Editing
Total War Warhammer/Tactics/Slaanesh
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Units== ===Infantry=== *'''Devoted Marauders of Slaanesh''': Slannesh's warriors of pain and seduction ([[Emperor's Children|no, not those guys.]] [[Daemonette|or those guys.]] [[Hedonites of Slaanesh|Look, Slaanesh has a lot of freaks working for them, ok?]]) The big difference between these guys and normal Mauraders is that they have Immune to Psych, meaning they are far less likely to run than their cousins in the Warriors of Chaos and Norsca. The standard version also have shields and bonus damage vs infantry. As far as expendable chaff goes, they're pretty damned good for their price. In campaign one of the easiest to get followers gives -15% upkeep to these and the can all get Soporific Musk from the tech tree alongside -10% more upkeep. They are actually very cost effective as long as they're fighting lower armor troops and do decent versus more elite units as well, and they are your only unit to global recruit in one turn. Like most of your units they do badly in auto resolve but perform great in manual battles. *'''Devoted Marauders of Slaanesh (Spears)''': Your only anti large infantry. Increased speed compared to most infantry makes them a bit better at trapping cavalry + chariots, but don't count on them to win vs meaner monsters like Terracotta Sentinels or greater daemons. Pretty crap early tier spearman, after the early game drop them. *'''Devoted Marauders of Slaanesh (Hellscourges)''': Patch 2.2 restored their base AP damage, they are back to being the best cheap troop choice for the early/midgame. Good defensive stats and very cost effective. *'''[[Forsaken]]:''' A fast damage dealer notable for being your first decent armored infantry in campaign. Lack of AP means you'll want to replace them with Chaos Warriors or Exalted Daemonettes in the mid-lategame. Honestly crap, basic Marauders are already pretty good at chaff killing and these are overpriced for what they do. *'''Daemonettes''': Very fast, very AP heavy, and very squishy Daemonic infantry unit. Roughly equivalent to Wardancers, stats wise, but considerably faster. Has Devastating Flanker. Consider that a unit of Seekers serves basically the same role but can cycle charge and flank better while also having poison, and aren't much more expensive. You may be better off using Marauders as a frontline and using chariots and cavalry over Daemonettes as flankers. They are more than twice as expensive than Marauders, and a lot of what they do is better done by other units. Honestly they are just too overcosted for what they do, early on Marauders are much, much more efficient in both campaign and multiplayer. *'''Exalted Daemonettess''': Faster, killier, sexier Daemonettes. Roughly equivalent to Bladesingers, stats wise, but considerably faster. Has Devastating Flanker and the Soulscent passive ability, which increases their AP and melee attack when within range of an enemy unit whose morale is wavering or lower. Same issue as basic Daemonettes, since they should be used to flank ask yourself if you should just use a Hellflayer, Exalted Chariot, Fiends, or Heartseekers instead given all are faster, deadlier if cycle-charged, and have poison. Still a good unit of course, and much better than basic Daemonettes. They do have a unique charm ability that debuffs enemy melee attack so can be stacked used with Soporific Musk, lord auras, and spells to put a disgusting amount of debuffs on an enemy. Try to only have them engage targets that are suffering from things like Soporific Musk, your lords debuff aura, poisoned etc. If you stack enough debuffs they take barely any damage in melee and will absolutely rip your enemies apart. They don't auto resolve well at all unfortunately, and are slow to replenish and recruit. **'''Bringers of Beguilement (RoR)''': These ladies come with Perfect Vigor and a contact rampage effect, so use them to try to lock an enemy in place and keep them there for a proper pounding. Also nice that they don't lose combat effectiveness as the fight goes on. *'''Chaos Warriors of Slaanesh (DLC)''': Finally a tough frontline unit for Slaanesh to Hammer and Anvil with, and with physical resistance, Immune to Psych, and slightly better speed plus strider they do a great job at holding the line and killing lightly armored units. They <s>fill a niche</s> <span style='color:purple;font-size:100%'>fill the big gaping hole in Slaanesh's army, and fill it well.</span> Slaanesh exclusive whip variants make for especially tough anvils since they possess good armor, good melee defense, shields, and expert charge defense. **'''Mirror Guard (RoR) (DLC)''': Identical to the warriors of chaos unit. Has Immunity to Psychology, a melee def buffing aura, and a statline almost as good as Chosen despite being much, much cheaper. Mirror Guard are the perfect anvil to pair with Slaanesh's many glass hammers and will likely feature in most competitive multiplayer armies. *'''Chosen of Slaanesh (DLC)''': Same as the warriors but stronger. Whip variants were completely garbage at launch with zero AP damage. Patch 2.2 fixed that, Hellscourge Chosen are now one of the best elite infantry in the game and can even beat Black Orks in a knock down drag out fight. ===Missile Cavalry=== *'''Marauder Horsemen of Slaanesh (DLC):''' A cost efficient skirmisher that's also your only ranged option. Can fight relatively well in melee for light missile cav thanks to devastating flanker. An alternative to hellstriders with less melee power but the option of ranged fire too, probably will become obsolete late game in campaign. ===Cavalry=== -all of these except Chaos knights come with poison *'''Seekers:''' One of the fastest units in the entire series, unfortunately they don’t have any armour, so cycle charging is your best strategy when using them. Has Devastating Flanker and Vanguard deployment, making them well suited for getting right up in the face of range-heavy armies. *'''Heartseekers:''' Named after the unit champion of Seekers, these things are a straight upgrade. Unlike your regular seekers these guys have the Soulscent passive ability which increases their armour piercing and melee attack capability when within range of an enemy unit with morale wavering or lower. Also has Devastating Flanker and Vanguard deployment. **'''Eternal Entourage''': In addition to Perfect Vigour these ladies and their snake-raptors buff the melee attack and weapon strength of nearby allied heroes and lords. Useful for an alpha strike on the enemy general and will still be hitting pretty hard even in the late stages of a battle. Still fragile as all hell. *'''Hellstriders:''' Comes with lances (or pincers rather) or hellscourge whips. Lance variants get bonus anti-large, hellscourge variants oddly have improved armor piercing damage unlike other hellscourge units. Lance version are a cheap answer to light cavalry, but wont do crap to to heavy cav and are bad versus infantry. Hellscourges are pretty decent anti-infantry light cav. these are respectively 40% or 30% cheaper in multiplayer than seekers but lack devastating flanker and AP. They do have the soul hunters ability which improves their leadership, charge bonus, and damage resistance as they kill models. Best used to run down skirmishers and broken/shattered units. great cost effective unit in multiplayer but in campaign they should probably be replaced with seekers or chariots later on. *'''Chaos Knights of Slaanesh (DLC)''' Your armored heavy cav. As expected, they're significantly more mobile than other chaos knights and come with strider + devastating flanker, for mono slaanesh these wont put out anywhere near the offensive power of heartseekers but are much more durable to prolonged melee and ranged. Probably go heartseekers most of the time but by no means a bad option. sword and shield may be preferably to lances, they already have good charge bonus from devastating flanker so the much better melee stats may be preferably to even more charge, but depends on how religiously you cycle charge them probably. ===Chariots=== *'''Seeker Chariot:''' A low model chariot unit with poison, magic attacks, fear, and Devastating Flanker. Has a ton of armor piercing damage and is fast enough to outrun warhounds. Can plow through damn near any infantry squad without charge defense when moving at max speed. In-game physics is probably similar to real life physics where increasing speed results in an exponential rise in kinetic energy. Avoid ramming cavalry, monsters, and warhounds, they'll bring your chariots to a dead stop where they'll be quickly torn apart due to their near-nonexistent defensive stats. Get used to using these guys in campaign, disciple armies tend to include 3-4 of them who will make up the majority of their killing power. *'''Hellflayer:''' Upgraded seeker chariots with the soulscent ability that increases damage for every nearby enemy with wavering morale. Skip it, enemy morale plummets after the chariots hit, not before and seekers/hellstriders are better at running down routing enemies than chariots are. Two turn recruitment makes it unsuitable for campaign and cost efficiency concerns makes it unsuitable for multiplayer. *'''Exalted Seeker Chariot:''' A single-entity chariot that will mow down any heavily armored infantry it comes across. Has Poison, Perfect Vigour, and Devastating Flanker. While it has great stats, it's crippled by high cost and the fact that it only gets one model per squad. Exalted seekers and lower grade chariots give much more bang for the buck. *'''Chaos Chariots of Slaanesh (DLC):''' A heavily armored chariot with mundane attacks instead of the poisoned, magical, armor piercing attacks of seeker chariots. Has strider so it doesn't get penalized for charging uphill or through water. Moves at slightly better than average for a chariot speed instead of the formula one racer speed of seeker chariots. Take them if you want a chariot that doesn't spontaneously vaporize from lack of micro. **'''The Sibilant Slaughtercade (DLC)''': An upgraded chaos chariot with vanguard deployment, poisoned attacks and the soul hunters ability that increases damage resistance, leadership, and charge bonus as it racks up kills. If it gets pinned while mowing infantry that isn't anti-large just leave it there, unlike most chariots it will win that fight. ===War Beasts=== *'''Fiend of Slaanesh:''' Imagine even faster, bigger, rat ogres with a debuff aura and you’d get the idea. Would be able to keep up with the rest of your forces, but unfortunately has just as much armour as the rest of them. Has the Soporific Musk passive ability which lowers enemy melee defense and melee attack. also has devastating flanker combined with 95 speed making them function like monstrous shock cavalry, good melee stats for monster's when combined with soporific musk. *'''Chaos Furies (Slaanesh):''' Essentially the same as the other furies, acting like daemonic harpies with buffs from their god. In this case, speed, armour piercing and Devastating Flanker. Most importantly it has Vanguard deployment, which means it can deploy alongside your cavalry units for punishing encirclements. Since they are your only flying unit they can remain valuable far past other factions furies despite being a tier 1 unit, and their armor piercing means they can reliably do some damage to anything they get a good rear charge on. Also two turn global recruitment time makes them disposable and easy to replace no matter what stage of the game you're at. ===Monsters=== *'''Chaos Spawn of Slaanesh''': Has the Soporific Musk ability like fiends, though it was bugged and didn't work until patch 1.2. They function as cheaper but slightly worse fiends basically, not much reason to use them once you can afford fiends instead, at least in campaign. they do have high non ap weapon strength so they might be slightly better at chaff killing but that's not something Slaanesh needs help in. *'''Chaos Warshrine of Slaanesh (DLC)''': A big, slow support monster with a mortis engine like AOE HP drain effect. Ironically less useful for Slaanesh's army than warriors of chaos. This warshrine is built to win grinding battles of attrition and does not work well with the mobile shock tactics that the rest of Slaanesh's roster excel in. If however you decide to skip the flank playstyle and go for a Marauder/Chaos Warrior/Chosen death blob this thing is a god send. - it works just fine with Slaanesh mauraders as a front line of chaff or chaos warriors. in campaign you may wish to just use this as a mount for sorcerers or cultists instead of bringing by itself. *'''Soul Grinder of Slaanesh''': A purely melee version of the Soul Grinder with 75 speed, anti-large, and lots of armour piercing damage. May be preferable for most uses to the keeper of secrets because they have actually good armor and fill a similar role. it is easily the toughest endgame unit you have access too. In multiplayer, these guys are near mandatory in certain matchups since they're your best answer to big, single entity beatsticks. In campaign, you have little reason to use them after finishing the research that gives all Keepers of Secrets 2 free casts of every lore of Slaanesh spell. *'''Keeper of Secrets:''' Your Greater Daemon unit is fast, has lots of weapon strength and armor piercing, as well as Blissful Rapture, Devastating Flanker, and Strider. Can cast two bound spells from the Lore of Slaanesh: Lash of Slaanesh and Acquiescence. They're powerful melee killers but they need to flank and cycle charge for best affect due to their low durability. Take advantage of their high mass and slippery animations to run in and out of the fight. Consider pairing them with N'Kari or an Exalted Keeper to form high-damage goon squads. Soul Grinders are Tankier and might be better for prolonged brawls. Campaign tech tree can give them the whole Lore of Slaanesh as bound spells. Good targets for buffs to weapon damage like Mind Razor or the Slaanesh rampage buff. With the abillity to get up to 2 casts of every lore of Slaanesh spell free as bound spells from campaign techs these guys are very deadly and versatile, they lack a soul grinders armor but free magic makes them much deadlier. In campaign put your lord with as many hero's as you feel the need for and a Doomstack of just these and you'll have no trouble. For an example of how to abuse the magic to the fullest, use 17-19 of these, paralyze the entire enemy army with Phantasmagoria on each unit, drop Pavane and Slicing shards on every enemy unity then flank them before Debuffing them with Acquiescence and finally rear-charging in with Hysterical frenzy and I guess you can lash them too if anything is left. **'''The Marquis of Masochism (RoR)''': The Marquis swaps out the usual KoS spells for Phantasmagoria and The Enfeebling Foe, which is good in multiplayer but somewhat annoying in campaign since he won't benefit from increased Slaanesh spells from research. It also gets a special ability that heals it when near units with low leadership, which increases in effect as more nearby units lose their leadership. Phantasmagoria really shines in combo with this ability, as it both nets enemies in place and lowers their leadership in a wide radius. Drop it on the Marquis' head and watch his health shoot up while he slaughters anything nearby. Also he is a literal reference to Hellraiser. "I have such sights to show you!" You aren't hiding anything CA! ===Artillery=== None to speak of.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information