Total War Warhammer/Tactics/Slaanesh: Difference between revisions

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*'''Daemonic''': Undead with extra steps, really. Once your daemonic units lose enough leadership, they'll begin to lose health and fade back into the Warp in the same vein that undead units crumble away. The good news is that even if your daemons are doomed to evaporate, they'll at least stick in and fight to the last model.
*'''Daemonic''': Undead with extra steps, really. Once your daemonic units lose enough leadership, they'll begin to lose health and fade back into the Warp in the same vein that undead units crumble away. The good news is that even if your daemons are doomed to evaporate, they'll at least stick in and fight to the last model.


*'''Devastating/Deadly Flanker''': A bunch of your units have this special ability which doubles their charge bonus when attacking an enemy unit from the flank. Considering your Furies and all your cavalry have Vanguard, as well as the obscenely high speed of your army overall, this incentivizes you to try to encircle the enemy as quickly as possible.
*'''Devastating/Deadly Flanker''': A bunch of your units have this special ability which doubles their charge bonus when attacking an enemy unit from the flank. Considering your Furies and all your cavalry have Vanguard, as well as the obscenely high speed of your army overall, this incentivizes you to try to encircle the enemy as quickly as possible and. . .well no way to say this that's not going to be a double entendre, '''Hit them as hard and fast in the rear'''


==Lords==
==Lords==

Revision as of 15:41, 16 December 2021

This is the general tactics page on how to play Slaanesh in Total War: WARHAMMER. As the game isn't out yet and we know very little about how the faction will work, this page won't be filled out for a long time. However, we can make some early guesses based on the table top and the trailer.

Why Play Slaanesh?

  • You prefer Speed and using your mobility to outmaneuver and tear apart your enemy as opposed to the simple rip and tear.
  • Because you're a sexual deviant and this is the best way to show your horniness without going out in public. (Though given that this game is T rated expect the more sexual parts of Slaanesh to be toned down, at least until some of the modders have their say)
  • Because fuck armor, your crab claw ladies don't give a fuck about it.
  • You want to play the only army in the game that is non-binary inclusive.
  • Some degenerate is going to give you a NSFW mod, it's only a matter of time.

Pros

  • Speed: You will likely be one of ARE the fastest army in the entire game. Trailers and unit stats show so far that your cavalry, chariots, and Legendary Lord have a base speed of 100, daemonettes outrun most skirmishers with base speed over 50, and even slaanesh marauders have above average cardio with 38 speed. Your army will run circles around everyone else, wood elves and beastmen included.
  • AP: Heavy armour shouldn't be a problem for you in the slightest. Factions that rely on armour like Dwarfs and Warriors of Chaos will dread when you come on to the battlefield.
  • Cavalry and Chariots: With numerous varieties of both Cav and Chariots you have the ability to be a really strong threat while on the move. Sure, Heartseekers and Hellstriders probably won't beat Grail Knights in a fair one on one fight but their sheer speed will mean that back line is probably doomed. Plus the chariot variety means an armored front line is going to suffer.
  • Flanking Potential: Cavalry aside, many of your units are fast and have "Devastating Flanker" as well. You can expect to be one of the best factions for penetrating a soft spot in the enemy's army.
  • Immunity to Fear: A big part of the Mark of Slaanesh on the tabletop was immune to psych. This is carried over as Immune to Psych for your mortal units. Combined with all your daemons being unbreakable, you really won't give a shit about big scary monsters or units.
  • Diplomacy: Few mortals can resist the God(dess) of Pleasure. Unlike other Daemonic Forces, you have diplomatic options at your disposal. This can be useful to close off a front with a non-aggression pact, or even an alliance of convenience when necessary.

Cons

  • Fragile: The downside of having an army of half naked monster girls/boys/things? There isn't a ton of armour to go around. Expect to be taking a punishing on the way in (Not that Slaanesh has an issue with that)
  • Lack of Ranged: You can't hump your opponent to death from the other side of the map. You have no ranged units to speak of. Seriously, even freaking KHORNE has ranged units. You have no chance at playing defense.
  • Lack of Fliers: When Furies are the best flying unit you have, it's safe to say you aren't a faction that is designed around dogfighting and controlling the skies. You will easily be the weakest Monogod faction when it comes to the air.
  • Dealing with Large Units: You better hope your monsters are statted as dedicated anti-large units because the rest of your army are not going to be able to deal with bigbois at all. You have no ranged units and marauder spearmen ain't gonna cut it against the likes of Bloodcrushers and Mournfangs. Ogres in particular will give you trouble since your low mass frontliners will evaporate the moment they're hit with an ogre charge.
  • No Flexibility: Everyone fighting you knows you're going to bring a fast glass cannon army. Like your other chaos monogod siblings, you do one thing well and can't do much else. Somewhat ironic that the factions closest to chaos are the most predictable opponents.
  • DLC: Sorry but trends are trends and some of your better units may be reserved for Lord Packs.

Faction Traits

  • Daemonic: Undead with extra steps, really. Once your daemonic units lose enough leadership, they'll begin to lose health and fade back into the Warp in the same vein that undead units crumble away. The good news is that even if your daemons are doomed to evaporate, they'll at least stick in and fight to the last model.
  • Devastating/Deadly Flanker: A bunch of your units have this special ability which doubles their charge bonus when attacking an enemy unit from the flank. Considering your Furies and all your cavalry have Vanguard, as well as the obscenely high speed of your army overall, this incentivizes you to try to encircle the enemy as quickly as possible and. . .well no way to say this that's not going to be a double entendre, Hit them as hard and fast in the rear

Lords

Legendary Lords

  • N'Kari: He's here and he's looking a lot like his classic artwork where he's facing down Aenarion. He's big, he's fast, he's purple, and he's got four nipples. Has a blistering 100 speed, which means he's a single entity monster that can keep up with warhounds and light cavalry. This guy is going to blitz across the battlefield and right into your "backline," which is good because he has only 15 armor and will need to hurry if he doesn't want to get turned into Swiss cheese by ranged units. His special abilities include "Harvester of Souls" which heals him when nearby units are complete destroyed (this stacks), "Willing Prey," which debuffs an enemy's melee attack and defense, and "The Witstealer Sword," which massively boosts his AP and base weapon damage. Also a caster of the Lore of Slaanesh.

Generic Lords

  • Exalted Keeper of Secrets: Same as Blood boi, Bird Boi, and Plague Boi. The Exalted Keeper of Secrets acts as the lord while the standard one is a monster you can recruit. A fast AP monster with the Lores of Slaanesh and Shadows that can get around the battlefield very quickly. It's going to be way faster than a Bloodthirster but also much frailer, so it may be much more reliant on cycle charging and using it's mobility as opposed to the grinding style of the Bloodthirster. (Ironically, Khorne is better than Slaanesh at grinding, who knew?) It'll also probably more focused on dueling than the general slaughter style of the Bloodthirster.
  • Herald of Slaanesh: A hybrid hero with the Lore of Slaanesh and/or Shadow magic along with AP in melee. Think a Loremaster for the High Elves only faster and frailer. Can ride the Steed of Slaanesh, Seeker Chariot, or Exalted Seeker Chariot.

Heroes

Legendary Heroes

Generic Heroes

  • Alluress: A hero version of the Herald, like for the other three gods. Same spell lores and mounts.
  • Cultist of Slaanesh: A Dark Elf cultist who is mostly intended to be a campaign map agent, on the battlefield she is a skilled fighter with a number of unique abilities including something called "Gate of Slaanesh" which probably summons Daemonettes. Can only ride a Chaos Steed, same as the other Cultists.

Units

Infantry

  • Marauders of Slaanesh: Slannesh's warriors of pain and seduction (no, not those guys. or those guys. Look, Slaanesh has a lot of freaks working for them, ok?) The big difference between these guys and normal Mauraders is they have Immune to Psych, meaning they are far less likely to run than their cousins in the Warriors of Chaos and Norsca. Come with an Anti Large spear version, an Anti Infantry sword claw version, and a tanky whip version. Use them as your cheap screeners to protect your Daemonettes from missiles. These are also your only shielded infantry options.
  • Daemonettes: Very fast, very AP heavy, and very squishy Daemonic infantry unit. Roughly equivalent to wardancers, stats wise, but considerably faster.
  • Exalted Daemonettess: Faster, killier, sexier Daemonettes. Roughly equivalent to bladesingers, stats wise, but considerably faster. Has 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.

Missiles

Cavalry

  • Seekers: Has the potential to be one of the fastest units in the entire series, unfortunately they don’t even have any armour, so cycle charging might be your best strategy when using them. Has 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 most likely to be 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 Vanguard deployment.
  • Hellstriders: Essentially the same as the above, only they’ll cut their losses and run rather than fight to the bitter end. Will come with lances (or pincers rather) and Hellscourge whips. Another unit with Vanguard, the lance variants also get anti-large.

Chariots

  • Seeker Chariot: A low model chariot unit with poison. Super fast for a chariot but probably even more brittle when trapped in prolonged melee.
  • Hellflayer: Essentially acts as a giant lawnmower, able to plough through infantry. Unfortunately it’s a wide target so might get singled out by ranged fire. Unlike the other chariots this one has the Soulscent ability.
  • Exalted Seeker Chariot: An extremely fast but extremely fragile single-entity chariot that will mow down any heavily armored infantry it comes across. Inflicts poison and has perfect vigour.

War Beasts

  • Fiend of Slaanesh: Imagine even faster, bigger, rat ogres with poison 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 Sophoric Musk passive ability which lowers enemy melee defense and melee attack.
  • Chaos Furies (Slaanesh): Essentially the same as the other furies, acting like daemonic harpies with buffs from their god. In this case, speed and armour piercing. Most importantly it has Vanguard deployment, which means it can deploy alongside your cavalry units for devastating encirclements.

Monsters

  • Chaos Spawn of Slaanesh: Appeared in the Nurgle vs Slaanesh video. Will likely be used the same way you use normal Spawn, only might be faster and have better AP
  • Soul Grinder of Slaanesh: A purely melee version of the Soul Grinder with 75 speed, anti-large, and lots of armour piercing damage.
  • Keeper of Secrets: Your Greater Daemon unit is fast, has lots of weapon strength and armor piercing, as well as Blissful Rapture and Strider. Can cast two spells from the Lore of Slaanesh: Lash of Slaanesh and Acquiescence.

Artillery

Multiplayer Strategies

Slaanesh is all about one thing, going at your opponent as fast as possible. Oh, they will resist, but you'll get your way in the end. Slaanesh really needs to find that perfect vulnerable position and slide right in. Don't go for grinding here, get into the habit of rhythmically pulling in and out to get the best result possible. Be sure to conserve as much of your unit's energy and fight too, you don't wait to climax too early. If all goes well eventually everything will come together in one big- SNAP I'm the embodiment of ecstasy and excess and even I was getting sick of the sex puns! Ok fine, you have a ton of mobility and dps on your units but they will fall apart really fast if they meet stern resistance. The lack of ranged and fliers also means you will have to get to that backline the old fashioned way. It will be a Micro heavy army that will reward good timing and have one of the higher skill floors in the game. Now go teach those ungrateful bastards our horny ways!

  • Dwarfs: Oh man, if you can micro well you are going to have a field day with Dwarfs. You have pretty much everything that they hate fighting from an affordable AP frontline, fast flankers to dive the backline and chariots galore. Daemonettes will likely make the most cost effective front line, and a few mauraders to screen will allow them to get in without taking too much in the way of missile fire. It's unknown whether Seekers or Hellstriders will make the better choice for cav, but either way they should be able to rapidly get around and dive those cannons and guns before they can do much damage. With three options of chariots to pick from (go for normal seekers or hellflayers, they'll be available in more numbers) you should be able to punch through their lines and dry hump that silly book of theirs. Really, the only thing that won't work are monsters as Dwarfs have plenty of missiles and Anti Large, so Fiends, Spawns and KOS can stay at home, meaning a Herald will likely be your best Lord option. If you can micro well you can dominates this match up but if not... well, prepare for a lot of your skimpy crab ladies to get turned into sexy ground beef.
  • Nurgle: This might actually be a difficult one. Your biggest strengths are speed and armor piercing, but Nurgle's units have almost no armor to begin with and don't really have a back line to speak of. Fighting them is going to be like when someone in a cartoon punches a fat guy and their arm just sinks into his gut. You don't have the things that scare Nurgle the most, namely fire damage and ranged units. Instead you're going to have to rely on your superior mobility to cycle charge his slow moving units again and again. You might not benefit from your AP but you still have substantial charge bonuses. The real question is how many charges it takes to cut through Nurgle's absurdly large health pools and healing. If you get dragged into a war of attrition you're going to lose.
  • Slaanesh:
  • Tzeentch: This will be easy if you're careful not to get your units melted (no matter how much they seem to be into it). You have the speed and power to lock Tzeentch's daemons in melee and shred them.
  • Wood Elves: Calling it now, this will be an interesting mashup. You both are going to be fast, and very squishy, so dealing with their archers should be easy. However, your lack of armor on your nude beasts will make them easy targets. So basically a drag race of vegans vs virgins
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