Total War: WARHAMMER III

Total War: WARHAMMER III

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Slaanesh units for Archaon that are better?
Are there Slaanesh units available to to daddy Archaon or Be'lakor (♥♥♥♥ you and your campaign, nerd) that are just flat out better at their main role than their other monogod variants?

Nurgle or Khorne warriors and chosen seem to be much better dishing damage and being a frontline, Khorne cavalry (especially juggs) are much better at combat in general and Tzeentch cavalry seem better at cycle-charging thanks to their shields (also flight).

Slaanesh units only seem to have a bit more speed wich is almost useless for their heavy infantry and not really useful for cavalry since Khorne and Tzeentch late-game variants are just better and cavalry roles. Slaanesh flail units are good against unarmored infantry, but I usually don't see much of it past turn 60.

So my question is: are there slaanesh WoC units, that may be an obvious choice over other monogod variants in midle and late game (other than demon units)?
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Showing 1-12 of 12 comments
SpeaksTooFast Jun 1, 2023 @ 3:13pm 
I actually love the Slaaneshi Chaos Knights with lances in his army. He can get them up to like 90 speed before banners which is crazy good for heavy cav.
(Steelclaw) Jun 1, 2023 @ 3:26pm 
Slaaneshi whip infantry are excellent. Not as DPS, but to hold lines - the high melee stats, charge defense/reflection, poison attacks, and physical resistance make them fantastic at surviving almost anything in melee. (Strider also lets them fight in water without penalties.)

I suspect you may also be undervaluing the extra speed on heavy infantry. It doesn't really matter when fighting melee factions, but it's very significant against ranged factions where ability to close the gap faster represents less enemy fire taken. (It can also let you catch ranged units which would otherwise be able to kite your infantry.)

They'll also just straight-up thrash lower-tier stuff in melee, but their real strength is ability to hold against dangerous enemies for a long time while they wait for your DPS units to get to their part of the melee.

Slaaneshi Chaos Knights are generally not as good as the Tzeentch ones (that barrier really is something), let alone Skullcrushers of Khorne, but the Strider letting them fight in forests without problems deserves a mention.
Last edited by (Steelclaw); Jun 1, 2023 @ 3:32pm
Originally posted by SpeaksTooFast:
I actually love the Slaaneshi Chaos Knights with lances in his army. He can get them up to like 90 speed before banners which is crazy good for heavy cav.

I actually used them for a bit in mid-game but then discovered in custom battle that Tzeentch Doom knights are just straight up better and being heavy cavalry - hit just as hard but faster, more agile because of flight and shield still is an incredible defence boost for a unit that needs to constantly cycle-charge to be on top of it's game.
diogoqv83 Jun 1, 2023 @ 3:32pm 
you dont need anything with archeon. His campaign is ridiculous, a waste of potential because CA cant balance her good dam game. Just put hell hounds and marauders in his army and win.
SqkaStxppvh Jun 1, 2023 @ 3:37pm 
Strider is good on knights and chariots besides that the other god units really do shine more imo
Originally posted by diogoqv83:
you dont need anything with archeon. His campaign is ridiculous, a waste of potential because CA cant balance her good dam game. Just put hell hounds and marauders in his army and win.
I would actually like to have fun in my game and not just speedrun his IE campaign out of spite, thank you very much.
Originally posted by Steelclaw:
Slaaneshi whip infantry are excellent. Not as DPS, but to hold lines - the high melee stats, charge defense/reflection, poison attacks, and physical resistance make them fantastic at surviving almost anything in melee. (Strider also lets them fight in water without penalties.)

I suspect you may also be undervaluing the extra speed on heavy infantry. It doesn't really matter when fighting melee factions, but it's very significant against ranged factions where ability to close the gap faster represents less enemy fire taken. (It can also let you catch ranged units which would otherwise be able to kite your infantry.)

They'll also just straight-up thrash lower-tier stuff in melee, but their real strength is ability to hold against dangerous enemies for a long time while they wait for your DPS units to get to their part of the melee.

There is actually a unit in WoC roster that is better at all these things (except speed issue) - Chosen of Nurgle. Armor-piersing, poison, better health and defence: in my last 2 battles with Archaon 3 units of Chosen of Nurgle routinely outperformed my other 3 units of Chosen of Slaanesh (I use a 6 unit frontline for most non-doomstack armies), because at turn 93 there is not much light infantry for them to hunt and ranged units usually get taken out by 5 stacks of Doom knights in Archaons army.
(Steelclaw) Jun 1, 2023 @ 3:56pm 
Originally posted by chaoticevilstudent:
Originally posted by Steelclaw:
Slaaneshi whip infantry are excellent. Not as DPS, but to hold lines - the high melee stats, charge defense/reflection, poison attacks, and physical resistance make them fantastic at surviving almost anything in melee. (Strider also lets them fight in water without penalties.)

I suspect you may also be undervaluing the extra speed on heavy infantry. It doesn't really matter when fighting melee factions, but it's very significant against ranged factions where ability to close the gap faster represents less enemy fire taken. (It can also let you catch ranged units which would otherwise be able to kite your infantry.)

They'll also just straight-up thrash lower-tier stuff in melee, but their real strength is ability to hold against dangerous enemies for a long time while they wait for your DPS units to get to their part of the melee.

There is actually a unit in WoC roster that is better at all these things (except speed issue) - Chosen of Nurgle. Armor-piersing, poison, better health and defence: in my last 2 battles with Archaon 3 units of Chosen of Nurgle routinely outperformed my other 3 units of Chosen of Slaanesh (I use a 6 unit frontline for most non-doomstack armies), because at turn 93 there is not much light infantry for them to hunt and ranged units usually get taken out by 5 stacks of Doom knights in Archaons army.
I'd expect the Nurgle Chosen to get more kills due to the AP damage, but I'd also expect them to die easier in spite of the higher health, with the lack of shields and charge defense vs large.

I could well be wrong, though, if your experience is that they work well! I have a standing bias against great weapon infantry coming from TWH2 where they were generally trash, so I haven't gotten around to trying them myself.
Originally posted by Steelclaw:
I'd expect the Nurgle Chosen to get more kills due to the AP damage, but I'd also expect them to die easier in spite of the higher health, with the lack of shields and charge defense vs large.

I could well be wrong, though, if your experience is that they work well! I have a standing bias against great weapon infantry coming from TWH2 where they were generally trash, so I haven't gotten around to trying them myself.

It's entiely dependent on how you prefer to use heavy infantry and your army composition. Nurgle Chosen work best if you charge them into enemy lines and make a big blob of two armies. If you need a steady frontline for your hell cannons - then yes, shielded units would probably be better, but in that case you could just park hero of Nurgle near and then use any chosen unit you want - with his healing they'll hold the line anyway.
SpeaksTooFast Jun 1, 2023 @ 9:13pm 
Originally posted by chaoticevilstudent:
I actually used them for a bit in mid-game but then discovered in custom battle that Tzeentch Doom knights are just straight up better and being heavy cavalry - hit just as hard but faster, more agile because of flight and shield still is an incredible defence boost for a unit that needs to constantly cycle-charge to be on top of it's game.
Yeah, Tzeentch has some good units but when playing undivided I love having nurgle being one of my strengths and he plays a lot nicer with the purple and red ones.
Cuthalion Jun 1, 2023 @ 11:37pm 
Is there anything better than aspiring champions once you have all important researches done? +barrier +regeneration +poison +frenzy +vigour +etc etc. Archaon does not have issues with high research rate whatsoever.
Xhal Jun 1, 2023 @ 11:41pm 
Originally posted by Cuthalion:
Is there anything better than aspiring champions once you have all important researches done? +barrier +regeneration +poison +frenzy +vigour +etc etc. Archaon does not have issues with high research rate whatsoever.
Don't think so, after you get regen and barrier Aspiring champions are basically invincible.

I got ambushed by 3 full stacks of skaven as Be'lakor with my aspiring champion doomstack, I lost maybe like 3 men and laughed all the way. They broke and ran.
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Date Posted: Jun 1, 2023 @ 2:41pm
Posts: 12