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.
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.
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.
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