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Made in us
Fresh-Faced New User




Looking for critique on my first tournament list (Hosts of Slaanesh) for an upcoming 2000 pt Sigmar tournament.

Leaders

Archaon (700) [General 1]
Exalted greater daemon of Slaanesh (500) [General 2]
Keeper of Secrets (280) [General 3]
Chaos Sorcerer Lord (160)

Battleline

(20) Daemonettes (200)
(10) Daemonettes (100)
(10) Chaos Marauders, Slaanesh marked (60)

Strategy

The idea is to use the Hosts of Slaanesh Invaders allegiance ability giving me 3 different generals. Each general can use one command ability on their warscroll as long as they are more than 12" from any other general. The exalted greater Daemon has a command ability (excess of violence) that allows a slaanesh daemon to be chosen to pile in twice (18" range). The keeper of secrets has the same ability but only a 12" range.

Hero Phase:
1. Exalted greater daemon uses Excess of Violence on Archaon (have to make sure to be within 12-18" range of Archaon to allow invaders allegiance ability to be active)
2. Keeper of Secrets uses excess of violence on (20) Daemonettes
3. Archaon uses command ability allowing all other heroes to use their command abilities
4. Exalted greater daemon uses excess of violence on self
5. keeper of secrets uses excess of violence on self
6. Chaos sorcerer lord casts daemonic power on archaon giving rerolls of 1 to hit, wound and save rolls
7. Archaon casts mystic shield on self.

The generals are going to be doing most of the work here and Archaon should be basically unstoppable here, what do you think?

This message was edited 2 times. Last update was at 2018/03/30 13:11:28


 
   
Made in us
Longtime Dakkanaut




I think a Nurgle list or a Changehost list is going to 1 turn murder Archaon. Putting to many eggs in one basket. Hes cool, but the damage out put of using 700 points in about anything else is just better.
   
Made in us
Fresh-Faced New User




Thanks for your input, can you describe how exactly they can murder Archaon in 1 turn? Defensively, he will:

1. Have a 2+ save, rerolling 1's
2. 5+ FNP vs mortal wounds
3. 4+ save to ignore any spell cast on him.
4. Regenerates up to 2d3 wounds per turn
5. 1 in 6 hits automatically miss and are rerolled (I understand some of the time it won't matter if I roll a 1 or 2 for the eye of sheerian)

What should I be worried about that can deal 20 wounds in one turn that can get through these protections?

Offensively I need to think a little more about, he gets to activate twice in combat which I think is going to be really really powerful for damage output. He has the potential to instantly slay anything too.


Automatically Appended Next Post:
Oh, and he is also dealing damage while on defense. Rolling a 6 on the save reflects mortal wounds at any range.

This message was edited 1 time. Last update was at 2018/03/30 19:21:05


 
   
 
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