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====Named==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_ShalaxiHelbane.pdf Shalaxi Helbane]:''' (Behemoth 420pts) Your fancy hero magnet and killer. Somewhat less utitlity than a run-of-the-mill Keeper of Secrets , but their unique spell grants themselves +1 to hits, wounds and saves against heroes, which makes their 4+ save even better. In the most recent iteration they are now far better at putting down enemy Heroes, but are also just better at killing period. Like all keepers you can choose between a whip that subtracts one from enemy melee weapons. Or the shining aegis shield that gives them a 5+ ward. The Soulpiercer is now a respectable D3+3 damage along with their Impaling claws. On top of all this they now always subtract -1 to hits and wounds by melee weapons naturally. Also they retained their ability to force heros to charge them or suffer D3 mortal wounds, plus in combat they can focus attacks on singurlar heroes for a flat 6 damage on Soulpeircer. All this is sounding pretty good right? One problem however is they lack the standard keepers ability to heal wounds as they do not have the Knife or Sinustrous hand. Though again this is somewhat balanced out by the multiple ways you can reduce hit and wound rolls. Plus the Shining Aegis can obviously help. Going to be a real tossup between this and a regular keeper as again the Keeper has other abilites that benefit beyond just combat, but atleast Shalaxi has a more respectable damage and defense profile finally. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Syll_esske.pdf Syll'Esske]:''' (215pts.) A Herald riding a Daemon Prince (though not that way, at least not on the battlefield). An interesting beatstick & buff combo. Now count as the warlord regardless of unit chosen as general, and a wizard to boot. You want them bunched up with mortal and daemon troops, as the duo can give +1 hits and wounds when an equal number of Mortal and Daemon units are wholly within 18" (essentially replacing their old sub-faction abilty), their unique spell shuts down an enemy units ability to recieve or issue command abilities. They cause a mortal wound on unmodified save rolls of 6, but careful on prolonged combat as isolated they will die. Has a much improved attack profile between Syll and Esske (both profiles with range 2") and with run and charge can keep shoulder to shoulder with frontline troops as you will need them to be to take advanged of their passive hit and wound buff. Considering you'll need equal numbers of Mortal and Daemon units to trigger their buff you'll have to build your army around them to an extent. Though given Daemons and Mortals have gotten a glow up that actually isn't really that big of a deal, plus a Vengeful Allegiance style army can be the rare army that is both competitive and fluffy. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_TheMasque.pdf The Masque]:''' (135pts.) Named Herald beatstick. Trades spellcasting for the ability to choose to heal D3 or get +D3 attacks in your hero phase. The Masque is deceptively tanky, with a 4+ FNP. Best used against slow enemies to maximize the benefit from their '''Endless Dance''' ability, which grants an extra 3" of piling in, rerolls to hit against targets <s>slower than</s> with a Move of 10" or less and rerolls to hit and wound against targets <s>slower than</s> with a Move of 5" or less. Cheapest source for Locus of Diversion. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Sigvald.pdf Sigvald the Magnificent]:''' (205pts) Back with a new, literally hornier model as a <s>daemon prince</s> entity beyond mortality (As well as morality) but lacks the Daemon Prince keyword. Your amazing hunter. With a +3 to charge, and attacks equal to either 5 or the unmodified charge distance, he smacks hard, especially as his saber's D2 damage and caused wounds can't be negated. Don't toss him at stuff where you can expect prolonged combats or vs stuff like Stonehorns, he has a 4+ ward but with only 6W wounds a bad role can make the pretty boi go down fast. Proc the Keepers ability to make him strike again means he can fight twice before your enemy can. Overall a pure melee beatstick, but easily one of the most cost effective ones in the whole army, so definately worth considering *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Glutos_Orscollion.pdf Glutos Orscollion, Lord of Gluttony]:''' (480pts) Because Slaanesh is not one to be outdone with setpiece models, now he has a massive mutant-drawn palanquin ridden by a fat fuck of a sorcerer (with an exclusive spell being a debuff that halves an enemy unit's movement) and his servants. This is to remind us that, despite how much we meme about Slaany being the God/dess of sex, drugs and rock and roll <s>and fail miserably doing so</s>, he/she/it is the Deity of *EXCESS* as a whole. 18W and he loses attack from his mutant mounts as he gets injured. He is meant to be a support character that doesn't mind getting close, but can get bogged down fast. **Gluttos is someone that absolutely needs to survive to maximize his utility. As the game progresses, he gains various new tricks that stack as the game goes on which in order are making fellow Hedonites add 1 to battleshock in 12", run and charging for his chariot, ignoring battleshock completely in round 3, cast an additional spell for Glutos and finally rerolling casting, dispelling and unbinding. In addition he has the ability to just pick a friendly Hedonites Mortal unit and allow it to heal wounds for every wound it causes an enemy (max 6). Also keep in mind he has a built in spell to half an enemy units move, charge and runs. If you're going to field him, you're going to have to make sure your army can protect him. So keep track of ways to buff his wounds, spells/artefacts whatever you have. Also keep in mind his Gorge on Excess command ability he can cast on himself. So never forget it if the opportunity presents itself to use. As it can really help keeping the big guy around. **If you must get stuck in his charoits attack output is pretty good overall and is now much more reliable. Not saying you should just throw him in the thick of things, but he is not exactly a push over neither. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/4_BR_Kragnos_Warscroll_Dexcessa_ENG_2021.pdf Dexcessa, the Talon of Slaanesh]:''' (270pts) The martial champion of the two newborns. Its rules are specially made to get it stuck into the thick of it as fast as possible, being able to charge after running or retreating and possessing a good speed. Once it gets there, however...hoo boy, the ability to add extra attacks for every battle round after the first for the REST OF THE ENTIRE GAME means that attention will be drawn to it. While it lacks an invuln or FNP, enemies do suffer a -1 to hit. **While it's main role is to kill up close, it still has some commanding influence as the get of the Dark Prince. It has an aura that neutralizes all battleshock checks for your daemons and lets you issue a command each turn for free. **Also FYI its mix up with its Scourge weapon was fixed via Errata, as in it was always meant to be a melee weapon. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/5_BR_Kragnos_Warscroll_Synessa_ENG_2021.pdf Synessa, the Voice of Slaanesh]:''' (270pts) The mage of the newborns. While lacking in combat prowess, it has a ranged attack that pretty much guarantees mortal wounds depending on the enemy save characteristic (6 if you roll less than save, 3 if you roll equal or greater). This alone can prove to be pretty deadly to high-save models like stormcasts or just a nuisance for the average mob. **Synessa's real shining point is in the support it provides to the army. While it won't nullify battleshock like the other twin, they are a wizard spell and can issue a free command wherever it wishes on battlefield. This will allow you to keep Synessa out of relative danger. In addition their spell rolls 3D6 against a Hero's braver and if rolled higher you add 1 to hits and wounds that target that hero.
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