Double Trouble Mammoth Pleasure
Thought I would share my list and see what you guys think. Basically it’s revolves around 10 Chaos knights (anvil) and 2 War Mammoths (furry hammers) with a bit of chaff and a few characters to back them up. The aim is to basically smash everything to bits with 2 double attacking Mammoths and the key is spending your limited command points at the opportune point.
– Fast movement
-Combos based on command points and not spells so is reliable (provided you have the command points)
– Mortal wound output from the Mammoths that don’t rely on hit or wound rolls
– can lower the enemy’s bravery (-1 from the knights and -2 from a charging mammoth)
– low model count (27)
– not much range attack
– 10 drop
– not the best bravery army but the only valuable unit that will be affected is the knights which you can use a command point
Allegience is Slaves to Darkness solely so the knights and marauder horsemen can be your battle line. The “Aura of chaos power” battletrait for Slaanesh of re-rolling run and charge rolls for Slaanesh slaves to darkness units wholly within 6” could be useful if you can fit the units in 6”. But really it’s just for the battleline horses.
Artefacts, Command Traits & Abilities
So the command trait = “master of deception” -1 to hit in combat will go on the Daemon Prince along with the “aetherquartz brooch” to potentially get an additional command point after spending one on a 5+. Each additional one you get back is potentially another unit attacking again in combat.
The only Command Abilities in the army are:
Chaos lord of Slaanesh = “Lord of Excess” select a mortal Slaanesh unit within 12”, until your next hero phase each 6 or more to hit you can make an extra attack.
Lord of Slaanesh on Daemonic Mount = “Hellish Swiftness” select a mortal slannesh unit within 12”, this unit can be selected to pile in and attack twice in the next combat phase.
The aim is to put these on either the knights or Mammoths, for ultimate destruction!!!
Daemon Prince = -2 to hit in combat, 13” fly, can attack before the enemy with the Slaanesh daemon Prince rule and has a -2 rend axe. His job is to pick off weak characters or tie things up and just be a pain.
Chaos Sorcerer Lord = Daemonic power spell is so good, and ocular visions is a free mystic shield.
Chaos knights = quite tanky but not much damage output. However the plan is to get around it by potentially attacking twice (2x 5 attacks per model), re-rolling hits and wounds of 1, and hits of 6 are an additional attack
War Mammoths = amazing! 22 wounds each with a 4+ save, starting at movement 12” and Any units with 3” suffer -2 to their bravery if the mammoth charged! Their goring tusks with a 3” range Just dish out mortal wounds and is unaffected by minus’ to hit, also their trampling feet have a -2 rend and are 3 damage. Plus when it dies you could do D6 mortal wounds to all units within 3”! Now imagine all that TIMES TWO, with both Mammoths attacking twice each in combat at the cost of 2 command points! Not many armies in the game will survive that!
Curseling = double caster and just annoying ability to copy spells.
The two slaanesh lords = added for their command abilities (as mentioned previously). A must have for this army to work, otherwise it completely lacks proper killing power.
Magic, Endless & Realm Spells
Endless spell – Prismatic Palisade = the only thing that could potentially offer range protection to a war mammoth, also used to block enemy units.
Basically put each command ability and Daemonic power from the sorcerer onto the Mammoths and destroy everything.
The key is to spend your command points wisely and at the opportun moment. On your first turn you will have 3 already so you can hit the ground running. You don’t want to waste a command point making a mammoth attack twice and it then wipe out a unit on the first attack and not be in range to attack anything else.