That whole conversation with Chemonized - you guys are correct - I looked into this extensively not long ago and you can still consolidate even if you didn’t have any enemies to allocate attacks into. I had long conversations about it with Art of War folks and such.
52 minutes in, this is definitely a hard matchup. Here's some list advice to help your next game. Shalaxi is a must take in this detachment. Her Soulpiercer is one of your few sources of Anti Tank, and she can kill most units if she gets a charge off. Syl'esske is also a must take IMO. 5+ critical wounds makes daemonettes punch up absurdly hard, those dev wounds are no joke. Two Enhancements that are a game changer are False Majesty and Dreaming Crown. +1 to hit and wound means your Keeper of Secrets can punch up against most things, and ensures your Daemonettes have more attacks to fish for dev wounds with. This detachment would be unplayable without Thieves Of Pain. That Stratagem lets you charge a Monster or Syl'esske unit, do a seductive gambit, and use your daemonettes as shields to take the blow. With Infernal Rapturesses, your daemonettes regenerate models, letting you spam Thieves of Pain, and thus Seductive Gambit, all the time. I'd probably recommend 1x1 Shalaxi, 1x1 Syll'esske, 1x1 Keeper Of Secrets, 1x1 Soul Grinder, and at least 3x10 Daemonettes with Infernal Enrapturesses as the backbone of any list, possibly more Daemonettes. I'd also recommend a unit of Plaguebearers to sticky your home objective. Finally, Masque has no use if you take the +1 to Wound aura enhancement, so you can drop him. Hope this helps!
See that's very interesting! 🤔 For me I would never ever take Shalaxi. She is at a bare minimum 150 points overcosted and one of the worst units in the codex, plus even more useless in this detachment because everything gets rerolls anyway right? I don't really like daemonettes purely for the fact that they get one shot so easily, but Ive done some testing with the two aura enhancements. They're not so bad, but 30 is a lot to pay! For both you can get a poxbringer for actions. Some interesting thoughts for sure! Thanks for the comment!
@Barnyard-Wargaming worth flagging that Thieves of Pain is activated when attacks are allocated not when the unit is targeted which makes it better. Basically you get to see their attack and wound rolls before you decide to declare it. Your opponent can decide to roll each attack individually to make the decision harder for you (to hide information) but that will be tough on their clock.
@@thomasmadden9834 I got crushed. I have no soul grinders so ironically took karnivores. But I also took Shalaxi. She has no -1 hit so she just got brigade shot to pieces. our local terrain is pretty meh so I ended getting seen a lot and its on me for playing her hyper aggresively. She bought time, but I bounced off of a lot of stuff even with full rerolls. Dice rolls matter. 3 keepers 3 Karnivors Shalaxi 10 demonettes 10 plaguebeares. the harp flesh lady. Indirect blasted all my small stuff.
Not sure if you get there in the game but the reason you can’t RI 6” with the index detachment is that Shadows lasts till the end of the phase and RI happens at the end of the phase. So as it’s your opponents turn they choose the order of the sequencing so they say that shadows ends and then you can RI (so you have to use normal deep strike rules).
That's true but it would only make a difference if shadow was ending right? For example if they take mid board. If shadow still exists then you couldn't?
It’s dumb but shadow is checked each phase and has an end point so it’s isn’t “permanently on” like you’d think. It is however always on in your DZ for what that’s worth
@@Barnyard-Wargaming it then raises an interesting question of how much you need to play the game for your opponent, as denying your 6” deep strike relies on them knowing how to sequence properly to do so.
@@Barnyard-Wargaming their aura makes god-aligned units count as in shadow - not a permanent shadow aura. But that would work anyway as that’s specifically included in the Warp Rifts rule
That whole conversation with Chemonized - you guys are correct - I looked into this extensively not long ago and you can still consolidate even if you didn’t have any enemies to allocate attacks into. I had long conversations about it with Art of War folks and such.
Where do you think Art of War learnt everything? I taught em everything they know. Ha! Seriously though thank you for looking it up and confirming! 😁
100% you can but you can’t pile in without nearby enemy models. Just consolidate if you can get onto an objective
52 minutes in, this is definitely a hard matchup. Here's some list advice to help your next game.
Shalaxi is a must take in this detachment. Her Soulpiercer is one of your few sources of Anti Tank, and she can kill most units if she gets a charge off.
Syl'esske is also a must take IMO. 5+ critical wounds makes daemonettes punch up absurdly hard, those dev wounds are no joke.
Two Enhancements that are a game changer are False Majesty and Dreaming Crown. +1 to hit and wound means your Keeper of Secrets can punch up against most things, and ensures your Daemonettes have more attacks to fish for dev wounds with.
This detachment would be unplayable without Thieves Of Pain. That Stratagem lets you charge a Monster or Syl'esske unit, do a seductive gambit, and use your daemonettes as shields to take the blow. With Infernal Rapturesses, your daemonettes regenerate models, letting you spam Thieves of Pain, and thus Seductive Gambit, all the time.
I'd probably recommend 1x1 Shalaxi, 1x1 Syll'esske, 1x1 Keeper Of Secrets, 1x1 Soul Grinder, and at least 3x10 Daemonettes with Infernal Enrapturesses as the backbone of any list, possibly more Daemonettes. I'd also recommend a unit of Plaguebearers to sticky your home objective.
Finally, Masque has no use if you take the +1 to Wound aura enhancement, so you can drop him.
Hope this helps!
See that's very interesting! 🤔 For me I would never ever take Shalaxi. She is at a bare minimum 150 points overcosted and one of the worst units in the codex, plus even more useless in this detachment because everything gets rerolls anyway right? I don't really like daemonettes purely for the fact that they get one shot so easily, but Ive done some testing with the two aura enhancements. They're not so bad, but 30 is a lot to pay! For both you can get a poxbringer for actions. Some interesting thoughts for sure! Thanks for the comment!
@Barnyard-Wargaming worth flagging that Thieves of Pain is activated when attacks are allocated not when the unit is targeted which makes it better.
Basically you get to see their attack and wound rolls before you decide to declare it.
Your opponent can decide to roll each attack individually to make the decision harder for you (to hide information) but that will be tough on their clock.
Wow that is a pro level strat right there. Thank you for that information. I will definitely be using that in my comp games! Cheers!
I just lost this exact matchup as the Slaanesh, excited to watch.
Hope you enjoy! 😁
Seems like a bad match up on paper for Slaanesh. Have had some success with Slaanesh recently and taking them to a big teams tournament in Feb
I agree! But just pass all your saves. Easy!
@@Barnyard-Wargamingah! That’s where I’ve been going wrong!
@@thomasmadden9834 I got crushed. I have no soul grinders so ironically took karnivores. But I also took Shalaxi. She has no -1 hit so she just got brigade shot to pieces. our local terrain is pretty meh so I ended getting seen a lot and its on me for playing her hyper aggresively. She bought time, but I bounced off of a lot of stuff even with full rerolls. Dice rolls matter.
3 keepers
3 Karnivors
Shalaxi
10 demonettes
10 plaguebeares.
the harp flesh lady.
Indirect blasted all my small stuff.
Not sure if you get there in the game but the reason you can’t RI 6” with the index detachment is that Shadows lasts till the end of the phase and RI happens at the end of the phase.
So as it’s your opponents turn they choose the order of the sequencing so they say that shadows ends and then you can RI (so you have to use normal deep strike rules).
That's true but it would only make a difference if shadow was ending right? For example if they take mid board. If shadow still exists then you couldn't?
It’s dumb but shadow is checked each phase and has an end point so it’s isn’t “permanently on” like you’d think.
It is however always on in your DZ for what that’s worth
@@Barnyard-Wargaming it then raises an interesting question of how much you need to play the game for your opponent, as denying your 6” deep strike relies on them knowing how to sequence properly to do so.
What about near a GD? They always have shadow.
@@Barnyard-Wargaming their aura makes god-aligned units count as in shadow - not a permanent shadow aura.
But that would work anyway as that’s specifically included in the Warp Rifts rule
I didn’t think keeper can heal D3 with sword in this detachment where is the ability to
The enhancement soul glutton!