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===Grand Courts=== Now instead of a delusion, you get to choose one of the the Grand Courts! Kind of like Beasts of Chaos Greatfrays or Stormcast Stormhosts. You get a specific delusion, a command trait, an artifact and your own command ability. So unlike the Delusions, you get a command ability to make up for the fact that you MUST take the command trait and artifact. All of them are pretty solid, and it means that you have a gigantic amount of customization for your army. These ones hugely change up your army’s playstyle. ====Morgaunt Grand Court==== *'''Ability: Blood Loyalty''' Solid. Your MORGAUNT COURTIERS wholly within 12" of a MORGAUNT SERFS (your crypt ghouls) unit, re-roll hit rolls of 1. Haunter and Varghulf Courtiers have relatively easy access to re-rolls, unlike Ghast and Infernals, who will definitely benefit a lot. However, the best part of this ability is this: Your MORGAUNT SERFS wholly within 12" of your COURTIERs activate Boundless Ferocity at 10 or more models. Boundless Ferocity is the new fancy name for Battalion Strength, meaning that your ghouls get an extra attack (usually 3 attacks total), at 10+ models. This is incredibly useful, as it means that 20-ghoul blobs are viable, and summoning a ghoul unit may actually do something. Of course, be careful of the range. As well as the fact that ABHORRANTs cannot activate it, only COURTIER units can. *'''Command Ability: Heaving Masses''' Your opponent is going to destroy lots of ghouls. What do you do then? You bring even MOAR ghouls. You can use this command ability when any MORGAUNT SERFS unit is destroyed, and you roll a dice, on a 4+, you get to set up the exact same unit wholly within 6" of any edge of the battlefield, and 9" from enemies. This is actually really useful. The biggest weakness is that you're spending a command point for a 50% chance of bringing back a unit, which is risky, though better than those Hammers of Sigmar gits. The most obvious use is in gaining insane amounts of attrition pressure. BUuuut, you also should remember: You can choose ANY edge. There are a lot of ways to use this. If you have multiple units of 10-20 ghouls, you can try your luck with this to let those ghouls attack from unexpected angles, tying up shooty units, and possibly killing squishies, especially if you summon a COURTIER using an Archregent or zombie dragon ghoul king. Still great to use on big groups though. See the smaller groups as an ambush party of sorts. They have the flexibility and small footprint to go after your opponenent's backline, while having the damage (Keep Blood Loyalty in mind) to seriously dent stuff. Remember though, you can only use this when a unit is destroyed, so if the roll fails, those guys are permanently gone, so don't be a smartass trying to bring units back from the dead. *'''Command Trait: Savage Chivalry''' You can re-roll hit-rolls of 1 for your general if they are within 12" of a MORGAUNT SERFS unit. Look carefully at "WITHIN". Your Mounted ghoul kings just need a tiny part of their base to be within 12" and they get the re-rolls. Doesn't seem like a lot, but it's a very useful buff. But remember carefully who benefits most from this. Varghulf and Haunter Courtiers benefit little, so your best bet would be ABHORRANTs, but don't forget that this CANNOT affect a royal terrorgheist or zombie dragon mount. That said, it's not a jaw-droppingly good command trait, but you honestly can't go wrong with this. Reliable if a little boring. *'''Artifact: Decrepit Crown''' This special artifact which allows your units to ignore battleshock while WHOLLY within 12 inches of the wielder, 18 if the general Carries it. Most would dismiss this as weak since Death units have bravery 10 (which is awesome), but you’re playing crypt GHOULS. These guys die like flies, and while they won’t run like a Skaven, you will still lose a LOT to battleshock. This also saves your CPs from being used on Inspiring Presence. Your monsters don't care about battleshock, but Crypt Ghouls most certainly do. And while Crypt Horrors and Flayers don't usually care about battleshock, the fact that this still buffs them shouldn't be forgotten. Terrible battleshock rolls, heavy casualties, losing those Crypt Horrors/Flayers is PAINFUL. So this is honestly a great artifact. Overall, a great Grand Court. Remember, this focuses a LOT on your Serfs/Crypt Ghouls, who are excellent at killing lightly-armored foes. For sample lists, you could try multiple units of 10-20 ghouls as screens and fodder to die for your bigger blocks of 30-40, and use Heaving Masses for them to either threaten objectives or threaten the enemy backline. Also, try bringing rending units, such as Flayers or monsters. In this kind of list, having a Courtier or two would be extremely useful, such as using an Archregent or Zombie Dragon Ghoul King's summon ability. Generally best to summon either Ghasts or Varghulfs, since they can replenish those units, AND use the Feeding Frenzy Command ability on said units. ====Hollowmourne Grand Court==== *'''Ability: Shattering Charge''' Your COURTIER and KNIGHTS units get to re-roll wound rolls of 1 in turns that they charge. This is scary good at increasing your damage, and you can squeeze out all the mileage from this with Feeding Frenzy. All your COURTIERS benefit, but monsters like your Varghulf and Haunter Courtiers will go nuts with this. Your KNIGHTS, Horrors and Flayers both benefit hugely from this, especially because they pump out so many attacks. It's also worth mentioning that while your zombie dragon ghoul kings can cast his unique spell to get full re-rolls, it's not guaranteed to go off, and sometimes it may get unbound. While this shit? This shit means shit's going down son, guaranteed so long as you get that charge. Speaking of which... *'''Command Ability: Ravenous Crusaders''' You can pick any HOLLOWMOURNE unit wholly within 9" of a HERO or 18" of your general, and they get add 1 to run and charge rolls, and can even run and charge. This significantly increases your threat range, and gives you the flexibility to attempt long bomb charges. It also works with your units that you summoned, since they now just need an 8 to make a successful charge. However, this command ability requires you to THINK. Don't spam it or you will most definitely run out of command points. You don't always wish to throw your horror deathstar as fast as possible at your opponent. It's easy for your units to accidentally run OUT of your synergy and buff ranges, leaving them as easy pickings. So be very careful with this. *'''Command Trait: Grave Robber''' Once again, doesn't affect mounts. So no cheesing with your royal mounts. Your general adds 1 to attacks and damage while within 3" of enemy HEROES with an artifact of power. Even though it doesn't affect your mount, Abhorrant Ghoul Kings and Archregents actually benefit a LOT from this. They have a lot of attacks, so that added damage will hurt. However, it's difficult to get close to enemies with artifacts of power. So it might be really good on Varghulf Courtiers or mounted Kings, units that can fly and pick their fights. It's also worth remembering that your general doesn't need to attack the hero with an artifact, you can actually tear apart that unit your opponent was screening his hero with. *'''Artifact: Corpsefane Gauntlet''' When the model with this artifact charges, you can inflict D3 mortal wounds on a 2+ against ONE enemy unit within 1". It's a very small effect, since the bearer may not make that many charges. HOWEVER, there are some uses to this. Infantry units have the wounds to laugh it off, so pick your charges wisely. Monsters with damage tables would utterly hate taking D3 wounds, as it can knock them down a peg even before your guy swings. Heroes usually have about 5 wounds, and as such this can seriously hurt them. Squishy glass cannon units with lots of damage may also hate this, especially 1 wound units like Bestigors, Grimghast Reapers, Bladegheist Revennants, Bloodletters, heck, even Loonsmasha Fanatics. In conclusion, quite a killy Grand Court. My personal favorite because I'm in love with Horrors. Ravenous Crusaders should be used wisely and as a sneaky trick, since you can use it to surprise your opponent with extended threat ranges. It's also very good for summoned units to fish for those 9" charges. These armies would probably like using a mounted ghoul king or varghulf courtier general to make use of Grave Robber, while the Corpsefane Gauntlet does great on anything, though aggressive heroes that will most certainly get stuck in will like this. Interestingly, Varghulf courtier or mounted king generals could get a lot of mileage by having having the Gauntlet, since they have the mobility to pick their targets and get to artifact-carrying heroes, while having the stats to massively benefit from the Grave Robber buffs. Don't forget, your Horrors become battleline if you choose this Grand Court. After some testing by the noble kings of the Grand Alliance community, it can be said that Hollowmourne is surprisingly strong. Deranged Transformation on one unit of 6 Horrors, Ravenous Crusaders on another unit of 6, allows for incredible mobility. Don’t use this to alpha strike, instead, use it as a scalpel. Such Horrors work great in an Attendants at Court battalion, use this to target enemies that your Horrors are good against, while the rest of your army moves into position. ====Blisterskin Grand Court==== *'''Ability: Blistering Speed''' All your BLISTERSKIN units gain 2 inches of movement. This is honestly incredible. You will ALWAYS get a use out of this. There's little to be said, other than the fact that you will normally outrange your opponent in terms of threat range. This allows you to cross the board faster, and forces your opponent to play conservatively, as they have to watch for you, because with this, you have the ability to pick your fights with this kind of insane mobility. *'''Command Ability: Lords of the Burning Skies''' Used in the movement phase, you get to choose BLISTERSKIN unit with the FLY keyword. You can remove it from the battlefield and set it up again 9 inches away from any enemy models. They can't move after that. Nice. Unfortunately, being limited to flying units does restrict it quite a bit (Remember Spectral Host! Any unit can be given FLY via magic and popped anywhere you want!). Try not to use this for alpha strikes, as you have little ways to buff up an alpha strike to do it reliably or even kill the stuff you charge. Instead, the mere threat of it is a boon. Your opponent has to set up to prepare for any potential attacks from unexpected angles. Use it also for objective grabbing or you can set up your monsters/flayers a good distance away from the enemy such that they can't charge your units easily, while yours can (Your guys have a LOT of movement, so use it). It allows you to threaten your opponent and spread them thin. Don't forget, you can still shoot. Flayers get to shoot, and they can deal decent damage en masse, while Terrorgheists and Zombie Dragons have outright terrifying ranged attacks, especially the Terrorgheist. *'''Command Trait: Hellish Orator''' While this general is ON the battlefield, at the start of your hero phase roll a dice, on a 4+ you get a command point, in addition to your normal. Because we have no cap on CP generation, this is a great command trait. Especially with how CP hungry we are. This will always be useful, although it being random is a partial issue, of course, but it’s better than many other command traits. Try to ensure your general stays alive then, for example, an Archregent kept at the back, because if he’s dead (most mounted kings will eventually get targeted and hoses down) or deep striking (Zombie Dragon kings can do that), this trait won’t work. *'''Artifact: Eye of Hysh''' Subtract 1 from hit rolls for attacks made within missile weapons that target a friendly BLISTERSKIN unit wholly within 6” of the bearer. The biggest weakness is the 6” range. However, it does work on the Bearer himself. Can be situational, especially against melee-centric armies like Ironjawz or Khorne, but will usually get at least some mileage. Don’t try to brick up your entire army around the Bearer though, it will be extremely awkward and difficult considering the large footprints of your army. Still a decent artifact. All in all, a great Grand Court with lots of utility based artifact and trait. It’s useful, although it’s strengths are not immediately obvious and require finesse in using. One of the most important things about this is the fact that Flayers become battleline. Generally, Blisterskin Flayer lists have become competitive, and are seen as surprisingly strong, due to a mix of excellent mobility, lots of mortal wounds and a LOT of armor piercing damage, while still able to clear hordes quickly. ==== Gristlegore Grand Court==== *'''Ability: Peerless Ferocity''' If the unmodified hit roll for an attack made by a GRISTLEGORE hero or GRISTLEGORE monster is 6, that attack inflicts 2 hits on that target instead of 1. Make a wound and save roll for each hit. Insanely powerful when used with Ghoul kings on terrorgheists with gruesome bite. You can easily fish for Fanged Maw hits, and if you do get a hit roll of 6, your attack still explodes. However, one attack will be converted into 6 Mortal wounds and its attack sequence ends, while the other will make a wound roll as normal. It allows you to deal mortal wounds, followed by the chance to toss out some extra 2 rend damage. Add Feeding Frenzy, and you’ll see the reason why Mounted TG kings are now a staple in competitive play. However, try not to use this trick so much, it WILL lose you friends. Seriously, I’ve seen it. Note: FAQs have confirmed that each effect will trigger ONCE. So as described above, 1 hit becomes 2, and one of those hits will trigger Gaping Maw. *'''Command Ability: Call to War''' If a friendly GRISTLEGORE hero or GRISTLEGORE monster that has not fought in a combat phase is slain while wholly within 12" of a friendly hero (or 18" of the general), you can use this command ability to let it pile-in move and then attack with all its melee weapons. You can use Feeding Frenzy right after Call to War, if you want to lose more friends. Very useful, especially if Monstrous Vigor is on that dead unit. It allows you to squeeze all the value out of your guys. Especially powerful on any Terrorgheist, because their bite doesn’t degrade as they get wounded. However, this should not be used every time you lose someone. Try only to use it for your stronger heroes/monsters, or you’re gonna waste Command points that could’ve been used for feeding frenzy on your healthier units. *'''Command Trait: Savage Strike''' This general fights at the start of the combat phase before the players pick any other units to fight in that combat phase on a turn they made a charge (via GHB2019 FAQ). This general cannot fight again in that combat phase unless an ability or spell allows it to fight more than once. This is exactly why Abhorrant Ghoul King on Terrorgheist generals are so powerful. <s>It takes priority even in your opponent’s combat phase, which is insane because you can still use Feeding Frenzy.</s> this isn't true anymore since it now only works when you charged. Once again, try not to cheese with this too much or you’ll literally be That Guy. There’s good reason why the FEC Start Collecting got sold out at LGS because of Legions of Nagash players. *'''Artifact: Ghurish Mawshard''' It's a d6 roll and if you roll over your targets wounds characteristic they're slain! Also ONCE PER BATTLE!!! Unfortunately this doesn't work on big things, so if you knock that Bloodthirstier down to 3 wounds remaining, you can't use this to finish it off since it has 14 wounds base on its warscroll). Also needs to be used at the start of the combat phase and 1" range.... Maybe worthwhile on something with a decent save, mortal wound negation and/or ethereal special rule. Still, versus a 3 wound model, it's a 50/50 chance. Overall, a very strong Court. There was an errata where monsters without king riders don’t count towards Behemoth, which is crazy good. (Cry your hearts out Beastclaw raiders!). Even so, spamming monsters is not that cheesy, it’s when someone spams 2-3 Ghoul King’s on Terrorgheists all with gruesome bite, that’s just disgusting. But if you really want to smash someone you really don’t like, then that’s a good sample list for you.
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