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slaanesh daemon help


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howdy chaps.

im doing a spot of research for a friend who hasnt played in some time, he watns to start picking up games but doesnt know how 6th ed affects his choice of daemon army.

he had put alot of work into it, with all bar a single model are OOP minis that are probabbly older than me, so he doesnt want to change up his army too much if possible.

 

he runs mono slaanesh, so a couple large units of fiends, a couple large units of infantry, the odd daemon prince and greater daemon hanging about, and that psyker special character (as you can tell im not up on my daemons).

anyway im trying to learn about the new psychic powers and tbh im getting stumped.

 

can anyone help explain how slaanesh has fared with 6th ed changes, and which types of psychic powers they can take.

i have the rulebook here in the UK, and he has the daemon dex out there in the states (which i could really use tbh) but im hoping you guys can help me understand them better, so i can help him get back into the game

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So Chaos Daemons Slaanesh Review in Brief.

 

First off Daemons get no Psychic powers, they just get gifts from their own book.

 

Greater Daemon (Keeper of Secrets)- This guy is pretty much what he was in 5th ed. A so-so Monsterous creature, still a beast in close combat with high I, and attacks, decent strength, and now gets hammer of wrath. However 4 wounds with a 4+ save and T6 just don't hold up like they used to. I guess the Keeper got slightly faster in 6th due to FLeet allowing re-rolls on run rolls, and the fact that since fleet allows shooting now (you re-roll your assault dice) you can charge further with the inclusion of Pavaane of Slaanesh. So if I were running one I would go with Musk(hit and run) and Pavaane(D6 Lash essentially), then if you had points take Daemonic Gaze for some extra shooting. So I would say he got better with the change to fleet, but he dies quick.

 

Heralds-got better now that they can confer hit and run to other squads (by taking Musk) and Pavaane allows them to make squads even faster. A Herald of Slaanesh on mount (to become Cav) can make seekers hit and run with 12"+D6(pavaane if it hits) +2D6 with re-rolls for the charge, then give them hit and run that only fails on a 6.

 

Fiends, probably slightly better, they now ignore terrain, don't take dangerous checks when deepstriking into terrain (thanks to move through cover.). They are faster thanks to beasts moving 12" and can now climb ruins. and comparitively rending got better due to being Ap2.

 

Daemonnettes, got better compaired to other Daemon troops thanks to buff to rending, and being the cheapest scoring troops. You need big squads though as they are very fragile. You can also add heralds to give these guys Hit and run and Pavaane.

 

Seekers, pretty much same as Daemonnets, but cav get Hammer of Wrath and 12" move.

 

DP of Slaanesh can be good but expensive, you want these guys to Fly for durability, then use Breath of Chaos and Pavaane.

 

All that said I don't think Pure slaanesh will be super competitive, but if I had to make a good build using Mono-slaanesh I would go with something like this

2000 points

2 x Herald of Slaanesh (Musk, Mount, Pavaane)

1 Herald Of Slaanesh (Musk, Pavaane)

 

2 x 10 Daemonettes

15 Daemonettes

 

2 x 10 Seekers

 

3 x 4 Fiends(or 2 x 6)

 

2 Daemon Princes (Flight, Slaanesh, Iron hide, Pavaane, Musk, Breath.)

It would indeed, but Daemons have no powers to change out, if they could swap out gifts it would be very interesting though, but if Fateweaver could get 4 Biomancy powers for instance it would be Broken.

 

Flying MC

With 3+ re-rollable invul save, feel no pain, and It will not die...and if he were mastery level 2+(he can use 3 gifts per turn now) he could be S8 and T8 as well...a little too good at being invincible at that point. That missile hits me on a 6, wounds me on a 4, then I need to fail 2 3++ saves, and a 5+ FnP

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