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View Full Version : Tzeentch/Slaanesh Daemons 2000 P.



Aragami
20-05-2008, 17:51
Lord of Change
Lvl 4
Twin Heads, Flames of Tzeentch
635 P.

Herald of Tzeentch
Spell Breaker, Flames of Tzeentch
165 P.

Herald of Slannesh
Etherblade, Steed of Slaanesh
165 P.

19 Pink Horrors
228 P.

13 Daemonettes
Full Command
186

15 Daemonettes
Full Command
210

3 Screamers of Tzeentch
90

3 Screamers of Tzeentch
90

3 Fiends of Slannesh
165 P.

3 Flamers of Tzeentch
105P.

2009 P.

Tried to do an army that can be active at every phase.
Herald of Slaanesh goes into the small group of daemonettes and leave them if some knights are causing trouble. Herald of Tzeentch goes into the horror unit and supports them.
Its mobile and can shoot stuff =)

Tell me what you think!

EndlessBug
20-05-2008, 22:09
good list, though 9 points is a few too many to be over by really, i personally dont mind but try to avoid going over, 1 or 2 points is ok but I'd drop the musicians from the nettes. Also why not split the nettes into a unit of 16 and a unit of 12 (16 has the herald in making it 18) . Use the smaller unit as a flanking force.

Dead Man Walking
21-05-2008, 00:13
A must have for any slaanesh character is siren song. Anytime you dictate your opponents charges in his turn your basically grabbing the bull by the horns and forcing him to run face first into a stone wall.

StefDa
21-05-2008, 08:39
Siren Song cost my opponnent the game yesterday. It wasn't evident it was the Song's fault until after the game. I forced his unit of White Lions to charge me, unravelling his right flank. I definately took some powerful hits, and my Daemonette unit was wiped out (only me Herald was left in the end), but he lost 20 White Lions and 20 Swordmasters with a magic banner and a lvl 2 Mage. On the other flank, his lvl 4 Mage died to four Flamers throwing 21 fireballs after him.

EDIT: My build of my Slaanesh Herald is easy. Torment Blade, Siren Sing. Gives me an extra attack and the effect of Siren Song. This time she also was a BSB with the Great Standard of Sundering.

eleveninches
21-05-2008, 12:08
Pretty solid list. THough i would change FoT on your general for daemonic robes. HE is a large target and will be targeted a lot by warmachines and other shooting. ALso, swap FoT on the herald for Master of sorcery. Mabe try to squeeze in some bluescribes. I can see why you got the slaanesh herald with etherblade, but against armies with no heavy cav you might want to swap it out for the masque and spend the points difference on bulking up your units. Personally, I would also drop the flamers for another unit of screamers.

StefDa
21-05-2008, 12:16
I think you should keep Flamers instead of Screamers, as Flamers have a greater reach (24" instead of 20"), and they are simply so powerful (and beautiful, but that is maybe just me who thinks so).

eleveninches
21-05-2008, 12:27
But screamers are +1 S compared to flamers, dont need to roll to hit, and can pass over multiple units, have a greater movement and can zig-zag in the movement phase

StefDa
21-05-2008, 12:46
And Flamers are D6 shots per nose. D6!

eleveninches
21-05-2008, 12:49
But then you have to consider that each one will only get 3.5 shots on average. WS4. Move, long range, means you are hitting on 5+, so you need a LOT of 35 point models to do the same damage as a couple of units of static HE archers

StefDa
21-05-2008, 12:52
But these models still have T4, two wounds and a 5+ Ward save. Sod High Elf Archers, they suck compared to this ;) And they cause Fear and have 2 S5 attacks in melee (only at WS2, though).

eleveninches
21-05-2008, 12:57
Still prefer screamers, as they are more manouvrable, and will be able to deal out more damage per turn IMO

StefDa
21-05-2008, 13:06
You haven't seen Flamers in action, have you?

eleveninches
21-05-2008, 13:07
I cant imagine that they will be more effective than 24 screamers hiding behind terrain and then all flying out over the entire enemy army in one turn.

StefDa
21-05-2008, 13:09
Except you wouldn't be able to manouvre 24 Screamers, let alone hide them (!) in terrain, all in one turn.

eleveninches
21-05-2008, 13:15
In blocks of 6 it would not be that difficult, as they act like skirmishers. It might take a turn or 2 to position them right, but it should be possible to do it.