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===Other Units=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-chosen-en.pdf Chaos Chosen]:''' Chaos Warriors with some really good axes. 3 attacks each 3+/3+/-1/1 that cause mortal wounds on a wound roll of six or more and if they slay a model SLAVES TO DARKNESS within 8" re-roll failed wounds. Thus making them good if you are going for a more mortal Host of Slaanesh army. These guys pack a punch and can be viewed as a weaker and less durable Stormcast paladins squad, but is 60 points cheaper a unit. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-spawn-en.pdf Chaos Spawn]:''' [[Chaos Spawn | That Which Must Not Be Named]]. Not actually terrible anymore, though far from reliable. A Move of 2D6" makes for potentially fast movement. Similarly, 2D6 attacks per Spawn is potentially strong, but even better is the special rule these attacks come with: If you roll a Double, instead of Hitting and Wounding on 4+, you Hit and Wound on 3+. Just think about it, 12 attacks apiece with good Hit and Wound rolls... Also, five Wounds with a 5+ save make for pretty hardy models. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-seekers-of-slaanesh-en.pdf Seekers of Slaanesh]:''' Daemonettes on steroids who move 14", run 2D6 and charge in the same turn, and have 2 wounds each. Their mounts aren't too shabby in combat either, hitting and wounding on a 4+. Otherwise, their special rules are the same as regular Daemonettes with the exception of the locus which adds 1" to their Run and Charge rolls. So yes, that's a potential 16+4D6" charge range for a 40" threat bubble on those girls. They are very much guaranteed to get in combat with what you want them to be in combat with, so either use them to pin enemies down while moving your force or to get to targets in the backlines. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-fiend-of-slaanesh-en.pdf Fiends of Slaanesh]:''' Compared to the awesome that are Daemonettes and Seekers, <s>those guys are a bit of a letdown</s>. They move 12", which is very fast, but for ogre equivalents, they're neither very tanky nor very damaging. Their locus allows them to re-roll failed hit rolls of 1 when activated, which helps. Other than that enemies have -1 to hit them during the combat phase (and -1 to wound too if you take 4 of them) and if they roll a 6 to wound with their pincers the attack deals D3 Damage instead of 1 (note that the champion re-rolls wound rolls of 1). Their stinger will murder stuff... When it hits, dealing more damage the bigger the model's Wound haracteristic, so recommend to always put stingers into Heroes to get the most out of them. <s>These guys won't let you down, but they're nothing impressive compared to some of the other choices in the hosts. </s>. Now like in 40k, they also subtract 1 from casting rolls of nearby Wizards. New plastic models are here! *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-exalted-seeker-chariot-en.pdf Exalted Seeker Chariots of Slaanesh]:''' This thing is a monster. Well, it doesn't have the monster keyword, but it might as well (and unlike most monsters it doesn't get weaker for taking damage). 12" move, 9 wounds, and SEVENTEEN attacks, nine of which generate more attacks on sixes (though, again, only three have rend). So yeah, that's more attacks-per-wound than the seeker chariot. It has the same thing as a seeker chariot where it deals mortal wounds when charging to units of models within 1", except this time that's D3 mortal wound per 4+. Which is also likely to affect more models, as the exalted seeker chariot is much larger than the regular one. In addition, during the turn in which it charges enemy units within 3" add 1 to their bravery tests. This thing eats tarpits. Charge where you will maximize the impact hits wound count and don't worry too much if it takes a beating. The final hilarity lies in the "any number" of them which you can bring per unit, meaning ride of the Valkyries is a go. *'''Hellflayers of Slaanesh:''' A better version of the seeker chariot that's just a bit slower, now where have I seen that before? These have the same defensive stats as a seeker chariot, 11 attacks base, only 3 of which rend but 7 of which have the do-more-attacks-on-sixes-to-hit thing. They do impact hits like seeker chariots but if any mortal wound is successfully inflicted this way, attacks which can generate more attacks (so, 7) can re-roll failed hit rolls, which is very good. Again, the unit can have "any number" of models. Since Hellflayers are built sideways on the base, you're likely to hit more models than a seeker chariot with the impact hits, too. All in all, not an exalted chariot but don't be afraid to bring them. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-chaos-knights-en.pdf Chaos Knights]:''' This army is fast and Chaos Knights are the right mix of tough and fast that this army can use, 3 wounds and have the same 5+ mortal wound save as Warriors. Two weapon options, Enscrolled Weapons (3x 3+/4+/-/1) or Glaives (2x 4+/3+/-/1) that upgrade to 4+/3+/-1/2 on the turn they charge. These guys obviously hit pretty hard and can synergize well with a mounted Slaanesh Lord. They can be a good alternative to Seekers and while slower and more expensive they make up for it with good durability and damage output. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-marauder-horsemen-en.pdf Chaos Marauder Horsemen]:''' Much lighter Cavalry and one of your few ranged attack options in the army. 12" move 5+ save and 2 wounds each. They can have the same flail or ax as marauders on foot but the best option is their javelins giving them 2 4+/4+/-/1 ranged attacks each. They have the same re-rolls of 1 to hit banner as marauders on foot too and can shoot and charge on a turn they retreated. A nice cheap skirmisher option in an army that is sorely lacking in ranged combat allowing them to compete with seekers. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-gorebeast-chariot-en.pdf Chaos Chariots]:''' 8+D6" move means these are pretty nippy, this army loves its chariots and these guys. It's decent enough at taking out enemy heroes with the greatblade, with the flail it can potentially pack a bit more punch but only on a lucky roll so it is probably not worth it but that one time you get lucky can come in handy. Not quite as fast as the Daemonic chariots but has a better save and roughly equal in damage output on the other two. Could be an interesting alternative if you are going for a tanker option to the Seeker Chariot. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chaos-warshrine-en.pdf Chaos Warshrine]:''' A big tough model that is surprisingly good in combat but is neither a monster or war machine, so that is something to consider. What it does is pretty cool, too. First, it has an Aura that grants Mortal units (almost everything Chaos that isn't a Skaven or a Daemon) an additional 6+ save after their normal save. Can also pray for buffs to Mortal units. There is one Undivided buff and one for every God, the latter of which you can only use by dedicating your Shrine to a particular God. Since you are a Hosts army you will be using the Slaanesh specific prayer. This one, in particular, allows re-roll charges and battleshock, except for Slaanesh marked units just outright ignore battleshock. This is why you bring this thing if you going horde heavy stick this thing behind your big units and laugh as your mass blocks of Mauraders or Chaos Warriors are completely fearless. And the ability to re-roll charges can work wonders for Chaos Knights and Hellstriders when charging. Won't affect the demon wing of your army so plan your list accordingly otherwise this thing will only be a glorified beat-stick without any '''Mortal''' units. *'''Chaos War Mammoth:''' This monster has 22 wounds! Although it's only packing a 5+ save. All of his attacks cause at least D3 wounds, making it an exceptional monster-killer when at full strength. Its real strength lies in supporting a Marauder charge, however - as well as imposing -2 to any Battleshock tests to any unfortunate unit that gets charged, the Mammoth can also help Marauder or Marauder Horsemen get in a little extra movement and increase their damage output in combat. Wounding and even killing this thing just makes it cause more damage. If you're playing with a big Chaos horde then there's no finer feeling than running this guy into the enemy's biggest and toughest-looking infantry blob, although expect a few dirty looks for doing so. Keep in mind that he doesn't like magic missiles or war machine fire, however. Donโt forget that itโs MORTAL now, and thus can pile in and attack twice thanks to the Slaanesh Lord on Daemonic Steeds Command Ability. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-gorebeast-chariot-en.pdf Gorebeast Chariot]:''' Don't get the same movement rule as the normal Chaos Chariots but they have the absolutely devastating Gorebeast to make up for it. The beast is just that in combat and also grants you the nice rule the Skullcrushers get where you can potentially inflict Mortal Wounds on whatever you charge in the Charge Phase. How you can use that last fact to your advantage, well... coughBloabRotspawnedcough. *'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-gigantic-chaos-spawn.pdf Gigantic Chaos Spawn]:''' A strong but unreliable monster burdened with random movement, random attacks, and regeneration. He can put out a fair amount of damage with a mix of its tongues and maws, and has 12 wounds and has a good chance to regenerate and possibly gain more wounds each turn. It's worth remembering that he can be given any Chaos God as a keyword, which opens up amusing possibilities like running a Khornate Spawn alongside a Bloodsecrator.
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