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===Troops=== Unlike their unit entries in Grand Alliance: Death, the Flesh-Eater Courts cannot use summoning magic as their warscrolls kept the summoning spells on them or have the Summonable Keyword. Not to fear though, you can still pile heaps of new models onto the table with this army. ====Serfs==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Ghouls.pdf Crypt Ghouls]:''' ('''Battleline''' Min:10 Max:40 100/360pts) Your basic infantry and not too shabby, all things considered, especially since just about everything in this army either makes these little guys better or allows you to toss more of them onto the board. They get two attacks each with a third if the unit's big enough and they have a 6+ save, which may sound bad but is actually pretty good because that means unlike, say, Zombies, Ghouls can actually make use of <s>cover and</s> Mystic Shield. If you want to capitalize on Ghouls, just remember to bring some Crypt Ghast Courtiers to keep your units nice and big and remember that all in all, the save-after-the-save buff of the Terrorgheist-Ghoul King is probably better than a simple Mystic Shield at keeping your Ghouls on the board longer. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_the_grymwatch_en.pdf Grymwatch]:''' (Disclaimer! They aren't serfs, but being basically a different flavor of crypt ghouls I put them here for making my work easier) at a first look these guys are the looser version of the ghouls. 5 of them attack with bone weapons (1",2A,4+,4+,/,1D) and the bats with their fangs (1",d6A,4+,4+,/,1D). Their attacks are quite bad indeed, but then you read their abilities and everything change. This guy's weapons deal 2 damage instead of one on Monsters. You are probably playing them in a Flesh-eater army, so there are many ways to get extra attacks and attack twins in the combat phase. These guys then turn into a really good unit of monsters slayer, with the only downside of don't have rend at all. Also, their second ability is to take wounds at a 4+ instead of their hero, the Duke. Consider to use them as a health bar, because only the Duke is an incredible monsters slayer all of his own. ====Knights==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Horrors.pdf Crypt Horrors]:''' ('''Battleline''' if a Crypt Haunter Courtier is your General Min:3 Max:12 130pts) . Simply put, Crypt Horrors are Ogre equivalents. 4 Wounds, 5+ save. 3 attacks with no Rend and 2 Damage each. You know, the usual. These here also regenerate and get rerolls To Hit if a Ghoul King is nearby, thereby eliminating their only real weakness. Take this first. Flayers are also useful, but more gimmicky skirmishers compared to the powerful sledgehammers the Crypt Horrors are. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Flayers.pdf Crypt Flayers]:''' ('''Battleline''' if a Crypt Infernal Courtier is your General Min:3 Max:12 170pts). Their melee profile is the same as that of Horrors with one more attack, but with only damage 1 and rend and the chance to inflict mortal wounds. Then you see that they have a scream attack that inflicts mortal wounds equal to the bravery they beat on a 2d6(-2 on the roll if not within 3" of the target). Then you finally realize they're not meant to be powerhouses. They're harassers and tarpits, just like Razorgors for the Beastmen and are very useful when summoned via Command Ability, because they are fast enough to close the distance quickly.
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