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Just as the title implies, I need a bit of info on Fateweaver tactica. I have purchased a Fateweaver on EBay and should be here in about two weeks. I'm not really sure how to play him right so I need help. I won't be using him with Bloodcrushers but rather 10 Fiends. All help is welcome.
well with fiends it may be odd, since the fiends may out distance fateweaver in the assault. basically stay in 6" of fate weaver, have fate move his max 12" and remeber he can shoot 3 times at seperate targets, so shoot!! also he is a monstrous creature so he does roll 2d6 for armor pen, be fearful of massed fire as thats what will cause fateweaver to take wounds.
If the main targets for Fateweaver's ability only have a 5+ save (like fiends and such), then I'd keep them behind cover as well, to give them a re-rollable 4+ cover save. Personally, I'd deep strike the fiends behind a solid troop unit, like plaguebearers, in front of them to give them the better save.
However, I believe you'll find that you really need unit's with a 3+ save in order for Fateweaver to really be worth his cost, but give it a shot and see how it goes.
"Any job worth doing, is worth doing with a powerklaw."
Where is it written that Fateweaver gets to shoot 3 times? I think MOS means he can only shoot 2x.
Personally I don't think Fateweaver jives with Fiends that well, they will often scatter in different directions because they need to be in combat or even re-rolls won't save them from Shooting. They also have trouble protecting Weaver with a smaller footprint and they can't take an Icon to reinforce your initial drop. Also if you don't get your Preferred Wave, it will probably suffer greatly because of all the points tied up in Weaver combined with more fragile units.
I've tried using them together, with other units of course and I just found it didn't work well. I either wanted stockier units or more points to spam threats, it wasn't a good marriage.
Id say instead if you want a named character HQ id go with Scarbrand and a tzeentch chariot and another herald of ur choice. the chariot and scarbrand are about the cost of fate, al little over, and u get a CC monster who lets u reroll to hit, and a quick shooty fellow who can get behind tanks and what not
I prefer Skulltaker on a Jugger as the favored named character, few armies have something his ability doesn't work on. Orks and Nids in particular hate him more than anything else you can bring. Nice seeing you Nidstar, chop chop!
One time I used fateweaver and skarbrand. Is wasn't pretty.
But as for the original post, youre going to find yourself hard stretched to keep the fiends alive with only a 5++. Try putting seekers in front of them for a meat shield that can keep up speed wise. Plus is the seekers get there, they arn't that bad.
I've also found that the best 2nd hq choice is either 2 heralds of tzeentch or 1 blood thirster. everything else is..Meh..
Eldar -APOC- 6500 Points
Chaos Daemons -Fate Crusher- 3500 Points
Grey knights - 1000 Points
On another thread about Fateweaver, I expressed concern that Fateweaver would retreat on a wound and that was a lot of points to lose over one wound. Many people came on to say it rarely happens and one figured that after the save roll, then the second one (if need be) and then the leadership roll if wounded, then there would only be a 2% chance of Fateweaver retreating. Well guess what? My first time ever using Fateweaver, the first wound he took, he failed his leadership and fled! He fled at a real bad time too really costing me the game. <heavy sigh>