
Fateweaver by Shandara
If you're like me, you probably felt that the wound allocation rule changes and AP3 power weapon nerf spelled the doom of Bloodcrushers, and Fatecrusher in general. While I'm still unhappy about the nerfs to furious charge and hellblades, I have arrived at a solution.
Although you can no longer play wound allocation games by taking the Icon, Instrument, and Fury of Khorne, you can make the squad even more durable than it was in 5th thanks to the "Look Out, Sir!" special rule. Any Bloodcrusher squad you run must have at least one, preferable two Heralds of Khorne. These Heralds must have Juggernaut, Unholy Might, and Fury of Khorne upgrades. Blessing of the Blood God is optional, but worth it. The build comes to 130/135 points.
Fury and Might are essential to keep you from getting tarpitted by walkers (AV12 walkers should be charged by the squad in an attempt to glance it to death.). Fury is also your trump card against 2+ armor. The squad must always take the Fury of Khorne upgrade because 11 rending attacks and 14 on the charge make all the difference between beating terminators and walkers or getting tarpitted. Icon is optional since I've found that I usually don't need to drop anything next to Crushers that is not Fateweaver. If you take an instrument you are a silly person.
Your Herald(s) must be positioned so they are clearly the lead model in the preponderance of fire. Keep the other models within 6" of the herald(s).
Each Herald has 3 wounds. All AP3 or better shots should be passed to the squad using LOS. Armor saves should be taken by the Herald until he suffers his first wound, then passed off in case the LOS 2+ save is failed. If the Herald has Blessing of the Blood God, he should take all saves vs psychic attacks.
This means that Grey Knights have a 1 in 36 chance to wound your crushers in CC thanks to wound allocation rules a 2++ rerollable invulnerable save vs Nemesis Force Weapons. Watch out for Dark Excommunication. Split your Heralds off the unit if you're going to get charged by a Dreadknight.
Fateweaver does not allow rerolls of LOS, so keep that in mind. If done properly, you will be able to allocate a wound to every model in the squad before you have to remove one, and considering what a rock Fatecrusher can be, it is very unlikely that your opponent can significantly weaken the squad before it reaches their lines.
Support the Crushers with Fateweaver, Fiends and flying Daemon Princes who can assist with walkers, fast skimmers and Land Raiders.
Sample 2k point Fatecrusher list:
Fateweaver
Khorne Herald, Juggernaut, Unholy Might, Blessing of the Blood God, Fury of Khorne
Khorne Herald, Juggernaut, Unholy Might, Blessing of the Blood God, Fury of Khorne
5 Plaguebearers
5 Plaguebearers
5 Plaguebearers
5 Plaguebearers
6 Bloodcrushers, Fury of Khorne
Daemon Prince, Unholy Might, Breath of Chaos, Daemonic Flight, Mark of Tzeentch
Daemon Prince, Unholy Might, Breath of Chaos, Daemonic Flight, Mark of Tzeentch
Daemon Prince, Mark of Slaanesh, Breath of Chaos, Pavane of Slaanesh, Transfixing Gaze, Aura of Acquiescence
6 Fiends, Unholy Might
1998
There isn't a good reason to take more than 6 crushers in a squad anymore since they're mostly there as ablative wounds for your heralds. 9 unsaved wounds are required to remove a single crusher in this build. That little which the squad cannot kill can be taken out by your MCs. The weakness of the list is flyers, which can be ignored for the most part so long as you can keep them off your troops. DE venom spam also poses a challenge to the list since they can change the direction of fire easily and negate your wound ablation. You'll need to rely on the rest of your army against DE, and consider running the heralds as a separate two man squad to threaten more of the board.
http://daemons40k.blogspot.com/