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Happiness in Slavery

Androgyny is the new sexy as we all know, and Daemonettes of Slaanesh are now the go to choice for anyone not hiding behind an Aegis Defense Line.

The multipurpose nature of Daemonettes make them better than ever.

Daemonettes have gone through the fewest changes of the big four, but the little tweaks help make Daemonettes one of the most dynamic units in the Daemon Codex.

So, what changes to our favorite crab hands make them such a good unit in the 6th edition universe? Well let us look at a side by side comparison between the old and the new codex.

(Click to Enlarge)

Daemonettes of Slannesh Rules 2013

Daemonette Rules 2013 

 

 

Daemonettes of Slannesh Rules 2008

Daemonette Rules 2008 

 

 

 Compare & Contrast

  • Point cost reduction from 14 to 9
  • Loss of an Attack 3 to 2
  • Loss of an Initiative 6 to 5
  • Loss of Grenades
  • Increase in Weapon Skill 4 to 5

--From Red Lobster to Sizzler--

Full 20-man Daemonette units under 200 points is, oh so, delicious. Like all the troops choices, Daemonettes were lovingly hit with the cheapness stick and boy does it feel good. Unlike the other troop choices Daemonettes are mostly left intact from 5th edition... which is a good thing.

--Less nipple clamps for the pleasure God--

With any dedicated assault unit, it always hurts when you have less attacks, so going from three to two attacks poses some major problems. Now, Deamonttes are compensated by that aforementioned reduction in overall all cost (more Daemonettes on the board), combo with their run bonus and you have unit with more models and get into assault faster. 

--Pleasure isn't always about speed--

Having one less Initiative isn't all that bad, especially when you consider the changes to Furious Charge. The same units Daemonettes typically assaulted before were never swinging first anyway. The few exceptions are so rare now that Daemonettes are hardly penalized by this change...unless...terrain is in the way.

--More more Acquiescence--

The removal of grenades hurts, hurts a lot. This is a very classic Phil Kelly thing: giving great units a built-in weakness. Sometimes Phil can go too far, but with nine-point Daemonettes it really makes you overlook a lot of things, especially if you have Khorne Cannons to help.

--Didn't see that coming--

Daemonettes amazingly got an increase to Weapon Skill. Daemonettes against most opponents will be hitting on 3s making the loss of attack that much more irrelevant. The real bonus is when you combo WS5 with the Rapturours StandardOne Per Game, all models locked in combat with the Rapturours Standard unit suffer -D3 penalty to their Weapon Skill which will reliably have units hitting Daemonettes on 5s back.

Androgyny is the new sexy as we all know, and Daemonettes of Slaanesh are now the go to choice for anyone not hiding behind an Aegis Defense Line.

 Putting it all Together

Daemonettes of Slaanesh are the best troop choice for Daemons. If your army design focuses on actually using your troops, not cowering behind something. If you like a fight than Daemonettes are for you!

Unlike Horrors and Plaguebearers, Daemonettes have to be aggressive. Daemonettes cannot survive even a hail of lasguns, so moving and staying in assault are the keys to survival.

Daemonette Painting Tutorial

Luckily, Daemonettes get some valuable tools which enable them to engage and destroy targets. The new and improved Daemon of Slaanesh DoS have the Daemon. Fleet, and Rending special Rules. In addition, DoS Run an additional 3 inches and DoS Cavalry Run an additional 6 inchesallows Daemonettes to speed across the board. With a Herald of Slannesh and Lesser Locus of Grace  This model. and all models in its unit, have the Move through Cover special rulemakes crossing difficult terrain easy as well. A run distance between 4-9" every turn means Daemonettes can make many charges by turn two.

Once in combat Daemonettes are one of the few all comers units. With a high initiative, weapon skill, and rending Daemonettes can make mincemeat out of everything from Terminators to IG blob squads. Taken with a Rapturous StandardOne Per Game, all models locked in combat with the Rapturous Standard unit suffer -D3 penalty to their Weapon Skill and Daemonettes will take few if any casualties back. This is impressive for a troop choice.

The Alluress upgrade character is a cheap sacrifice; by denying attacks from opposing dangerous characters. Daemonettes are susceptible to mass shooting, as their lack of toughness has always been a problem. Throwing other threats alleviates some of the fire Daemonettes should face, but taking multiple blobs is your best bet at survival and overwhelming your opponent.

Since all Daemon of Slaanesh DoS have the Daemon. Fleet, and Rending special Rules. In addition, DoS Run an additional 3 inches and DoS Cavalry Run an additional 6 inches have rending the Alluress doesn't need any Magical Weapons Once a character's rewards are determined, he can choose to swap a single Lesser, Greater, and/or a single Exalted reward for result on the relevant table; this is the only way to receive a Magic Weaponkeeping the overall unit cost down. Daemonettes also don't really need a Herald of Slaanesh because the Locuses aren't as critical for Daemonettes as other units. Upgrades like the Instruments of Chaos When a unit with an Instrument in Deep Strike passes its Reserve Roll, you can also choose another friendly unit still in Deep Strike to automatically arrive from reserve. aren't a must buy either, since most other Slaanesh units want to start on the board.

Daemonettes play very similar to Tyranids: high Initiative, speed, and no grenades sound familiar? Pulling units into the open or making sure you hit targets neutered by the Rapturous StandardOne Per Game, all models locked in combat with the Rapturous Standard unit suffer -D3 penalty to their Weapon Skill guarantee the best odds. Oddly, Daemon of Slaanesh DoS have the Daemon. Fleet, and Rending special Rules. In addition, DoS Run an additional 3 inches and DoS Cavalry Run an additional 6 inches make better use of Cannons of Khorne than Khorne units because of the above reasons.

Lastly, Daemonettes aren't a bad option to still Deep Strike, with the bonus to running making it easy for Daemonettes to spread out after Deep Striking.

It will force your opponent into making a tough choice, and allow you to play some old school Daemon mind games as well.

--Ways to play Daemonettes of Slaanesh--

Death Star Configuration: 160 pts 15-man Daemonette unit with Alluress, Rapturous Standard

Balanced Configuration: 155 pts 15-man Daemonette unit with Rapturous Standard

MSU Configuration: 90 pts 10-man Daemonette unit

Horde Configuration: 205 pts 20-man Daemonette unit with Alluress, Rapturous Standard

A Word about Allies

Daemonettes are a great addition for any Chaos Space Marine ally. Chaos Space Marines often have trouble dealing with 2+ armor, with Daemonettes's mass Rending that shouldn't be a problem. Since, Daemonettes are a cheap troop choice it leaves you with excess points for meatier units. Just remember to take some backfield troops (Cultists) as well, because Daemonettes need to be engaged in assault!

Remember unlike other Battle Brothers Daemons ICs cannot join with Chaos Space Marine units under any situation.

Final Thoughts...

Overall, Daemonettes of Slaanesh are a great troop choice, they have the great combination of cost and utility. At (beating a dead horse) nine points how can you go wrong? The only mistake is taking too few. Currently, it is fashionable to take Horrors for the ability to hide in terrain, but with Tau and others making cover obsolete, taking Daemonettes instead is a better way to go in the long run.

Warning

It's Like Tactics is rated theory hammer because these are general observations and assumptions based on only few tested games.