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Slaanesh Starting Roster & Tactics


Advantages
ST4 claws
MV 7 gors
AG4 linemen
GAM access on Normal rolls for all positionals

Disadvantages
AV8 Wars
expensive AV 7 line who die in a stiff breeze
expensive everything so very hard to not be stuck in journeyman hell perpetually

Variation 1 - 2RR, 5 Positionals

  • 6 Slaves to Darkness
  • 2 Slaangors
  • 3 Warriors of Slaanesh
  • 2 Re-rolls
  • Total = 990k

3 re-rolls is a must as is 3 Warriors, the Av9 and Claw gives some punch and the ability to punch. 2 Slaangors gives you some Ma7 which is always good but you need to keep them safe as they will probably be your main ball carriers when developed. (edit: season 2 changes made it so you can no longer purchase 3 RR with 3 Warriors and 2 Slaangors, and the Wars are AV 8 ST4 now). This roster is there to maximize your positionals at the start and boost their advancement, however only 2 re-rolls will make things tricky with no blocking or ball handling skills, and the cost of the 3rd reroll will balloon past the cost of your positionals after team creation. purchase order - APO 3rd re-roll, 4th Warrior, remaining Slaangors, bench.

 


Variation 2 - 3RR, 3 Positionals

  • 8 Slaves to Darkness
  • 1 Slaangor
  • 2 Warriors of Slaanesh
  • 3 Re-rolls
  • Total = 990k

3 re-rolls is a must is right, even if it slows down the development of the positionals. the 2 warriors can provide hitting power and resilience, and the Slaangor is perfect for blitzing and ball carrying. The Slaves of Darkness are basically Elf Union linemen, and can handle the ball better than your positionals anyway due to AG 4. purchase order should be: Apo, 3rd Warrior (or second Slaangor if you get bad money rolls), 4th Warrior, remaining Slaangors. Once you have your 8 positionals, retire the broken Slaves and start buying replacements as needed.

 


Variation 3 - 2RR, 4 Wars, 7 Slaves

  • 7 Slaves to Darkenss
  • 4 Warriors of Slaanesh
  • 2 RR
  • Total = 1000k

This roster is based on the theory that Slaangors aren't worth taking, so you cycle through your Warriors, looking for a doubles for MB but blodging them up as they advance, while you use your slaves as the primary catalyst for the team. First purchase is APO, then 3rd and possibly 4th reroll, then you are just cycling through Warriors and Slaves and building a bench.

 

Tactics

Managing Team
APO first thing, think about dropping a positional to get APO at start. Get your remaining warriors, then Gors, once you have all 8 positionals, replace broken Slaves. This is one of the few teams where every player can be a blodger on 2 normal rolls, and blodge wins games…

Warriors
Normal rolls: Block, Dodge, Tackle, Side Step, (if +AG Leap), Mutations of choice
Double rolls: Mighty Blow, Guard
Stats: +ST +AG +MV +AV
All warriors need to be versatile but powerful hitters. Stat and Double rolls will really be the only deviation from the Block – Dodge – Side Step path, unless you take Tackle or a mutation early.

Slaangors
Normal Rolls: Block/Tackle or Wrestle/Strip Ball, Dodge, Sure Hands, Leap, Side Step, Frenzy, Mutations
Double Rolls: Mighty Blow, Guard, Juggernaut (if Frenzied)
Stats: +ST +AG +AV +MV (+AG turns these into the best possible sacker in the game, already having VLL, Leap is a normal, Wrestle and Strip or Tackle and they are ST 4 leaping on 2+ in a blitz)
Lots of potential for these guys, but never underestimate just giving them Block and Dodge at the start of their development. Early Stats and Doubles will help you choose a development path for them.
Killer – Mighty Blow (Double), Block, Tackle, Claw, Frenzy, Dodge
Sacker - +AG, Wrestle, Strip Ball, Leap, Dodge, Side Step
Drape – Block, Dodge, Shadowing, Tackle, Pass Block, Catch, Extra Arms, +MV
Surfer - Juggernaut (Double) Frenzy, Side Step, Block, Dodge, Pro

Slaves to Darkness
Normal Rolls: Block, Dodge, Fend, Side Step, Tackle, Mutations
Doubles: Guard, Pass or Nerves of Steel (most likely skip if not Guard unless using 3rd variant, where you might wish to build a passer)
Stats: +ST +AG +AV +MV (armor over movement due to LoS nature of linemen. You don’t want your Warriors or Slaangors on the line of scrimmage…)

Conclusions:

On paper, this team sounds absolutely awesome. 4 ST 4 claw with MV 6 and VLL plus agility access on normals, 4 MV 7 horns VLL gors, and pro elves with mutation access as your linemen. Then the games start, and you lose players faster than you can buy them, and it snowballs into the Prince of Pleasure’s sadomasochistic domain filled with loners who can’t use the rerolls you sacrificed positionals for. Now, it could be that I’m a trash coach whom Nuffle hates, but this seems to be the consensus amongst the coaches I’ve spoken with regarding playing this roster in League play. You may have better luck if you are picky in gamefinder, but where’s the fun in that…

Last update: November 7, 2018