The idea here is to try and get the most out of a couple of units that are largely overlooked.
The knights are so damn cool but are always going to be compared to eels which makes them look a bit shit.
The Chaos War Mammoth which has great stat for 320 points but has an annoyingly MASSIVE base.
The thing to remember is the buffs used in this list overlap to any unit with “Mortal” and “Slaves to Darkness” keyword. I haven’t seen too many Slaves games yet but I imagine this is a pretty standard hero load out.
I know if I wanted to make the strongest slaves list I could just pile all of these buffs onto 120 marauders but that’s boring and I don’t like rolling handfuls of dice.
Eye of the Gods table is super fun but probably won’t be getting much play in this list unfortunately.
The Slaanesh Aura of Chaos ability is just great in any list. 6s to hit generating an extra wound roll is great for any unit. Hordes benefit for obvious reasons and it’s a nice little potential bonus for your low volume, high output attacks from heroes (think Daemon Prince with Hellforged Sword of Judgement).
Also, reroll run and charge roll for units within 12 of the general is nothing to sneeze at.
Artefacts, Command Traits & Abilities
Sword of Judgement on the Chaos Lord on Daemonic Mount. This guy will be shadowing the big punch units in the Mammoth and the Knights so having a sneaky Sword of Judgement attack up your sleeve for high value targets, though not typically reliable, I think will be handy. If piling in twice it’s 10 attacks, rerolling ALL rolls. So 10 or more bites at the apple to get some 6s then becomes a bit more reliable.
Spell Familiar: Binding Damnation. Couldn’t afford another wizard but this spell is integral to the list. Select an enemy unit within 12″ and it fights last, awesome.
Command Trait and Ability
Ritual of Sorcerous Might + Mighty Ritualist on my Chaos Sorceror Lord General. Select a friendly unit within 12″ on a 2+ (mighty Ritualist makes it a 2+ instead of a 3+) D3 models from that unit are dead, sorry marauder horsemen. You get a +1 to cast for each model slain.
I HATE when important spells don’t go off. For better or for worse in every list ive ever played at a tournament I always lean into casting/dispelling/unbinding buffs. I think the key to strong combos is reliability.
Chaos Sorceror Lord General
This guys is Amazing and a bit of a lynchpin of the army. He hands out reroll hits and wounds, reroll saves and a casting buff for himself and the Gaunt Summoner. Massive value for 110 points.
Lord on Daemonic Mount
I couldn’t afford a kharkadrak dude 😣. This guys job, as mentioned above, is really just to follow around my Knight bus and Mammoth giving out my Aura of Chaos Slaanesh ability when on the offensive and every now and then he’ll get to jump into the fray with his big dirty Sword of Judgement.
No brainier here. For 1 CP he lets a mortal slaves to darkness unit pile in and attack twice.
Gaunt Summoner on Disc
The Gaunt SUMMONER can finally summon shit properly! When you consider that most people will be using this fella to bring on a 200 point unit you can offset that cost for a 60 point, 16″ move, two cast wizard that can mulch hordes! Insane value. In my army he’ll be zooming around the board casting his debuff spell and keeping the Mammoth hitting like a truck till he dies.
The Knight Bus
In isolation these guys are pretty overcosted at 180 points for 5 knights. Inside a standard slaves army where you aren’t taking the heroes to buff them alone I think they stand up against any cavalry in the game. Probably better in 2 units of 5 but this is going to be cool when it works well. The potential ,if these fellas are going to be one of the units receiving the buffs, is 20 attacks 3s and 3s rerolling, -2 rend and 2 damage. 6s to hit will explode into 2 wound rolls. That’s best case scenario but they’re also very quick with a big footprint. 30 wounds with a 4+ save (potentially rerolling) and a 5+ mortal wound save. I think that’s pretty shit hot inside a 2000 points Slaves army at 360 points.
If this guy was a little smaller I think he’d be an auto include in any army that could take him. 22 wounds with a 4+ save and 12″ move unwounded.
His attacks are where he shines, in my army he will be receiving the buffs as he has the “Mortal” and “Slaves” keyword. With him piling in and attack twice at full health he has 10 attacks with his goring tusks. That’s 4+ against units or 3+ against monsters that just does flat out D3 mortals, sick. His trampling feet is probable his best, most reliable attack. 20 attacks 3s and 3s rerolling, -2 rend and D3 damage with 6s to hit exploding into 2 wound rolls.
I think everyone knows how good these guys are. In my list they’re just a meat shield, victims of an arcane ritual or the death’s required to trigger my 6″ pile in from the battalion.
Again, sorry lads. Another meat shield. Though i suspect once I start getting this army playing a little more regularly these guys will probably be taking objectives too.
This is another warscroll that has become insane value since the Slaves rewrite. There’s too much on his warscroll to write out everything he can do. Inside this list hell be handing out a 6+ DPR and also redundancy or another source of reroll hits and wounds on a 3+. Pretty dang good.
Initially I just put this battalion in to reduce my drops and get an artefact etc. As I started to play games I realised its not as hard to get working as I initially thought. Any unit in this battalion dies in the combat phase then any other units in this battalion get a 6″ pile in untill my next hero phase. We all know how good that can be especially when one of your units can pile in and attack twice…
Magic, Endless & Realm Spells
Mask of Darkness
This is your standard teleport 9″ away spell. Combos really good with Marauders who can only fail that charge on a snake eyes lol.
Keeping the ‘airy elephant punching faces in at full strength till he dies.
Select a unit within 12 and it fights last. This is where the wombo combo starts coming together guys.
aka the funniest fuckin spell in the game. Have you even teleported in your 20 marauders and killed the only spellcaster in a Mawtribes list in the Butcher then baselocked their buffed up Stonehorn General with a 40 point endless spell??? Me neither… But when I do it’s going to be hilarious lol. Also works on Gotrek or anything else big and nasty that doesn’t fly.
Lets the general stay that little bit further out of harms way while throwing handing out his sexy buffs.
So in the few games I played with this list before Papa Nurgle took a shit on planet Earth I tried out the alpha strike combo which ended up playing out nicely.
At 3 drops you’ll like have control over the turn and if you do it’s fairly easy to get all these guys deployed in range for all these buffs.
I’ll proceed as though I get mediocre rolls which should still be enough, obviously I could roll like shit and have this all fail but thats obvious so we’ll leave it out for now. Reroll hits and wounds from the Sorceror and warshrine on the mammoth and/or knights. Reroll saves on whichever unit is most appropriate for what you’re playing. Cast Binding Damnation into the front most unit that the elephant will be charging into (with balewind on the newer scenarios it should be easy).
Teleport the Marauders somewhere on the board where, with a nice roll, you can maybe get into a support hero or even a shooting unit on the flank or in the back.
The knights here can be used to tag the front most unit along with the elephant or hang back to play cleanup or sit on an objective or something.
In the charge phase the maruaders are almost a gaurantee and the knights and elephant in range of the hro that’s run up behind them should be able to reliably make the charge.
The marauders fight first and hopefully kill something off. Now the opponent can’t hit the mammoth or the knights because of Binding Damnation so they hit the marauders. You’ll likely loose a few of them as they’re right into the opponents flank or back thus triggering the 6″ pile in from Pleasurebound Warband. If you’ve done your charges properly and with a bit of luck you can pick your targets with the mammoth and knights before the opponent gets a chance to hit them. If it’s a chaff screen you can take them out with the first attack from the elephant then pile into something tasty 6″ away without recourse.
Obviously this is a best case scenario but with binding damnation and all the buffs these relatively overlooked units in the elephant and knights working in tandem you even have a chance to chop at something like some hearthguard or mortek guard.
Again, all these buffs overlap onto anything with “Mortal” and “Slaves to Darkness” keyword. You can swap out the funky choices and throw in a bunch of marauders or some chosen for a stronger army but for me this is a bit more fun.
I’ve presented a best case scenario alpha strike here but once I play this style list and try swapping out units I’m thinking with all these crazy spells, buffs and quick units there’ll be a ton of different ways to play this against all the different armies out there.
I’m not a good writer (no shit) and I typed this out on my phone so if it’s full of grammatical errors I apologise.
P.S. Darren if this gets picked to get read out please shout out to my boys in the Cockatrice Lodge. Dan “the old wanderer” Doyle and “The Supreme Cock” Ethan (Wedge) McDonald and “the Debutant” Simo Kennewell. Increase the peace.