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I've played Slaaneshi centric mortals on and off since last edition, but I have been having trouble getting a decent "Fully Armoured" list with the new book. I really don't like the marauder models, and adore the warriors and new knights, so that may mean I just have sub par but beautiful armies
Any way, here is my latest attempt at something functional.
Helm of Many eyes (damn I miss the Whip of Pleasure, hoping the Ld 9 helps)
Collar of Khorne (mostly for the MR for his unit)
Bloodcurdling Roar (for fun and fluff)
Lvl 2 Sorceror-
Rod of Torment
Lvl 2 Sorceror-
Book of Secrets
18 warriors (Lord's Unit)
2 x 12 warriors
2 x 5 Warhounds
2 x 5 Knights
Standard and Musician
Still unsure if my sorcerors will go in the units of 12 or not.
I haven't had a lot of luck with them really, but I'm not liking the idea of no magic defence at all.
This is sort of intended as an non-specified enemy list (despite the prevalence of Vampire Counts *grumbles*)
Last edited by Decadence; January 22nd, 2009 at 01:24. Reason: oops, forgot to account for GW costing more
It's going to be hard making a list of only warriors, because they are so very expensive, and Marauders help fill the numbers and fast cav roles in the army. However, I see the attraction to such awesomeness, so I'll give this a crack.
Characters - That lord is just a tad light on defense. not even a shield just in case? Blood curdling roar is an easy swap for a shield. Armour of Damnation would go ace on this guy too.
That mid level of magic is sucking up a lot of points. Points that a warrior list needs. I'd consider going with just a caddy to fit more bodies in, or go for a Sorcerer lord to pimp up the magic phase a bit. I don't see it being effective enough, considering the investment.
Also, no mounts? What happens when they have to challenge?
Core - Good, happy enough here. Consider changing up the sizes of your units with the models you have to find out what's more effective (something I want to try out too). Maybe one unit of 22 or 24 backed by 2 units of 10 on the flanks would prove hard to stop. See how you go.
Special - Knights are always good
Overall - Lacks a solid threat really - a Dragon or Manticore, Hellcannons, Giants, these are the support your units need (2 Hellcannons will do more than you're magic phase, I reckon). I don't see just Infantry and some Cav pulling much off on their own (yes they're hard as, by Warriors always suffer from low Static res, unless you flesh out on a big expensive unit)
There's my thoughts,
I can understand the want of trying to give your lord ASF and a great weapon but he already has pretty good strength so your best bet is going for a 1hander and a shield to give him the much needed defence. If the dice rolling gets bad, I'd hate to lose my lord from being under protected in a challenge or against some sneaky high elf character.
My usual tactic is going for the axe of khorne which is a 1hander, boosts his strength and gives him killing blow (with 5 attacks at such a high WS you're going to do pretty well with this) maybe teamed up with a runeshield to nullify the opponent's special weapons. The MR is pretty nice on the collar especially when you can't field enough magic defence, maybe look at putting your lord Tzeetch though to give him a 5+ ward save with the collar.
Mounting your character is very useful as in challenges your mount gets to fight too, it gives you extra armor save and makes your best model on the board more mobile. Maybe stick him in a unit of knights and just mow things down at the flanks.
Your core is pretty good, but to agree with Timk1111 you lack combat resolution from ranks and outnumbering. You do have the advantage of heavy armor and better strength and weapon skill but you lack bodies. Against an undead player (vamp counts etc) you're going to get bogged down by endless ressurecting "meat" units. Against a shooty army you're going to be taking some heavy losses before you smash into their line. The knights will fare well so some tactics will prove useful by working in teams, but you really do lack any kind of huge punch to really take advantage of a flank. Some dragon ogres would give you alot of punch for their base length and perfect in a flank charge with their strength and attacks. A little costly mind but if you can find the points without butchering your army too much it could help swing a fight heavily in your favour.
Lord- even though its not slaanesh mark him with Tzeentch he will have a 5+ ward amd MR 2, Give him the Lord of Blades, Slaanesh shouldnt be the hardest hitting but crazy!!!
Roar is good and So is the Helm
Warriors Make them all unit strenght 15
I cant lie its hard to make an all warrior army it will e way to small, drop one unit fo warriors and make two units of twelve and add some marauder horseman and at 2000 u shouldnt have two units of knights
I like your Army. It's got some nice big units of hitty death in there. I'm not gonna tell you to change anything really lol.
How about going for a Rune Sword on your Lord instead of the great weapon? It'll make him WS9 (Very slaaneshii) Str6 (oww) and 6 attacks, striking first he's gonna be nasty. you can also chuck a shield on him then to get a 3+ save
You're still killing most things on 2's, Hitting First and with an Extra Attack.
Thank you for the feed back.Well the Rune sword is tempting if only to have more 6's in my statlineI've been meaning to try hell cannons for a while, just been hesitant due to the slighty murky rules (I assume they can't move and fire, despite not being a warmachine?). But still, I do feel better with my judging of distances than my ability to reliably cast spells. Plus I could always hope for the miscast result against heavy magic lists.With the mark of tzeentch advice, I am loathe to mark anything other than Slaanesh, even though they have basically made it so you have to be tzeentch to get a decent ward save
(I am a proponent of the old fluff where the gods are jealous and no devout worshiper will follow another god's minions)I might be tempted to field some of those flaily doom marauder horsemen as those models look alrightish. Maybe.Here is another attempt then to put in all of your feed back.Lord-
Helm of Many Eyes
Collar of Khorne(alternatively, Rune Shield, Collar and sword of battle/might)Lvl 1 Sorceror- (this will probably sit near the back somewhere)
2 Scrolls23 Warriors (Lord's unit, now with Improved Static Res TM)
Command w Warbanner
Shields2 x 10 warriors
Command (is the full command worth it on these small units?)
Shields2 x 5 warhounds (getting tempted to drop these to make room, is the screening really that helpful?)5 Knights
Standard & Muso2x Hell Cannonabout 8 points over at the moment.I like the idea of 2 hell cannons, but is the second one worth dropping the second unit of knights?
Last edited by Decadence; January 22nd, 2009 at 22:35. Reason: Clarification
Could drop all the champions in your 3 warrior units (the upgrade is expencive for +1 attack) which would free up enough to outfit the 2 units of 10 with halberds for the strength bonus which is nice on the flanks. Would leave you with about 8 points left after paying off your current defecit.
You could also drop the mark on the sorcerer, it won't make any difference him having a mark or not other than fluff.
If you dropped all the above and 1 unit of dogs you could afford a unit of 5 marauder horsemen with musician, flails, light armor and throwing spears.
The dogs are useful though especially for slower armies against shooty things... you're going to be taking alot of damage on the march and especially with not using the mark of nurgle to give them -1 to hit you'll need a screen to get you there with ranks intact. If you think a bigger screen may help, you can drop all the above (not including the dogs) and field 2 more units of 5 dogs to provide a longer lasting screen to try and get that big unit of warriors close enough to the enemy without being blown to pieces.
The hellcannons are pretty good but once you're in combat (hopefully turn 3, 4 at latest hopefully) they'll be sitting there as 400ish points of scenery (and don't forget they'll possibly have war machine hunters which will nullify the hellcannons when you march away). For the 400 points you could set up some faster moving hard hitters to support your army on the march and cause some huge dents in enemy units as well as freaking your opponent out as they get ever closer to their line.
Dragon ogres are nasty in close combat but expencive, ogres are a decent'ish middle ground, giants are ok but too random, spawns are good for holding a flank and pretty cheap, horsemen can bait charges to draw out your opponent's troops into ambushes, chariots are hard hitting fast units perfect for flank hits. I would say that you should think over what tactics you prefer and go off that as to what you field, always pick troops with a clear and defined job in mind and keep them at that job then you won't go far wrong.
Last edited by Lone99; January 23rd, 2009 at 00:28.
Hmmm, Dragon Ogres with Greatweapons I assume?
I could probably swap out one of the hell cannons and the Champions for a unit of 3.
Convert boobsnakes with Warrior Torsos for something more Slaaneshi....
Tempting, very tempting.
And I guess if I have these, even with the small amount of screening, i should have a target that either gets shot to pieces distracting the oopponent from my warriors and Knights, or something that causes havok when it gets in with a bunch of S7 attacks.
Which would give a list of:
Helm of Many Eyes
Collar of Khorne
Lvl 1 Sorceror-
Standard & Muso
2 x 10 warriors
Standard & Muso
2 x 5 warhounds
Standard & Muso
3 Dragon Ogres
2 points to spare, 7 if I drop the MoS on the sorceror
I guess I should trial this list at some point.
Any other ideas?
Last edited by Decadence; January 23rd, 2009 at 02:13.
Dragon Ogres are (in my opinion) Quite slaaneshii. If you're gonna convert them why not put the new Kroxigor torso's on the steed of slaanesh bood steed thing. They should fit pretty well. They new ones look good too .
Well, I like the idea of the list, but there are some points where you could make some improvements, in my opinion:
1) Drop the standards on the 2 small warrior units and the Knights. These units should not really be fighting head on with an enemy in an ideal world, as they don't have enough combat res to stand up for long. The standards are therefore very expensive to you if they are captured.
2) Get champions instead. Not only will this give you more attacks, but also challanges, so more rolls on the eye of the gods table, possibly upping the potency of these units.
3) I personally think the large unit is now too large. Unless properly screened, this unit would be receiving all the attention from my warmachines and shooting, as they are the most likely to break. I would do the following:
a) Drop 6 of the warriors from this unit, making them 18 strong with the lord
b) Add 2 warriors to each of the smaller units, upping their combat ability
c) Get another unit of 5 warhounds for screening.
I hope this helps
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