themortalgod Posted September 2, 2017 Share Posted September 2, 2017 So been toying with what I hope is a pretty fun, reasonably powerful, but still casual list. Wondering what everyone thinks: Slaanesh - Invaders 1x Keeper of Secrets - Icon of Infinite Excess, General - 280pts 1x Lord of Slaanesh on Daemonic Mount - Allure of Slaanesh, General - 140pts 1x Daemon Prince - Slaanesh, Sword, General - 160pts 1x Chaos Sorcerer Lord - Slaanesh - 160pts 30x Daemonettes - 270pts 30x Daemonettes - 270pts 5x Chaos Warriors - Swords, Slaanesh - 90pts 5x Seekers of Slaanesh - 120pts 5x Seekers of Slaanesh - 120pts 5x Seekers of Slaanesh - 120pts 5x Marauder Horsemen - Slaanesh, Javalins - 90pts 5x Chaos Knight - Slaanesh, Ensorceled Weapons - 160pts Total: 1980pts The general goal is a pretty fast, hard hitting army that leverages the triple command abilities of its 3 generals. Keeper to give a Daemonette unit double pile in, Lord of Slaanesh to do the same for the Knights, and Daemon Prince to provide inspiring presence to whichever Daemonette unit is likely to face heavy casualties. Allure of Slaanesh on the Lord is pretty nasty for -2 to hit in close combat making him quite a tar pit while the chaos sorcerer helps buff survivability and combat potency of the fragile slaanesh units. The small unit of Warriors is just to fill out battleline and objective babysit while the cavalry is designed to race up flanks and cause mayhem. Not 100% sold on the Chaos knights but wanted to test them again after the hefty pts reduction. Plus, I figure with the sorcerer's re-roll 1s to save and a mystic shield they can turn into a pretty solid tar pit. Thoughts? Feelings? Comments? Thanks! Also toying with a variation of the list the drops the DP (making the Sorcerer the third general), knights and 1 unit of seekers to bring the Chaos Warriors up to a full 30 strong unit that will be loaded up with buffs and charge down the middle of the field. 3+ save, re-rolling 1s along with the 5+ ward against MWs coupled with attacking twice per phase re-rolling 1s to hit and wound with halberds could make for a pretty scary force. (not to mention immune to battleshock and potentially -1 to be hit by enemies if they are near the lord) Link to comment Share on other sites More sharing options...
MaxPounder Posted September 2, 2017 Share Posted September 2, 2017 Feel like you should drop something to bulk up your knights to a unit of 10. Five is alright but with ensorcelled weapons their damage output is mediocre I have found. With glaives they are much more deadly and maximises the double pile in, in this list that would give you 3 hammer units that can attack twice, pretty tasty. A unit of five is also quite easy to minimise and once you drop to 3 models no one cares if they can pile in twice. 10 gives you resilience in a fragile army but also serves as a threat in their own right. I'd drop the marauder horsemen and something else. Seekers serve the role of blockers so much more efficiently as their movement is incredible and 3 units for board control is more than enough. The second list is better apart from the slowness of the warriors but you would hope that the speed of the girls would make up for that. My 2 cents anyhow, I always find playtesting is the key. Link to comment Share on other sites More sharing options...
themortalgod Posted September 2, 2017 Author Share Posted September 2, 2017 Hmm interesting, not sure what I'd drop to get the extra 160, I'd have to drop a unit of seekers and the marauder horsemen for that but then be left with 70pts unaccounted for. My main thought for the horsemen was for them to harass bubble wrapped heroes that the rest of the army can't get at since I really have no way to get at squishy heroes without mowing through chafe first. As for the Knight weapons, I've already got them all built with swords and such unfortunately. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.