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I would like to have some opinions of the following items in the Slaaneshi armory. I think a lot of them are under used, mostly with good reason, but I'm interested to hear if anybody's actually tried them out and discovered when and where to use them.
so this list...
1 - Needle of Desire - It seems like it'd work well with the multitude of leadership penalties, but not ignoring armor saves, even for monsterous creatures seems like it's almost worthless. I could just take a dark blade, strength and stature and insta-kill most multi-wound models any ways. Is there any reason to take the needle of desire instead?
2 - Alure of Slaanesh - Seems to me to be more expensive than it should be, and I'm not really sure that it's all that useful. Actually, this power mostly just confuses me as to how to use it.
3 - Aura of Acquiescence - Might be cool if you could turn it off and on, depending on the situation, I think it'd be mostly useful for keeping daemon princes in close combat so they won't get shot to pieces when the squad they're fighting runs away. Seems like it's almost self-defeating with the leadership penalties Slaanesh dishes out.
Observation of the Day: LOTS of Slaanesh players on this board. Lots and Lots. And in my local shop. There MIGHT be more Iron Warriors players, but Iron Warriors are really just 'Nilla chaos marines with extra heavy support ... sort of like taking Wisdom of the Ancients or Honor Your Wargear for Ultramarines. EVERYONE likes more big gunz.
Anyway, that lil' tangent aside ...
The Slaanesh armory has two types of wargear ... ungodly good, and crap. A lot of them happen to fall in the ungodly good category.
Everyone knows these, but whatever, I'll list them anyway, in order of preference. That way we can argue about which one belongs in the number 1 slot.
1) combat drugs
3) sonic blaster
4) doom siren
And now for the somewhat questionable category ...
1) Warp Amp - the codex practically recommends you take blasphemous rune and warp amp at the same time. I dunno how successful you people are with tank shock, 'cause tank hunters keeps some specialist troops safe from it, but I like putting these two things on a dread and watching troops run away from it the entire game. Expensive tho.
2) Minor psychic power - I like almost all the options, but they are expensive, since you have to pay for the sorcerer ability, and then 10+ per minor power. If you could pick a power (read: siren, the greatest minor power ever) this would be lots and lots bettah.
I thought minor psychic powers were 5 pts...should go check.
In any case yes Sabrewulf got it pretty much right, all their wargear fits into "never use" or "always use". Personally i like taking a Warp Amp on all dreads without the BRune though as it usually more than enough(along with the potential outnumbering from the dread) to make most units run, thus giving you a chance to wipe them out.
The Needle is pretty much useless all the time, theres very rare situations that it may be more useful(the only one that comes to mind is against Commisar Yarrick's Force Field which could make the DBlade-Sterngth-Stature combo less effective but is useless against the needle...and his save isn't that great anyway) but those situations are few and far between.
The Lash has uses(more than the needle) especially if you have a fragile lord, but again you'll probably find better.
Nevermore Chapter: 6200 pts; 97/49/11; Longest Streak: 9 Wins/4 Losses; Nearing Completion
Originally Posted by grimmtu
I guess you could use this to fight Wraithlords and the Ctan. Not really useful against Carnifexes due to their potential 2+ save.Originally Posted by grimmtu
You fire it during your shooting phase to pull enemies out of cover and closer to be shot by other units and assaulted by the unit that used the Allure. With the advantage gained by your mark, you want to going at initiative rather than having to use frag grenades, so..... That seems pretty useful. Sucks that it requires a LD test though and you're right, it seems overpriced. Might be fun if you pull it off on a big unit though.Originally Posted by grimmtu
I totally agree with you here.
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Someone has already mentioned how some of the options in the slaaneshi armory are very, very good. That makes it hard for the more marginally useful and exotic items to gain favor.Originally Posted by grimmtu
And honestly... with the kind of ld you see in most armies today, how much use is allure and stuff like that when you have to hope the enemy fails a ld check? Much rather give my lord combat drugs that lets me get a result I can count on.
Same thing goes for giving your lord something that does not ignore armor saves. Sure you can probably think of situations where it might be useful, but since your lord is likely to spend most of his time merrily putting loyalist marines out of their misery it just does not seem to add up.
Apart from the fluff one of the most defining things about slaanesh is that the wargear and options are good solid choices that you can depend on. Sonic weaponry, warp scream, combat drugs, doom siren etc. are all things that you can use knowing exactly how they will behave. In my opinion thats a big plus. And when looking at the minor powers, they seem to be overall useful as well (with the odd ungodly good one among them).
If the radiance of a thousand suns
Were to burst at once into the sky,
That would be like the splendor of the Mighty One...
I am become Death,
The shatterer of Worlds.
Needle of desire - You're right, it's a badly thought out piece of wargear, and isn't generally worth taking next to something meaty like a dark blade or ether lance.
Allure of Slannesh - I wouldn't go so far as to say leadership penalties are the major part of the slannesh list you make out.. but this power can do funny things, especially combined with the warp amp, etc. I have used it before, not generally to great effect, but it's sometimes funny. It can help with getting the charge, and it can also pull close combat units away from your shooting troops if you use it cunningly. I'm not saying its worth the cost, but it can be used.
Aura of Acquiescence - You've pretty much nailed it here.. it stops your cc troops getting caught out in the open by a fleeing enemy. It's good when fighting marines as well, I guess, as breaking is not a very menacing prospect for them. It merely allows them to possibly shoot you again. I've never used it though, and I probably never will.
Here's an idea, does Aura of Acquiescence make them suffer from the "No Retreat" rule and take extra wounds for being out-numbered?