Continuing
our review of the Lores of Magic in the Daemons of Chaos book, today
we're looking at the Lore of Slaanesh.
What
does it do?
As
with all older Lores, the Lore of Slaanesh does not possess a Lore
Attribute. I'm sure that's an advantage in some ways. Less for you to
forget, right? Anyway, onto the spells...
Acquiescence
is
the Signature Spell of the Lore. It has an 18" range, and makes
the target subject to Stupidity for the rest of the game. The best
targets for the spell obviously have low leadership, and are out of
range of the influence of the general and BSB. Some players employ
flanking units that fit these criteria perfectly. For example, did
you know Varghulfs have a leadership of 4? You might not, given that
the value is not often used. What about Furies, with leadership 2?
To
be honest, these are extreme examples. More often you will find
yourself presented with targets around leadership 7 or 8, floating
around the flanks or sitting back with the missile troops. The key to
this spell is its casting value is only 5+. This means you can just
throw the odd dice at it whilst saving most of the pool up for more
important tasks. If you've found a really good target, your opponent
will definitely try to dispel it. Otherwise he might decide to take
his chances, and may find his plans unravelling thanks to a bad
leadership test later in the game.
Acquiescence
will
often feel like more of an annoyance with which to needle your
opponent than a more basic magic missile, which yields immediate and
certain results. However, it offers the ability to mess with a
player's plans randomly for the rest of the game. The uncertainty it
seeds may well have your opponent hating the spell before the battle
is over. Just remember to mark it in some way, so you remember it's
in play.
Cacaphonic
Caress hits
all enemy units (including those in combat) within 2D6", and
inflicts D6 Strength 3 hits on each unit. The kicker is that it
ignores armour saves. That makes it the bane of armoured troops, in
particular those with low toughness - hard on the outside with a
soft, squishy centre. Players with a lot of heavy cavalry will be
very nervous about Cacaphonic
Caress,
especially if it's on a model that is likely to be in the thick of
the fighting (like a Keeper of Secrets). This could put it in range
of a lot of targets at once, which would make the spell crippling to
a knight-heavy force.
The
limitations of this spell are obvious, however. It doesn't
concentrate damage on a single target, which means a unit will only
ever cop a maximum of 6 Strength 3 hits. Armoured or not, larger
units simply don't care about that sort of damage. The variable range
could also prove frustrating - you're guaranteed to hit the unit
you're in combat with, but the rest is in the hands of the dice gods.
All of this means that sometimes this spell will look extremely
menacing, and sometimes it will be useless (early in the game it will
be out of range altogether). The cheekily cheap casting value of 6+
means you can casually toss dice at the spell, but unless you've got
some good targets, the other player probably won't even both trying
to stop it. When the fates align and you find yourself surrounded by
Bretonnian knight units (or something similar), there will be few
spells your opponent would rather dispel.
Succour
of Chaos is
an augment spell from before they had defined it as a category. It
may be cast on a friendly unit within 18" and engaged in close
combat. In the following round of combat (not a full turn like newer
augment spells invariably last), the target gains Always Strikes
First and rerolls failed hits.
Unfortunately,
there are not that many good targets for this spell in the Daemon
list. Slaanesh units tend to have ASF already, and that coupled with
their high Initiative generally gives them rerolls to hit as well.
Khorne units have a solid Initiative (enough to swing before a lot of
opponents) and are frequently led by Heralds who give them Hatred
(with the exception of Flesh Hounds). Tzeentch units can't really
fight, and rerolls are not going to change that.
A Keeper of Secrets with its ugly face on |
This
doesn't mean that you will never find a decent target for Succour
of Chaos -
just that not every unit will benefit. An all-Slaanesh army would see
this spell as largely irrelevant (which is ironic, given that it's
their spell). Nurgle units have low WS and Initiative and decent
Strength, so they are logical targets. Bloodletters without a Herald,
or which were already fighting and have worn out their Hatred, are a
great choice. The conclusion here is that provided you have fielded a
mixed force with a bit of variety, you will be able to find a unit
that would appreciate the benefits of Succour
of Chaos.
If you've gone for a Slaanesh theme or built your army around innate
rerolls and high initiative, it ill do little for you.
"Slicing
Shards of Slaanesh" is
best pronounced with a thick Sean Connery accent. It is also the
fourth spell in the Lore of Slaanesh. It is a magic missile with a
range of 24", which inflicts D6 Strength 5 hits. For a casting
value of 7+, this would be a decent spell. But wait, there's more!
After you do the hits, the unit must take a leadership test and if it
fails, it cops another
D6
Strength 5 hits. This pattern continues until the unit is gone, or it
passes the leadership test.
This
spell has the potential to inflict catastrophic damage to the right
target. Units with low leadership and no BSB reroll are in serious
peril - no matter how many of them there are. When you consider that
Daemon armies have options like the Greater Icon of Despair or (God
forbid) the Masque, you could find yourself with a target which is
almost no chance to pass a leadership test - which means its fate is
sealed. The presence of Phantasmagoria
in
the same Lore (and spells like Doom
and Darkness waiting
in the wings elsewhere) offers some truly nightmare-inducing
combinations that your opponent will be scrambling desperately to
prevent.
Even
if you can't manage to align things quite right for the perfect
crime, there will be plenty of targets that want nothing to do with
Slicing
Shards of Slaanesh.
Strength 5 is nasty for a magic missile, let alone one that could
potentially be inflicting 2D6 or more hits against targets with
modest leadership.
The
next spell is Pavane
of Slaanesh.
It targets an enemy model within 24" and line of sight of the
caster. The target must take a leadership test or suffer D6 wounds
with no armour saves allowed. The casting value of 8+ is relatively
cheap, given the decent range of the spell. It's a fairly standard
sniping spell, but once again it's in an army (and a Lore) with the
potential to mess with leadership values. Most characters feel fairly
safe taking a leadership test within range of the general and BSB,
but try knocking 2 or 3 off their leadership and see how comfortable
they are.
The
final spell in the Lore of Slaanesh is Phantasmagoria.
The spell lasts one full turn, and whilst in play all enemy units
must take all leadership tests with an extra D6, discarding the
lowest. The casting value of 10+ is a bargain for something that
affects all enemies on the table.
This
spell has the potential to destroy your opponent's plans. An army
that is susceptible to Fear and Panic could find itself losing units
left, right and centre when Phantasmagoria
is
in play. Units will fail Fear tests and drop to WS 1 in combat,
ensuring they get smashed in combat. Then they will have to take
their break tests with a greatly increased likelihood that they will
fail (and virtually no chance of rolling Insane Courage). Then the
units nearby will be taking Panic tests with an extra dice... Casting
this spell at the right time could see an enemy army fold like a
house of cards.
Armies
that are resistant or immune to psychology will suffer less when
Phantasmagoria
is
cast, but that doesn't mean they don't care. Most armies take break
tests, and nobody wants to have to roll an extra dice there. Vampire
Counts and Tomb Kings will care the least about the spell, however if
you're holding Slicing
Shards or
Pavane
of Slaanesh in
your hand, they will still pay attention. Those spells have the
potential to be dangerous, and they could be downright lethal if
Phantasmagoria
gets
through.
How
will it be used?
The
Daemons of Chaos book is slightly frustrating in the way its Lores of
Magic are doled out. Heralds of Slaanesh may be upgraded to level 1
wizards, in which case they automatically choose from the Lore of
Slaanesh. However, if you want more than a single level caster, you
have to go bigger - much bigger. Daemon Princes may choose the Mark
of Slaanesh and be upgraded to level 2 wizards, however this costs a
small fortune and is based upon a Lord choice that is not much in
favour. You'd be better off getting a gaggle of level 1 Heralds for
the same cost, if the Lore of Slaanesh was your main motivation.
The
only other option is a Keeper of Secrets. It alone can be a level 3
or 4 wizard (the traditional "lord" levels of
spell-casting). However, this does not come cheaply. Given that the
most common equipment for a Keeper is Spirit Swallower (in an attempt
to maintain a very large points investment that comes with only 5
wounds and a massive enemy crosshair on its horned brow), a standard
army cannot afford to lavish points on magic levels. A level 4 Keeper
of Secrets with 100 points of equipment comes in at a stonking 670
points - meaning you would need to be fielding at least a 2680 point
army to get it into your Lords allowance. Given most tournaments are
2500 points or less, a level 2 is probably the most you would ever
find in a competitive environment.
All
of this is a shame, because there is nothing wrong with the Lore of
Slaanesh - it's got some menacing spells that are cheap to cast. This
means that it is possible to get a few Heralds and share the load a
bit (the casting values are not out of the reach of petty wizards),
but there is nothing like a high level caster to really force your
spells home and cause your opponent angst.
No comments:
Post a Comment