You will not be out of position much for more than one turn due to this speed, but they still die just as easily as Khorne and Tzeench.
   
Made in gb
Repentia Mistress





I love my Soul Grinder with the mark of Slaanesh. +3" run, fleet for charges. Often have him template blasting an enemy and then making the charge (snapshots against high front av). Hammerattack and them claw rips through what's left. 5+ invul might not seem much but I blocked a str10 hit with it last night.

Daemonettes explode when anything touches them. Sprint from ruins to ruins. If you do get the charge they're devastating for their points. 3 attacks per model on the charge and rending on 6 (auto wound at AP2 or + str against vehicles to pop 'em; done a Lemon Rusk in this way).

What I'm trying next is an outflanking unit of Steeds with a Herald. Give the herald at least one psychic level (Shriek for when I vs Tau; invisibility if I roll it). Maybe use the Loci to ignore dangerous terrain checks and charge the following turn. If the Khorne Dogs happen to outflank at the same time that gives the opponent a lot to consider.
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

I'd suggest against Outflanking with Seekers. While there's an argument to be made for holding them back and making your opponent second guess where they'll arrive, they will largely just sit there for a turn, after waiting a turn to arrive (assuming they do.)

With a speed of an absolute, and unlikely, minimum of 19" a turn, just deploy them and get a second turn assault in.

We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

Ask me about
Barnstaple Slayers Club 
   
Made in gb
Repentia Mistress





 Azreal13 wrote:
I'd suggest against Outflanking with Seekers. While there's an argument to be made for holding them back and making your opponent second guess where they'll arrive, they will largely just sit there for a turn, after waiting a turn to arrive (assuming they do.)

With a speed of an absolute, and unlikely, minimum of 19" a turn, just deploy them and get a second turn assault in.


My concern there would be a unit of Wyverns bombarding them into oblivion + mass Tau rapid fire. You might be right though; will definitely consider it and keep 10 dogs for outflank. Maybe sprint them near the Grinder and cause an early panic.
   
Made in gb
The Daemon Possessing Fulgrim's Body





Devon, UK

I can't say I think its a bad idea, but IME even the Hounds with their increased durability in units of 20 tend to become a high priority and can be focused down fairly easily by a good list.

You need another element to the plan in the form of a durability boost, either via the Grimoire or Cursed Earth, but they have their own inherent reliability issues and I've yet to successfully pull all the elements together (but will admit at not making a concerted effort yet!)

We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

Ask me about
Barnstaple Slayers Club 
   
Made in ca
Pulsating Possessed Space Marine of Slaanesh







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This message was edited 2 times. Last update was at 2017/11/09 20:06:25


3000pts
500 pts
Slaanesh Veteran Marine with Tentacles 
   
Made in us
Stalwart Veteran Guard Sergeant




+1 initiative and a pricey FnP that will get sniped out.

So, not much huh.

Daemons have some good Slaaneshi units though.
   
Made in ca
Pulsating Possessed Space Marine of Slaanesh







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This message was edited 2 times. Last update was at 2017/11/09 20:06:30


3000pts
500 pts
Slaanesh Veteran Marine with Tentacles 
   
Made in gb
Tunneling Trygon






Carrickfergus, Northern Ireland

Warp Talons/Raptors are best used with the Mark of Slaanesh when fighting Marines. Being able to hit first makes such a huge difference to their durability and damage output.

Sieg Zeon!

Selling TGG2! 
   
Made in gb
Been Around the Block





Slaneesh Terminators are amongst the best units in the game. Initiative 5 termies with fnp and a free choise of power weapon plus combi weapon is crazy scary for your opponent when they deep strike in enemy territory. Use Black Legion rules to increase ws and bs to 5 and they are seriously up there for all round scariest infantry unit in 40k. As for Daemons, they really hurt races with lesser toughness (3).
   
 
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