guyvian wrote:I am fairly new to warhammer 40k and i am very new to the warhammer 40k 6th edition rules. I am trying to focus my army on the fateweaver, so what i hope to achieve is an improved fateweaver build army. i think that it would be really useful if you could give me advice on improving my army list.
HQ
Fateweaver - 333
Lord of Change - master of sorcery 260
What's the point of master of sorcery? A
MC can already fire 2...you'd need to buy a third power to make that worthwhile. If you want to do that, I'd suggest adding breath and we are legion.
guyvian wrote:
Elites
3 flamers - 69
3 flamers - 69
5 fiends - 150
Seriously here...find some way to max out those flamer squads. 3 man flamer squads are hard hitting, but sacrificial units. 9 man flamer squads burn through enemy armies ridiculously fast. I'd suggest dropping the fiends as well, and using the points to bulk up either the flamer squads, or the seekers.
guyvian wrote:
Troops
7 Plaguebearers - noxious touch 125
7 Pink horrors - bolt of tzeentch 129
7 Pink horrors - bolt of tzeentch 129
Ditto on the worthlessness of noxious touch.
guyvian wrote:
Fast Attack
8 seekers - 136
Ditto that you need more seekers.
guyvian wrote:
Heavy Support
Daemon Prince - Daemonic flight Mark of Nurgle Breath of chaos 200
Daemon Prince - Daemonic flight Mark of Tzeentch Bolt of Tzeenctch 200
Daemon Prince - Daemonic flight Mark of Tzeentch Bolt of Tzeenctch 200
These are odd. The tzeentch princes should probably have a second power (probably gaze) and the nurgle prince can actually use noxious touch, along with cloud of flies and iron hide. Obviously, this puts you over the points. I would actually suggest dropping either one of the princes or the lord of change and using the points to make the remaining units bigger/better.