Age of Sigmar/Tactics/Chaos/Hedonites of Slaanesh
Slaanesh rises again...
- 1 Why Play Hedonites of Slaanesh?
- 2 Rulebooks
- 3 Allegiance Abilities
- 4 Invaders
- 5 Pretenders
- 6 Godseekers
- 7 Syll'Esskan Host
- 8 Warscrolls
- 9 Battalions
- 10 Syll'Esske Battalions
- 11 Army Building
- 12 Allied Armies
Why Play Hedonites of Slaanesh?
- Hands down one of the fastest armies in the game and with the right maneuvering and synergies first-turn charges really shouldn't be that difficult in a lot of instances.
- Unlike other god focused armies Hedonites of Slaanesh have many abilities that work of very broad keywords such as "Chaos Slaanesh" or effect all units in the host army. Meaning its easier for things like Slave to Darkness and Beast of Chaos to benefit from army specific abilities and synergies. However, there is a good chance this was done because they didn't include new mortals in this battletome, so they had to compensate somehow.
- The army is incredible at churning through elite and hero-based armies, which means you make every popular army except Daughters of Khaine cry.
- Khorne is not the only god that punishes wizards.
- At the moment Hedonites are the only God faction that has not gained any new Mortal units on release and have actually lost two mortal Heroes. ( New Mortals Sighted ) Despite this, Slaves to Darkness still works with this army and will have to hold you over until cycle back to Slaanesh's time in the spotlight. Though hopefully, this could be a sign we are getting a complete revamped mortal line. Hopefully.
- They will probably struggle somewhat against horde armies, as most of their toolkits are based around dishing out mortal wounds or attacks with rend instead of doing a massive amount of no-rend attacks. Spam Daemonettes & Bladebringers to offset this.
Faction rules and abilities: Battletome Hedonites of Slaanesh
Latest Matched play points: Battletome Hedonites of Slaanesh
Core rules: here
Matched play rules, battleplans and expansions: Generals Handbook 2020, plus the battleplans from the Core Book and Endless Spell rules from Malign Sorcery.
Supplement all the above with any Errata and Designers' Commentary from the FAQs.
Feast of Depravities
You can summon units of SLAANESH DAEMONS to the battlefield if you collect enough depravity points. Each time a friendly SLAANESH HERO inflicts a wound or mortal wound by an attack or spell (and is not negated) on an enemy model, but that model is not slain by that wound you receive 1 depravity point. Also, every time a wound or mortal wound is inflicted on a friendly SLAANESH HERO but that model are not slain by that wound (and is not negated) you receive 1 depravity point. Depending on which host you belong to, you can generate more through other means.
Remember that since wounds are applied one at a time this counts for wounds inflicted by multi-wound weapons (for example if an attack with a 2 wound damage characteristic insta-kills a Liberator you receive 1 depravity point, even though the weapon inflicts two wounds you apply them one at a time to the unit, the first wound to the Liberator granting the depravity point, but not the second wound lost that kills the model). Rule of thumb, two wound models will grant you one depravity point; 3 wound models will grant 2 depravity points, etc. One wound models will grant you nothing (so you will have let your heroes get hurt to get points when facing things like Grots, Skaven and Free Peoples).
Note that when you spend these at the end of the movement phase, you retain any excess depravity points. e.g., If you have 14 and you summon an Infernal Enrapturess for 12, you will have 2 left over.
Current Depravity Points (DP) list below. Price increases from 12/16/2019
nerf bat Rules Errata in parenthesis:
- 1 Keeper of Secrets - 45 (+15)
- 3 Seeker Chariots - 35 (+5)
- 30 Daemonettes - 40 (+15)
- 1 Contorted Epitome - 23 (+5)
- 1 Bladebringer, Herald on Exalted Chariot - 23 (+5)
- 3 Fiends - 23 (+5)
- 20 Daemonettes - 28 (+10)
- 1 Bladebringer, Herald on Hellflayer - 20 (+5)
- 1 Exalted Chariot - 20 (+5)
- 1 Infernal Enrapturess, Herald of Slaanesh - 17 (+5)
- 1 Bladebringer, Herald on Seeker Chariot - 17 (+5)
- 1 Hellflayer - 17 (+5)
- 1 Viceleader, Herald of Slaanesh - 15 (+5)
- 1 Seeker Chariot - 15 (+5)
- 5 Seekers - 15 (+5)
- 10 Daemonettes - 14 (+5)
Summoning Efficiency Ratios
Top down, the units you want to leave out of your roster and summon instead BY EFFICIENCY OF DEPRAVITY POINTS: ROSTER POINTS ALONE:
- 1. Herald on Seeker Chariot, at 13.3 points/DP
- 2. Herald on Exalted Chariot, 10 Daemonettes, or 20 Daemonettes at 12.2 points/DP
- 3. Herald on Hellflayer, Herald on Foot, Keeper of Secrets, 30 Daemonettes, 3 Seeker Chariots, 1 Seeker Chariot, 1 Exalted Chariot, or 5 Seekers at 12 points/DP
- 4. Infernal Enrapturess, 3 Fiends, or 1 Hellflayer at 11.7 points/DP
- 5. Contorted Epitome, at 11 points/DP
nerf bat hit on 12/16/2019 Rules Errata. May have been a bit OP in the previous version with points per DP (PPDP) running around 12. Top 5 are now running about 9ish. Guess GW needs to sell more chariot models.
- 1. Seeker Chariots x3 (10.3 PPDP)
- 2. Bladebringer, Herald on Exalted Chariot (9.6 PPDP)
- 3. Bladebringer, Herald on Seeker Chariot (9.4 PPDP)
- 4. Fiends (9.1 PPDP)
- 5. Bladebringer, Herald on Hellflayer OR Exalted Chariot (9.0 PPDP)
If you summon them near the Fane, the list is as follows:
- 1. Herald on Seeker Chariot at 16 points/dp
- 2. 10 Daemonettes at 15.7 points/dp
- 3. Herald on foot, 1 Seeker Chariot, or 5 Seekers at 15 points/DP
- 4. Infernal Enrapturess or Hellflayer at 14 points/DP
- 5. Herald on Hellflayer and Exalted Chariot at 13.84 points/DP
- 6. Herald on Exalted Seeker Chariot or 20 Daemonettes at 13.75 points/DP
- 7. 3 Fiends at 13.1 points/DP
- 8. 30 Daemonettes at 13 points/DP
- 9. Keeper of Secrets or 3 Seeker Chariots at 12.9 points/DP
10. Contorted Epitome at 12.5 points/DP
In short, if you want a Contorted Epitome or a Keeper of Secrets, you want it in your roster. If you want Heralds on Seeker Chariots, you're best served to summon them in.
Hosts of Slaanesh
You MUST select your HEDONITES army to be to be INVADERS, PRETENDERS or GODSEEKERS. Which host you belong to will affect your battalions, command traits, artefacts, etc.
Basically, Hedonites are 3 armies that share units.
Locus of Diversion
At the end of the charge phase (either player's turn), each HEDONITES HERO in your army may select an enemy unit within 6" and roll a dice. On a 5+, the enemy unit you targeted must fight at the end of the combat phase instead of following the usual activation order. Add 2 to the roll if your Hero is a GREATER DAEMON, so your Keepers are making this happen on a 3+. If it has a trait that allows it to attack first (e.g., Gristlegore Command Trait or Idoneth High Tide), the two effects cancel each other. Some additional explanation provided in the 12/16/2019 Core Rules Designer's Commentary. Top of second column, Page 8, uses an example specific to Locus of Diversion and Ironjawz "Smashing and Bashing" battle trait. Have to look specifically if the two properties occur at exactly the same time or may have some offset when they are applied. Each enemy unit may not be targeted more than once per phase so if you fail a roll for a locus you can not target the same unit in the same phase with the locus.
Exploding 6s, Slaanesh edition. Unmodified melee hits of 6 do 2 attacks instead of 1, and if you have 20+ models in the unit, the 6s make 3 attacks instead.
Lore of Slaanesh
For the SLAANESH DAEMON WIZARDS.
- Lash of Slaanesh. Casting Value 5. Pick a point within 12" of the caster that is visible to them. Draw a straight line 1mm wide from the closest part of the caster's base. Roll a die for each enemy model passed by this line. On a 4+, they take a mortal wound. A sure way to generate depravity points, if not particularly strong.
- Pavane of Slaanesh. Casting Value 7. Pick an enemy hero within 6" that is visible to the caster. Roll a number of dice equal to the enemy hero's movement characteristic. For every 5+, they take a mortal wound. Punish those fast units! Remember to use it on enemy heroes that are fast, especially if their speed is further buffed. A FEC Blisterskin Infernal Courtier with Deranged Transformation has a move characteristic of 20, which means it takes 6.67 damage from this spell. Not very strong in general, though. Does 1-2 mortal wounds on most targets.
- Hysterical Frenzy. Casting Value 7. Pick an enemy unit wholly within 18" that is visible to the caster, and roll 1 die for each model in that unit. For each 6, the unit suffers D3 mortal wounds. Wreck those grots, but not a spell that usually generates depravity points.
- Soulslice Shard. Casting Value 5. Pick an enemy unit within 18" that is visible to the caster, Roll 2d6. If the roll is higher than the enemy unit's bravery characteristic, it takes mortal wounds equal to the difference. Keeper of Secrets' signature spell, but worse (Actually not quite, KoS spell will do D3 mortal wounds if you beat their bravery, not the difference. And yeah, you don't hit multiple units with this spell, but you have three times the range of Cacophonic Choir). Use after Phantasmagoria for greatest effectiveness.
- Phantasmagoria. Casting Value 7. Pick an enemy unit within 18" that is visible to the caster. Roll 6d6, for each 5+, the enemy's bravery is reduced by 1 to a minimum of 1. Use before Soulslice Shard and Cacophonic Choir for best effect.
- Born of Damnation. Casting Value 5. Pick a friendly HEDONITES HERO within 6" of the caster. You can heal 1 wound allocated to that hero. If the casting roll was 10+, you could heal D3 instead. A heal to increase the depravity points a hero generates by a small amount. Best cast on a Keeper of Secrets.
Forbidden Sorceries of Slaanesh
For the SLAANESH GREATER DAEMONS.
- Song of Secrets. Casting Value 7. Pick an enemy unit wholly within 18" that is visible to the caster, and roll 1 die for each model in that unit. For each 6, you get a depravity point. The best way to generate depravity points against horde armies!
- Progeny of Damnation. Casting Value 7. Heal 1 friendly HEDONITES HERO within 6" of the caster that is visible to them for D3. If you roll 10+, you heal D6 instead. Born of Damnation but better.
- Slothful Stupor. Casting Value 8. Pick an enemy hero within 12" that is visible. Until your next hero phase, the hero cannot use command abilities, cannot run, and cannot charge. Amazing. Simply amazing. Use it on slow heroes or on heroes that have an important command ability like the Harbinger of Decay and watch your opponent rage.
Lore of Pain and Pleasure
For the MORTAL SLAANESH WIZARDS. Not that you'll ever have any.
- Battle Rapture. Casting Value 5. Pick 1 friendly MORTAL SLAANESH unit wholly within 18" that is visible. That unit does not take battleshock tests until after your next hero phase. If the cast was 10+, you get to pick 3 units instead. Not the spell you're going to pick most of the time.
- Dark Delusions. Casting Value 5. Pick an enemy unit wholly within 18" that is visible to the caster and roll 2d6. If the roll is EQUAL TO or GREATER THAN the target's bravery, attacks targeting them get +1 to hit. Use in conjunction with Phantasmagoria to increase your chances. Not as good as the spell on all the HERALDs but will stack with them.
- Hellshriek. Casting Value 5. Roll a die for each enemy unit within 6" of the caster. On a 5+, that unit takes a mortal wound. It's... something?
- Wheels of Excruciation. Predatory Spell with 12" flying movement. Casting Value 5. Set up within 6" of the caster and immediately make a move with it. Roll 6 dice for each unit passed. For each roll that is lower than the unit's save, they take a mortal wound.
- Mesmerising Mirror.Predatory Spell with 6" flying movement. Casting Value 6. Set up within 18" of the caster. Does not affect CHAOS SLAANESH. Units that start a move within 12" of the model suffer D3 mortal wounds unless they end closer to the mirror than when they started.
- Also, after the model moves or is set up, roll 6 dice for each hero within 6", rolling separately. For each 6, the hero takes n-squared mortal wounds. Even though this part of it can do 36 mortal wounds to an enemy hero, the odds of that are 1 in 46656. Don't bank on it. Does 1.83 mortal wounds on average and has a 33.5% chance of doing nothing, with a 60.3% chance of doing 1-4 Mortal Wounds and a 5.35% chance of doing 9 mortal wounds. You will note that it has about a 6% chance of killing a footslogging hero and less than a 1% chance of killing a 10+ wounds hero.
- NOTE: the warscroll says 'move', meaning it affects all types of movements (namely normal moves, charge moves and pile-in moves) so in your opponents turn it can cause up to 3d3 MWs
- This is either an okay Endless Spell or an incredible one depending on careful thought on positioning and synergies. Ofc can be wonderful at playing mind games with your opponent or stacking with other abilities, such as Shalaxi's Challenge or effects that reduce movement, helping combo MWs.
- Dreadful Visage. Predatory Spell with 8" flying movement. Casting Value 7. Set up within 12" of the caster and immediately make a move with it. After it moves, pick the closest unit and roll 6 dice. For each 4+, they take a mortal wound.
- Also, this model gives -1 bravery to units within 12" unless they are CHAOS SLAANESH, in which case they get +1 bravery.
Slaves to Darkness only
- Eightfold Doom-Sigil: (40pts) CV 5. This spell will only have use when things die around it, so you'd best make sure you make at least one model go down so you can power them up. Now a bonus attack won't sound too scary for your Chaos Lord, but throw it on a band of marauders and they won't be laughing anymore.
- Darkfire Daemonrift: (50pts) CV 6. This is a purely predatory spell, dealing d3 MWs to anything it goes through. It's damage potential also powered up by other Wizards and Endless spells, which is pretty trollish for, say, Tzeentch or the Sacrosanct Chamber and all their wizards.
- Realmscourge Rapture: (60pts) CV 7. This Predatory spell is like the Pendulum in that it can only move in straight lines (but in this case can also only go forward, making it even more reliable). Anything that this goes through (or near) suffers not only d3 MWs, but their movement will also be halved, which can positively cripple a unit just in time for your vikings to flatten them.
Beasts Of Chaos only
- Doomblast Dirgehorn: Subtract 1 from hit rolls for attacks made by units within 3" of this model. BEASTS OF CHAOS models are not affected. Grows by 3" at the start of each battle round. This one is pretty damn cool but comes with the problem of having a casting value of 6 and thus being fairly easy to dispell.
- On the other hand, it presents the opponent with the interesting dilemma of either wasting his casting attempts to dispel it or letting it get bigger and bigger.
- Balefire Taurus: A big horde cleaning Endless Spell. It moves 12" a turn and has the Fly keyword. Anything it moves over or ends within 1" of it takes D3 Mortal Wounds, and if the unit has more than ten models, it takes D6 Mortal Wounds instead. Furthermore, Units it damages must fight last at the end of any Combat Phase. While brutal in most situations, it really shines when cleaning up blobs of infantry.
- Ravening Direflock:Spawns three tokens of evil Chaos murderbirds. Anything that is not a BEASTS OF CHAOS unit within 6" of one of these tokens has their Bravery reduced by -2. However, if any unit finishes a move within 1" of the tokens, they have to set the Tokens up again somewhere within 3D6" of the place they were previously.
- These are phenomenal, especially since it only requires a BEASTS OF CHAOS Wizard to cast it, but not Beasts of Chaos Allegiance. Find some nice Bravery gimmick and add these birds to increase its effectiveness exponentially.
The infantry choice. Those who aren’t too perturbed by the Dark Prince’s vanishing act and fight in massive hordes.
Figureheads of the Dark Prince
You have up to 3 generals instead of 1. Only 1 gets a command trait, but all 3 are generals for the purposes of command abilities. Unfortunately, they can't use their trait OR command abilities while within 12" of either of the other generals. This lets you spread out your army, or get mileage out of Syll'Esske's command ability without losing access to a command trait. You also get a command point whenever a general is slain for the first time. You can, therefore, get 3 command points out of this max, even if one of your generals dies and comes back.
At the start of your hero phase, you gain D3 depravity points if any of your units are wholly within enemy territory. If 3 or more of your units are wholly within enemy territory, you get D6 instead.
Invaders Hedonite Host
A Hedonites Host belonging to the INVADERS must contain 2-4 Epicurean Reveler battalions and 0-2 Seeker Cavalcade battalions instead of 1-3.
- 1. Best of the Best - You can reroll wound rolls for this general while they're within 6" of another hero.
- 2. Glory Hog - At the end of the combat phase, if any enemy units were destroyed in that combat phase and your general is on the field, you get a command point.
- 3. Hurler of Obscenities - At the start of the Combat phase, pick 1 enemy hero within 6" of the general. Until the end of the combat phase, add 1 to hit rolls made by that enemy hero that target this general, but that hero gets -1 to save.
- 4. Territorial - Add 1 to the depravity points generated by Escalating Havoc if the general is wholly within enemy territory.
- 5. Skintaker - At the end of the combat phase, heals D3 wounds if the general killed any models.
- 6. Delusions of Infallibility - General gets an extra wound.
- 1. Rod of Misrule - At the start of the hero phase, roll a D6. On a 1, your opponent gets a command point. On a 2-5 you get a command point, and on a 6 you get D3 command points.
- 2. Rapier of Ecstatic Conquest - Pick a melee weapon. If a wound roll by this weapon is an unmodified 6, you deal a mortal wound in addition to any normal damage.
- 3. Whip of Subversion - At the end of the combat phase, pick an enemy hero within 6" of the bearer. Pick 1 melee weapon that the enemy hero has and another enemy unit within 1" of that hero. The other unit suffers mortal wounds equal to the Attacks characteristic of the weapon you picked.
- 4. Icon of Infinite Excess - Once per battle, at the start of the combat phase, the bearer can use this artifact. If they do so, all units that were wholly within 12" when this artifact was used get +1 to hit.
- 5. Fallacious Gift - After setup but before the battle, pick an enemy hero and one of their weapons. At the end of each battle round, if that hero used that weapon, they take a mortal wound.
- 6. The Beguiling Gem - At the start of the combat phase, pick an enemy hero within 3" and roll 3D6. If the roll is greater than the enemy's bravery characteristic, they get -1 attacks with all their melee weapons to a minimum of 0 until the end of the phase.
The Lurid Haze
- Battle Trait: Blowing Mists - Before the start of the game, you may remove D3 units and then have them come in from the table edge at the end of your first movement phase.
- Command Trait: Feverish Anticipation Reroll run rolls wholly within 12" of your General.
- Command Ability: Intoxicating Pall: During combat pick a unit wholly within 12", add +1 to that unit saves.
- Magical Artefact: +1 to wounds.
The hero choice, of the uber-buffed centerpiece General variety. The most megalomaniacal of Slaanesh’s followers who think they can take the mantel of fourth Chaos God.
Heir to the Throne
If the general is a hero, they have 2 command traits instead of 1. No duplicates. Also, all units can reroll hit rolls of 1 with both melee and missile weapons if they have 10 or more models.
At the start of the hero phase, generate D3 depravity points if your general is within 3" of any enemy units. If your general is within 3" of 3 or more enemy units, receive D6 instead of D3.
Pretenders Hedonite Host
A Supreme Sybarites Batallion in a PRETENDERS HOST must have only 1 CHAOS SLAANESH HERO instead of 3-6.
- 1. Strength of Godhood. Once per combat phase, in step 4 of the attack sequence, you can add D3 to the damage inflicted by one attack made by this general.
- 2. Monarch of Lies. At the start of the combat phase, pick one enemy hero within 3". That hero gets -1 to hit rolls for the rest of the phase.
- 3. True Child of Slaanesh. At the start of the first battle round before determining which player has the first turn, roll 6 dice. You get a depravity point for each 5+.
- 4. Strongest Alone. If there are no friendly models within 6", you can reroll hit rolls made by this general.
- 5. Hunter of God Beasts. Add 1 to the damage characteristic of all attacks by this hero that target a MONSTER.
- 6. Inspirer. Friendly PRETENDERS HOSTS units wholly within 9" don't take battleshock tests.
- 1. Crown of Dark Secrets. At the start of the first battle round, pick one enemy hero. You can reroll attacks made by the bearer that that target that hero. You can also reroll unbinding rolls made by the bearer for spells cast by that hero.
- 2. Pendant of Slaanesh. At the start of your hero phase, you heal D3 wounds allocated to the bearer. Longevity for heroes and more potential depravity to be generated.
- 3. Sliverslash. Pick one melee weapon, add 2 to the Attacks characteristic of that weapon. Always go for the biggest weapon profile.
- 4. Scepter of Domination. At the start of the hero phase, if the bearer is within 12" of any enemy heroes and your opponent has any Command Points, roll 1d6. On a 4+, you steal a command point from them. (They lose one, you gain one.)
- 5. Breathtaker. You can reroll Locus of Diversion rolls.
- 6. Mask of Spiteful Beauty. At the start of your hero phase, pick an enemy unit within 6". That unit gets -2 bravery until the start of your next hero phase.
The Faultless Blades
- Battle Trait: Send Me Your Best: When your units charge, add +1 to hit Heros in melee.
- Command Ability: Armor of Arrogance: Pick a unit wholly within 12". They ignore the first 2 wounds allocated to them in that phase.
- Command Trait: Contest of Cruelty Friendly units wholly within 12" can pile +3.
- Magical Artefact: Contemptuous Brand: Pick a melee weapon and add +1 to wound when fighting a Hero.
The “need for speed” choice. Wings of cavalry and master hunters who search for signs of their master and ways to free him.
All units get +1 to charge rolls.
At the end of your charge phase, you get D3 depravity points if a friendly unit charged this turn. If at least 3 charged, get D6 instead.
Godseekers Hedonite Host
A Hedonites Host belonging to the GODSEEKERS must contain 0-2 Epicurean Reveler battalions and 2-4 Seeker Cavalcade battalions instead of 1-3.
- 1. Hunter Supreme. Reroll hit and wound rolls of 1 made by the general if they charged this turn.
- 2. Thrillseeker. General can run and charge. If they can already run and charge, they get +3 to run rolls.
- 3. Into the Fray. The hit roll for the first attack made by this general is a 6. Do not roll for this.
- 4. Trail-sniffer. If this general is wholly within enemy territory, roll a die. On a 3+, this general's melee weapons get +1 attack until your next hero phase.
- 5. Symphoniac. At the start of the combat phase, roll a die for each enemy unit within 3". On a 2+, they suffer a mortal wound.
- 6. Speed-chaser. The general can retreat and charge.
- 1. Cameo of the Dark Prince. Once per battle, at the start of your hero phase, you can activate this artifact to gain 1 command point and friendly CHAOS SLAANESH units wholly within 18" of the bearer don't take battleshock tests.
- 2. Girdle of the Realm-racer. Decrease the bearer's wound characteristic by 1, but the bearer can fly.
- 3. Threnedy Voicebox. At the start of the combat phase, pick an enemy hero within 3". Subtract 1 from the Attacks characteristic of their melee weapons to a minimum of 1 for the rest of that phase.
- 4. Lash of Despair. At the start of your shooting phase, roll for each enemy unit within 6". On a 4+, deal a mortal wound.
- 5. Enrapturing Circlet. Enemy units within 3" cannot retreat. At the start of your hero phase, roll a die for each enemy unit within 3". On a 3+ they suffer a mortal wound.
- 6. Bindings of Slaanesh. At the start of the combat phase, pick 1 enemy hero within 3" and roll 2D6. If the roll is greater than the enemy's movement characteristic, they get -1 to hit until the end of the phase. If the roll is greater than their wounds characteristic, they take D3 mortal wounds.
The Scarlet Cavalcade
Battle Trait - Excessive Swiftness: At start of charge phase, pick 2 10+ units within 6" of each other, Roll 1 charge roll for both.
Command Trait - Enboniment of Haste: Reroll Battleshock Wholly within 12".
Command Ability - Vicious Spurs: At start of combat, each unmodified 6 to save deal MW to the attacker.
Found in White Dwarf, October 2019 Issue. Note that this host has NO command traits and NO artefacts, meaning you’re intended to take Syll’Esske as your general. The symmetrical choice. Obviously intended for more narrative games, though can still be useful as a nice middle ground between Slaves to Darkness and Hedonites.
At the start of the battle, if you have the an equal number of MORTAL and DAEMON units, you gain D3 command points. If you have more than 12 units, you get D6 instead.
Syll'Esske counts as both 1 MORTAL unit and 1 DAEMON unit for this rule.
If a Slaanesh Hero is within (not wholly within, just within) 12" of Syll'Esske, they generate double depravity. This, of course, includes Syll'Esske themselves.
A Syll'Esskan Host can only include the following Batalions: Vengeful Alliance, Epicurean Revellers, Seeker Cavalcade, Devout Supplicants, Vengeful Throng and Daemonsteel Contingent.
- Shalaxi Helbane: (Behemoth , 360pts.)Your fancy new hero magnet and killer. Cheaper than a run of the mill Keeper of Secrets since they lack a command ability, but their unique spell grants themselves rerolls to hits and saves against heroes, which makes their already great 3+ save against heroes even better. Arm them with the whip to take down those pesky MONSTERS.
- Syll'Esske: (200pts.) A Herald riding a Daemon Prince (though not that way). They get 2 activations per combat phase, each time using one weapon. The second activation gets to reroll all hits. Use the KoS' command ability to give them 4 activations, 3 of which will reroll hits (FAQ'd - Essentially, each time they attack in a phase they must use the weapon they didn't attack with last, and only get one 'end of phase' attack. Also, only every other attack gets the re-rolls to hit.). Their unique spell has a casting value of 7 and prevents an enemy hero from using command abilities until your next hero phase.
- The Masque: (120pts.) Named Herald beatstick. Trades spellcasting for the ability to choose to heal D3 or get +D3 attacks each round. 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 them an extra 3" of piling in, rerolls to hit against targets
slower thanwith a Move of 10" or less and rerolls to hit and wound against targets slower thanwith a Move of 5" or less.
- Keeper of Secrets: (Behemoth 380pts) Absolutely amazing. You can choose between the Ritual Knife, Sinistrous Hand, Living Whip, or the Aegis. The Hand is probably your best bet. Has a watered down Feeding Frenzy for a command ability (instead of attacking immediately, it gets a second activation), though with Locus of Diversion the difference should be minimal? Can also tempt an enemy hero, doing D3 mortal wounds if they decline. If they accept, the enemy hero gets +1 to hit rolls until the next combat phase, at which point you roll. The tempted hero instantly dies on a 4+. It doesn't matter if it's Archaon, the Celestant Prime, Nagash, or Vorgaroth, and Skalok. They drop dead. (do keep in mind you are giving them a hard +1 to hit in exchange for not taking some damage and maybe dying next turn, be cautious about if you should give the offer if that's what the opponent needs to take the lead)
- Soulfeaster, Keeper of Secrets: (Behemoth 360pts) A shittier Keeper of Secrets form forgeword. Has a way to generate depravity points and debuff enemy heroes, but losing the command ability is way too costly.
- Or maybe you can run both!
- The Contorted Epitome: (210pts) Your support piece and magic specialist. Ignores mortal wounds on a 2+ and does Locus of Diversion to ALL units within 6", though only after Locus of Diversion goes off. Also, amusingly your best Sword of Judgement carrier, since it has 9 attacks with one attack profile.
- Infernal Enrapturess: (140pts) Your Support and a minor artillery piece. Keep one near the Fane to get the maximum benefit from the refund. Makes the lives of enemy wizards hell, and generates depravity points just by existing.
- Viceleader (Herald Of Slaanesh: (120pts) Herald on foot, now a wizard but with no option for a mount. 5+ FNP. its spell grants a reroll of 1 to hit for all attacks against one enemy unit. Much better than they first appear, especially if used as a "squad".
- Bladebringer on Seeker Chariot: (160pts) Herald on a small chariot. On a 2+, does D3 mortal wounds when charging, and can retreat and charge to land those other mortal wounds.
- Bladebringer on Hellflayer: (180pts) Herald on a Hellflayer. Does D3 mortal wounds at the start of the combat phase to enemies within 1" on a 4+, and gains +1 attack for 4+. More for when you want your Herald to stay in prolonged combat.
- Bladebringer on Exalted Chariot: (220pts) Herald on a big chariot. Basically the Seeker Chariot + Hellflayer + Herald, but can't retreat and charge, unlike the Seeker Chariot version. It's more like the Hellflayer than the Seeker, where you want your hero's mount to deal as much damage as possible. This thing just blends any lightly armoured unit with its crazy number of attacks.
- Daemon Prince: (210pts.) Fast and decently killy. His CA grants him a 12 inch aura that gives +1 to hit rolls and attacks to friendly units as long as a single friendly model is slain within range by enemy melee.
- Lord of Pain: Slaanesh's first and only mortal hero from the shadow and pain box set. He's a decent beatstick with 5 wounds, 4+ save, and a weapon that does 5 attacks 3/3/-1/2 and negates wounds on a 5+ and gives them back as mortals if they were dealt in the combat phase. His command ability is only usable on himself or hellstriders so until GW release's more mortal hedonites it's kinda worthless unless your bringing in a big unit of hellstriders.
- Chaos Lord: (110pts.) Slow for Slaanesh but killy, with a decent command ability to boot. Don't send him alone against characters more expensive than he is, or he will die. The increased rend and attacks values will mean he's good at killing line infantry and when to send alongside another unit he won't auto-bounce against characters as he used to, in addition, a CA that gives mortal STD another round of attack.
- Lord on Daemonic Mount: (170pts.) Your budget (for a Slaves to Darkness character) mounted Lord. With the new update, cursed Warhammer now has the potential of mortal wounds on 6s to hit, with the added bonus of healing d3 wounds for killing whelps with your big mallet. Also great for other Slaves to Darkness units as his command ability only affects the mounted options but provides a re-roll to their charge and +1 to hit. He also can take Items from both Mortal and Deamon list.
- Chaos Lord on Karkadrak: (250pts.) The new mounted lord has arrived, and he rode in style as a full plastic kit. How does this character scream build around? Movement 9", 9 wounds and the always welcomed 3+ save, this lord on battle lizard loves keeping up with his fellow cavalry and bring nothing short of utter destruction. Without any adages, this character boasts no less than 13(!) attacks across 4 profiles, has mortal wound potential both on the charge and with his sword, and can heal with his attacks with his big axe. Sporting classic mortal wound protection that Slaves to Darkness units are spoiled with, and the same command ability as his horse-riding brethren, he is an excellent pick for a Slaves focused army. Pair him with some Chaos Knights or Chariots and reap all the skulls you can.
- Chaos Lord on Manticore: (Monster, Behemoth, 280 pts.) The Lord on Manticore can have a choice between Flail and Sword, with the Sword being better in most circumstances and a choice between Runeshield, Daggerfist, and Lance. The Lance might be awesome, but since everyone and their grandma will be gunning for your Manticore, the 5+ save against Mortal Wounds might be the best choice. The Manticore is no slouch itself in addition to rerolling Hit against Monsters for its Claws and Jaws attacks. His Command Ability allows a unit of Chaos Warriors wholly within 18" to reroll charge and Battleshock rolls.
- Exalted Hero of Chaos: (90pts.) Largely unchanged from pre-tome, with an increase of 10 points. D6 attacks make this unit a variance engine (either amazing or garbage, down to luck) even though he activates twice in melee.
- Chaos Sorcerer Lord: (110pts.) The support wizards Dropped in points and buffed in power. His Oracular Vision ability and Daemonic Power spell have gone from rerolling 1's to flat rerolls for units. This factor, combined with some pretty tasty endless spells and reduced points costs makes for an appealing option for a backfield objective holder who can cast spells to buff combat units and cause damage with endless spells. Potential for several to be taken for mass-buffs as they are cheap enough to pseudo-spam.
- Chaos Sorcerer Lord on Manticore: (Monster, Behemoth, 260 pts.) Classic Wizard riding a big monster. They are still ok fighters and caster while being cheaper than the Chaos Lord variant. Wind of Chaos will clean up groups.
Beasts Of Chaos
must be included in a Depraved Drove battalion
- Beastlord: (90pts) out melee's Viceleaders in pure melee but can't keep up with his compatriates (GW expected you to always but them in BoC Ambush and let the rest of the army-run and charge). are good and cheap heroes that can improve the rest of beastmen combat if they kill something.
- Great Bray Shaman: (100pts) your Beastman speed booster to outpace Deamonetts and BEASTS OF CHAOS endless spell caster. They know Devolve for dragging enemies closer to you and away from objectives and support auras. The go-to choice if you are rolling with the Depraved Drove roster and want to make your already amazing Bestigors even better, you will never go wrong if you pick him.
- Doombull: (100pts) the leader bullgor, being a big bag of depravity holding a heavy axe.
- Dragon Ogor Shaggoth: (170pts) allocate you want for a Slannesh hero, lots of attacks that can explode into more, some speed, lot of wounds that can become Depravity points, and the most useful is the ability to heal when ties for going first is rolled and having a healing spell.
- Daemonettes: (Battleline Min:10 Max:30 110pts) One of the best battlelines in the game, with the ability to run and charge, a 5+ save, a Hornblower that forces enemies to reroll battleshock, an Icon Bearer that regenerates models on a battleshock roll of 1, and a Banner Bearer that lets you reroll charges. At 11 points per model, able to cover 6+2d6", and the only HEDONITES unit that can realistically maintain the triple exploding 6s, they are the cornerstone of most Slaanesh armies.
- Oddly many people now think Daemonettes aren't the auto-include they were back in GHB2018. They are still great, but it doesn't appear that most lists plop down 90 Daemonettes for battleline and call it a day. Mainly this is because players tend to spend more points on heroes to stack up as more Depravity points as possible for summons.Lost horde discount in GHB2020.
- Seeker Chariots: (Only battleline with GODSEEKERS allegiance, Min:1 Max:3 120pts). Does damage on the charge, and can retreat and charge. You'll have bigger Chariots, so your probably only take them in a GODSEEKERS armies for battleline, but they are hard-hitting and fast battline.
- Hellstriders with Hellscourges: (Slaanesh Battleline, Min:5 Max:40 110pts) Hellstriders with a 3" weapon. Come in 5s, and every 5 can have a Hornblower that forces battleshock rerolls for enemies, and either a Banner Bearer that lets you reroll charges or an Icon Bearer that gives +2 bravery. With a 4+ save, 14" movement and 2 wounds, these are best used to harass enemy backlines and jam their artillery (or equivalent) units. If they kill any models in a combat phase, they get +1 attack in the next combat phase.
- Hellstriders with Claw Spears: (Slaanesh Battleline, Min:5 Max:40 110pts) See above. They trade 3" range for -1 rend.
- Chaos Warriors: (Battleline Min5, Max:30 100pts.) Pretty much your only answer to wanting a true anvil mortal battleline. Slower but hardier than daemonettes and boosting pretty good weapons versatility. Makes for excellent backfield objective holders and when paired with greatweapons make pretty good frontal assault troops (especially considering the exploding hits from being in a Slaanesh army). Mind you they won't be nearly as swift as many of your other choices but a big enough blob of these guys will be pretty difficult to take down and provides your army with the high-strength defenders that are somewhat missing in the demon wing of the army and on the charge will be pretty devasting (especially when paired with a character to make everyone else swing last).
- Chaos Marauders: (Battleline Min20, Max:40 150pts.) A cheap mass infantry with a minimum charge range of 8", for the models' number game when you wanna blobs other than Daemonettes. Decent hitting power and cheap enough that you probably won't care if they get wiped out. Remember that in Slaanesh they will get an attack bonus in big enough squads on top of their own benefits so don't forget about that if you wanna go big.
Beasts Of Chaos
must be included in a Depraved Drove battalion
- Gors: (min:10, Max:30, 70/200pts) may not be as killy or brave as daemons but are just as fast(especially with a Brayshaman), cheaper and the shield option makes them more durable.
- Ungors: (min:10, Max:40, 60/200pts) beastmen Marauders. like all beastmen, they can easily keep pace with the daemon, make cheap Cannon fodder while filing out battlelines
- Fiends: (min:3, Max:9, 190pts) Probably our most complicated unit. They disrupt enemy spellcasters within 12", and enemies targeting them in melee have -1 to hit, and if they have at least 4 models, -1 to wound as well. They're best used to hit higher wound models, as the Barbed Stinger does more damage if the target has more wounds.
You really want at least two boxes when purchasing fiends as the bonus is too good to pass up, and the more the scarier.Completely worthless in competitive play at 70 points per model.*Now 64pts per model as per GHB2020
- Seekers: (min:5, Max:20, 120pts) The fastest unit in the army. They have 14" of movement, can run and charge, and run for 2D6, giving them a threat bubble of 14+4D6 inches, averaging 28". Every 5 models will have a Banner Bearer for rerolled charges, a Hornblower to force enemies to reroll battleshock tests, and an Icon Bearer which lets you regenerate D3 models and prevent models from fleeing on a battleshock roll of 1. Much like the Hellstriders, they also have the same +1 attack ability if they killed a model in the previous combat phase. A different take on seekers is that thanks to their fast movement and relatively cheap points cost, they can make a good screen and "hammer" , at least in a "OMG that's coming quickly closer" effect. It may not work against every opponent, but even a unit of ten can look imposing considering that Slaanesh is not known for its imposing models. Respectably killy, not very resilient, they deal with enemy backline and archers quite well and can support your flanks almost instantly from the other side of the table.
- Hellflayer: (140pts) Blender, Slaanesh edition. A respectable 14 attacks, 12" of movement and a 4+ save with 7 wounds means that these aren't too bad... but at the start of the combat phase, they can damage each enemy unit within 1" on a 4+ for each unit, and you add an attack to all melee weapons for each 4+. Stick them at the junction of 2-3 units and watch them go to town.
- Exalted Chariot: (180pts) The unholy union of a Hellflayer and a Seeker Chariot. They basically are the two units merged, but move slower at 10" and lose the ability to retreat and charge.
- Marauder Horsemen: ( Min5, Max:30 90pts.) Marauder on horses, Ideally with javelins to maximize the number of attacks. You can also go Flails so more Horsemen can get in there attacks when you rush them in hoards to boost their chance exploing attacks with their rending weapon.
- Chaos Knights: (Min5, Max:20, 180pts.) Your heavier and slower cavalry.
- Chaos Chosen: (Min5, Max:20, 140pts.) Warriors with +1 Ld and armed with Great Weapons, which is basically a Protector's Halberd without the cool special rules. What's so special about Chosen, then? If they kill at least one model in combat, all other Slaves to Darkness reroll To Wound until the end of the phase. This is pretty devastating and nowhere does it say that multiple Chosen squads can't affect each other with this. So an excellent way to look at Chosen is as a potential buffing unit with high damage potential. Don't compare them to Paladins as they really don't like that. Get them into the thick of things and start killing to buff everyone up.
- Chaos Chariots: (Min1, Max:3 120pts.) Pretty fast, since they always add D6" to their Move even without Running but outclass by the Daemons. has one more wound but Slower than a Seeker Chariot with and less useful attacks even when charging.
- Gorebeast Chariots: (150pts) Another even bulker Mortal Chariot. dose better if charged from a longer distance.
- 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 to make for pretty hardy models.
- Varanguard: (Min:3, Max:12, 300pts) Super Warriors lent out by Archaon. They are giant chaos knights with 5 wounds 3+ armour and ignore magic on a 5+, able to Fight twice once per game and get +1 to hit if you have Archaon. Each modle can be armour with an Ensorcelled Weapon for consistency, Fellspear to overcome bigger Armour saves, or Daemonforged Blade can more inflict Damage and MW with good RNG.
Beasts Of Chaos
must be included in a Depraved Drove battalion
- Bestigors: (Min:10 Max:30 120/300pts.) Elite Gors in heavy armour and more anti hoard killy. Absolutely great in Slaanesh. Some even argue they're more efficient than Daemonettes.
- Bullgors: (Min:3 Max:12 140pts.) Get the same Bloodgreed rule as the Doombull, а weapon choice of great axes (2x 4+/3+/-2/3) or axe(s)(3x 4+/3+/-1/2) with the option of an additional axe to reroll hit rolls of 1, or bull shields which add +1 to the save rolls against attacks from melee weapons. These options are in addition to horn attacks made by each bullgor (2x 4+/4+/-/1). But the really interesting trait is their Drummer and Banner Bearer abilities: namely, they give +1 respectively to charge rolls and Bravery for each enemy unit within 12" from them. If you want to go full Warherd, take one unit of each and see which ones perform best, but if you take only one unit of them and a Doombull, you're going to want great axes.
- Arguably the dual axes may be the better option for a higher chance of mortal wounds with the additional attack and rerolling 1's to hit. The loss of rend isn't that big of a deal as we have many ways of reducing saves already.
- Other than that, they're fast, have more raw, balls-out power than almost anything in the game and have lots of Wounds. The high Wound-count combined with the meh Save also means that targeting them with Mortal Wounds will almost feel like a waste to your opponent, which might keep them safe longer.
- Dragon Ogors: (Min:3, Max:12 130pts.) Five Wounds with a 4+ save, okay Bravery and scary weapons. Each has what is basically a Chaos Knight's horse bolted to it and in addition fights with a big weapon. You get either Ancient Weapons which are three Double-Hammer Liberators in one, Glaives which exchange 2 attacks with 1 more inch of range and a Rend of -1, or Crushers which only have 3 attacks, but with 2 damage each. Re-roll hit rolls of 1 if wholly within 12" of a Shaggoth.
- Glaives have an interesting use in that you can hide your dragon ogors behind your 25mm/32mm based guys (just in case may want 2 ranks of 25mm bases to have maximum distance). Enemies with 1" weapons won't be able to touch your DO, while the glaives let your DO wack enemies (though you do lose your claw attacks).
- Ungor Raiders: (Min:10 Max:40 80pts.) Same as Ungors, but with bows instead of shields and a basic scouting rule. Don't think their bows are good, by the way, but the mass of shots really helps. Don't underestimate 30-40 strong ungor raider units. They can output a surprising amount of dakka (for Beasts anyways, they're not crossbow freeguild!). in a melee-centric and focused faction that can quickly get into melee, missiles will be taken out of you horde budget, can damage distant enemies while holding objectives.
- Centigors: (Min:5 Max:20 80pts.) discount seekers, not as good all category except melee saves but you can take more of them.
- Tuskgor Chariots: (Min:1 Max:4 60/200pts.) a cheapest of chariots, only coming the closest to having the same effectiveness as a seeker chariot the turn it charges a ten man+ hoard of order guys.
- Chaos War Mammoth: (Monster, Behemoth, 320pts) This monster has 22 wounds! Although it's only packing a 4+ 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.
- Soul Grinder: (Daemon, Behemoth, 210pts) Ever wanted a beast that can throw ranged shots AND be great in melee? This daemon might be for you. Same price as a Daemon Prince but with less special abilities. It makes up for it by giving you a boatload of attacks for very good damage. Two ranged attack profiles, one at 20" and six at 16", the 20" does flat 3 damage the rest do 1 damage. CC has six attacks for 1 damage each, 1 attack -2 Rend for D6 damage, and either: two attacks -2 Rend flat 3 damage, OR 4 attacks -1 Rend D3 damage. Big, ugly, and killy, he fills the hammer role. The biggest downside for it is the mostly 4+ to hit. And since it is a Daemon, it can't benefit from CSL Demonic Power spell or the Warshrine. But at 16 wounds and a 4+ save, you can probably find a spot in the army.
- Chaos Warshrine: (TOTEM, PRIEST, Behemoth, 170pts) Yes, the Warshrine does not count as a War Machine. If you play with caps on Heroes, Monsters and War Machines, this is a huge advantage. What it does is pretty cool, too. First, it has an Aura that grants Mortal Slaves to Darkness units (almost everything Chaos that isn't a Beastmen or a Daemon) an additional 6+ save after their normal save. Can also pray for buffs to Mortal Slaves to Darkness units. Its Slannesh Prayer grants battleshock immunity and re-roll to charges and undivided lets a unit reroll hit and wound rolls. Also of note is the fact that this thing can easily hold its own in combat with a monster-like profile and a bunch of strong attacks. Awful Rend, yes, but they plow through low armour tarpits like nobody's business.
- 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.
Beasts Of Chaos
must be included in a Depraved Drove battalion
- Cygor: (140pts) Can unbind two spells in each Hero Phase: If he manages to do it, he deals a mortal wound to the caster healing a wound for himself. He can also reroll hit rolls when attacking wizards, which he really really needs, having Hit rolls of 4+ across the board. Two of them can add some okay shooting, but the fact that the damage table influences his range makes him unreliable at best.
- Ghorgon: (160pts.) Same Blood Frenzy as Doombull and Bullgors, but deals d3 mortal wounds on an unmodified 6. Also, he can slay a specific model within 1" after he makes all his attack if he rolls a dice equal or greater than its wounds characteristic, do remember that it's a model so you can chomp on any leader or musician you can get your grubby hands on. This thing is your sledgehammer, with insanely strong attacks, but very slow for a monster. If you manage the charge and a Doombull is nearby, this thing can rip apart whole units, otherwise, it will stop cannonballs with its face for two turns and then die.
Fane of Slaanesh - Your free terrain piece. Unlike other terrain pieces, this does not need to be placed along an edge but must be placed at least 3" away from other terrain or objectives. If you summon a unit wholly within 12" of this, you get D3 depravity points back. Also, at the start of your hero phase, you can choose 1 CHAOS SLAANESH HERO within 6" of this to sacrifice something. If they sacrifice health, they can take a mortal wound and roll, and on a 2+ they can reroll hit rolls for all attacks until your next hero phase. If they sacrifice an artifact (which requires that they have one), it's destroyed, but on a 2+ they can reroll hit rolls for the rest of the battle. Note that one-use artifacts that you've already activated CAN be sacrificed to the Fane.
If you took a hero with the Pendant of Slaanesh artifact you can sacrifice health of the hero at the start of your hero phase, thus gaining 1 Depravity point, then immediately restore the lost wound and basically get a DP and hit rerolls for free!
1 Supreme Sybarites Battalion, 1-3 Epicurean Revellers Battalions, 1-3 Seeker Cavalcades Battalions. (130 points; Min: 1230; Max: 10410)
- +1 Bravery to everyone in the Battalion. If the army has the CHAOS SLAANESH Allegiance, you get D3 depravity points at the start of your hero phase.
3-6 CHAOS SLAANESH HEROES (150 points; Min: 510; Max 2310)
- At the start of your hero phase, roll a dice, if the result is less than or equal to the number of heroes from this battalion that are on the battlefield, you receive 1 command point.
2-6 units of Daemonettes, 0-4 Hellflayers, Exalted Chariots or Units of Fiends in any combination (180 points; Min: 400; Max: 3540)
- If the unmodified wound roll for an attack made with a melee weapon by a daemonette from this battalion is 6, that attack inflicts 1 mortal wound on the target, and the attack sequence ends (do not make a save roll).
2-6 units of Seekers or Hellstriders in any combination, 0-4 units of Seeker Chariots (150 points; Min: 350; Max: 4470)
- Models from this battalion are eligible to pile in and attack while 6" away from enemy units and can move an extra 3" when piling in.
1-4 combination of Beastlord, Dragon Ogor Shaggoth, Doombull, Great Bray Shaman; 3-6 combination of Centigors, Gors, Tuskgor Chariots, Ungors, Ungor raiders; 0-6 combination of Bestigors, Bullgors, Dragon Ogors; 0-2 combination of Cygors or Ghorgons. (150 p, Min: -.pt. Max: -.pt.) From the Beasts of Chaos Battletome
- Give all units in this Battalion the SLAANESH Keyword and Re-roll failed charge roll if the unit is within 12" of an enemy hero with an Artifact and re-rolls To-Hit if the target has an Artifact.
- This Battalion gives you Gors (more massive Daemonettes), and large monsters.
- Note that this does not give them the HEDONITES Keyword, so they cannot benefit from the Keeper of Secrets' command ability.
The Choir of Torments
1 Infernal Enrapturess, 1 unit of Daemonettes, 1 unit of Fiends, 1 unit of Seekers (120 points; Min: 700; Max: 1670)
- Add 1 to Attacks of melee weapons while wholly within 12" of the Infernal Enrapturess from this battalion. From Wrath & Rapture. Make it 30 Daemonettes, 6-9 Fiends, and 5 Seekers, and just keep the Enrapturess screened with the Fiends. Generally worth the price of admission if you want to include Fiends and an Enrapturess in your army (and why wouldn't you?).
The Following are found in October 2019 White Dwarf and can ONLY be used by a Syll'Esskan Host
The Vengeful Alliance
1 Syll'Esske, the Vengeful Allegiance, 0-5 Chaos Slaanesh Heroes, 1-2 Devout Supplicants and Vengeful Throng battalions in any combination, 1-2 Seeker Cavalcade battalions, 0-2 Epicurean Revellers battalions, 0-2 Daemonsteel Contingents battalions (100 pts)
- As long as Syll'Esske is on the battlefield: all MORTALS in the battalion have bravery 10, and you get 1 extra CP during each of your hero phases.
1 Mortal Slaanesh Hero, 2-6 Chaos Chosen, Chaos Warriors or Chaos Marauders units in any combination, 0-2 Chaos Spawn units, 1-2 Chaos Warshrine units. Each unit in this battalion must have the SLAANESH keyword. (160 pts)
- When you use the Favour of the Ruinous Powers ability for a Warshrine in the battalion, the prayer activates on a 2+ instead of a 3+.
1 Mortal Slaanesh Hero with a Mount or can Fly, 2-6 combination of Chaos Knights or Chaos Marauder Horsemen, and 0-4 combination of Chaos Chariots or Chaos Gorebeast Chariots. Each unit in this battalion must have the SLAANESH keyword. (140 pts)
- Once per battle, each unit from this battalion can attempt a Charge from 18" away and roll 3D6 to determine the success. After a successful charge, any enemy unit within an inch of the charging unit takes D3 mortal wounds on a 5+.
1-3 Soul Grinder units. Each unit in this battalion must have the SLAANESH keyword. (110 pts)
- All Soul Grinders in the unit get +1 to hit and +1 to save.
Pick up 2 Start Collecting boxes and a bunch of packs of Daemonettes (or split a Wrath and Rapture set if you can find one), and maybe get yourself a few Heralds, a Contorted Epitome, and a Keeper of Secrets (or two, if you can afford them).
With that you'll have yourself:
20+ Daemonettes (you probably want to have at least 60 for a 2k list, if taken in a maxed squad you save some points), 10+ Seekers (Maybe convert them to Hellstriders for a cheaper unit that's also battleline)
2 Exalted Chariots (alternatively, 1 Exalted Chariot + 1 Hellflayer + 1 Seeker Chariot or 2 Hellflayers + 2 Seeker Chariots or... you get the drift, or even heralds on foot if the chariots are too fiddly to build, looking at you exalted seeker chariot of "no I‘ll walk it off")
Some Heralds, some Fiends, and some Infernal Enrapturesses, along with whatever individual units you picked up. This will form the backbone of a comfortable 1.5k-2k army.
- Beasts of Chaos:
- Maggotkin of Nurgle:
- Slaves to Darkness:
- Disciples of Tzeentch:
- One-Eyed Grunnok: A Warstomper Mega-Gargant available to all Chaos factions. Recruit a your own monstrous centerpiece at the cost of your entire allied points allowance. As a bonus ability, you can re-rolls jump attacks of 1, and enemies get -1 to hit on previous jump attacks of 6. He’s a best used right in the heat of combat where he can throw enemies at each other, disrupt enemy formations, and just be a giant distraction.
KHORNE units cannot be taken as allies.
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