Don’t miss the latest AoS Age of Sigmar breakdown on how to play up to 2000 points of Hendonites of Slaanesh on the cheap!
Summer months are approaching which generally means hotter weather, which happens to favor the lack of clothing that the Slaanesh followers choose.
The new Slaanesh battle tome came out recently and there is a lot to dive into with it by building a 2000-point army around the fantastic wrath and rupture starter set. You can see my article about the Slaanesh side and Khorne side respectively.
If you have no interest in the Khorne side, talk to your local FLGS manager or hit up Facebook and see if anyone would be willing to split the box with you. Both sides equal great value and with the new Khorne Battletome out as well both are relatively new armies.
Special Army Rules:
Hosts: You will choose one of three hosts each comes with their own unique abilities, artifacts, and command traits
Locus of Diversion: At the end of the charge phase, each Hedonite Hero hero within 6” of an enemy unit can pick 1 enemy unit and roll a dice. (Add 2 if it’s a greater daemon hero) On a 4+ the unit picked fights at the end of the following combat phase.
Euphoric Killers: Unmodified hit rolls of 6 made by Slaanesh models inflicts 2 hits instead of 1 if the unit has 20 or more models it inflicts 3 hits instead.
Depravity Points (Summoning): You gain a point for every wound or mortal wound inflicted on an enemy model by an attack made by a Slaanesh Hero that wounds them but doesn’t slay them. You can summon in anything from 10 Daemonettes at 9 points, all the way up to a Keeper of Secrets at 30 Points.
For good measure, let’s add in a start collecting Daemons of Slaanesh box as well as those are almost always a good value. Combined you get the following:
- Infernal Enrapturess: 140 points, Leader 1 of 6
- Bladebringer on Exalted Chariot: 220 points, Leader 2 of 6 – General
- 20 Daemonettes: 220 points, Battleline 1 of 3
- 3 Fiends of Slaanesh: 210 points, No unit type
- 10 Seekers of Slaanesh: 240 points, No unit type
- Fane of Slaanesh: 0 points, Scenery
Infernal Enraptress: Move 6”, 5+ Save, 10 Bravery, 5 Wounds
They have a ranged attack where you can choose one or the other each turn, the first option is a melody: Range 18”, 6 Attacks, Hitting on a 3+, Wounding on a 4+, with -1 Rend, for 1 Damage. The other option is a blast: Range 24”, 1 Attack, Hitting on a 2+, wounding on a 3+, with -3 Rend, for D3 Damage. Re-roll successful casting rolls for enemy wizards while they are within 24” of this model if that re-roll is a double that wizard suffers D3 mortal wounds. This model can also attempt to dispel 1 endless spell per turn. Finally, you get 1 depravity point per turn at the start of your hero phase for every infernal enraptures.
Bladebringer on Exalted Chariot: Move 10”, 4+ Save, 10 Bravery, 10 Wounds
They have three different melee weapons the first being whips: Range 2”, 6 Attacks, Hitting on a 3+, Wounding on a 4+, with -1 Rend, for 1 Damage. Then claws: Range 1”, 9 Attacks, Hitting on a 3+, Wounding on a 4+, with -1 Rend, for 1 Damage. Finally, tongues: Range 1”, 8 Attacks, Hitting on a 3+, Wounding on a 4+, for 1 Damage. After this unit finishes a charge roll a dice for each enemy unit within 1”, on a 2-4 that unit suffers D3 mortal wounds, on a 5-6 that unit suffers D6 mortal wounds. At the start of the combat phase roll a dice for each enemy unit within 1” of this model, on a 2+ that unit suffers D3 mortal wounds and then add 1 to the attacks characteristic of this models melee weapons. Finally, this model can cast/unbind 1 spell a turn with its unique spell being Acquiescence: Casting Value 5. An enemy unit within 18”, re-roll hit rolls of 1 against them.
Damonettes: Move 6”, 5+ Save, 10 Bravery, 1 Wound
They have one melee weapon their claws: Range 1”, 2 Attacks, Hitting and Wounding on a 4+, with -1 Rend, for 1 Damage. They can run and charge in the same turn. The leader adds 1 to his claw attacks, the banner adds the ability to either re-roll chargers, or unmodified rolls of 1 in battleshock add D6 models to the unit (can take both in a unit of 10 or more), and the hornblower makes enemy units re-roll battleshock rolls of 1 while within 6” of this unit.
Fiends of Slaanesh: Move 12”, 5+ Save, 10 Bravery, 4 Wounds
They have two different melee weapons the first being pincers: Range 1”, 4 Attacks, Hitting and Wounding on a 3+, with -1 Rend, for 1 Damage. (wound rolls of 6 cause D3 damage instead) Then the Stinger: Range 1”, 1 Attacks, Hitting and Wounding on a 3+, with -1 Rend, for 1 Damage if the target has 1 wound, D3 damage if the target has 2-3 wounds, and D6 damage if the target has 4+ wounds. The leader adds 1 to the number of pincher attacks he/she has. Subtract 1 from hit rolls from melee weapons that target this unit, and if there is 4 or more subtract 1 from wound rolls as well. Finally, subtract 1 from enemy wizards casting rolls while they are within 12” of this unit.
Seekers of Slaanesh: Move 14”, 5+ Save, 10 Bravery, 2 Wounds
They have two different melee weapons the first being claws: Range 1”, 2 Attacks, Hitting on a 3+, Wounding on a 4+, with -1 Rend for 1 Damage. Then a tongue attack: Range 1”, 2 Attacks, Hitting on a 3+, Wounding on a 4+, for 1 Damage. The leader adds 1 to his claw attacks, the banner adds the ability to either re-roll chargers, or unmodified rolls of 1 in battleshock add D3 models to the unit (can take both in a unit of 10 or more), and the Hornblower makes enemy units re-roll battleshock rolls of 1 while within 6” of this unit. You can roll 2D6 when making a run roll for this unit and they can run and charge in the same turn. Finally, if any enemy models were slain by wounds in the combat phase, add 1 to their attacks in the next combat phase.
Fane of Slaanesh: Scenery
If you spend depravity points to summon a unit and it is wholly within 12” of this model you receive D3 depravity points. At the start of hero phase, 1 Slannesh Hero within 6” can suffer a mortal wound and roll a dice, on a 2+ you can re-roll hi and attack rolls made by that hero. That hero can instead sacrifice an artifact instead of a mortal wound and roll a dice, on a 2+ they can re-roll hit and wound rolls for the rest of the game, that artifact cannot be used again.
Total 1030
This is half your army for cheap, and while I know it might be harder to find but if you can find another Slaanesh half of Wrath and Rupture via eBay, Facebook marketplace, your friend collecting Khorne, etc. Scoop it up to really get a cheaper army for a really good price, doing so will bring you to the below total:
- Infernal Enrapturess: 140 points, Leader 1 of 6
- Infernal Enrapturess: 140 points, Leader 2 of 6
- Bladebringer on Exalted Chariot: 220 points, Leader 3 of 6
- 30 Daemonettes: 300 points, Battleline 1 of 3
- 6 Fiends of Slaanesh: 420 points, No unit type
- 15 Seekers of Slaanesh: 360 points, No unit type
- Fane of Slaanesh: 0 points, Scenery
Total 1580
That is a really good value for what amounts to 75% of your army, but in order to keep that unit of Daemonettes 30 strong, you will need two more battleline units so let’s bring them in with 2 Seeker Chariots, which are reasonably priced at $30 new from GW. Then we will want to round out your leaders with a Herald of Slannesh to help lead your unit of Daemonettes. Finally, to finish off the army lets add in the endless spell Mesmerising Mirror.
- Infernal Enrapturess: 140 points, Leader 1 of 6
- Infernal Enrapturess: 140 points, Leader 2 of 6
- Bladebringer on Exalted Chariot: 220 points, Leader 3 of 6
- Viceleader, Herald of Slaanesh: 120 points, Leader 4 of 6
- 30 Daemonettes: 300 points, Battleline 1 of 3
- Seeker Chariot: 120 points, Battleline 2 of 3
- Seeker Chariot: 120 points, Battleline 3 of 3
- 3 Fiends of Slaanesh: 210 points, No unit type
- 3 Fiends of Slaanesh: 210 points, No unit type
- 15 Seekers of Slaanesh: 360 points, No unit type
- Mesmerizing Mirror: 60 points, Endless Spell
- Fane of Slaanesh: 0 points, Scenery
Total 2000 Points
Seeker Chariot: Move 12”, 4+ Save, 10 Bravery, 6 Wounds
They have three different melee attacks the first being whips: Range 2”, 4 Attacks, Hitting on a 3+, Wounding on a 4+, with -1 Rend, for 1 Damage. Then a claw attack: Range 1”, 3 Attacks, Hitting on a 3+, Wounding on a 4+, with -1 Rend, for 1 Damage. Finally, a tongue attack: Range 1”, 4 Attacks, Hitting on a 3+, Wounding on a 4+, for 1 Damage. This unit can retreat and charge in the same turn, and roll a dice for each enemy unit that is within 1” after this model completes a charge, on a 2+ it suffers D3 mortal wounds.
Viceleader, Herald of Slaanesh: Move 6”, 5+ Save, 10 Bravery, 5 Wounds
The Viceleader has 1 melee attack the claws: Range 1”, 6 Attacks, Hitting on a 3+, Wounding on a 4+, with -1 Rend, for 1 Damage. This model can run and charge in the same turn and has a 5+ shrug save against wounds and mortal wounds. Finally, this model can cast/unbind 1 spell a turn with its unique spell being Acquiescence: Casting Value 5. An enemy unit within 18”, re-roll hit rolls of 1 against them.
Mesmerizing Mirror:
Casting Value of 6, set up within 18” of the caster that can move 6” (fly). If a unit starts a move within 12” it takes D3 mortal wounds unless it ends its move closer to this model than before. After the model is set up and after it moves, roll a 6 dice for each hero within 6” they take a mortal wound for the number of 6’s rolled multiplied by itself. (so if 1 6 is rolled 1 x 1 is 1, if 2 are rolled 2 x2 is 4, etc.) Slannesh models are not affected by this spell.
Loadouts: Because we are using seeker chariots as battleline troops we have to take the Godseekers Host. Then for an artifact, I am going to give the general the speed chaser allowing you to retreat and charge. Finally, for spells, I am going to give one the Hysterical Frenzy spell and the other one Pavane of Slaanesh.
Tactics: For this army, I would start off my general within 6” of the fane and have him take the wound and try and get a charge in with him, the other chariots, and the seekers turn one. (Or claim objectives) That will give the rest of your army a chance to catch up and support wherever they are needed. The fiends are great elite unit and hero killers as well as the mirror endless spell so get them into your opponents’ territory as soon as possible. This is a fast army so you shouldn’t have any problems moving across the board to wherever you need to go.
Get your chariots to charge (especially the general) and use retreat and charges whenever as the mortal wounds they do can get insane if positioned correctly. With most your army having a 5+ save, though you easily loose troops so don’t get boxed in and pick fights with where it doesn’t make sense to. Your harps can hit hero characters that have 1 or 2 wounds left on them to take them out pretty easily even with the lookout sir rule so don’t feel like you always need to use the melody shot. Being able to take away buffing troops is always a good idea.
There you have it my take on a cheaper Slaanesh force to build. Doing so on the cheap pigeonholes you into taking the Godseeker host but it’s a great force to further build on. I think you will find the fiends are especially powerful and great at chewing through blocks of elite units.
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