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				<title>Slannesh GhettoCavalcade of Combo fun 1500 Fluff/Competitive list</title>
				<description><![CDATA[ Hi I'm new to the forums, but I have arranged a list that seems fun, but also requires me to buy some models.<br /> <br /> The list is based on a deathstar cavalry unit (crazy, isn't it?), trying to be fluffy with the slannesh concept but also competitive at the same time. Maybe it is a jack-of-all-trades, but I would like to get some input on it. It has some classics but also some funny combos that could surprise an opponent. It depends on me to ge the proper combo, but even if I doesn't, it remains interesting and I think it covers many issues of the current meta. Let me know what you think about it. I like the synergy of the deathstar and the psychic powers involved alongside the fearsome hitting power of the main unit.<br /> <br /> Here it goes:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <br /> Chaos Lord: 145<br /> Frag Krak Grenades<br /> Power Armour<br /> Mark of Slannesh<br /> Slanneshi Steed (cavalry, acute senses, outflank)<br /> 2 Lightning Claws<br /> Combi Melta<br /> <span class="glossaryitem" onmouseover='gp(644);'>VotlW</span><br /> Fearless<br /> <br /> Chaos Sorcerer: 105<br /> Frag Krak Grenades<br /> Power Armour<br /> Mark of Slannesh<br /> Slanneshi Steed (cavalry, acute senses, outflank)<br /> <span class="glossaryitem" onmouseover='gp(328);'>ML</span> 1 (Takes Sensory Overload Primaris, part of the combo)<br /> Melta Bombs<br /> Bolt Pistol<br /> Force Sword<br /> <span class="glossaryitem" onmouseover='gp(644);'>VotlW</span><br /> <br /> TROOPS:<br /> <br /> Noise Marines (5+1, 6 being the sacred number of slannesh): 232<br /> 2x Blasmasters<br /> Rhino<br /> <br /> Noise Marines (5+1, 6 being the sacred number of slannesh): 232<br /> 2x Blasmasters<br /> Rhino<br /> <br /> Chaos Cultists (16+1, filling the points I had left): 98<br /> 15 Autoguns<br /> Flamer<br /> <br /> FAST ATTACK:<br /> <br /> Heldrake: 170<br /> Baleflamer<br /> <br /> HEAVY SUPPORT:<br /> <br /> Havocs (4+1): 115<br /> 4x Autocannons<br /> <br /> Aegis Defense Line: 100<br /> Quad gun<br /> <br /> ALLIES:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <br /> Herald of Slannesh: 145<br /> Daemon of Slannesh<br /> Steed of Slannesh<br /> Exalted Focus of Beguilement<br /> <span class="glossaryitem" onmouseover='gp(328);'>ML</span> 1 (Takes Excess Slanneshi powers, hoping for 1-2 Acquiescence, makes the combo)<br /> Lesser Reward of Chaos (going for option 0 unless something really good comes out)<br /> Greater Reward of Chaos (going for option 0 too, MORE COMBO)<br /> <br /> TROOPS:<br /> <br /> Daemonettes (10): 90<br /> <br /> FAST ATTACK:<br /> <br /> Soulseekers of Slannesh (5): 65<br /> Heartseeker<br /> <br /> TOTAL: 1497 points<br /> <br /> <br /> <br /> HOW THIS SOGGY MESS IS SUPPOSED <span class="glossaryitem" onmouseover='gp(421);'>TO</span> WORK MAN?<br /> <br /> <br /> In normal maps, the deathstar cavalry unit is formed by the soulseekers with the herald, the sorcerer and the chaos lord all riding together like pimps and hoes in the slannghetto either in reserves for outflank or full frontal trying to reach a fast charge with their pimped fleet/fast rides. It depends on the enemy, the deployment and the situation, but I like that I have enough options with those as to imagine different scenarios. <br /> <br /> Havocs go and get comfy on the aegis and sit there, plinking things away from their <span class="glossaryitem" onmouseover='gp(661);'>HPs</span> with their autocannons and the other guy plinking fliers manning the quad like SHO'NUFF the ghetto shogun. Cultists go for home objective and try to sit there alive the entire game, going to ground the entire game if is required for them to do so, eating whatever nasty crack gets thrown at them and lighting the bum of any chargers with their flameyboy. Baledrake does what he's supposed to do, come in, zoom and boom and roast some chicken with some balebecue sauce. Noise Marines with Rhinos speed all the way like any mandingoes worth their salt in an interracial party towards objectives, blast some ganja smoke and try to sit there casually blasting things with their ghettoblastahs and overwatching like 7ru3 <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s on an open mic night. Not even the pigs can kick them away from their meth labs easily once they dig in. If their pussygalore wagons get busted, well, they will walk around the 'hood, man. They are tuff e nuff for it. Daemonettes? Well, they stand in corners and stuff, sellin' the ol' trade, walking around for potential guys until they can assault and battery things with their carefully Korean-made, rending, nails.<br /> <br /> NICE DESCRIPTION TRAILERTRASH, BUT WHERE'S THE COMBO?<br /> <br /> Oh, yeah, that. It is based on two psychic powers. I mean, who the feth puts three <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices in one unit that is only able to charge in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> in an edition designed for melee to suck some tasty scrotum? The key is on the psychic powers. The combo is a 50/50 chance to get. It requires the Herald of Slannesh to get Acquiesence powah from the Excess list. As he's level 1 on purpose, he can only get that or Pavane, there's the 50%. When she casts that, the enemy unit gets -5 Initiative, no counter attack and no overwatch. Most units are Initiative 0 by now. And then comes the primaris of the sorcerer guy, Sensory Overload, (Slannesh Primaris, you can't miss getting this one), that ASSAULT 4 BLINDS STUNS AND PINS THOSE SHAFTSMOKERS DOWN MAN! As long as the enemy unit fails an initiative test. As the other power goes first, they will have to check on initiative 0. ZERO. AUTOBLIND BAM! I don't care if I don't score any wounds, but those blind guys are not shooting anything when I come out of the reserves with outflank and acute senses goin' <span class="glossaryitem" onmouseover='gp(600);'>fo</span>' da kill! That gives me some sense of safety the first turn. Then I park somewhere safe and give them the same treatment next round, only that now I carge something in the assault phase.<br /> <br /> Once I get stuck in combat, the unit is BEAST. Everyone rerolls to hit due to the Herald's Focus. On a charge, 6 attacks from the lord, 4 from the sorcerer, 11 from the soulseekers and 6 from the herald. All rerolled. All the stuff coming from the herald and the soulseekers is rending, so any 6's are AP2 and penetrate like I do when I get some soft peach on a saturday night. The Lord has shred, so that's additional pain. PAIN BABY! Any characters there? I can challenge the Herald without refusal and I decide who is gonna eat my 6 rerollable WS7 rending attacks with a WITSTEALER SWORD (inherited by the lesser reward result of 0) that will cause you additional wounds on each wound because you are initiative 0. (If the combo goes off, of course). In case you were wondering, the Herald has a Greater Etherblade in the other hand, also a specialist weapon. The lord rerolls to wound too, because he shreds stuff like a japanesa' chef on steroids with his lightning claws. (He rerolls to hit and to wound). Even termies would squeak and squirm like a pair of mormons lost in the Harlem by the amount of certain wounds these guys can bring into the table.<br /> <br /> Honestly, even without the combo, just getting pavane has its uses and the unit remains effective. From first turn on, it must be rinse and repeat. These guys are only safe in close combat and must remain so every turn. <br /> <br /> I hope you guys can gimme some insight.<br /> <br /> P.S. It IS redacted as a 70's blaxploitation movie on purpose. No racism intended, just comedy. Please, I hope nobody takes offense. It is supposed to be funny as a different way to present the list.]]></description>
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				<pubDate><![CDATA[Thu, 12 Dec 2013 13:05:41]]> GMT</pubDate>
				<author><![CDATA[ Kithail]]></author>
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				<title>Slannesh GhettoCavalcade of Combo fun 1500 Fluff/Competitive list</title>
				<description><![CDATA[ It's an interesting list and strategy but I'm afraid it isn't legal.<br /> <br /> Firstly you can't have 2 blastmasters in Noisemarine squads that have less than 10 men.<br /> <br /> Secondly you can't have the Lord and Sorceror joining the Daemon seeker squad. <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> and Daemons can't join each others squads because of the Daemonic instability rule. I hate it.<br /> <br /> Also I may be wrong on this but I'm not sure you can give the Chaos Lord 2 lightning claws and a combi-melta.<br /> <br /> The closest you could get to this list legally is to have the Lord and Sorceror joining a squad of Chaos Bikes or Spawn.]]></description>
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				<pubDate><![CDATA[Thu, 12 Dec 2013 13:35:17]]> GMT</pubDate>
				<author><![CDATA[ King Pyrrhus]]></author>
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				<title>Re:Slannesh GhettoCavalcade of Combo fun 1500 Fluff/Competitive list</title>
				<description><![CDATA[ By the way, things I could thinking of changing. Let me know what you think.<br /> <br /> Dropping cultists to 14+1 and getting another naked havoc. Mostly to get that magical fluffy nunmber 6 on the unit.. Pimps the list up to 1500 puuurfect.<br /> <br /> Dropping the cultists altogether and replace them with 5+1 naked chaos marines. OR dropping the cultists and a few options like the melta bombs and the combimelta of the lord (that are there just to open transport cans of delicious infantry food) and putting the marines with melta or an autocannon.<br /> <br /> Let me know if you see other options.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 12 Dec 2013 13:36:03]]> GMT</pubDate>
				<author><![CDATA[ Kithail]]></author>
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				<title>Slannesh GhettoCavalcade of Combo fun 1500 Fluff/Competitive list</title>
				<description><![CDATA[ Sadly the list is illegal<br /> 1) noise marines require 10 members to take a second blastmaster.<br /> 2) lord doesn't have enough weapons to trade for 2 claws and a combi melta.<br /> <br /> And the combo is illegal<br /> 3) only models with daemonic instability may join squads with daemonic instability.<br /> 4) reserves don't start to come in until turn 2<br /> 5) the initiative modifier is to a minimum of 1.  So your opponent still gets to swing, and if you charged through cover your demons go at the same time.  And also a further 1/6 chance that your enemy will resist blind.<br /> <br /> Tactical issues<br /> 6) its worth spending 10 more points to give your lord claw+ fist.  Same number of attacks, more options in <span class="glossaryitem" onmouseover='gp(19);'>cc</span>.<br /> 7) while the steed of slaanesh is awesome. For competitive reasons a bike is far better because it raises the lords instant death threshold. <br /> 8) <span class="glossaryitem" onmouseover='gp(19);'>cc</span> characters with a 3+... you need that 4++ from sigil.<br /> 9) 5 heartseekers is not nearly enough.  They will get shredded by rapid firing bolters in about 1 turn.  You need 10-15 or so.<br /> 10) The combo is inherently unreliable because you need to pass 2 psychic tests for it to work, then your opponent needs to fail 2 deny the witch rolls.  If you play against Space Wolves, Rune Priests will add an additional layer of psychic defense to the mix.<br /> 11) The combo can only target one unit per turn.  Typically this will leave the rest of your opponents army free to shoot you at their leisure.  <br /> <br /> Overall its a fun concept, but runs into some legal issues, and while fluffy, does not appear very competive against lists like serpent spam, or tau dar, or triple drake + plague, or necron flt ing bakery, or now Revenant and friends<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 12 Dec 2013 13:47:59]]> GMT</pubDate>
				<author><![CDATA[ akaean]]></author>
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				<title>Re:Slannesh GhettoCavalcade of Combo fun 1500 Fluff/Competitive list</title>
				<description><![CDATA[ Wow, thanks for your input. You were right in everything, sadly <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> can't even join the units of their battle brothers, go allies! I am not really familiar with the entire codex of daemons and my army builder needs updating, as I did not realize the mistake regarding Noise Marines and the Combi Melta. I can maintain the combo but I need to drag the lord out of the deathstar and put them with some noise marines. It reduces its potential somewhat, but I think it keeps being nice and semi-competitive. It is not meant to be a cheap cookie-cutter tournie winner, but something that I can bring to a tournie, win some games, and not get tabled too much.<br /> <br /> NEW LIST:<br /> <br /> Chaos Lord: 155<br /> Seal of Corruption<br /> Burning Babies in Skalatrax<br /> Power Armour<br /> Grenades<br /> Mark of Slannesh<br /> Power Sword<br /> <span class="glossaryitem" onmouseover='gp(20);'>CCW</span><br /> (Now this guy managed to get even more expensive than before, but he gets to burn babies in the known resort of Skalatrax and also gets a ++4 save)<br /> <br /> Chaos Sorcerer: 105 <br /> Frag Krak Grenades <br /> Power Armour <br /> Mark of Slannesh <br /> Slanneshi Steed (cavalry, acute senses, outflank) <br /> <span class="glossaryitem" onmouseover='gp(328);'>ML</span> 1 (Takes Sensory Overload Primaris, part of the combo) <br /> Melta Bombs <br /> Bolt Pistol <br /> Force Sword <br /> (Unchanged)<br /> <br /> <br /> Noise Marines (5+1, 6 being the sacred number of slannesh): 217<br /> Blasmastah<br /> GheDoom Siren on da champ<br /> Rhino <br /> <br /> Noise Marines (5+1, 6 being the sacred number of slannesh): 217<br /> Blasmastah<br /> GheDoom Siren on da champ<br /> Rhino <br /> <br /> Chaos Gangstah (14+1): 90<br /> 13 Autoguns for those drive-by<br /> 1 Flamah<br /> <br /> FAST ATTACK: <br /> <br /> Heldrake: 170 <br /> Baleflamer <br /> <br /> HEAVY SUPPORT: <br /> <br /> Havocs (4+1): 115 <br /> 4x Autocannons <br /> <br /> Aegis Defense Line: 100 <br /> Quad gun <br /> <br /> ALLIES: <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: <br /> <br /> Herald of Slannesh: 145 <br /> Daemon of Slannesh <br /> Steed of Slannesh <br /> Exalted Focus of Beguilement <br /> <span class="glossaryitem" onmouseover='gp(328);'>ML</span> 1 (Takes Excess Slanneshi powers, hoping for 1-2 Acquiescence, makes the combo) <br /> Lesser Reward of Chaos (going for option 0) <br /> Greater Reward of Chaos (going for option 0) <br /> <br /> TROOPS: <br /> <br /> Hoemonettes (10): 90 <br /> <br /> FAST ATTACK: <br /> <br /> Soulseekers of Slannesh (8): 101<br /> Heartseeker <br /> <br /> TOTAL: 1500 points BABY, rite on the kisser!<br /> <br /> <br /> What about now? I made it legal and mostly only changed the lord.<br /> <br /> I know the combo is perhaps a bit hard to pull off, but anything I spend points in psych is going to eventually get countered by someone. If I play against <span class="glossaryitem" onmouseover='gp(124);'>SW</span>, I would most likely charge tanks away from the front line, or Long Fangs hiding in an <span class="glossaryitem" onmouseover='gp(637);'>ADL</span>, not the rune priest's unit. I know my gurls can die to sustained fire, but then again most of the enemy should be firing at my front line troops at the objetives and not at my outflank units. If they do so, then less fire for me to gurgle on. The Sorcerer now goes like an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> but really close to the Soulseekers. The combo could work anyway.<br /> <br /> <br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/863c95918dd24ac9d2a9b6736507b00a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/567941/6336385.page"><b>akaean wrote:</b></a><br/>Sadly the list is illegal<br /> 1) noise marines require 10 members to take a second blastmaster.<br /> 2) lord doesn't have enough weapons to trade for 2 claws and a combi melta.</div></blockquote><br /> <br /> Thanks man, I fixed it. I did not realize it.<br /> <br /> <br /> <blockquote class="uncited"><div>4) reserves don't start to come in until turn 2</div></blockquote><br /> <br /> Aware of it, but I think that an outflank manouver with acute senses towards the rearguard after most of them moved forward is interesting. I get to eat mostly ranged stuff left behind and rather weaker units. I can even eat with the cavalry whatever weaklings people left in charge of their home objective.<br /> <br /> <br /> <i>5) the initiative modifier is to a minimum of 1.  So your opponent still gets to swing, and if you charged through cover your demons go at the same time.  And also a further 1/6 chance that your enemy will resist blind.</i><br /> <br /> Aware of it, but it's a 1/6 chance. I see strategies based on more flimsy odds and mathhammers with more variation.<br /> <br /> <blockquote class="uncited"><div>Tactical issues<br /> 6) its worth spending 10 more points to give your lord claw+ fist.  Same number of attacks, more options in <span class="glossaryitem" onmouseover='gp(19);'>cc</span>.</div></blockquote><br /> <br /> Perhaps. I am considering it. Gave him a completely new buildup<br /> <br /> <blockquote class="uncited"><div>7) while the steed of slaanesh is awesome. For competitive reasons a bike is far better because it raises the lords instant death threshold.</div></blockquote><br /> <br />  Yeah, maybe. But I removed him from the outflank unit.<br /> <br /> <blockquote class="uncited"><div>8) <span class="glossaryitem" onmouseover='gp(19);'>cc</span> characters with a 3+... you need that 4++ from sigil.</div></blockquote><br /> <br /> Got it for the LORD!<br /> <br /> <blockquote class="uncited"><div>9) 5 heartseekers is not nearly enough.  They will get shredded by rapid firing bolters in about 1 turn.  You need 10-15 or so.</div></blockquote><br /> <br /> Buffed the unit with a few bodies. As many as I could spare. Good point.<br /> <br /> <blockquote class="uncited"><div>10) The combo is inherently unreliable because you need to pass 2 psychic tests for it to work, then your opponent needs to fail 2 deny the witch rolls.  If you play against Space Wolves, Rune Priests will add an additional layer of psychic defense to the mix.</div></blockquote><br /> <br /> Aware of that. I will not try that combo near psychic resistant units. Anyway, only <span class="glossaryitem" onmouseover='gp(124);'>SW</span> and eldar can really muster a strong psyk <span class="glossaryitem" onmouseover='gp(186);'>def</span> now. I don't even need the combo to deal with eldar and I would go for the long fangs and long range tanks against <span class="glossaryitem" onmouseover='gp(124);'>SW</span>.<br /> <br /> <blockquote class="uncited"><div>11) The combo can only target one unit per turn.  Typically this will leave the rest of your opponents army free to shoot you at their leisure.  </div></blockquote><br /> <br /> That's where finesse comes to the fray. I would use the combo on the unit that would fire openly against me. The hardest threat so to speak. I would try to stay away or relatively hidden from the other units. This is an outflank unit that eat chucks of left over things, like those pricey longfangs, broadsides, razorbacks, anything people put in the <span class="glossaryitem" onmouseover='gp(637);'>ADLs</span>, and the like.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 12 Dec 2013 18:03:36]]> GMT</pubDate>
				<author><![CDATA[ Kithail]]></author>
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