In a nutshell: The REAL Eternal Dancer. While not as power weapon killy as the Khorne heralds, they do make excellent bounce and pounce units to support the rest of your army.
Pros: A very fast unit, good at tying enemy units down while slower units move into position; or using Pavane to move units out after you hit & run away during their turn. Lots of rending attacks (7 charging), decent WS5 and S5/I8 charging due to furious charge...makes Harlequins cry. This Herald also has the Super Nerf grenades that the other units do not.
Cons: Will not do well against super killy CC units. Will not really do that well against line troops, but with your first set of attacks dragging down a couple and then repeating a slightly less damaging round before withdrawing...makes for a very useful unit but can't stand being shot at, so if you cannot take a beating you should not commit to the fight.
Tactics: The way I think they should be run is with Chariot, Soporific Musk, Pavane, and Unholy Might. Run up, tie someone up, if you beat them in combat you have a very high I and are likely to catch them. Use two of them together to really hit the enemy hard with a bunch of attacks. Withdraw and Pavane, then charge with your other units and re-charge. You can really pull people out of their defensive positions, which is what this unit excels at.
Final word: A very handy unit, having a possible 24" charge range will really spook people if you bring 4 of them along. Don't forget you can't Pavane and Fleet, and Pavane only hits 50% of the time...so if you are counting on a good Pavane to drag the enemy closer so you can assault with these girls, fleet instead. Use Pavane after you get them into combat and H&R away.
Herald of Slaanesh
Labels: HQ
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5 comments:
I love the rubber Slaanesh units, nothing more fun than bouncing all those models around all game.
Why Pavane though? It's expensive and is a 50/50 shot when you could be fleeting. Pavane has been very underwhelming for me beyond clumping baddies together for Flamers/Grinders.
So, the reason you bring Pavane is to help the rest of your army.
You don't need to Pavane your first turn.
It's the turn AFTER you assault, when you Hit & Run and it's your turn again.
Often you will have slower units bringing up the rear, with Pavane you can 'correct' your opponents position and re-charge.
It is underwhelming, until you bring 4 Heralds or 2 Keepers plus 3 DP with it.
Ever play Chaos Gate? The Cultists?
"Come to Chaos."
Totally Pavane. lol
That's an interesting idea, never really thought of that :P
I haven't used Pavane all that much, mostly on the Masque hanging out with Fateweaver (gotta love that 3+ invul with re-rolls!) pushing baddies together so they get properly Flamer'd.
If you need to fleet to get someone in range after using H&R, ummm...did you roll 18 and he consolidated 6" away or something??
I see your point :P
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