Short Daemon Tactica: Bloodcrushers of Khorne

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Bloodcrushers of Khorne are pretty deadly, even though they have been somewhat downgraded since last edition, and are still a prime assault unit of any Daemon force.  There are even a few ways to overcome the units’ new problem with 2+ armour saves. Plus, it also gives me an excuse to break out a  MegaDeth song.

Ok, lets start from the beginning, because it colours a lot of people’s perceptions about the usability of Bloodcrushers. It will also explain why, depending on where you play, Daemon players are likely to throttle you if you try to bring up the unit in a conversation.

Bloodcrushers useful

A typical reaction to “I still think Bloodcrushers are useful”

Now, last edition the unit were god level good. They had a one point higher toughness, a 3+ save and power weapons still ignored all saves completely instead of just being AP3 Hellblades like they are now – so naturally every Daemon force had a unit or two.  But instead of screaming ‘Worst.Unit. Ever!’ like some parts of the internet, I’ll be explaining how to use them best, despite their diminished status. Call it an act of spite for having to wade through a year of forum after forum saying Phil Kelly is the worst human alive [I thought it was The Cruddace? - Ed]

For a start, Bloodcrushers are now Cavalry, making them able to cross the board by Turn 2 instead of being late game challengers as they were in the past. This increased speed somewhat makes up for a diminished survivability and means that the unit is now able to do flanking attacks or surprise a unit or two (not to mention they can pick and choose their targets more readily to avoid those pesky 2+ saves). Combine this with the ability to strip a unit of cover from the Bloodcannon and they can still kick a lot of arse.

Bloodcrusher model by Games Workshop

Bloodcrusher model by Games Workshop

Now, whilst their use is mostly limited to killing 3+ save units (of which there are many), the addition of a unit champion or Heralds gives you access to AP2 weaponry. The Axe of Khorne is one of the few god specific weapons I would consider trading the humble Etherblade for, as it has the same stats and swaps Master-Crafted for Instant Death on a 6 to
wound. What your play style is will determine which upgrade you choose I think.

One big change to Bloodcrushers is that I would now consider Deep Striking them, or at the very least hugging cover. That increased vulnerability, paired with their reputation from the last codex, means they will attract a lot of firepower – especially in Space Marine or Necron armies where AP3 close combat weapons are a scary prospect.

All in all, Bloodcrushers aren’t the strongest of units you can have in a mono Khorne force. But use them well as they will still eat a few units before their demise and draw a lot of firepower. For that, and the awesome models, they are worth trying.

So what are you waiting for? Its time to crush ‘em!

Bloodcrushers are available from Firestorm Games, priced £30.15.

Short Daemon Tactica: Fleshhounds of Khorne

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Flesh Hounds offer a Khorne player many things. Speed, power, resilience (and used to have hair Fabio would be proud of). But most importantly- a Turn 2 assault anywhere on the board. In this lies the units power. That and their hair.

Khorne_Flesh_Hounds

Seriously, check out those luscious locks. 

There’s something you’ll notice upon looking at the stats of Flesh Hounds- these guys are pretty brutal. Strength 6 and a decent number of Attacks gives you the ability to hurt almost everything in the game. An uncharacteristic Weapon Skill 5 (these are Beasts after all) means you will be able to deliver on that threat in combat and being Beasts means you can get there in time, before the unit gets worn down by these newfangled “ranged weapon” things I hear all the kids in the 40k universe are playing with these days.

Lord of Khorne's armies Fabio spits on you sir!

Lord of Khorne’s armies Fabio spits on you and your cowardly ways sir!

Then there’s the wonderful Scout rule the unit has. Sure, you can’t get a first Turn charge like you could in the days of old, but a free 12″ redeployment before the game starts isn’t too shabby. What’s more, as it’s a redeployment instead of a move, you can start in difficult terrain for the cover saves, confident it won’t be too much of a hindrance.

I would use Flesh Hounds as as smallish units of interceptors, picking off Heavy Weapon toting squads that can cause major pain to the rest of your army. They can mix it up with most units but assault specialists are probably beyond their capabilities most of the time.

Now available with fins!

Now available with fins!

Which brings us to the units only possible ‘upgrade’, in the form of Karanak, who can be purchased as a HQ choice and added to the unit. Though by ‘upgrade’ I mean ‘He costs HOW MUCH?!’

Coming in at just over the cost of 7 regular Flesh Hounds, he’s a little too pricey for me, even if by adding him in gives the unit Rage, re-rolls for himself against one enemy unit and his extra resistance to psychic powers.

Looking at the stats yourself, you may feel the model is worth those points, in which case bulk up the unit size wise and just make the most of it. Including Karanak changes the units focus to more of a character hunter, so use them as such, lest you miss out on the investment you made in getting him. It will turn the unit into a prime target though, which I’m not sure they will be well disposed to cope with – hence the need to increase the unit size.

All in all, Flesh Hounds offer a Khorne Daemon army flexibility and disruption abilities, getting up close and personal and locking down those which may hurt your army most.

Whilst they got unfairly overlooked in the past, now that Blood Crushers are no longer an auto include in every Daemon army you should try them out. Khorne is the god of all types of war after all.

Next Daemon Tactica, its Blood Crusher time.

Flesh Hounds of Khorne are available from Games Workshop, priced £30.

Path of the Renegade – A Review

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A twisted alternative to the Path of The Eldar series, Path of the Renegade provides enough insight into Dark Eldar society to avoid it being left in it’s cousin’s shadow. I love Gav Thorpe’s ‘Path‘ series and not just because he’s a fellow writer on the site, focusing on the Craftworld Eldar, it provided the closest view of how they thought and functioned – albeit tough going at times.

Path-Renegade

Path of the Renegade, in contrast, is a far more accessible and entertaining (if shallower) blast through the home of the Dark Eldar. Still, it manages to provide enough thoughts and insights into the Dark Kin to make it more than fast food in book form. The book stars a number of characters* all of whom are cruel, selfish, manipulative and vain – which makes them perfect for a book set in Commorragh! The main plot of the book takes it’s starting point from the Codex, namely to become ruler of Commorragh, Aserbul Vect had to topple a lot of Noble Eldar families, many of which still remain plotting their revenge. The head of one such noble family and orchestrator of one such scheme is Yllithian, who has survived as long as he has by scrupulously hunting down and killing any relative that may potentially be a threat to his position. Path of the Renegade follows his perspective for most of the book, as he manipulates, bullies and coerces others into helping him with his plan, to unite the houses of old under the leadership of a legendary leader. The only challenge is avoiding Vect becoming suspicious…

Andy Chambers weaves the multiple narratives and perspectives together well throughout the book, each chapter building the tension slowly. Parts of the book seem to be constructed to bring to mind the Italian Canto, which is perfect considering POTR’s melodrama and range of characters who act out the extreme ends of the emotional spectrum. You can certainly see he had a lot of fun writing such characters, whose actions are so despicable but over the top it becomes rather funny. Yet Chambers’ pulls off a delicate balancing act, weaving titbits of Dark Eldar life and society into the proceedings, which help explain just how a society of sociopaths functions so efficiently without consuming itself within a matter of decades. It’s touches like this which raise the standard of the book and banish the old internet meme of the Dark Eldar being ‘Hell Raiser knockoffs’. I have heard that the book is the first of a planned trilogy like its Eldar Path cousin and there was clearly some thought put into this, with events being set up that won’t pay off until at least the next installment, including a cliffhanger so good I screamed out loud in frustration, so annoyed I was at where Chambers had left the plot. That the book affected me that much though shows how, despite initial impressions, Chambers’ own Path series has sunk its claws into . Just as well the next book is written, or I may have started petitioning Black Library to hurry up and launch it!

What this means is; the book comes highly recommended from me. If you’re a fan of the Eldar at all, upgrade that to ‘buy it now’.

Path of the Renegade is available from the Black Library in e-book and physical formats.

*I hesitate to call the characters of the book protagonists, because that would imply they have redeeming qualities.

Horus Heresy: Warmaster – A Review

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Jumping into the Horus Heresy can be pretty daunting. It is, after all, a galactic civil war that makes the one in Star Wars look like school yard fisticuffs, and Black Library don’t always make it easy on us. Between the books not always following on from one another – and even when they do they’re usually at a different place and time – and the sheer volume of general release titles coupled with the explosion of short stories, audio dramas, event exclusives or limited editions, its all a bit tricky to figure out what’s essential to read and what’s not. That’s before you even try to navigate the Black Library site, the organization of which would make the labyrinthine Imperial Administratum proud.

advent-warmaster

John French’s short audio finds Warmaster Horus in a reflective mood as he muses on the state of the rebellion against the Emperor that is raging in his name, and his fortunes thus far. It’s a thoughtful piece, Horus is well aware of just how flawed the legions on his side are and what a volatile mix that is, yet has no choice but to rely on his brothers and their wayward legions to get the work done. Each has their own agenda, their own vendettas, and mutual mistrust and loathing. Horus thoughts also, inevitably, turn to the conclusion of the war.

As he reviews the many theatres of war across the galaxy, he wonders why the Emperor created him and teases us with the notion that perhaps he was designed specifically to be the ruination of empires – to tear down all his father’s work, to start anew just as he’d done countless times before. The unasked question being was his father just another despot to be overthrown all along, just not yet?

It’s a good short if somewhat incidental. It’s a character piece that gives Horus a momentary return to the complex character we were introduced to in the early novels all those years ago. As the Heresy saga wears on Horus becomes increasingly vague, one minute a feckless killer, the next a cackling schemer content for his generals to fight amongst themselves as if the enemy. Neither portray much dimension as Horus is no longer meant to be relatable as a character. He’s too far gone. Essentially, at this point in the tale he’s as much an ideal as the Emperor is, albeit a dark reflection.

Warmaster gives us some of Horus’ (for want of a better turn) humanity back. It’s a brief lifting of the veil to get the merest glimpse of the great man that once unified the galaxy. Not to mention the crucial insight into Horus’ strategy which could challenge the myth surrounding the attack on the Emperor’s palace.

At £2.50 it’s not brilliant value. Not when you consider you can get a full audio drama, over an hour long, for £10. That’s not to say it’s not worth the money. If you’re a die hard Horus Heresy fan or just want to understand the arch heretic that little better then you may as well – it’s hardly big money. Fans of a  more nuanced 40k (or is that 30k) universe won’t be disappointed.

You can buy the audioshort from The Black Library priced £2.50.

Short Daemon Tactica: Bloodletters

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Khorne units seem deceptively easy to use. Blunt, simple and direct, but there’s more nuance to them than first meets the eye.

The first thing you will probably notice about a unit of Bloodletters is that Strength 4 and Weapon Skill 5 they’re packing. Combined with Furious Charge and a close combat weapon with AP3 leaves no doubt as to how they are intended to be used in the game. It goes some way towards explaining why the unit will cost more at base than other Troop choices in a Chaos Daemon army too.

But regardless of this, they have some fundamental weaknesses and redundancies that make me unsure if they are the combat powerhouses people take them for. Make no mistake, they’re very awesome for a troops choice. But they are only good at one type of combat alone, so I would hesitate to say they are as good as something like Daemonettes, which stand a better chance in all sorts of combat situations.

Bloodletters, painted by the MyTraitorGuard blog

Regardless though, the unit still has a darn impressive stat line – even if Toughness 3 is something that means that Imperial Guard stand a good chance against them in combat with sufficient numbers. Still, with Ballistic Skill 5 you can be assured that any daemon army that needs some protection from fliers can look no further. Khorne cares not where the blood flows from after all, even if it takes a while for it to fall from 50,000 feet.

I’m tempted to take the unit in large numbers to not only terrify your opponent, but to also soak up the losses that having a Toughness 3 and only a 5+ Invulnerable save brings. It also means that if the unit encounters something with a 2+ save, there’s more wounds to soak up the damage whilst the mandatory champion upgrade with the Etherblade upgrade hacks through them.

It’s either that or Deepstriking smaller units in, letting faster units like Bloodcrushers with icons create precision strikes.

Converted Bloodletters, by Alex Kolodotschko on Dakka Dakka.

When it comes to including a Herald in the unit, whereas other Heralds add different dimensions or utilities, the Khorne Herald just makes then better at killing things. The Greater Locus of Fury never seems to bring enough of a benefit to outweigh its negatives and whilst the Exalted Locus of Wrath is fun, I would be tempted, if going for a mostly infantry force, to stick him on a Blood Throne of Khorne instead. Whereas the cheap and cheerful Lesser Locus of Abjuration can make a large section of your army pretty resistant to Daemonic Instability.

In the end, Bloodletters can be seen as a specialised troops choice for taking out medium to heavy infantry units. They will suffer against anything too hard due to their low toughness, high cost per model, and AP3 in combat – but will give everything else a run for their money. They’re a unit that needs other things to work alongside them to let them fulfill their role well.

But when you manage to pull something off with them, your opponent won’t forget in a hurry.

Bloodletter artwork used by Games Workshop for the Daemons Codex.

Next time I’ll be taking Flesh Hounds of Khorne

*Lets not talk about the token 6+ save wooo, Bloodletters are safe if one day Imperial Guard rifle butts negate invulnerable saves.

Bloodletters are available from Firestorm Games priced £16.20.

Short Daemon Tactica: Building Slannesh Lists

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It’s time to break out the bondage gear, zip up the gimp masks, and think on the kinds of  Slaaneshi lists one could construct.

Overall when you go for mono Slaaneshi lists, it’s not a case of if you can build a fast army, it’s just asking yourself how fast you want it to be. Because make no mistake, Slaaneshi units are some of the fastest units a daemon player can field and an entire army of them will be across the board in three turns at most. But with that comes vulnerability, namely a low Toughness stat across the board for all of its aligned units.

So around this thought comes my first potential list. As per my Nurgle list article, all of them will be 1500 points.

The Fast and the Furious

Superbly painted models, posted by gonzosbignose on Warseer

Daemon Prince of Slaanesh. Wings, Psyker level 2, exalted reward

Daemon Prince of Slaanesh. Wings, Psyker level 2, exalted reward

3 Fiends of Slaanesh

3 Fiends of Slaanesh

10 Daemonettes. Instrument of Chaos. Alluress, lesser reward

10 Daemonettes. Instrument of Chaos. Alluress, lesser reward

10 Daemonettes. Instrument of Chaos. Alluress, lesser reward

6 Seekers of Slaanesh. Heartseeker, lesser reward

6 Seekers of Slaanesh. Heartseeker, lesser reward

 6 Seekers of Slaanesh. Heartseeker, lesser reward

Seeker Cavalcade. 3 Seeker Chariots

Total: 1486 points

Fragile but deadly and almost entirely mounted, the idea of this army is for it to smash into your opponents army before they have a chance to take advantage of this lists fragility.

The Daemonette units with Instruments of Chaos are to help with not only Deep Striking, but to reduce the effects of a bad roll on the Warp Storm table, which will affect this type of army more than most.

The inclusion of chariots is a bit of a hypothetical at the moment as I’ve not gotten the chance to using them in a game – I hope to remedy that soon!

Death by 1000 Cuts

Herald of Slaanesh. Greater reward, Exalted Locus of Beguilement

Herald of Slaanesh. Greater reward, Exalted Locus of Beguilement

Herald of Slaanesh. Greater reward, Exalted Locus of Beguilement, Steel of Slaanesh

18 Daemonettes. Alluress, lesser reward

18 Daemonettes. Alluress, lesser reward

18 Daemonettes. Alluress, lesser reward

18 Daemonettes. Alluress, lesser reward

18 Daemonettes. Alluress, lesser reward

15 Daemonettes. Alluress, lesser reward

6 Seekers of Slaanesh. Heartseeker, lesser reward

6 Seekers of Slaanesh. Heartseeker, lesser reward

Total: 1500 points

This army is very much the hoard, relying on cheap Deamonettes to do most of the work. Throw in the odd Herald or tougher unit like Seekers to deal with or delay any tough units the army encounters and the jobs a good’un.

Killer Queen(s)

Keeper of Secrets. Greater reward, level 3 psyker

Keeper of Secrets. Greater reward, level 3 psyker

12 Daemonettes. Instrument of Chaos

12 Daemonettes. Instrument of Chaos

12 Daemonettes. Instrument of Chaos

Soul Grinder. Mark of Slaanesh. Warp Gaze

Soul Grinder. Mark of Slaanesh. Warp Gaze

Daemon Prince of Slaanesh. Wings, Psyker level 2, exalted reward, Warp-forged armour

Total: 1499 points

If you will forgive the slightly ludicrous title, this is a Monstrous Creature heavy list. A small few units of Deamonettes are around to act as objective holders whilst the heavies do their job and scare the bejezus out of your opponent!

Bringing it all together…

A balanced Slaanesh force painted by ArbitorIan from Dakka Dakka

Keeper of Secrets. Greater reward, level 3 psyker- 250 poin

Herald of Slaanesh. Greater reward, Exalted Locus of Beguilement

Herald of Slaanesh. Greater reward, Exalted Locus of Beguilement, Steel of Slaanesh

12 Daemonettes.Icon of Chaos. Alluress, minor reward

12 Daemonettes. Icon of Chaos. Alluress, minor reward

12 Daemonettes. Icon of Chaos. Alluress, minor reward

6 Seekers of Slaanesh. Heartseeker, lesser reward

3 Fiends of Slaanesh

Daemon Prince of Slaanesh. Wings, Psyker level 2, exalted reward

Total: 1496 points

Soul Grinder. Mark of Slaanesh. Warp Gaze

Having a more balanced force has its advantages. By combining the many different elements, you can get the hard-hitting and staying power of Monstrous Creatures and the speed of Seekers of Slaanesh. The only problem is fitting it all in  a 1500 point limit!

And with that, I’m done with Slaanesh for now. Come back next week when I will start (finally!) talking about Khorne. He’s already angry he’s been waiting his turn this long, so it will have to be a good one – or else!

The Slaanesh range from Games Workshop, along with many alternative models,  is available from Firestorm Games for a minimum of 10% off!

Short Daemon Tactica: Slaanesh Characters

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My last look at Slannesshi units comes in the form of the most deadly of all the Prince of Pleasure’s daemonic servants. Able to bring ruin to armies just on their own, in perhaps typical form for the god of excess, there are just so many good options to choose from!

Keeper of Secrets, sculpted and painted by Forgeworld

Keeper of Secrets: Greater Daemon of Slaanesh

Its a real tossup if this or the Bloodthirster is the single most offensive model in the army. Each model has its merits, but at 80 points cheaper to start with, I’m inclined to say the Keeper of Secrets has a slight edge.

Less able to take a knock than his competitor, nevertheless, the starting package is pretty impressive. A Level 1  Psycher with the option to be Level 3, its certain worth cutting out on the extra run move and instead using him to provide boosts to your force with a mixture of Telepathy and Excess psychic powers. In particular, if you manage to roll the number 5  Telepathy power, you will be having a very fun game, as your Keeper of Secrets will have a 4+ cover save, increasing to a 2+ when in cover! I would probably have a mix of powers, with a Level 3 having 1 Telepathy and 2 Excess powers.

If you choose to mostly ignore his psychic ability though, you have a fast moving engine of destruction. With the extra +3 to his run move (re-rolled) and rending to help with opening vehicles (Strength 6+ 2D6*+D3- yes please!) and 6 Attacks striking at Initiative 10, you can run him bare, confident that he can do a lot of damage. Against all Eldar forces, Preferred Enemy will help you dish out the hurt even more, but understandably its pretty situational.

As with all Daemon characters, I like to run them cheap, so if you take any rewards, I would probably choose only one. Why spend lots of points on a single model that is pretty susceptible to bolter fire when you could have two instead? ;-)

Daemon Prince of Slaanesh

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The GW Daemon Prince kit painted to be a Daemon Prince of Slannesh by the Rot Forge

Sticking with cheapness over everything again, I’m really tempted to keep this model without wings to cut down on his cost and just run him as a pure combat machine. The extra run move more than makes up for not taking wings and makes running the model with Warp-forged Armour not so expensive and bulking out on Psychic powers not so bad either.

Regardless of if you run him cheap, or so expensive its about a quarter of your armies cost in a 1500 point game, its always best to take the model with either another Monstrous Creature or some Daemonic Vehicles to back them up. It provides several different targets, which will increase everythings survivability overall, and means that if you get it right, you can gang up on one section of the army and try and roll up a flank.

Herald of Slannesh

Mounted Herald of Slannesh by Golden Daemon winner Georg Damm

As I did for the Nurgle Herald, I’ve explained most of the uses of a Herald of Slaanesh in my tactica’s on Daemonettes and Seekers of Slaanesh. Its worth adding though, what makes Heralds so useful in a Slaanesh force is just how versatile they are. Having the option of a cheap mount really enhances what they can do, to the point that in games under 2000 points, I would be tempted to run just Heralds attached to squads.

Of course, over 2000 points and its becomes pretty hard to resist taking a Monstrous Creature or two. But under 2000, and for definite in any games under 1500 points, its a competitive option- even if it does leave you a bit open to frustration at the hands of lists that spam fliers or vehicles.

Herald of Slaanesh Special Character: The Masque of Slaanesh

I’ve never really liked this Special Character. Though some players swore by her use is the previous codex due to the ability to pull multiple units out of cover a turn, she has one obvious drawback- Toughness 3 and that she is unable to join any other unit.

Its that second part thats the killer and will mean game after game of your opponent getting a free killpoint for not much effort. To avoid this, she will have to be sheltered from harm until close enough to the enemy, whilst crossing you fingers and hoping that she survives any firepower that comes her way, or else your opponent forgets about her.

Her three dances are nothing to write home about either…so all in all, for the cost of the model, you are better getting a few heralds or another Daemonette unit (gotta love those cheap units!).

DaemonsofSlaanesh2

So thats it everyone. I’m halfway through my exploration of the Chaos Daemons Codex.

Next week  I move onto the Khorne, the Lord of Skulls and very bad hangovers. Before that though, I’ll be giving a few examples of lists you can make for Mono Slaanesh armies.

See you soon!

Firestorm games have most of the Slaanesh range for sale on their site- all at a minimum of 10% off.

*For being a Monstrous Creature.

Short Daemon Tactica: Fiends of Slaanesh

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Whilst hardly the toughest of units, for a mono Slaanesh army, this is now your linebreaker, capable of delivering a knockout blow to your opponents forces if played right. All wrapped up in one, at least to me, ugly package.

Games Workshops ‘fiendishly’ ugly model. I’m so funny.

Swift and deadly

Coming in at 105 points basic for 3  Fiends, the unit does seem like a big initial investment. But when the unit has 9 wounds between them, its not too bad of a thing. What’s better is the Strength 4 the unit comes with, meaning that any non rending wounds will have a better effect on enemy units than the average  Strength 3 of most Slanneshi models.

The key part of this though is the delivery system. Being Beasts, Fiends can move 12″ and aren’t slowed by terrain in the slightest. Add a D6+ 3 run move and a 3D6 charge range (which can be re-rolled thanks to Fleet)  and they will be competing with Seekers of Slannesh as the fastest models in your army.

Its something I’m tempted to use as a one two punch, letting the main army advance up the board, whilst Seekers and Fiends  go up the flanks, confident they can keep up. That, or send them ahead as advance scouts, to wreak havoc on the enemy lines, confident they can keep them busy whilst the rest of your army (which won’t be far behind) catches up.

Fiends of Slannesh conversion by DrunkenBoxer on Dakka Dakka

Dazed and Confused

I haven’t even gotten to the best part of them yet either. Though a little reliant on the right circumstances, unless your opponent is Initiative 6 or better, even if charging a unit in cover you will be striking, at the very least, simultaneously, thanks to  Soporific Musk.

A unique special rule that means that any unit charged by Fiends will strike at -5 Initiative in combat. Its perfect for ganging up on one unit, as this will affect the entire combat, meaning that friendly units will also get its benefit.

I’ve even seen a somewhat sneaky interpretation of their rule too. As any unit reduced to Initiative 0 cannot attack that turn, most units will be unable to strike back in the first turn you charge them, which is a great is a great way to demolish a large number of the games best assault units. I wouldn’t use the tactic myself, but its something you can perhaps exercise when playing a very competitive person.

Slannesshi artwork from the Daemons Codex

So there you have it- a unit with a trick in its tail, Fiends of Slannesh are a great way of adding versatility to a force. Though a little squishy compared to the other gods’ elite units, they do enough to justify their inclusion in any Slannesshi force. The only problem for me is finding an alternative model!

Fiends of Slannesh are available exclusively from Games Workshop for £15.50

Short Deamon Tactica: Seekers of Slaanesh

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My lord, what a stunning unit. Lithe, fast and very, very deadly. If you wanted a killer unit, you could go a lot worse. A canny opponent knows it too.

I’m taking a ride, with my best friends…

Do you like Daemonettes, but just get annoyed that they don’t move fast enough? Say hello to the Seekers of Slannesh. Daemonettes with an 18″ move, they WILL be assaulting your opponents units turn two, something really bad happens. Now admittedly terrain is still a bugbear, as you have no grenades and treat all difficult terrain as dangerous.But considering you are getting Actue Senses, Outflank, Cavalry movement and an extra attack for only 3 points more (on top of the very respectable Daemonette stats and abilities), its something that can be overlooked.

For the points, its mighty tempting to take a unit of 20, which will cost you just over 200 point and net you 120 attacks with Rending a turn. Thats painful for anything in the game and even units with 2+ saves are statistically likely to lose a large number of their squads. Throwing in a Rapturous Standard and Heartseeker almost seems like overkill.

A Pain That I’m Used To

After all the advertising of how good they are, it may come as no suprise that as soon as you plonk them down on the table, a smart opponent will make them priority number one. Even in a unit of 5-10 models, they can cause carnage, so the last thing they will want is a unit of two getting their uninjured. This is why you need to start getting tricksy.

The metal Julian Diaz Seekers of Slannesh, painted by LadyCassandra

For a start, unless you are over 2000pts, have several smaller units. If you are going to be running a mono Slaanesh force, its not as if you have anything else to fill Fast Attack with anyway. Outflank at least one unit with a Herald- it will allow for a multi wave approach and keep your opponent guessing what table edge you will be attacking from. With Acute Senses, whatever hole in their defences your opponent reveals, you should be able to exploit it.

Now talking of Heralds, like Daemonettes, they can have an important role to play in making the unit just so much better. Mounted on a Steel with the Locus of Beguilement probably enhances the units potential most, with a Herald and Heartseeker probably being able to rip the heart out of a combat focused squad whilst the Seekers (probably hitting on 3+’s re-rolled) mop up the rest.

Due to the squads speed, I’m even tempted to give them Pyschic Powers, as there are powers from both the Excess and Telepathy disciplines that rock. You are more likely to get something usable out of the Excess powers, but Telepathy makes up for it with some really powerful powers (Invisibility to name one) that synergise with a Seeker and Herald squad, should you be lucky enough to roll them.

Whatever you do, use terrain to your advantage and try to lock down an opponents movement before they can get into some and use it to negate your advantages. Seekers are still squishy and S3, so you need to use your speed to channel enemy units and more importantly, attack where you can do the most damage.

Daemonettes on Seekers by slaanesh-goddess

My next article will focus on the few models that break the S3/T3 barrier for Slaaneshii models- Fiends of Slannesh.

Seekers of Slannesh are available from Firestorm Games for only £15.75 . 

Short Daemon Tactica: Daemonettes

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Where else to start with Slaaneshi Daemons but their most iconic unit? Nimble and deadly, these beautiful horrors can cut a swathe through an army without even breaking a sweat. That’s if they can get there first though.

Graceful yet Deadly.

I really love Daemonettes. These fast but very effective killers are probably the armies best troops unit, due to just how good they are in the assault phase. Coming with Weapon Skill 5, Initiative 5 ,two attacks and rending for just 9 points a model really is a steal, when you consider how all of their downsides (poor save, low leadership, low toughness) tend to be shared with the other troop choices of the army.

Now by themselves they are a pretty effective troops killer – I find it hard to believe that anything that has Toughness 3 will have much of a chance of standing up to them, or running away from their either. Attack +3″ to the units run move, that can then be re-rolled thanks to Fleet is something not to be underestimated and it means units will positively fly up the table.

I’ve seen games where players have managed to pull off a two wave effect, with a few units deep striking in to cause havoc, leaving an opponent to decide if they need to deal with the units about to assault them this turn, of the units that will assault them the next one. It’s a great psychological tactic and one that’s only so effective due to how fast the unit can move.

Metal Daemonette models, painted by Redbeard of Dakka Dakka.

Excess or restraint?

Now I recommend taking them in large numbers, or else having lots of small units. First of all, their base cost is so good, it would be a waste not to - a unit of 20 with a champion and a banner is just over 200 points, which is a steal.  Secondly, with only T3 and a 5+ Invulnerable Save, you will be losing a fair few models before you get to combat, so its best you either split an opponents fire with multiple small units, or have large units able to soak up that firepower.

As with Plaguebearers, I recommend the ‘less is more’ trend for what to give your Alluress. A single Lesser Reward roll is all you will usually need to give her some extra combat kick, if you even decide to get one at all due to the unit being so great at combat to start with. I suppose it may be useful to draw any hard-hitting characters into a challenge, where they will be denied inflicting damage on the unit for a turn- more often than not there’s a good chance you may be striking at the same time due to the champions great Initiative stat!

Now whilst their base stats are nothing to be sniffed at, to reach their full potential of nightmare inducing hellions, they need the addition of a Herald.

Converted Daemonettes and Fiends, by isotope99 of Warseer.

Masters of pain.

Where to start? Shall I lead with the amazing stats, the Locuses that give them so much flexibility, a pretty great set of psychic powers, or that all of this is available for 45 points base?!

Okay, okay, I’ll calm down. Exciting as all of the options you have for your Herald of Slaanesh, it’s also the main weakness of them, as you can easily find yourself adding more and more rewards until have a 150+ points monster…that still has only Toughness 3 and a 5+ save.

So its finding the best way to compliment the unit you are adding the Herald to and deciding what role you want the model to fulfil and sticking to it rigidly. For me, that means you should probably stay clear of the Psychic powers as they will slow down the unit and focus on having the Locus.

The Games Workshop Herald of Slaanesh model.

Again, theres no clear winner here, but if you want a cheap unit upgrade that helps with them getting to combat, you can’t go wrong with the Lesser Locus of Grace. Giving the unit they join Move Through Cover, means terrain is no longer a hindrance and you can safely shelter behind it, knowing that next turn you can comfortable walk through it and assault the following turn. The Greater Locus of Swiftness isn’t as useful because of their natural Initiative 5 (Initiative 7 for the Herald), but then if you feel like being able to strike in combat before almost everything else in the game, you couldn’t go worse than this.

Now onto the last Locus, the Exalted Locus of Beguilment. This is a good one, letting you choose your challenge opponents (which cannot be refused) and giving the Herald and the unit it joins re-rolls to hit in combat. It’s probably the best of the lot, but coming in at two thirds of the base cost of the Herald, it’s only worth taking if you have a large unit, to spread the cost of the upgrade out.

In the end, if you are thinking of taking a Mono Slaanesh army, well you lucked out with one of the best troop choices in the game.

If you can avoid cover as the unit have no grenades, a full unit of Deamonettes should have very little to fear except excessive firepower. I’ve seen these lovelys kill everything from Greater Daemons to those pesky Storm Shield Terminators. No go forth and enjoy!

Daemonettes are available from Firestorm Games, for only £16.20