Before you say I am stoling this idea, let me explain you a thing. By now most folks have figured out that Fateweaver and the Grimoire of True names is a pretty good combination for us cheeseballs. So let's take that idea and develop it into a strategy.
The trouble with Bloodcrushers is that they're easily dispatched by missile launchers. But nobody brings those anymore because they're all packing plasma guns and autocannons to strip hull points off vehicles. Then again, somebody might. The Grimoire gives you a 67% chance to not die to the rocket, and with three wounds to their name, a 3++ save is a hell of a thing for something as potent as a Bloodcrusher to have as anyone who has fought Necron Wraiths can attest. You also have a 67% chance to activate the Grimoire without hosing over a unit. Fateweaver bumps those odds up to 90% with his Tomorrow Stick.
Now, then, somebody has to tote the book, and since I'm not about tons of HQ choices, it had might as well be a Khorne Herald on a Juggernaut. He won't be able to take an Ethersword, but he can take a locus, so I get value-added there. I'm constantly on the lookout for two-fers because you can get a lot more bang for your buck.
Ok, so Fateweaver has the reroll and the Herald has the book. If I go first, I can start the Crushers on the table. If not, I reserve them because I always only ever want to expose my Crushers to one turn of shooting before they charge. Fateweaver gives them a 90% chance at a 3++ and if his reroll isn't needed, he can use that dice for some other to hit or to wound roll.
To exploit that probability, I'm thinking about bringing a CSM Daemon Prince with the Black Mace along so I can both take a Heldrake and have the reroll as insurance against a 1 on the Daemon Weapon roll. I'm coming to the conclusion that you sort of need Monstrous Creatures as a form of Land Raider defense. The Daemon Prince can be used to spring the Crushers should they run afoul of Terminators or Dreadnoughts. Plus, he'll be a Tzeentch Prince so he gets rerolls on 1's to his saves anyway. We're way past two-fers at this point. I'm losing count. Fateweaver has AP1 shooting attacks for those targets than can threaten the Crusherstar as well, plus he can use Prescience on the Mace Prince so he rerolls all his many awesome attacks.
The nice thing about Fatey is that his reroll works once per player turn, so you get to use it again in your opponent's turn, not just your own. I'm saving my reroll for any unsaved S8 or better hits on my Crusherstar unless I need it for something more important, like keeping Fateweaver himself alive.
All of this only has to work for a turn or two before the Crushers should smash their way through enough of the opposing force that they can no longer put up much of a fight. On top of it all, Fateweaver is rerolling the warp storm results so things stay in my favor, and blasting away with one or two shots per turn. I've stacked the probabilities far enough in my favor that it has a better shot of working than not.
So, it would seem Fatecrusher has changed, but can still work pretty well if you put all the pieces in place. It's important to keep Fatey out of harm's way no matter the cost, but if he dies, you still have a 67% chance to use the Grimoire. I like to create synergies like the ones in this list. They complement each other well, without being totally crippled individually if one of the pieces of the puzzle vanishes.
My regular opponents will know they'll be facing daemons with me, and they'll also know that the toughness 4 screamers and flamers that used to give them hell can be killed with missile launchers in one shot now. I'm betting on them bringing lots of missile launchers, so I think I'm going to try the grimoire with a big unit of bloodletters with a one or two heralds in.
ReplyDeleteNice post.
ReplyDeleteI have been experimenting with two units of hounds accompanied by heralds on blood crushers and going second, I find I can put a whole load of early pressure on with a potential turn 1 assault (deploy on the line, scout 12", move 12" charge 2d6 pick the highest all of which ignore terrain.
I have also been finding bloodcrusher heralds to be a steal and they seem to synergise really well with greater rewards (seeing as they already come with a hellblade you can forgo the "primaris" choice if you don't think you will be needing AP2). All the greater rolls are great on the Khorne herald even the shooting one gives you a BS7 S8 AP1 lance.
All in all really enjoying the new codex, seems to take a bit more thought.:D
I don't think you can charge in turn 1 when you do a scout move.
DeleteYep. Only way you can charge Turn 1 is if the Ravenwing scouts too close or the Deathwing or some Drop pods drop in.
DeleteQ:The rulebook states "A unit that makes a Scout redeployment
Deletecannot charge in the first turn."Does this mean that if your
opponent has the first turn and you go second,your Scouting
unit can charge? (p41)
A: Yes.
So like I said when you are "going second" you can charge on your first turn. Setting your models up second also makes it easier to line up the charge. So yeah they get a turn to shoot you but it will be very hard for anything that you line up with your khorne beasts to avoid the charge. Massive pressure move right there, not to mention Crusher heralds hit like a tone of bricks and are thankfully toughness 5.
Kewl!
DeleteI think they FAQ'd it to say no charging in the first player turn.
ReplyDeleteNo, it's not illegal to charge turn 1. It is very unfair if Deathwing can drop right in front of me turn 1 and I can't charge them before they get to charge me. Turn 1 charges are allowed, but only if you deliberately put your models in position for it to happen as the rules are designed to make it nearly impossible.
Delete