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Has anyone tried out the slaneesh sorcerer lord in 8th? Tried as in more than one game
On the surface, it looks like it could be pretty good, but not sure it's as good as/better than Tzeentch/shadow (haven't tried out heavens yet, that's next).
I was considering giving him: Talisman of Preservation, spell familiar and perhaps a charmed shield. But should he be mounted? (for the record, this is for friendly games) or just go in a bunker?
I would leave him on foot for starters. Slaaneshs Lore is a bit a swing and a miss. Against certain armies (O&G, OK ETC) it shines them but against many (Undead, Daemon and Dwarf ETC) most spells dont even work. The gear up sounds solid.
I would suggest picking up some Death magic and hope for the D&D spell.
Last edited by The Odor; February 29th, 2012 at 22:17. Reason: I mentioned no-bloody pointyear
Been playing a ~400 pt sorc of Slaanesh on a Steed of Slaanesh recently. I agree he is probably better served on foot. I run mine on the snake mainly because i like the model. If you do plan on him getting close to anything Diabolic Splendor works very nicely with Hellshriek. Aside from buffing my own units, i will often Frenzy enemy fodder/blocking units (hounds/harpies etc) out of ld range of their general. As pinkus mentioned below, T3 hordes get owned by seizures, with a casting value of 12! even against t4 hordes it does fairly decent.
Last edited by JustMust; February 29th, 2012 at 22:08.
What!?? Doesn't work against elves? Ever see a pheonix guard horde have ecstatic seizures?
Pinkus: What Elves?
I think they can be pretty fun but I wouldn't take it as my only Lore. I'd grab a Level 2 Slaanesh sorcerer with a Spell Familiar and back him up with a Shadow Lord. Withering and seizures anyone?
At the end off the day though, if your spells don't work, you have the 3rd eye to change Lores.
Ive run him very often in Nov and Dec games. I had "Doom Totem" and the gift Diabolic Splendour when the charakter or his unit causes a panik, fear or terror test. He and the BSB joined a bunker unit of TZ warriors with Blasted Standard(Terror Standard rules too). Then i add 2 Hellcanons.
It was devestating vs most enemies. Taking panictest -2 when cast or getting hit by the Canons. 3 times in one game 100 goblins ran away
It sucked vs dwarfs (they seem to have MW 15 ), UD or the lizzies
Too bad you cannot use 3rd Eye to switch to other magic if slaanesh sucks
I actually love to use this guy regularly as he is very unconventional and, being an underdog lore, less people are familiar with how it can hurt them. I don't care what anyone else says, seizures and delusions are easily the best spells availible to us, but the rest of the lore is pretty crappy (except hellshriek, that spell is amazing). The risk of facing off against an army that is totally ITP will leave this guy kinda gimpy, but against non-ITP armies (orcs arn't one of them nessisarily. Blorks are ITP and lots of savage orcs are ITP aswell).
As far as gear goes, I would say that you must give him the spell familiar to guarantee at least one, if not both of the good spells. Other than that give him w/e you want. I don't give mine anything, he's already kind of a risky pick so I don't want to sink too many points into him.
But, to use this guy can be tricky too. 1 casting of seizures can ruin many units. also it is cheap enough to cast that it can be combo-cast with a T reduction spell, such as the ones from shadows, death and nurgal lores. But the real prize, if you can use it right, is delusions. Nothing, and I mean nothing will ruin your oppoent's stratagy than forcing one of his heavy units to expose a flank. master Sun teaches that the highest form of warfare is to attack stratgey itself, and by making your oppont break the formation of his army you create an abundance of opportunity to capitalize on. Also, The spell of frenzy can be used effectively to boost your own troops, or to bait your opponents. If you get this spell off on an enemy unit about to beat one of your units in CC than you can force him to pursue into a trap.
This lore isn't for beginners, it is by no means a point and shoot lore. It is an unorthadox lore that requires an abundance of forsight and is very difficult to defend against, assuming your entire army isn't immune to it to begin with.
It should also be noted that the lore of slaneesh is almost a total waste on anything BUT a level 4. Level 1 or 2 the chances of getting garbage spells is just too great.
Actually, now that I think about it (and sorry to hijack the topic), but I encountered a very interesting dispute the other day with delusions. I believe the wording on the spell is that the unit has to move towards the point during the "remaining moves" part of the movement phase. My opponent argued that because it only applied during that part of the phase he was free to behave normally with the unit until that point. So he declared charges with it and failed them to avoid having to move towards the point.
It was a bitter pill to swallow but it makes sense. I don't doubt it wasn't intented to be able to do that but according to the rules, as far as I have read, he was right. anyone else encounter this (not bloody likely as this lore is unpopular)
My group tried that too. My argument is you're under a compulsory move and therefore can't do anything else besides that move in the movement phase. We still argue if you're allowed to flee as a charge reaction.
It seems each of us plays this differently so far....thats the thing that most annoys me about this game. I have always played that the unit can still do whatever it wants in the charge/move phases, but then makes the additional move in the remaining movements sub-phase.