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==Faction Overview== Deluded as they are, some ghouls think to go [[Bretonnia|on a quest]] to the Eightpoints and bring some of their friends with them. A fast Warband, but don't expect much from the ghouls, unlike their Crypt Horrors who are <s>slower but</s> actually faster and hit like a truck. Or pay more for Crypt Flayers for even faster, flying murder monsters! ===Pros=== * '''Exceptional Mobility:''' With ghouls moving 5", Horrors moving 6", and Flayers moving a whopping 10" with fly, Flesh-Eater Courts are among Warcry's fastest and most maneuverable factions, allowing them to get right were they need to be in a pinch. * '''Powerful Elite Fighters:''' Horrors, Flayers, and their leader counterparts are among the most durable fighters in the game, and their damage output is very respectable. Combined with their good-to-excellent movement, each one is a force to be reckoned with. * '''Flexibility:''' With access to both powerful heavy-hitters and cheap infantry to make up the numbers, Flesh-Eater Courts can form a solid all-rounder Warband that can take on just about any mission and opponent and have a good chance of coming out on top. ===Cons=== * '''Limited Units Types:''' Flesh-Eaters have great high-cost beatsticks and decent infantry, but no mid-cost units to speak of. This limits list building for the faction somewhat, and can make what we bring to the table fairly predictable. * '''No Range:''' Aside from an unreliable triple ability, Flesh-Eater Courts have no ranged capabilities whatsoever, being limited to 1" range claws and teeth. Enemies with movement-preventing abilities and ranged weapons can cripple our key fighters and really put a dampener on our noble quest. ==Abilities Overview== * '''[Reaction] Baffling Parlay''' A fighter can make this reaction after they are targeted by a melee attack action but before the hit rolls are made. Subtract 1 from the Attacks characteristic of that attack action, to a minimum of 1. * '''[Double] Feeding Frenzy:''' A fighter can only use this ability if an enemy fighter has been taken down by one of their attacks this activation. Remove damage from this fighter equal to the value of the ability. (All) ** ''Ability Commentary:'' Not much to write home about here. It's nice to have a healing ability on a double but it's fairly conditional. Typically Flesh-Eaters have better things to be spending doubles on. * '''[Double] Skewering Strike:''' Add 1 to the Strength characteristic of the next melee attack action made by this fighter this activation. In addition, if that attack action scores a critical hit, until the end of the battle round, the target fighter cannot make move actions or disengage actions. (Crypt Infernal, Crypt Flayer) ** ''Ability Commentary:'' The strength boost is a nice little added bonus, but the real meat of this tactic is the second half. Trapping an enemy who might be otherwise trying to flee gives us some nice utility, particularly for keeping ranged fighters in check. Only getting the trap effect on a crit does make it somewhat unreliable though. * '''[Double] Unnatural Vitality''' (Abhorrant Archregent and Ghoul King): heal yourself. * '''[Double] Chosen of the King:''' A fighter can use this ability only if they are within 6" of a visible friendly fighter with the Leader runemark. Until the end of this fighter's activation add 2 to the Attacks characteristic of melee attack actions made by this fighter. (Crypt Haunter, Crypt Horror) ** ''Ability Commentary:'' Conditional but doubly potent '''[Double] Onslaught'''. Considering a Crypt Haunter can always make use of this and it's usually not too difficult to position your regular Crypt Horrors to be within 6" of our leader, this is one of our greatest abilities, turning any unit that uses it into a one-model blender. * '''[Triple] Terrifying Frenzy''' (Varghulf Courtier): Add up to 3 to the Attack characteristic for the next action. * '''[Triple] Stir of Black Hunger''' (Abhorrant Archregent and Ghoul King): Add 1 to the Attacks of all friendly fighters in range. * '''[Triple] Bringer of Death:''' Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter when they use this ability, until the end of the battle round. (Leader) ** ''Ability Commentary:'' This one cranks our already excellent mobility up to eleven. Used appropriately, it can allow our leader and any units strategically placed nearby when we pop it to rocket anywhere across the map. This ability offers excellent utility and there are few missions and match-ups were it won't come in handy. * '''[Triple] Death Scream:''' Roll 1 dice for each visible enemy fighter within 8". On a 5 allocate 1 damage to them, on a 6 allocate damage to them equal to the value of this ability. (Crypt Infernal, Crypt Flayer) ** ''Ability Commentary:'' Our only form of ranged attack. It's nice that we get a roll to boop every visible enemy within 8", but a single damage on a 5 and a 6 needed to do any substantial damage, a Flesh-Eater Warband will typically have better things to be spending that triple on. I'd wager 4 targets is the minimum you'd typically want to be able to hit with this before considering whether or not to use it. * '''[Quad] The Royal Hunt:''' This fighter makes a bonus move action, then they can make a bonus attack action. In addition, add 1 to the Attacks characteristic of that attack action if this fighter is within 1" of a visible friendly fighter. (All) ** ''Ability Commentary:'' Strictly better '''[Quad] Rampage'''. It's nothing fancy and the bonus is underwhelming compared to the "Rampage+" Gloomspite get, but a strictly better version of an already excellent ability is still fantastic. Infernal/Flayers with their 10" movement and fly can usually make the most of this ability, giving them a wide berth of the battlefield and allowing them to strike anywhere. ==Fighter's Overview== ===Leaders=== ====Abhorrant Archregent==== *'''Stats''': Movement 5"; Toughness 4; Wounds 25; 205 Pts. *'''Runemarks:''' Leader, Berserker **'''Weapons:''' ***''Fangs''-Range 1"; Attacks 4; Strength 4; Damage 3/5 *''Fighter Commentary:'' ====Abhorrant Ghoul King==== *'''Stats''': Movement 5"; Toughness 4; Wounds 20; 165 Pts. *'''Runemarks:''' Leader, Berserker **'''Weapons:''' ***''Fangs''-Range 1"; Attacks 4; Strength 4; Damage 2/4 *''Fighter Commentary:'' ====Varghulf Courtier==== *'''Stats''': Movement 8"; Toughness 4; Wounds 35; 285 Pts. *'''Runemarks:''' Terrifying, Fly, Leader *'''Weapons:''' **''Claws''-Range 2"; Attacks 3; Strength 5; Damage 3/5 *''Fighter Commentary:'' ====Crypt Ghast Courtier==== *'''Stats''': Movement 5"; Toughness 3; Wounds 16; 135 Pts. *'''Runemarks:''' Leader *'''Weapons:''' **''Claws''-Range 1"; Attacks 4; Strength 4; Damage 2/4 *''Fighter Commentary:'' ====Crypt Ghast==== *'''Stats''': Movement 5"; Toughness 3; Wounds 12; 105 Pts. *'''Runemarks:''' Leader *'''Weapons:''' **''Claws''-Range 1"; Attacks 4; Strength 3; Damage 2/4 *''Fighter Commentary:'' ====Crypt Infernal Courtier==== *'''Stats''': Movement 10"; Toughness 4; Wounds 36; 305 Pts. *'''Runemarks:''' Agile, Fly, Leader *'''Weapons:''' **''Claws''-Range 1"; Attacks 4; Strength 5; Damage 2/5 *''Fighter Commentary:'' ====Crypt Infernal==== *'''Stats''': Movement 10"; Toughness 4; Wounds 32; 275 Pts. *'''Runemarks:''' Agile, Fly, Leader *'''Weapons:''' **''Claws''-Range 1"; Attacks 4; Strength 4; Damage 2/5 *''Fighter Commentary:'' ====Crypt Haunter Courtier==== *'''Stats''': Movement 6"; Toughness 4; Wounds 36; 250 Pts. *'''Runemarks:''' Leader, Elite *'''Weapons:''' **''Claws''-Range 1"; Attacks 4; Strength 5; Damage 2/5 *''Fighter Commentary:'' ====Crypt Haunter==== *'''Stats''': Movement 6"; Toughness 4; Wounds 32; 225 Pts. *'''Runemarks:''' Leader, Elite *'''Weapons:''' **''Claws''-Range 1"; Attacks 4; Strength 4; Damage 2/5 *''Fighter Commentary:'' ===Fighters=== ====Crypt Ghoul==== *'''Stats''': Movement 5"; Toughness 3; Wounds 8; 55 Pts. *'''Runemarks:''' None *'''Weapons:''' **''Claws''-Range 1"; Attacks 3; Strength 3; Damage 1/3 *''Fighter Commentary:'' The basic grunts of the faction. Ghouls are fairly fragile, have a mediocre attack profile, but have reasonable movement, and are cheap. While not very exciting, this otherwise unassuming infantry plays an important role in the Warband, cheaply filling out our body count to give us more actions, and more options. These guys will usually be the ones scurrying off to grab treasure and objectives, opening up our Flayers and Horrors to spend their time taking down enemies. ====Crypt Horror==== *'''Stats''': Movement 6"; Toughness 4; Wounds 28; 190 Pts. *'''Runemarks:''' Elite *'''Weapons:''' **''Claws''-Range 1"; Attacks 4; Strength 4; Damage 2/4 *''Fighter Commentary:'' One of our two big, beefy infantry choices. Horrors are our basic bruisers, lumbering up the battlefield and smashing foes while tanking hits with their 28 wounds. 6" movement is good enough for them to run up and get into the action fairly quickly, and '''[Double] Chosen of the King''' gives them a substantial boost in combat, granting them a number of bonus attacks equal to a '''[Quad] Rampage''' should they happen to have started their activation already in combat. A solid all-rounder bruiser at a reasonable cost. ====Crypt Flayer==== *'''Stats''': Movement 10"; Toughness 4; Wounds 28; 235 Pts. *'''Runemarks:''' Agile, Fly *'''Weapons:''' **''Claws''-Range 1"; Attacks 4; Strength 4; Damage 2/4 *''Fighter Commentary:'' The flying cousin of the Crypt Horror. As with the Haunter and Infernal, Flayers are similarly stated, upcosted versions of the basic Horror that trade access to the Elite runemark for additional movement and the Fly runemark. While they are incapable of hitting quite as hard as a Horror with a double, their basic attack profile is still respectable and 10" movement and fly gives them a lot of flexibility. A Crypt Flayer can quickly move to where it is most needed in a given situation, and is the ideal candidate for flying to high-up treasure, snatching it, and proceeding to run circles around the enemy the rest of the game. ==Minions, Thralls, and Allies== ===Allies=== ==General Tactics== ==Other Helpful Tips== ==Example Builds== * '''Flesh-Eater Courts:''' 1000/1000 points, 8 models total ** Crypt Infernal Courtier (305) (leader) ** Crypt Flayer (235) ** Crypt Horror (185) ** Crypt Ghoul (55) x5 {{Warcry Tactics}} [[Category:Age of Sigmar]] [[Category:Warcry]] [[Category:Warcry/Tactics]]
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