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Made in us
Grumpy Longbeard




New York

Fateweaver looks pretty bad on paper due to his low toughness and limited access to Divination powers, but his ability to re-roll a single D6 in addition to re-rolling Warp Storm results could be pretty effective if you can keep him alive.

Specifically, you can roll 2D6 for Warp Storm, and, depending on the result, choose to either re-roll 1D6 (using the Staff of Tomorrow) or re-roll 2D6 using his warlord trait (Lord of Unreality). Better still, if you use the 1D6 re-roll first, you retain the option of re-rolling the other D6 after you see the result by applying Lord of Unreality (because you cannot re-roll any single D6 more than once).

Example:

Natural Warp Storm result: 2 & 4
Use Staff of Tomorrow to re-roll the 2
New Warp Storm result: 6 & 4
Use Lord of Unreality to re-roll the result (only the 4 is re-rolled because the 6 cannot be re-rolled again)
New Warp Storm result: 6 & 5

Being able to re-roll 1D6 at a time gives you three separate opportunities to achieve the desired result instead just only two. 6 & 4, for example, is a very good result, but maybe you reallllly need that 11 or 12 result and are willing to roll the dice again. Or perhaps you got an 11, but the enemy has no psykers. It also has the added bonus of providing an increased buffer against bad results.

Thoughts?

This message was edited 2 times. Last update was at 2013/03/14 18:08:12


 
   
Made in us
Blood-Raging Khorne Berserker





New Jersey

 Danny Internets wrote:
Fateweaver looks pretty bad on paper due to his low toughness and limited access to Divination powers, but his ability to re-roll a single D6 in addition to re-rolling Warp Storm results could be pretty effective if you can keep him alive.

Specifically, you can roll 2D6 for Warp Storm, and, depending on the result, choose to either re-roll 1D6 (using the Staff of Tomorrow) or re-roll 2D6 using his warlord trait (Lord of Unreality). Better still, if you use the 1D6 re-roll first, you retain the option of re-rolling the other D6 after you see the result by applying Lord of Unreality (because you cannot re-roll any single D6 more than once).

Example:

Natural Warp Storm result: 2 & 4
Use Staff of Tomorrow to re-roll the 2
New Warp Storm result: 6 & 4
Use Lord of Unreality to re-roll the result (only the 4 is re-rolled because the 6 cannot be re-rolled again)
New Warp Storm result: 6 & 5

Being able to re-roll 1D6 at a time gives you three separate opportunities to achieve the desired result instead just only two. 6 & 4, for example, is a very good result, but maybe you reallllly need that 11 or 12 result and are willing to roll the dice again. Or perhaps you got an 11, but the enemy has no psykers. It also has the added bonus of providing an increased buffer against bad results.

Thoughts?


Played out how you've explained it, sounds legit.

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Skulls for the Skull Throne 
   
Made in us
Shunting Grey Knight Interceptor




The BRB says you can only ever reroll a dice once.

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Made in gb
Guarding Guardian





reaper with no name wrote:
The BRB says you can only ever reroll a dice once.


Each dice is only being re rolled once though, one dice is re rolled per staff of tomorrow, and the second by his warlord trait...
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

This works very well. I played a game last weekend, and fateweaver turned every negative result into a positive one.
I would roll a 7, then picked up the one and use the fateweaver power on it. Doing this I turned a 7 into a 11 and a 12.

Fateweaver also has a 4+ invuln save. You can use the grimoire to bring him to a 2+ save. Since he is a daemon of tzeentch, he gets to reroll failed ones. This means he has a 35/36 chance of saving -- making him nearly invulnerable.

Since the grimoire effect happens at the movement phase, and the warp storm during the shooting phase, you can use your reroll to ensure the grimoire works. If you did not need to use the reroll, you can use your reroll for the warp storm table.

Also, since the grimoire can be used any time during the movement phase, you can buff fatey if he comes off the board edge from reserves. Unlike self buffs from psychic powers.

Its actually really quite a good combo. I found fatey to be really good with his 35/36 save to just sit on enemy objectives, blast things, and cause problems.

Edit : Look at this thread for a bit more info about how to use fatey's ability.

This message was edited 1 time. Last update was at 2013/03/14 21:42:46


 
   
Made in gb
Regular Dakkanaut





I found fatey to be really good with his 35/36 save to just sit on enemy objectives, blast things, and cause problems.


Here's the thing: how good is Fateweaver at actually making an impact on the game? He still can only shoot one witch fire a turn, and is pretty crap in combat. Yes, he basically won't die with a 2++ re-rollable, but how hard is he to ignore? Wouldn't your enemy either just ignore his shooting, or tarpit him with an insignificant unit? Is his reroll and Warlord trait for Warpstorm shenanigans worth his cost, if he doesn't do much else?
   
Made in ca
Been Around the Block




Monstrous Creature. Can manifest up to 2 different Witchfires as he can fire 2 weapons. His cost is worth the benefits, because with the warp storm control, you never know if you can deal over 300 pts worth of damage through the storm, kill an important psyker, and/or spawn squads of daemons. Useful? YES!

This message was edited 1 time. Last update was at 2013/03/14 23:12:57


 
   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

I think Fateweaver is underrated at first glance - he has a more subtle but appreciable affect on the game. The reroll makes the grimoire work 90% of the time. He also can grab prescience and knock out two witchfires a turn with another buff with some flexibility to deliver the spells he needs from the wide range of tzeetch shooting.

In most cases I would not expect him to eat S10 shots given he flies and where he used to help all your daemons with rerolls, manipulating the warp storm table can be very good. Not to mention, there is just not that much S10 in the game.

Edit: His stock shooting attack with the Tzeetch Primaris can dump out 4d6 shots at S5 AP 4 and a prescience reroll. That is a recipe to be a killing machine.

This message was edited 1 time. Last update was at 2013/03/15 00:20:57


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Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

 Thariinye wrote:
Here's the thing: how good is Fateweaver at actually making an impact on the game? Wouldn't your enemy either just ignore his shooting, or tarpit him with an insignificant unit?
How useful is it to have a denial unit that you can't kill squat on an objective anywhere on the board?

You can also stick him 1/2 inch away from the relic, preventing anyone else from picking it up unless they assault fateweaver. Fateweaver would probably get support before he died. Most of the daemon army is good in assault.

Finally, fatey gets 1 blast per turn. He probably will be doing 1-2 buffs/debuffs, and one nuke a turn. That's all you want to be doing, as fatey can get hurt by perils. One of the attacks that he can do is a D6+4 STR AP2 beam attack with a 24" range. That's a great tool for lining multiple hits on a vehicles.

Qui-Gon Jinn wrote:
Monstrous Creature. Can manifest up to 2 different Witchfires as he can fire 2 weapons. His cost is worth the benefits, because with the warp storm control, you never know if you can deal over 300 pts worth of damage through the storm, kill an important psyker, and/or spawn squads of daemons. Useful? YES!
-Edit- Nevermind

This message was edited 4 times. Last update was at 2013/03/15 00:33:27


 
   
Made in us
Haemonculi Flesh Apprentice






I can't wait to see someone enfeeble fatey and ground him It's not likely but would be a fitting end to him. I think he was underrated at first glance do to his changes but I do think he is pretty costly and you need to build around him for him to be worth it. i for one think a stock LOC with a staff is more useful but hey.

   
Made in us
Tunneling Trygon






 Red Corsair wrote:
I can't wait to see someone enfeeble fatey and ground him It's not likely but would be a fitting end to him. I think he was underrated at first glance do to his changes but I do think he is pretty costly and you need to build around him for him to be worth it. i for one think a stock LOC with a staff is more useful but hey.


Well, you could takeboth
From what I have seen though, I think I'd rather take the Lord of Change, and use the Grimoire on another unit, like Seekers or Crushers. Tzeentch has, in my mind, gone from being the best support choices in the codex (Screamer/Flamer) to the best HQs in the codex. Lord of Change is strong, so are the Heralds.


 
   
 
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