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I’m thinking of doing an all Slaanesh army problem is most of their units are very fragile compared to other deamons.So do any of you have any tips on how I can keep my Daemonettes alive long enough to get into combat were they can do some good?
The best reccomendation I can make is that you need to take advantage of their speed. Unlike Bloodletters, Daemonettes (and Slaanesh in general) have speed on their side. If you land them in cover (dangerous terrain tests will probably kill 1 or 2), or behind cover, then you're at least getting a 4+ on the turn you come in. After that, you can fleet them forward, and use a Herald or some other Pavane equipped creature to pavane the enemy towards the Daemonettes. That oughta hold them in combat long enough for the real heavy hitters of the Slaanesh army to arrive.
Really, with Slaanesh, don't be afraid to start further away from the enemy. One round of bolter fire isn't gonna end a decent sized unit; just try not to be in range of three rounds of bolter fire, and you should do alright. It'll take a few games to learn their effective range, but you'll get it.
DP's don't get much from taking MoS, except for the ability to use Pavane. Personally, I'd favor a Soulgrinder or two in an all-Slaanesh army; it gives you much needed shooting. If you have two of those in your first wave, you can do very, very serious damage to the part of the board you're landing on, making it safer for the rest of your Daemons. Further, a SG, DP, and KoS, are the only real anti-tank in the Slaanesh army.
All that being said, the last thing I'd mention is... Daemonettes are fairly cheap for your standard troops choice, and of all the Slaanesh units, will typically do the worst in combat. Fiends are simply good, and Seekers are above average. Both are faster, and you want to keep both alive. So, while they're effective, and you do need them to capture objectives, Daemonettes really function more as your screen for those units.
As a side note, I'd caution against the Masque in a mono-Slaanesh. Her inability to join units is too much of a weakness for her; she's awesome when combined with Fateweaver, but I feel like her low T is just gonna make her a one-shot on the field when she doesn't have backup present. Keepers are just too good; I'd rather see the points go to them.
Slaanesh is the hardest mono-God to play, but it's still powerful enough to work, so good luck.
Last edited by SMann233; March 9th, 2009 at 19:09.
Use your speed, stay in cover and out of range. Slaaneshi units can cover the distance very quickly and with Sopoforic Musk on key units you can run roughshod over enemy lines very quickly.
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Ive always found dropping a DP close to your opponent will pull alot of the heat off daemonette units.
MC's seem to scare alot of players enough that they forget about the other stuff which doesnt "appear" to be such an immediate threat.
I play a mixed army.. but i decided to upgrade Daemonnetes to Seekers.. For just a few points per model more you get 1+ attack and a 12" charge.. which really helps their speed.
The number of times i have these guys DS'ing late and muching their way through lots of units.
But when they are caught out in the open and shot they go down really really quick
Current Army Status - Chaos - 15000 points, Orks (BadMoonz) - 3000 Points - Space Wolves - 4000 Points, Necrons - 2000 Points.
Not a huge fan of daemonettes due to their poor survivability, but the easiest way to keep any unit safe during an advance is to have something more threatening out and about.
I.E a DP trying to get into CC, a soulgrinder in the open/getting into CC or a greater daemon!
You can put pressure on them via these more survivable units for long enough for the daemonettes to get into CC where you'll see them shine!
As already stated, this works even better than those with soporific musk, because they can hit and run.They get hit and run, I6 and aura of aquiscence. Which i think is well worth itDP's don't get much from taking MoS, except for the ability to use Pavane.