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Pavane uses?


Excess Nerd

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I was wondering exactly what the rules say about things one would shoot at doing the shooting phase. Mainly can i use the Pavane of Slaanesh to target my own units to move them farther than just 1d6 if they ran. EX: daemonettes run 4 and then I shoot them with The Masque it hits and then they move again by dancing. I think this would make sense b/c one the pavane doesnt say who you can shoot and according to fluff it would make sense since the Masque makes everything dance including other daemons.
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Pavane is a shooting attack.

Shooting attacks are only ever allocated to enemy units.

 

Pavane is great for pulling things closer to assault. To push things away when you don't want them to get the charge. It push things together (easiest) when abusing a blast weapon or flame template weapon covering as many models as possible. Its also useful for pushing things off an objective and pinning that unit in combat during the final turns of the game to ensure that they dont contest it.

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Hey all

 

I've been experimenting with this loadout:

 

DP: MoS, Pavane, Breath, Ironhide, Aura, Musk

 

As survivable as most DPs out there, still takes a lot of small arms fire before biting the dust, but if the opponent don't kill it, what generally happens is that the unit gets Pavaned, Breathed and then assaulted. Usually a juicy 5~6 MEQ kills and you get to HitnRun the next turn to do the same thing to someone else. It is on the expensive side of things (205pt), but I personally like it better than the Winged Nurgle Prince.

 

Im currently experimenting a balanced breath list with 2 squads of 3 flamers, 2 heralds with breath and 2 DPs with pavane and breath, just to maximise the damage on the first turn, bite the charge, and let fiends wipe out anything in the counter charge.

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  • 2 weeks later...

One interesting thing I've been trying to work out is to try and use Pavane to auto-pin an important unit. The idea is to use Pavane to move the unit out to maximum unit coherency, and then inflict a lot of shooting wounds (with Flamers probably) to eliminate the important models in the squad. Due to positioning hopefully the removal of one of these models will force the enemy to move into unit coherency next turn, effectively pinning them for that turn. The problem of course is that usually Breath wipes everything out regardless. What I'm getting at is something like:

 

 

X.....X.....O.....X.....X.....O.....X.....X.....O.....X

 

Where the X's are regular Marines and O's are the unique upgrades. So that due to Wound Allocation, if any one of those models perishes (and they should be taking wounds from sheer weight of fire), then the unit is out of coherency.

 

 

EDIT: Another idea might be to use a mob of 20 Horrors to inflict lots of wounds.

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  • 2 weeks later...

If you have a Slaanesh prince, I'd put a pavane on her, if im strugging for points, i'll drop unholy might if i have to.

 

auto-pinning a unit is fun, but as you have so adequately put, it's better if you can put them in a position where they'll get fried by breaths or assaulted by fiends. This is what happens when i get the preferred half and I don't mishap (too much), a unit of fiend will drop behind a building on turn 1, run into position so that they're still out of LOS but as close to enemy as possible, a unit will get pavaned towards the fiend by the Slaanesh DP. On their turn, i get shot and when it's my turn again, the fiend can now assault a unit that's 18" + 4d6 (2 pavanes, 1 run and 1 fleet) inches away, that's an average 32" charge.

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You cannot make an Independent Character leave its unit. As Pavane of Slaanesh targets the entire unit, it must obey coherency rules. For an independent character to leave a unit, the independent character has to make a move out of coherency. The same does not work in reverse by having the unit move out of coherency with the independent character.
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I dunno, I've never really been convinced by it. Its really expensive for a 1d6 movement. And my princes are normally always in combat. I think the best platform for this is the masque, as she can stay out of combat, is quite cheap and can spam it. Chances are she will die but she'll probably get a good few shots off first, and its a unit the enemy MUST deal with.
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