Tag Archives: noise marines

Slaanesh: Observations from the Weekend

Played at a small tournament – well, ran a small tournament, and played to fill in the odd number spot – with my Slaanesh CSM/Daemons army, and I’m pretty satisfied with the results. I ended up going 2-1, with wins against Khorne CSM and Nurgle CSM, and a loss against my friend (and cohost) Dennis and his Eldar. This is not surprising; he can never beat my Tau with Eldar, and I’ve yet to beat his Eldar with my Chaos armies. After three games with the new force, I feel like I’m in the right direction for the most part. Here’s what I took:

HQ: Chaos Lord w/Mark of Slaanesh, Sigil of Corruption, Power Sword, Chaos Bike, Gift of Mutation, Veterans of the Long War – 155
Troops: 9 Noise Marines w/8 Sonic Blasters, 1 Blastmaster; Noise Champion – 234
Troops: 9 Noise Marines w/8 Sonic Blasters, 1 Blastmaster; Noise Champion – 234
Troops: 19 Cultists w/17 Autoguns, 2 Flamers, Mark of Slaanesh; Cultist Champion – 137
Fast Attack:
 4 Chaos Bikers w/Mark of Slaanesh, Icon of Excess, 2 Meltaguns,Veterans of the Long War; Biker Champion w/Combi-Melta, Meltabombs – 195
Heavy Support: 4 Chaos Havocs w/4 Autocannons, Mark of Slaanesh, Veterans of the Long War; Aspiring Champion – 130
Fortification: Aegis Defense Line w/Quad Gun – 100
HQ: Herald of Slaanesh w/Transfixing Gaze, Soporific Musk, Pavane of Slaanesh – 90
Troops: 16 Daemonettes of Slaanesh – 224

Here are my take-aways from the weekend.

  • Bikes work as a Lord delivery system, but… Being on a bike ensures that the Lord will get somewhere quickly, and it keeps him alive due to the increased toughness. The rest of the bikes provide melta for cracking open vehicles and act as ablative wounds. They don’t bring a whole lot else, though, besides someone carrying an Icon of Excess. They just don’t have enough attacks to make a sizable dent in an enemy unit when assaulting. Still, the speed and toughness are really nice. I’m going to keep trying these guys for a bit longer and get used to them before I decide their fate. Putting the Lord on a Steed of Slaanesh is tempting to give the whole unit Outflank, but then I lose the extra toughness.
  • Shooty Noise Marine units are great. Fearless. Power armor. Cranks out tons of shots. Ignore cover. High Initiative if they get assaulted. What’s not to like? Also, the Blastmaster is fantastic now, because of two reasons: ignoring cover and being able to keep it stationary while the rest of the squad moves. It’s totally worth the points now, especially when you consider how easy it is for vehicles to get cover now. If I can see you, I can kill you, and there’s nothing you can do about it. Also awesome for killing other power armor units.
  • Shooty Cultists are good. Okay, their guns aren’t great, but with so many shots you can manage a lot of mischief. I actually managed to have them shoot a Bloodthirster to death (results not typical). They’re risky to assault, especially with the flamers, and with the Mark of Slaanesh they’ve got a good chance to attack in kind once you close. In combination with a decent piece of cover, like an Aegis Defense Line, you can keep them nice and safe. Out in the open, though, they’ll take wounds and likely run off the board, so use them wisely if you don’t want to babysit them with a Lord.
  • Havocs are great. Especially with autocannons. A lot of strong shots for a low cost. Sure, they won’t scratch AV14, but that’s what the bikers are for. Setting the champ at the defense line’s Quad Gun almost doubles your firepower and gives you access to a Skyfire Interceptor weapon. I had faith that they would serve me well, and they delivered.
  • Daemonettes worked! The Daemonettes did exactly what I’d chosen them for – a fast assault unit that I could drop into my opponent’s back lines to cause havoc and assault scoring units camping in the rear. They’re fragile, but with the sheer volume of attacks they can put out makes up for their deficiencies. I never did use Hit and Run, so the Herald’s Musk might be on the chopping block, but Gaze and Pavane are staying. The only game where they didn’t directly contribute was against the Eldar (ironic, that), but they still pulled Dennis’s entire army’s attention for that one turn, leaving the rest to act without being bothered for a turn. Even against a tarpit unit like Plague Zombies, they managed to just out-wound their opponents. They don’t stand up to shooting, but I knew they wouldn’t. If nothing else, though, they forced my opponent to make bad decisions: keep pressing forward and ignore the blender I just dropped in your lines, or turn around and deal with it and let me stall out your momentum. I wouldn’t run them much smaller than I have them in this list; they need the bodies to get where you want them.

I will say it’s odd to run an army devoid of vehicles, but at higher point levels (1750-2000), I might figure out a way to pad out that involves metal boxes of one form or another, or maybe pick up a Heldrake and fit it into the list. Also, possibly more Daemons; they’re just fun to play around with.

Prime-apalooza

I actually managed to grab a week of vacation time over the Thanksgiving holiday, and miraculously we had 60+ degree weather for most of it. Given that it’s not going to be long before we’re deep in winter, I figured that it’s time to get priming while the weather’s agreeable for it. First on the block was my Realm of Battle board. My wife got a new bike that same week, so fortunately we had a big empty cardboard box that made the perfect priming setup for large flat pieces of plastic.

Besides the board, I also had the additions to my Chaos Marine army: the Bike Lord, the Chaos Bikers, the Autocannon Havocs, and some more Noise Marines. By the way, these Noise Marines were made with the new Finecast bits, and I can’t begin to describe how much easier these were to work with than the old metal bits. I had a love/hate relationship with the metal Noise Marine kits, but these were all love. My only minor complaint is trying to get the arms lined up with each other and the body, but that’s a fault with the design, not the material. If I ever needed to expand my Noise Marines further, I would buy another set of these bits in a heartbeat.

I also primed my Cultists to get them ready. I did hit a point of frustration here, though, and it’s with how Dark Vengeance is packaged. Each squad is 1 Champ, 8 Cultists (either CCW/Autopistol or Autogun), and one special weapon Cultist. However, combine two of those, and you don’t have a legal squad of 20 unless you count Champ #2 as another CCW/Autopistol Cultist… and one of the champs doesn’t even have an Autopistol. I’ve got a tournament coming up this weekend where I’m using the Cultists (if I play; I’m the ringer to pad out even numbers), and I needed a legal unit of 20, so I ended up picking up one of the GW Cultist boxes after I’d done my priming… so I’ll have one bare plastic Cultist (the shame; the shame!). Also, the Shotgun is crap, so I did an arm swap between the Champ and one of the close-combat Cultists.

And to wrap up all the 40K-ness, I also assembled and primed my Aegis Defense Line. A friend is lending me her Dremel, and I used it to deface the Aquilas off of the various barrier bits and the Quad Gun base. On the quad gun, I smoothed it down nicely to put a new Chaos marking on it, but on the ADL bits I just left the Aquila spot looking distressed and defaced to give it that “hastily defiled” look. Oh, and spikes were added, because it’s Chaos. Can’t have Chaos without spiky bits, right?

But that’s not all, folks! I’ve also been branching out, and recently picked up the Viktorias for Malifaux. I’m still waiting on some Ronin and a Convict Gunslinger, but I got the twins and Taelor primed. I want somewhat more vibrant colors, so I went with a gray primer instead.

And finally, some models I’m just doing for an eventual display piece: 4 Darklands/Bane Legions Melusines, ordered from Maelstrom Games before that vendor imploded under the weight of their own debt. The manufacturer’s sending me the fifth to make up for the one I never received. I have some special basing materials set aside for their display board, which will start out as a sheet of cork glued on a plinth, with square holes cut out for their bases. I’m wary of that totem staff, though; it’s resin and very wobbly and fragile.

Between all this and my Black Templars, I’ll have plenty of models to work on over the next few months!

 

 

Slaanesh: A Little From Column A, A Little From Column B

Like many people, I’ve been trying to decipher the riddle of Chaos Marine troops, and I keep vacillating between Cultists, Chaos Marines, and Noise Marines. Looking again at the core of my list right now, I’ve got:

HQ: Chaos Lord w/Mark of Slaanesh, Aura of Dark Glory, Power Sword, Chaos Bike, Veterans of the Long War – 135
Troops: 9 Noise Marines w/8 Sonic Blasters, 1 Blastmaster; Noise Champion – 234
Troops: 9 Noise Marines w/8 Sonic Blasters, 1 Blastmaster; Noise Champion – 234
Fast Attack: 4 Chaos Bikers w/Mark of Slaanesh, Icon of Excess, 2 Meltaguns,Veterans of the Long War; Biker Champion – 180
Heavy Support: 4 Chaos Havocs w/4 Autocannons, Veterans of the Long War; Aspiring Champion – 120
Fortification: Aegis Defense Line w/Quad Gun – 100

Obviously, I’ve got a couple of troops choices, and they’re dedicated shooty units. I’ve got a Fast assault unit and a Heavy shooty unit, but I think I need a bit more assault capability there. I’d been leaning towards an assault-focused Marine squad (either Noise Marines or Slaanesh-marked Chaos Marines), but I’m just not entirely sold on one. They’re not bad by any means – they’re fast to strike, tough as any marine, have grenades, and have Feel No Pain – but they’re still just marines in combat. Chaos Marines aren’t fearless, Noise Marines are more expensive and less flexible in equipment (but can bring a Doom Siren), and both are stuck foot-slogging across the table and can fail charges as easily as any other non-Fleet unit. Also, running them in larger units – a requirement for those armies that want to assault when Combat Squads aren’t an option – gets prohibitively expensive very quickly. So, what am I left with? Let’s look at Cultists.

Cultists have two things going for them. First, they’re very, very inexpensive. 10 Cultists, including a champion, only cost 50 points before any upgrades. Second, they can be taken in large numbers – up to 35 models per unit. After that, though, they start falling apart quickly. They’re frail, weak, not terribly skilled, and have a poor Leadership score. Using them as an assault unit means trying to bounce them from cover to cover, hoping that they don’t get taken apart by gunfire along the way. They will get taken apart, too; a low toughness and nearly useless armor save combine to ensure they’ll die in droves, giving them more opportunities to break. If they do manage to arrive, they still have the issues of making the assault that the Marines do. They don’t even have any chance to damage vehicles, so they’re really no threat to much of anything other than small isolated units. That’s not to say they’re useless, though. I like the idea of them being a counter-assault unit, something that can use their numbers defensively to sit in cover on an objective and make life difficult for anything that wants to charge in. That’s why I like the autogun/Mark of Slaanesh combo – it pumps out lots of shots, even moreso in overwatch, and can answer an assault at the same time as a standard MEQ unit.

I still don’t have my assault unit, though, and while there’s some good Elite choices, I still want something that can be scoring, and I want it to be thematic. To that end, I started looking at the Daemons codex and Daemonettes. I happen to have 10 painted up, and another 30 primed and ready to go, so it’s an easy add-in to my army model-wise. I would have to add in an HQ since it’s an allied detachment, but I’ve got a couple of models to use as Heralds as well. While the Daemonettes aren’t necessarily tougher than Cultists – they’re both toughness 3 – they’re definitely less fragile. They’ve got the 5+ invulnerable save, which means they won’t auto-die to every weapon in the game, and even if they do take casualties, they’re Fearless, which ensures that they won’t break and run. As far as getting into assault, they’re Fleet, which gives them a huge advantage over every other assault-focused troop choice I can run; I can all but guarantee they’ll make the charge. They strike before most other units, have grenades to ensure that they act at initiative, have 4 attacks each on the charge, and have rending, ensuring that they’re a threat to everything. The Herald is no slouch, either, as she’ll have an extra attack and Transfixing Gaze (because why wouldn’t you spend the 5 points on it) to ensure she has the upper hand in challenges. Add in Eternal Warrior to ensure she can’t get one-shotted, and you’ve got a unit that can hunt characters, squads, and vehicles equally well.

So, how many? I’m thinking 17 Daemonettes and the Herald. It’s a good-sized blob squad, which you’ll want for assault; these units aren’t tough enough to run as MSU assault squads. 18 is three times 6, which makes it nicely fluffy, and gives you enough points left over to throw some upgrades around your army. If fluff isn’t important, you can go with 15 or 20, but I wouldn’t go much less than that. Since the squad is Fearless, you don’t have to worry about gaming the 25% casualty point, and with their invulnerable save being the same as most pieces of cover, you can just run them out in the open (although I would try to use LoS-blocking terrain to keep them out of too many firing lanes). If you absolutely wanted to double-up on squads, you could try two Heralds (since you can fit 2 in the HQ slot) and two 8-man Daemonette squads, but I think they’d be too fragile to make it to combat safely. If you’d rather have the ability to move enemy units around, the Masque is an attractive choice, with her 3++ save and triple Pavane, but the lack of Transfixing Gaze makes her a little weaker in challenges, so for now I’m going to stick with the Herald and maybe sub in the Masque later to try things out.

So, what does my list look like now? With the new additions, and some points thrown around for upgrades, I’m looking at something like this:

HQ: Chaos Lord w/Mark of Slaanesh, Sigil of Corruption, Power Sword, Chaos Bike, Veterans of the Long War – 145
Troops: 9 Noise Marines w/8 Sonic Blasters, 1 Blastmaster; Noise Champion – 234
Troops: 9 Noise Marines w/8 Sonic Blasters, 1 Blastmaster; Noise Champion – 234
Troops: 24 Cultists w/22 Autoguns, 2 Flamers, Mark of Slaanesh; Cultist Champion – 167
Fast Attack:
 4 Chaos Bikers w/Mark of Slaanesh, Icon of Excess, 2 Meltaguns,Veterans of the Long War; Biker Champion w/Combi-Melta, Meltabombs – 195
Heavy Support: 4 Chaos Havocs w/4 Autocannons, Mark of Slaanesh, Veterans of the Long War; Aspiring Champion – 130
Fortification: Aegis Defense Line w/Quad Gun – 100
HQ: Herald of Slaanesh w/Transfixing Gaze – 55
Troops: 17 Daemonettes of Slaanesh – 238

The plan for the army is simple: the Noise Marines soften up infantry, while Havocs, manning the Quad-Gun, handle vehicles. The Bikes pull double-duty, hunting down vehicles and tougher infantry. The Cultists stay behind the line and hold a point. While all this goes on, the Daemons drop in and chase after any target of opportunity and harass the enemy’s back lines. How well this will play out, we’ll see. I’ll experiment with this, and other variants. Perhaps two smaller Cultist squads, or Marines instead of Daemonettes. For now, though, this looks to be an interesting list to try out.

Slaanesh: Building on the Backbone

I think I have the backbone of my revised Slaanesh CSM army figured out. Right now, it’s looking like this:

HQ: Chaos Lord w/Mark of Slaanesh, Aura of Dark Glory, Power Sword, Chaos Bike, Veterans of the Long War – 135
Troops: 9 Noise Marines w/8 Sonic Blasters, 1 Blastmaster; Noise Champion – 234
Troops: 9 Noise Marines w/8 Sonic Blasters, 1 Blastmaster; Noise Champion – 234
Fast Attack: 4 Chaos Bikers w/Mark of Slaanesh, Icon of Excess, 2 Meltaguns,Veterans of the Long War; Biker Champion – 180
Heavy Support: 4 Chaos Havocs w/4 Autocannons, Veterans of the Long War; Aspiring Champion – 120
Fortification: Aegis Defense Line w/Quad Gun – 100

This comes in at just over 1000 points, and gives me some core capabilities:

  • The Lord and Bikers provide a fast, tough assault unit with anti-armor capabilities
  • The troops give me two Fearless units that can put out a deadly barrage of fire that ignores cover
  • The Havocs and ADL provide a steady supply of autocannon fire that can be equally deadly to light vehicles, light infantry, and fliers (and the extra Leadership from Veterans helps keep them from breaking)

The next step is figuring out where to go from here and filling in the next 497 points to get to 1500. Do I expand my assault capabilities? Do I add more troops? More heavy support? It’s not like there’s any lack of options in the Chaos Marine codex, even if I just limit it to vehicles and Slaanesh-marked units (and unaligned ones). I’m playing around with a few ideas that I can possibly mix and match. Some possibilities include:

Troops: 24 Cultists w/2 Flamers, 22 Autoguns, Mark of Slaanesh; Cultist Champion – 167
I’ve tried playing around with Cultists as an aggressive assault unit, and unless they’re in huge numbers and/or have a lot of cover available (which slows them down), they tend to die before they can really contribute. Instead, I’m thinking of using them as a shooting objective-holding unit that’s hard to assault safely. Sitting them on an objective in cover or behind the ADL, I can keep them alive longer, and while they may not be great shots and have weak guns, they put out a massive number of shots. Between the flamers and the rapid-firing guns, assaulting them’s not a safe bet either.

Troops: 9 Noise Marines w/9 Close Combat Weapons, 0 Boltguns, Icon of Exces, Veterans of the Long War; Noise Champion w/Doom Siren, Power Weapon; Rhino w/Dirge Caster – 290
Instead of using them as a shooting unit, this unit tries to use Noise Marines as a dedicated assault unit. High initiative, good armor, and FNP helps to ensure that they get their strikes in, and the champ is no slouch with his MEQ-killing template and power sword. Hopefully, competent placement of the Rhino will keep them safe from overwatch shots as well. A bit pricy, though.

Troops: 9 Chaos Marines w/9 Close Combat Weapons, 0 Boltguns, Mark of Slaanesh, Icon of Excess, Veterans of the Long War; Aspiring Champion w/Power Sword; Rhino w/Dirge Caster – 255
Same idea as the previous unit, and noticeably cheaper, but without the Doom Siren goodness to melt enemy faces. Very similar to the above, but an option if you want to shave off a few points. Also not Fearless, so they could get swept in combat if they break.

Fast Attack: 5 Chaos Spawn w/Mark of Slaanesh – 165
A unit for quickly rushing the enemy and hitting them with (hopefully) a ton of attacks. The Mark makes sure they go simultaneously with most MEQ armies; while they may not survive the fight (although with Toughness 5 and 3 Wounds each, they might), they’re likely to make a big, messy dent.

HQ: Chaos Lord w/Mark of Slaanesh, Aura of Dark Glory, Power Sword, Steed of Slaanesh, Veterans of the Long War – 135
Not a replacement for the Biker Lord, but a companion for the Chaos Spawn if I go in that direction. Together, the unit’s just slightly more expensive than the Noise Marine assault squad.

Heavy Support: 4 Chaos Havocs w/4 Autocannons, Veterans of the Long War; Aspiring Champion – 120
Yes, it’s a repeat, and it’ll double my kit-bashing requirements, but it’s a solid unit; running 2 is not a bad thing.

Fast Attack: 4 Raptors w/Mark of Slaanesh, Icon of Excess, 2xMeltaguns, Veterans of the Long War; 1 Raptor Champion w/2x Lightning Claws – 195
A classic Raptor unit, and one that fulfills much the same role as my Bikers do. Not quite as tough as the bikes, and slightly more expensive, but still nasty.

Heavy Support: Chaos Predator w/Autocannon, Lascannon Sponsons – 115
A reliable little workhorse, although those sponsons are Snapshotting if it moves. Slightly cheaper than Havocs, but more fragile in general and with less firepower.

This just scratches the surface of what choices I have, but these were the ones that seemed most reliable in doing their jobs. Now it’s time for decisions, decisions, decisions.

New Chaos Marines Codex: First Impressions for Slaanesh

The new Chaos Space Marine codex is upon us, and while the basics are roughly the same as the last version, there’s been a lot of changes in the specifics. What does this mean for Slaanesh CSM players like me? Let’s take a look at the changes for those followers of the Dark Prince of Excess:

  • Daemon Princes are out as must-takes, Chaos Lords are in: Let’s face it – in the old CSM codex, Daemon Princes were very underpriced for what they offered. They’re now priced a bit more appropriately, and they have an awesome statline and some nice mark-specific benefits to boot. They’re not bad choices by any means. However, as a sole HQ choice for a Slaanesh CSM army, they’re a poor choice because they don’t shift around your FoC at all. To make Noise Marines troops, you have to take either a Slaanesh-marked Chaos Lord or Lucius the Undying. In a larger game, a Daemon Prince isn’t a bad choice for secondary HQ if you have the points to spare.
  • Lucius is awesome now: Speaking of Lucius, he went from kind of lackluster to all kinds of neat. Mostly, he functions similarly to how he did before – his wargear still causes hits if he makes saves, still reduces his foe’s attacks by 1, and still gives him a doom siren – but with the addition of his challenge-specific rules, he’s now better than your average Chaos Lord. Having as many attacks as his opponent’s weapon skill in a challenge gives him a solid opportunity to whittle someone down in a challenge, and at Initiative 6 he’s going to hit before most enemies. Throw in the addition of Shred (making those hits more likely to count), Hatred for Space Marines, and that he moves the FoC like other Slaanesh lords, and you get a nasty package that can cause some real hurt for your opponent’s characters.
  • Marks and Icons are much better: This codex fixes one of my biggest gripes with the previous version – marks are no longer tied to icons. You don’t have have to worry about losing the Initiative bonus from your mark if the icon bearer bites it. It also opens up more units to being marked, which at this point is pretty much anything that’s not a vehicle. On top of that, the Slaanesh-specific Icon of Excess is easily the best one in the book, and makes large squads more resilient than ever. Why should Nurgle get all the Feel No Pain fun? It’s fluffy and fantastic. Combine the Mark, the Icon, and Fabius Bile (also thematically appropriate) on a 20-man CSM squad, and you can get a very nasty scoring close-combat squad that will be all but impossible to dislodge from an objective.
  • No more Lash, but still some good psychic powers:Yes, Lash of Submission is gone, so old-school Slaanesh psychic shenanigans are off the table. Warptime’s gone as well, but it had lost a lot of its bite a couple of FAQs ago. Instead, we get a Slaanesh-specific psychic power selection that, while random, is still solid. We’ve got Hysterical Frenzy, a nice set of random close-combat buffs; Symphony of Pain, a handy debuff that also makes our sonic weapons better; and Ecstatic Seizures, a power that makes the entire enemy unit hit itself. The last one is Warp Charge 2, so your base sorcerers don’t have to worry about accidentally getting it. If you don’t like either of those, or you already have the one you want, the Primaris power isn’t bad either. Having an Str 4/AP 4/Assault 4/Blind/Concussive/Pinning power at 24″ gives you a chance to lock down an enemy unit for a turn. Once you’ve got your required Slaaneshi powers, there’s always Biomancy and Telepathy. Oh, and Pyromancy, but it’s definitely the weakest of our options. If you still want that Lash-like ability, though, you can always try allying in a Herald of Slaanesh with Pavane.
  • Noise Marines are more affordable: Another important change is that Noise Marines got priced closer to where they should be. 17 points each is much more reasonable, and while I’d love to have seen sonic weapons made into a free swap for a bolter, it wasn’t likely to happen. A 3-point charge is much more reasonable, though, getting them kitted out for the price of a stock Noise Marine in the previous codex. Champions aren’t optional, but since they’re thrown into the base unit cost, you barely notice. They’ve also got the option to take the Icon of Excess, so you can get them FNP if you desire.
  • Sonic Weapons are better and worse: While I like the reduced cost of Noise Blasters, I do miss them being Assault weapons. While making them Salvo weapons standardizes their functionality with the ruleset, it does nerf them a little bit by not allowing you to fire them on the charge. Of course, the trade-off is that they gain Ignores Cover, which might actually be worth it; there’s no hiding from these guns. Blastmasters are functionally identical, and they’ve also gained Ignores Cover, but they’re still a bit overpriced at 30 points. Not as horribly overpriced as before, true, but still more than I’d likely want to pay. Doom Sirens, of course, are still awesome and almost a required upgrade. While it’s not technically a weapon, I’ll also throw the Dirge Caster into the mix. Whereas before they were related to tank shock and barely useful, they’re fantastic now, since they prevent Overwatch for enemy units within 6″. Sending a tank with a Dirge Caster ahead of an assaulting unit lets you charge in without taking fire. Defilers can also take them, so if you can get within a 6″ charge range during movement, you can safely charge in with it without having to fear the random melta shot killing it before it arrives.

One thing I will note, however, is that just converting your old list to the new codex won’t work. For example, take an old 1850 list of mine:

HQ: Daemon Prince w/Mark of Slaanesh, Sorcerer, Warptime, Wings (160)
Elites: 5 Terminator Champions w/Lightning Claws, Icon of Slaanesh in a Land Raider (485)
Elites: 6 Chosen w/2 Flamers, 3 Meltaguns, Icon of Slaanesh in a Rhino (203)
Troops: 6 Noise Marines w/Blastmaster, Personal Icon in a Rhino (200)
Troops: 5 Noise Marines w/Sonic Blasters, Noise Champion w/Doom Siren, Power Weapon, Melta Bombs in a Rhino (230)
Troops: 5 Noise Marines w/Sonic Blasters, Noise Champion w/Doom Siren, Power Weapon, Melta Bombs in a Rhino (230)
Heavy Support: Predator w/Autocannon, Lascannon Sponsons (130)
Heavy Support: Predator w/Autocannon, Lascannon Sponsons (130)
Other: 6 Summoned Lesser Daemons (78)

There’s already a few problems with this as is. Summoned Daemons are gone, Noise Marines aren’t troops, Daemon Princes don’t make them troops, my Terminator squad is all wrong (too many champs), and a couple of squads have no champs at all. Trying to make it legal, well, here’s what you end up with.

HQ: Daemon Prince w/Mark of Slaanesh, Psyker Mastery 1, Wings, Armor Save (240)
HQ: Chaos Lord w/ Terminator Armor, Power Weapon, Combi-Melta, Veterans, Mark of Slaanesh (132)
Elite: 3 Terminators, 1 Terminator Champ w/Lightning Claws, Mark of Slaanesh, Icon of Excess in Land Raider w/Dirge Caster (457)
Elite: 5 Chosen w/2 Flamers, 3 Meltaguns, 1 Chosen Champ, Mark of Slaanesh, Icon of Excess, Veterans, Rhino (242)
Troops: 5 Noise Marines w/Sonic Blasters, 1 Noise Champ w/Doom Siren, Power Weapon, Veterans (163)
Troops: 5 Noise Marines w/Sonic Blasters, 1 Noise Champ w/Doom Siren, Power Weapon, Veterans (163)
Troops: 5 Noise Marine, 1 Noise Champ w/Power Weapon, Veterans, Rhino w/ Dirge Caster (173)
Heavy Support: Predator w/Autocannon, Lascannon Sponsons (115)
Heavy Support: Predator w/Autocannon, Lascannon Sponsons (115)
Allies: Chaos Daemons
HQ: Herald of Slaanesh w/Soporific Musk, Transfixing Gaze (70)
Troops: 5 Daemonettes (70)

That’s 1,940 points, and the smaller unit size across the army is going to work against it, especially for assault-only units like the tiny Daemonette squad. I’ve also lost the Blastmaster, since I don’t have 10 Noise Marines in the squad carrying it anymore (although as I noted above, that’s not necessarily a major loss). I also have precious little to work against flyers, larger assault units will eat me alive, and as awesome as the DP is, it doesn’t bring enough to the table for its point cost and slot. What can we do to switch this around, make it a bit nastier, and still keep it nice and fluffy? How about something like this:

HQ: Lucius the Eternal (165)
Elite: 4 Terminators w/2 Lightning Claws, 1 Terminator Champ w/2 Lightning Claws, Veterans, Mark of Slaanesh, Icon of Excess (262)
Troops: 9 Noise Marines w/Sonic Blasters, 1 Noise Champ w/Doom Siren, Power Weapon, Veterans (247)
Troops: 9 Noise Marines w/Sonic Blasters, 1 Noise Champ w/Doom Siren, Power Weapon, Veterans (247)
Troops: 8 Chaos Marines w/Close Combat Weapons (no Bolters), 1 Aspiring Champ, Mark of Slaanesh, Veterans, Icon of Excess, Rhino w/ Dirge Caster (224)
Heavy Support: 4 Havocs w/Missile Launchers (2x Flakk Missiles), 1 Aspiring Champ, Veterans (160)
Heavy Support: Predator w/Autocannon, Lascannon Sponsons (115)
Heavy Support: Land Raider w/Dirge Caster (235)
Allies: Chaos Daemons
HQ: Herald of Slaanesh w/Transfixing Gaze (55)
Troops: 10 Daemonettes (140)

This is what a 6th-Edition version of that same list might look like. It’s not necessarily a killer tournament list, and we’ve made a couple of trade-offs here and there, but it’s much more tailored to the newer rules. You’ve got a couple of dedicated shooting units, a couple of dedicated assault units with Feel No Pain (with Lucius the Challenge Machine riding in the Rhino), some anti-air support, and a larger unit of Daemons to work with. We’ve also moved the Land Raider to being a Heavy Support slot so it counts as scoring in Big Guns Never Tire. This list can surely be tinkered with and improved, but it shows a start for where Slaanesh CSM armies could go in this edition. We haven’t even gotten to some of the other toys, like Bikers and Raptors and the Fiends and such…