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AoS 2 - Hosts of Slaanesh Discussion


Gaz Taylor

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4 minutes ago, carnith said:

2k team. me and a partner each have 1k. He will be beasts of chaos.

Hmmm... I would say your list seems good; I'd still go with the seekers host as the extra movement is a lifesaver sometimes. Would you not want to make the unit of fiends a 6 rather than a 3? The sorcerer is good, but he's not that reliable (esp with new Khorne). I'd also suggest hellstriders with the number of points you have left. 

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So the 3 list ideas are this

Exalted keeper

3 fiends

5 hellstriders 

30 daemonettes

 

exalted keeper 

6 fiends

hellstriders

hellstriders/daemonettes

 

or the list I posted. 

Artifact is going to be scales of ignax for mw save since I’m likely going to be a single hero. If I went pretenders, I know I lose benefit of speed but since my keeper will run with -1 in combat and a -1 from hellstriders I figure something to help her survive like making her more likely to hit or heal wounds back, or even the double models count for battleshock could be helpful

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2 minutes ago, carnith said:

exalted keeper 

6 fiends

hellstriders

hellstriders/daemonettes

This was the list I used in the doubles and it worked really well for me; didn't lose a game, and the EKoS always survived long enough to summon. I would suggest hellstriders instead of  daemonettes as daemonettes won't be fast enough to do anything for you, and 2 units of hellstriders means you can follow the fiends and the keeper.

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16 minutes ago, Enoby said:

This was the list I used in the doubles and it worked really well for me; didn't lose a game, and the EKoS always survived long enough to summon. I would suggest hellstriders instead of  daemonettes as daemonettes won't be fast enough to do anything for you, and 2 units of hellstriders means you can follow the fiends and the keeper.

what trait/artefact did you go? Cause I am still on the fence about taking a second trait.

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3 minutes ago, carnith said:

 

what trait/artefact did you go? Cause I am still on the fence about taking a second trait.

I went seekers (for the alpha strike), devotee of torment (for defence and the alpha strike due to run and pile in), and my artefact was the dimensional blade on the keeper's claws (again for maximum quick damage). It was a hyperaggressive list that most people didn't prepare for; take advantage of weak defences. 

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Fair enough, I wanted to go with what you basically said, but there is a lot of mw causing things out there that I'd like to avoid just dying immediately to, or losing out on depravity. The idea of retreating and pile in 6" as a way to retreat and charge could be a great way on top of other bonuses.

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1 minute ago, carnith said:

Fair enough, I wanted to go with what you basically said, but there is a lot of mw causing things out there that I'd like to avoid just dying immediately to, or losing out on depravity. The idea of retreating and pile in 6" as a way to retreat and charge could be a great way on top of other bonuses.

I worried about that as well, but I've found that offense is our best defence. We will only ever be middlingly good at defence (with a few exceptions), but we can be excellence at offence and so should aim to master what we excel at. 

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So, what do people think of stacking the Command Trait, the Hellstriders, and an Artefact to achieve -3 to-hit in Melee (such as the gryfeather charm or miasmic blade)?

Is another artefact better? I don't know about the Dimensional Blade on the claws - that seems really good, but if the Keeper falls over dead, then...

And I see talk of Ignax's Scales; mortal wounds are terrifying, certainly, but in my experience my EKOS dies to regular stabs most of the time.

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1 hour ago, Unit1126PLL said:

So, what do people think of stacking the Command Trait, the Hellstriders, and an Artefact to achieve -3 to-hit in Melee (such as the gryfeather charm or miasmic blade)?

Is another artefact better? I don't know about the Dimensional Blade on the claws - that seems really good, but if the Keeper falls over dead, then...

And I see talk of Ignax's Scales; mortal wounds are terrifying, certainly, but in my experience my EKOS dies to regular stabs most of the time.

Probably be better to mix and match. Depending on host you can get -1 to hit from a command trait and hellstrider escort for -2 and take the Ignax scale for mortals. This could very on the type of armies you play.  Having some flexibility to handle different situations can be good. Then again depending on play style doubling down on minus hit can work if you can get to combat with the right units. 

Good offensive options are the -3 artifacts and the realm of light artifact that boost the damage of a weapon by 1. Having the claws do 3 dmg instead of 2 is significant. That and the realm of light artifact that gets back command points is useful.  More combat oriented.   

Sometimes the best defence is just killing the enemy before they can do anything. So maybe giving even more mobility to the ekos using the fire cloak that gives fly and 4 adtional inches of movement combined with seekers for a base movement of 20in can get you any where you want. You can combine that with the 6in pile in trait and basically tag what ever forcing the opponent to tighten the screen. Which can cause problems for them.

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5 hours ago, Entombet said:

Hi, if somone would like to start with 1000p army what would be a good begining?.

Are you looking to go mortals or daemons? Daemons are our best bet at the moment. 

A good starter list would be picking up wrath and rapture. That comes with 520 points, pick up a start collecting which if you make the chariot a herald, is 380 points, with a total of 900 points. You have 2 battleline, but you can make one squad of 20 daemonettes, and either pick up 10 more daemonettes, or pick up a unit of hellstriders, which are mortals on seeker mounts. Is this the very most optimized? No, but it is a cheap way of getting into Slaanesh.  So your list would be

Infernal Enrapturess (120)

Herald on Exalted Seeker Chariot (160)

20 Daemonettes (200)

2x5 Seekers (240)

3 fiends (180)

5 Hellstriders (100)

Prior pages have me pouring over 1k lists with @enoby where we talk about optimization, but this list is all in plastic, and doesn't seek to go buy older resin or metal models. If you do go this route, the wrath and rapture box has khorne models in it, so you may need to try to swap with someone, or buy their slaanesh half.

 

2 hours ago, exliontamer said:

How do you guys kit out your Hellstriders?

Large sqauds, you want spears, min squad support, wants whips. But be real, those whips are flimsy, so just go claw spears anyways. If you place them behind a wall of 2 daemonettes and you are base to base throughout, then you are within 2" and can swing with the rider.

I personally find hellstriders, as they are, are not great in combat, and almost seem like a trap to do so, they have to be in combat for several rounds to get enough +attacks that even on a 4/4 they still aren't great.

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15 hours ago, carnith said:

Are you looking to go mortals or daemons? Daemons are our best bet at the moment. 

A good starter list would be picking up wrath and rapture. That comes with 520 points, pick up a start collecting which if you make the chariot a herald, is 380 points, with a total of 900 points. You have 2 battleline, but you can make one squad of 20 daemonettes, and either pick up 10 more daemonettes, or pick up a unit of hellstriders, which are mortals on seeker mounts. Is this the very most optimized? No, but it is a cheap way of getting into Slaanesh.  So your list would be

Infernal Enrapturess (120)

Herald on Exalted Seeker Chariot (160)

20 Daemonettes (200)

2x5 Seekers (240)

3 fiends (180)

5 Hellstriders (100)

Prior pages have me pouring over 1k lists with @enoby where we talk about optimization, but this list is all in plastic, and doesn't seek to go buy older resin or metal models. If you do go this route, the wrath and rapture box has khorne models in it, so you may need to try to swap with someone, or buy their slaanesh half.

 

Large sqauds, you want spears, min squad support, wants whips. But be real, those whips are flimsy, so just go claw spears anyways. If you place them behind a wall of 2 daemonettes and you are base to base throughout, then you are within 2" and can swing with the rider.

I personally find hellstriders, as they are, are not great in combat, and almost seem like a trap to do so, they have to be in combat for several rounds to get enough +attacks that even on a 4/4 they still aren't great.

Im looking mostly for deamons, price is not an issue as i would like to build it into competetive force.

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Thought I'd share my Slaanesh list that went 4-1 at Throne of Skulls last weekend. By no means a super-competitive list and I'm quite frankly amazed I was able to win one game, let alone 4!

My main take aways from the weekend were:

Summoning is really powerful for extending our reach to grab objectives, or create additional screens to protect them.

The army has great objective taking capability, but almost no punch! (I only scored 2600 kill points over 5 games!)

stacking -1 hits is really powerful!

My list is:

Pretenders

Lord of Slaanesh on Daemonic Mount (140)

- Devotee of Torment

- Cruel and Sadistic

-Dimensional Blade

Chaos Lord on Daemonic Mount (140)

Herald of Slaanesh on Exalted Seeker Chariot (160)

Chaos Sorcerer Lord on Manticore (200)

Gaunt Summoner with familiars (180)

30 Daemonettes (270)

5 Hellstriders (100)

5 Hellstriders (100)

10 Chaos Chosen (280)

5 Chaos Knights with glaives (160)

5 Chaos Knights with glaives (160)

Geminids (40)

Total 1930pts (1 extra CP and usually a triumph)

 

Game 1 (3 places of arcane power) vs Legion of Azgorh

This was very close. I was given first turn and camped my GS on the left hand objective (was near a realm gate for a cheeky free 10 daemonettes) and moved my general into the central objective supported by 5 hellstriders. finally my knights and chaos sorcerer moved out to grab the far right objective later in the game. I expected to lose my far left objective fairly quickly as the legion were focussed at that end, hold the middle as long as i could wit the lord at -2 hit and cover, and hold far right for most of the game as there wasnt much to contest it. I got lucky in that the central objective was in a wood, which i had forgotten blocked line of sight and meant my general wasnt shot off. a lucky break! it meant he had to commit a big unit of k'dai which with the minuses to hit really struggled to take out the general. my other lord on mount was a hero too. on t4 he went from top right objective to the centre utilising his run and charge to kill a daemonsmith that had taken the centre, and then final turn did the same to kill another daemonsmith on my lefthand objective, which was his final scoring hero. My general survived 3 turns in the centre and my sorceror lord held the top objective for three turns (and managed to one-shot bull centaur taurok with winds of chaos in the process) to get the win.

Game 2 (border war ) vs Nighthaunt.

This was more like what i was expecting! I made a mistake in pushing forward too much early. I hoped the daemonettes, supported my hellstriders for the -1hit, and the chariot to make the opponent reroll 6s to hit would neutralise the gringhasts, but they were just too strong. he got a long charge meaning they could fight in the charge phase and again in the combat phase. he then won T2 priority to clear them out, while deepstriking my home objective with spirit hosts and chainrasps. I managed to clear out the grimghasts eventually with the chosen, but by then it was all over.

Game 3 (starstrike) vs Nurgle.

This was a game I had no right to win vs 3 great unclean ones. (The army was gorgeous and had a painting nomination). I was able to kill his big unit of plaguebearers early using the daemonettes and chosen (Again I was able to summon a cheeky free 10 by positioning my GS near a realmgate), and got lucky as the first comet landed to my left which was near to my chariot. However a lot of my units were to my right, so when the final two objectives landed in my centre and his far left, I had an uphill task to get anything in a place to contest - especially as my units were dropping like flies to the magic of the GUOs. Going into back end of T4 nurgle had my home objective, the central objective and was closing in on the final objective in their territory. I managed to grab my home objective from a GUO by careful positioning of 5 hellstriders.  My lord on mount was a hero again. He did a long run from my far right into the centre, and then I daisy-chain summoned a herald followed by 10 daemonettes to set up the possibility to contest the central objective (which was on my left flank) currently held by a unit of blight kings. I got the charge off and managed to kill/survive the return attacks to claim it.  Finally I moved my GS into a position to claim his objective if I won the T5 roll off.....which i did. this meant I was claiming max 15pts and couldn't be caught. It came down to that final roll as had my opponent won he could have captured all three back (and pretty much tabled me). My opponent was also unlucky in that he totally forgot about his own summoning capability, which would have helped him grab the few more points that would have swung it his way.

Game 4 (relocation orb vs clan pestilents skaven)

My opponent came into the game on max kill points. Indeed across the entire tournament the only thing he failed to kill was my gaunt summoner! This win again came down to the priority roll on turn 5.....It started well for me as the orb bounced down to my left where i could claim it with my GS (who, for third time summoned 10 daemonettes to help screen it) supported by my big unit of daemonettes, although as I was given 1st turn in rounds 1 and 2 I was on just 2 VPs to his 3. Turn 3 I gave to him and he claimed it back, although the bounce had been favourable as it had moved further away from the core of his army. I was able to pinch it back (using the banishment spell to remove his scoring unit.) T4  was able to screen the objective (which bounced around loads but settled deep in my deployment zone again) using summoned daemonettes and prevent him scoring for a 6 -4 lead going into final turn. The orb bounced ridiculously - all the way from my board edge to his - meaning it was ripe for him to claim. Fortunately I won the priory meaning he couldn't score the 3 needed to get ahead, so he instead proceeded to kill everything I had left bar the GS. A really fun game we both enjoyed. My only regret was my lord on horse charging thanqol who was down to 2 wounds, wiffing all his attacks and then dying to the return swings. That would have given me a nice number of kill points!

Game 5 (scorched earth vs gloomspite gitz)

Another really fun game against a really nice guy and a very impressively painted army of gitz. This was a struggle for us both as neither army really had the units to effectively protect all objectives. i got a big clue he was going to focus on one side by his placement of the loonshrine, so I placed a unit of knights and hellstriders on the opposite flank with aim to capture his lightly defended objective. this i managed to do in T2 and burned for an extra VP making to 7 - 5 after 2 turns. T3 my opponent failed a long charge with his mangler squig and failed to get off hand of gork to threaten my objectives. i attempted a cheeky grab of his right objective by moving up my sorcerer lord and summoning 5 daemonettes to try to nab it from some sneeky snufflers, but although they made the charge they couldn't outnumber the gitz. The excitement of this move made me totally forget to swing round my knights from far edge to threaten his centre. 10- 7 to me. T4 he charged his mangler into my lightly guarded central objective (it was guarded by yet another 10 daemonettes summoned by the GS sitting by a realmgate!) which he burnt for 3VP to get him back in the game. 12-10 to him. My T4 I charged the knights into his middle objective and swung round to his final objective with my sorcerer lord . As time was tight we just did the knights combat, which was enough to clear the objective and burn it for the win. (had we continued it was inevitable I would have taken out his mangler squig which was on 2 wounds, and probably taken his final objective too). But a v close game.

As I mentioned at the top I killed hardly anything in any game, and in most games I was virtually tabled, but was able to keep picking up VPs to stay ahead.

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Slaanesh is currently not a top competetive force, though we aren’t awful. 

You want a keeper of secrets or an exalted keeper of secrets in your army. The keeper is just okay as it suffers from bleh rules, old model, and nothing else. It’s not that big of a threat on the field that it should get left alone. The exalted is like the keeper but has more wounds more attacks and sword is flat 3 damage, an improvement all around but is an extra 180 points and it loses reroll 2’s to wound. 

Blocks of 30 daemonettes are your friends as they will slice and dice everything. They like a daemon hero near them.

hellstriders are your best support unit ever. They give nearby models -1 to hit within 6” of the squad. Run those boys behind your forces to give them protection. Works in melee and ranged.

fiends are great monster hunters and elite breakers as they have a good number of attacks, in squads of 4+ they are -1 to hit and wound. They also give enemy casters -1 to cast. And their tail does damage based on targets wound characteristic. 

Heralds are needed to help activate locus. They are cheap at 60 points and just hide nicely in squads of daemonettes. 

Infernal enrapturess is our newest herald and has a shooting attack. Pricey at 120 but she summons in at 6 depravity points making her the best bang for your buck. She causes casters to reroll casting, and generates depravity every hero phase. She is usually my go to summoning choice as she is easily spammed and makes her points back quickly. For example in one game I started with one on the board and summoned in 4 more and they killed a lord arcanum who was providing staunch defender to stormcast. I would have been able to summon in 2 more for 7 total. 

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hey!

i need help with a solid 1k list for a tournament in my hometown.

what i have:

60 daemonettes

6 fiends

15 seekers

KoS

1 exalted chariot

2 heralds (1 on foot 1 on mount)

in your opinion, would you go for more bodies or not in 1k with slaanesh?

how many heroes?

i really need your help guys and if you want me to add a unit then so be it.

if you post a list i would like your motivation for picking it :)

cheers!

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