Age of Sigmar/Tactics/Death/Flesh-Eater Courts: Difference between revisions

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#'''Blood River Chalice:''' Once per game heal D6 wounds on your character. Best on a Behemoth who just shifted down a wound level to bounce him back up.
#'''Blood River Chalice:''' Once per game heal D6 wounds on your character. Best on a Behemoth who just shifted down a wound level to bounce him back up.
#'''Heart of the Gargant Feast:''' Once per game rerolls to wound for your character. Solid, but limited, probably better to take something that helps more than one unit.
#'''Heart of the Gargant Feast:''' Once per game rerolls to wound for your character. Solid, but limited, probably better to take something that helps more than one unit.
====Mount Traits====
*'''Gruesome Bite:'''
*'''Deathly fast:'''
*'''Razor Clawed:'''
*'''Horribly Resilient:'''
*'''Devastating Scream:'''
====Notable Artifacts of the Realms====
====Notable Artifacts of the Realms====



Revision as of 17:36, 18 February 2019

Why Play Flesh-Eaters Courts

So you want to play an army of Nemesor Zahndrekh turned up to 100 with a sprinkling of cannibalism? Look no further. AND IT'S BEEN UPDATED FOR AOS 2.0!!! Updates coming soon when the new battletome comes round!

Rulebooks

The Death Battletome: Flesh-Eater Courts second edition has all the Warscrolls, Battations, Allegiance Abilities and Matched play points.

  • This should be supplemented with the Flesh-Eaters Courts Errata and Designers' Commentary from the FAQs.
  • Alternatively up to date warscolls can be found in the WH AoS app.

As with all factions you'll want:

  • The core rules are either downloadable or in the Core Book.
  • Games taking place in a Realm need the Realm of Battle rules from the Core Book.
  • In you want to take advantage of realm specific artefacts you'll need the Artefacts Of The Realms section from the Malign Sorcery book.
  • Matched play battleplans are split across the Core Book and General's handbook 2018.
  • All books should be supplemented with any updates from the FAQs.

General Thoughts on New Book

The army has certainly improved, although most of its newfound strength comes from the battletome. Little changes to the warscrolls themselves, but quite a lot of new customization options. Admittedly, it doesn’t feel like GW put a lot of consideration into this book (Too busy wanking off to Gloomspite Gitz and all those Destruction fanboys, I’m guessing). Skaven players seem to feel the same about their book. Crypt Horrors for example look every bit worse than a fellwater troggoth. A TROGGOTH?!? However, the Flesh-Eaters have one unique mechanic that makes them different from other factions, which you should probably play for. Numbers. Your units are overpriced, but for good reason. You can summon entirely new units for free, or regenerate damaged units for free. Watch your oppoonent’s face as you bring out 12 regenerating shitty crypt Horrors to deal with his fancy buffed Troggoths/Tzaangor Enlightened/whatever.

Your army also gets to be surprisingly easy to huild, thanks to Carrion Empire and Start Collecting! Flesh-Eater Courts.

Allegiance Traits

  • Deathless Courtiers: Each time one of your units wholly within 12 inches of your general or friendly FEC hero takes a wound or mortal wound, they get an extra 6+ save. Classic Death allegiance ability. Not amazing, but it’s quite reliable and helps make up for your poor average save. Works with both courtiers and Abhorrants, so try to ensure that all of your MORDANTS are within range of any COURTIERS or ABHORRANTS to get the most out of this.
  • Feeding Frenzy: It’s been HUGELY improved. It’s now a command ability that you can use immediately after any FLESH-EATER COURTS unit has piled in and made its attacks, wholly within range of any FLESH-EATER COURTS HERO, increased range if the general uses the command ability. That unit gets to pile in and attack AGAIN! RIP AND TEAR! Normally your units are relatively weak, but with this you can seriously pump out good damage. However, this means that you need to spend your command points carefully. There’s also some serious utility with this ability, as piling in again means you get to effectively move 6 inches in the combat phase, allowing you to either attack vulnerable heroes, or pull your opponent’s shooting units into the fight. You can also use this to swarm objectives better with Crypt Ghouls, letting you claim them, especially since you will usually have a LOT of them. But be extremely careful that you don’t pull in your opponent’s stronger melee units.
  • Court of Delusions: With this, you get to choose an ability for your entire army before choosing your command trait. Can drastically alter how you play your army, so choose...carefully.
  1. Crusading Army: You can add 1 to run and charge rolls for Flesh Eater Courts units. Very very nasty, and can add up to a lot of extra made charges over the course of a game. Somewhat weaker than before, no free re-rolls unlike last time. However, still extremely solid, great alternative to the grand Courts (Will be discussed below)
  2. The Royal Hunt: Your entire army can reroll hit and wound rolls of 1 but only when attacking monsters. Decent. Extremely dependent on your opponent’s army. The main problem being that many of your units have innate access to re-rolls, such as crypt Horrors or ghouls, while Zombie Dragon Ghoul Kings could potentially cover re-rolling wound rolls. However, it’s definitely good with your big monsters and Crypt Flayers, who have less access to re-rolls.
  3. The Feast Day: You can use the Feeding Frenzy command ability without spending a command point once per turn. Incredible. You will always get mileage out of this one. Generally tied with Crusading army for best all-round delusion (once again excluding Grand Courts, but more on that below). It used to be so bad, but it’s now a great choice if you wish to save command points for other things, such as summoning more mordants or the generic ones.
  4. A Matter of Honour: Your units can reroll hit rolls of 1 when targeting heroes. If it's the enemy general you can reroll wound rolls of 1 too. Much more universal than Royal Hunt, so worth a look. Good choice, especially since it applies to your whole army. It’s generally a nice bonus, but might depend on what your opponent brings.
  5. The Grand Tournament: Heroes other than your general can reroll hit rolls of 1. It is specific and obviously only useful if you've got a bunch of heroes, but if that's the army you're running then it can hurt a lot. If you are running an Archregent, Foot AGK or Courtier General and at least one (two+ preferred) mounted AGKs, this could be worth it. Consider your heroes. The mounted AGKs will benefit a lot from this. Your foot AGKs are solid fighters, but remember that your Haunter Courtier is unlikely benefit much from this. Same with the Varghulf Courtier, both of whom usually have innate re-rolls. Overall, an honestly strong choice if you bring a lot of mounted AGKs. Not as much utility as The Feast Day or Crusading Army, but re-rolling those dreadful ones with your mounted Terrorgheist’s Fanged Maw is amazing.
  6. Defenders of the Realm: Reroll saves of 1 for all units with at least half of their models in your territory. Since you don't have much in the way of long-range attacks, you're probably going to need to be aggressive, so this won't be useful. Running this with King's Ghouls and two 40 Ghoul blocks could make for a more defensive army. Even if you have to be defensive, this isn’t that strong. Your units have weak saves across the board. HOWEVER, if you are really dead set on this, then consider what units will benefit most from it. Ghouls are unlikely to benefit much, but your monsters and ABHORRANTS will, with their solid 4+ saves. Once again, a somewhat situational delusion, but definitely has its uses.

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:
  • Command Trait:
  • Artifact:

These guys use a LOT of ghouls. Their delusion allows Courtiers to re-roll hit rolls of 1 while closeby a unit of ghouls, which is pretty nice. However, the real deal is this: Crypt Ghouls closeby your Courtiers gain their extra attack at 10+ models, which is awesome. This means that your opponent effectively has to wipe the unit to stop your ghouls from doling out 3 attacks each, since your ghast Courtiers can bring so many more ghouls into the fight. And even if they actually wipe the unit, you can use the unique command ability: Heaving Masses, where you roll a dice, and on a 4+, you can bring that the entire unit of ghouls back. This one is really good, and you can force your opponent to seriously waste resources taking out those ghouls. The only weakness is that it’s a 50% chance of success, but if you have a ton of command points, it’s honestly better to bring back your dead Ghoul units than summon more with the foot AGKs, since a 40 Ghoul unit is so much better than a mere 10 Ghoul unit. However, this does mean that 10 Ghoul units can be deadly. The special artifact is the Decrepit Crown, which allows your units to ignore battleshock while 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, losing lots of them to battleshock, or blowing CPs on Inspiring Presence can be a pain. This won’t be so useful for your Crypt Horrors and flayers, but it will massively benefit your ghouls. Overall, a great Court with great rules that synergies really well together. Your ghouls would be great against anything with poor armor saves, so try to bring units with rend or mortal wounds to help your ghouls take out enemy armored units. Overall, a really strong court, especially for objectives.

Hollowmourne Grand Court

  • Ability:
  • Command Trait:
  • Artifact:

Blisterskin Grand Court

  • Ability: Blistering Speed
  • Command Trait: Lords of the Burning Skies
  • Command Ablity: Hellish Orator
  • Artifact: Eye of Hysh

Gristlegore Grand Court

  • Ability: Peerless Ferocity
  • Command Ability: Call to War
  • Command Trait: Savage Strike
  • Artifact: Ghurish Mawshard

Command Traits

  1. Bringer of Death: Your general can reroll wound rolls of 1. Pretty solid for a close combat monster general.
  2. Frenzied Flesh-eater: Reroll failed hits during a Feeding Frenzy. Solid, but given how rarely Feeding Frenzies will go off, don't worry about it.
  3. Majestic Horror: If you have a summoning Command Ability, it will go off twice. If you don't, you get the Summon Men-at-arms ability. With the arrival of AOS 2.0 and the FAQ confirming the 2 summons, this has become an almost auto take. Two free Varghulf Courtiers with an AGKonZD? Excellent.
  4. Savage Beyond Reason: You get a Feeding Frenzy on a 5+. The one time it goes off, you'll feel like a god, so this might be useful, especially if you took the Feast Day Delusion.
  5. Dark Wizardry: Add 1 to the General's Casting and Unbinding rolls if they're a Wizard. If they're not, they become a Wizard and get the same abilities as the Abhorrant Ghoul King. If you are running a Courtier as a general, then this is the trait to run - an extra source of Black Hunger and Magic is invaluable in AOS 2.0.
  6. Completely Delusional: As long as the General is alive, you can change your Delusion every Hero Phase. Usually, you won't need this, but it could be funny to switch from Defenders of the Realm to Matter of Honour to Grand Tournament as you need. Most of the Delusions are way too situational, and Crusading Army is by far the best Delusion, this probably isn't your first pick trait.

Artifacts

  1. Splintervane Broach: Enemy Wizards within 12 subtract 1 from their casting rolls. Very nasty if you can get within range, but a lot of Wizards will just move out of range of it, so unreliable. Having said that, with the arrival of Malign Sorcery and increased focus on magic, this is definitely a more viable option than in AOS 1.0. If you are playing a one off against a magic heavy opponent or have a magic heavy local meta, it definitely bears consideration.
  2. The Grim Garland: Enemy units within in 6 subtract 2 from their Bravery. In practice, this means 1 enemy unit, but this is still incredible. An auto pick for a Flayer heavy/Deadwatch list, give it to an AGK on Terrorgheist and watch the mortal wounds pile up, plus there's the increased battleshock risk for your opponent.
  3. Keening Bone: Pick one weapon on the guy taking this and increase its range to 3. Um...okay I guess, but it seems like kind of a waste of an artefact.
  4. The Flayed Pennant: Once per game, all FLESH-EATER COURTS units within 6 get +3 to their charge rolls and get to declare charges up to 15 inches. Can surprise your enemy by suddenly being all up in his grill when he thought he was safe. Pairs excellently with Ghoul Patrol & Crusading Army.
  5. Blood River Chalice: Once per game heal D6 wounds on your character. Best on a Behemoth who just shifted down a wound level to bounce him back up.
  6. Heart of the Gargant Feast: Once per game rerolls to wound for your character. Solid, but limited, probably better to take something that helps more than one unit.

Mount Traits

  • Gruesome Bite:
  • Deathly fast:
  • Razor Clawed:
  • Horribly Resilient:
  • Devastating Scream:

Notable Artifacts of the Realms

Lore of Madness

Endless Spells

  • Chalice of Ushoran:
  • Cadaverous Barricade:
  • Corpsemare Stampede: a Predatory spell that rolls 5 dice against each unit it moves over. For each roll that beats the enemy wound char, inflict 1 mortal wound, if 6 was rolled, deal d3 Mortal wounds instead.

Warscrolls

The common keywords of these warscrolls are DEATH and FLESH-EATER COURTS. Apart from the Ghoul King (in all his variants), the Terrorgheist and the Zombie Dragon all the units also have the MORDANT keyword.

Leaders

Abhorrants

These are your typical leader Heroes. Each of them comes with a Command Ability and each is a wizard. Though none of them can use summoning magic as such, each Abhorrant variant can summon new units. Ghouls for the footslogger, Crypt Horrors/Flayers for the one on Terrorgheist, Courtiers for the one on Zombie Dragon and any of your choice for the Archregent. Thanks to the non-existence of summoning magic in this army, these Commands are the only way to set up entirely new units. Compare Commands and unique spells to find out which ones you want to have in your army.

  • Abhorrant Ghoul King on Terrorgheist: This count also as Behemoth. Oh heck yes. The Ghoul King adds a lot to the already powerful Terrorgheist, such as magic and a Command Ability. This guy can grant a 5+ save-after-the-save to a Flesh-Eater unit and can summon new units of Crypt Flayers or Crypt Horrors. Other than that, it's a Wizard, it has a Command and it has three powerful melee profiles in addition to a dangerous not-a-breath-attack. There's nothing he can't do at least decently.
  • Abhorrant Ghoul King on Zombie Dragon: This count also as Behemoth. Exactly what it says on the tin. Just like the variety on the Terrorgheist, this one here has some seriously powerful buffs. First of all, as a Command, he can summon new Courtiers OF ANY TYPE (who can then proceed to summon more foot soldiers). Then, his unique spell makes a 10" bubble centered on the Ghoul King which grants rerolls To Wound to ALL Flesh-Eater models. On top of that, the Zombie Dragon heals D3 Wounds each Hero Phase. Sweet.
  • Abhorrant Ghoul King: Not that murderous when compared to a Vampire Lord in terms of killing power, but absolutely amazing when compared to the average Wizard. Their unique spell grants a Flesh-eater unit one more attack with each melee weapon, which makes Crypt Ghouls and Horrors better and Varghulfs terrifying, but if you cast this on a Ghoul King on Terrorgheist, he'll pluck whole units apart by himself. Unfortunately, someone noticed how ridiculously overpowered his old Command was, so they exchanged it for the ability to summon 10 Ghouls without any casting roll. Still very decent, but nowhere near the buff aura he used to have. Another thing that needs to be addressed is that a Ghoul King is a fucking cockroach. 6 Wounds at a 4+ save and a regeneration of D3 Wounds a turn means the enemy either dedicates entire war machine salvos to kill this guy or he'll be good as new two turns later. Sure he can't go toe-to-toe with an Ironjaws Megaboss (who can?), but he'll survive stuff that could easily overkill most other buffers and wizards.
  • Abhorrant Archregent: Essentially a souped-up footslogger Ghoul King. Has an extra wound and attacks, but his major advantage over the vanilla one is his magic, with the ability to cast an extra spell and a variant of the Ghoul King's spell that grants d3 attacks. Also heals a flat three wounds per turn. He also combines the summoning abilities of all the different Abhorrent Ghoul Kings. He can either summon a unit of 20 Ghouls, 3 KNIGHTS or a Courtier. This adds a degree of flexibility mid-game. If you take one, place him close to the (free) charnel throne to use his summon ability without paying a CP.

Courtiers

Courtiers are more support Heroes and beatsticks, not proper leader types and thus come without any Command Abilities or magic. What they do is still very important though, as they can add models to units you already have on the table As of AOS2 this has been changed to Resurrecting Slain Models. Keep in mind though that they cannot set up new units, only the Ghoul Kings can do that. This is not to say your Courtiers are less important though as they can, for example, add Ghouls to a unit until it gets its Battalion Strength back. As they don't have the Monster Keyword despite appearances, so they all benefit from Look Out Sir.

  • Varghulf Courtier: Oddly not a monster. The Varghulf flies has a bunch of strong attacks with more if it's in melee with ten or more models and if properly supported can be pretty much unkillable. If not, it'll die in turn 2. What this means is that you have a model that is very strong, heals D3 Wounds at the end of each combat phase where it slew any enemies and can reroll To Hit if a Ghoul King casts a spell within 18" of him. Oh, and he can summon additional Ghouls, Horrors, and Flayers for your eviscerating pleasure.
  • Crypt Ghast Courtier: A teeny tiny Ghoul champion upstart. That's what he is. He has a bunch of weak attacks and is still somewhat fragile for a Hero, with 4 Wounds and a 5+ save, similar to a Grot. His real use is in summoning resurrects on average 5 Ghouls per Hero Phase (yes, that means you can heal Ghoul units back to the point where their size-bonus activates) and he makes them stronger if he personally kills an enemy. Only use this as a last resort, though, as his reviving is superb and he's too fragile to risk in melee.
  • Crypt Haunter Courtier: A slightly stronger Crypt Horror champion who can summon more of his flunkies. That last part alone is already cool, as Crypt Horrors are very powerful, but the fact that the Courtier is strong in melee and regenerates should not be forgotten. If he is your general, Crypt Horror Becomes battleline; With AOS2 making it so everyone can use Command Abilities, you won't feel that you're losing something when you make him your general. The Gutbusters Gorger model will make for a perfect Crypt Haunter Courtier if you don't want to go the conversion/special paintjob route.
  • Crypt Infernal Courtier: Blessed with everything a Crypt Flayer needs to be good. 5 attacks with 2 damage already make him as good as a small squad of normal Crypt Flayers and instead of a milquetoast Bravery-scream, he breathes fire. This guy is an absolute powerhouse AND he can Resurrect Crypt Flayers. If he is your general, Crypt Flayer Becomes battleline.

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

  • Crypt Ghouls: Battleline 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 cover and 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.

Knights

  • Crypt Horrors: Battleline if a Crypt Haunter Courtier is your General. 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.
  • Crypt Flayers: Battleline if a Crypt Infernal Courtier is your General. 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. Oh, and you need these because the Crypt Infernal Courtier, aka the second-best Courtier, summons them.

Behemoths

Unlike the versions in Grand Alliance: Death, the warscrolls for this army actually have the Flesh-Eater Courts keywords and are thus susceptible to the awesome buffs you dish out. Never forget that, as it gives you an enormous edge.

  • Terrorgheist: It's powerful, with its Shriek being downright terrifying. 3D6 minus Bravery mortal wounds, eh? That'll halve a Liberator unit on average. Unfortunately, someone at GW noticed just how powerful this was and now it's 6+D6 minus Bravery Mortal Wounds. And while this has dramatically cut down on the maximum damage, it has also made it much more reliable. They also decided to make the Terrorgheist's regeneration dependent on having a Ghoul King of any kind close by, but in exchange they gave it a better 4+ save and even stronger attacks than before. It also explodes into a bunch of mortal wounds when it dies, which can make your opponent hesitate to finish it off, at which point it will regenerate and eat his sorry ass. In short, a Terrorgheist has the works: High flying Move, lots of wounds with a good save, very high damage, a dangerous shriek and if run alongside a mounted Ghoul King, great regen.
  • Zombie Dragon: Don't. Scroll way up. Play this thing with the Ghoul King on top. Seriously, the Ghoul King adds so much to this thing it isn't funny. As in, another melee profile, powerful regeneration, magic and a Command Ability.

Scenery

  • Charnel Throne: Another gimmicky terrain piece. Gives +1 bravery to Flesh-Eater units within 1" and -1 bravery to anybody else. If an Abhorrant Ghoul King or Archregent sits on it they get to use their summoning command ability for free. This doesn't apply to the mounted Ghoul King command abilities, so it's pretty useless if you're taking them (or if you're a freak who only uses Courtiers), but at least its free.

Battalions

Royal Family

Found in the Flesh-eaters Courts Battletome.

An Abhorrant Ghoul King on Terrorgheist or an Abhorrant Ghoul King on Zombie Dragon and between 2 and 6 Abhorrant Ghoul Kings (Min: 830; Max: 1430)

Your basic leader Battalion buffs Courtier summoning abilities and gets your general (so long as the said general is from this battalion) an additional Command Ability which sets up a new foot-slogging Ghoul King. If you have a bunch of the old Strigoi Ghoul King models lying around, by all means, play it.

Attendants at Court

Found in the Flesh-eaters Courts Battletome.

A Crypt Haunter Courtier and two units of Crypt Horrors (Min: 460; Max: 1100)

A very nice formation. For one, their reroll To Hit abilities, which normally hinge on a Ghoul King being close by, are always active in this Battalion. The other bonus is almost more interesting, as it allows a Ghoul King to use two Command Abilities(Changed to an additional Command Point in AOS2) so long as he's close to the Attendants and also your general. Yes, you may use your summoning Command twice per turn(each King now only can use its summon ability once so bring multiple kings.). And all of that for stuff you want to field anyway!

Deadwatch

Found in the Flesh-eaters Courts Battletome.

A Crypt Infernal Courtier and 3 units of Crypt Flayers (Min: 620; Max: 1580)

Slightly bigger Battalion but worth it, as it allows one unit to pile in and attack in your Hero Phase as well as in the Combat Phases. Turns their decent attacks into terrifying attacks.

Abattoir

Found in the Flesh-eaters Courts Battletome.

A Crypt Haunter Courtier, two units of Crypt Horrors and a unit of Crypt Ghouls (Min: 690; Max: 1910)

This one grants two abilities, one of them milquetoast and one devastating. The milquetoast one grants the Courtier +1 To Wound against monsters. The devastating one lets you roll a D6 for every enemy model within 3" of any model from this formation in each of your Hero Phases. On a 6, their unit takes a Mortal Wound. This is, again, in addition to any other damage they will do during the game.

Ghoul Patrol

Found in the Flesh-eaters Courts Battletome.

A Crypt Ghast Courtier and 3 units of Crypt Ghouls (Min: 380; Max: 1280)

Lets the entire formation basically outflank. In your first movement phase, you can set them up 6" to any table edge. No longer gives extra Ghouls

King's Ghouls

Found in the Flesh-eaters Courts Battletome.

A Crypt Ghast Courtier, a unit of Crypt Horrors and 2 units of Crypt Ghouls (Min: 500; Max: 1360)

Very meh by comparison to the rest. One rule grants them all immunity to Battleshock (though they all had Bravery 10 anyway) and the other lets them pile in 6" (but not attack) in your Hero Phase.

Royal Mordants

Found in the Flesh-eaters Courts Battletome.

A Varghulf Courtier, a unit of Crypt Horrors, a unit of Crypt Flayers and a unit of Crypt Ghouls (Min: 580; Max: 1520)

Not too great either, as it only allows the units to reform in the Hero Phase if they're close to the Varghulf.

Royal Menagerie

Found in the Flesh-eaters Courts Battletome.

3 or more Terrorgheists or Zombie Dragons in any combination (Min: 900; Max: no max)

Terrifying. Not only is this Battalion just monsters, but the bonuses are mean as well. If they are close to a Ghoul King general, they get to move 6" in your Hero Phase and they each heal a Wound in each friendly Hero Phase (in addition to any they would otherwise have healed). Brings your monsters into the opponent's face much quicker and helps them survive.

Connor be fielded at 1,000 points due to 2 BEHEMOTH limit.

Flesh-eater Court

Found in the Flesh-eaters Courts Battletome.

1 of each of the following battalions: Royal Family, Attendants at Court, Deadwatch, Abattoir, Ghoul Patrol, King's Ghouls, Royal Mordants and Royal Menagerie (Min: 5730; Max: )

For the filthy rich. This allows the entire super-Battalion to move in the Hero Phase as well as in the Movement Phase (yes, they can run twice. Yes, this includes the units you JUST summoned). If your general is part of this Battalion, he also knows all the unique Command abilities in this Battalion and can use THREE per turn( just changed to 3 additional command points in AOS2).

King Vlagorescu's Ghoulish Host

Found in the King Vlagorescu's Ghoulish Host box.

An Abhorrant Ghoul King on Terrorgheist, a Varghulf Courtier, a unit of Crypt Horrors, a unit of Crypt Flayers and a unit of Crypt Ghouls (Min: ; Max: )

The same reform ability the Royal Mordants get and more interestingly the entire Battalion has a chance of piling in and attacking in your Hero Phase.

Flesh-Eater Courts Royal Hunt

Found in Flesh-Eater Courts Starter Kit '1 Ghoul King on Terrorgheist, 1 Unit of Crypt Horrors, 1 Unit of Crypt Ghouls' (Min: ; Max: ) +1 to attacks by any model of the hunt in 10" of King - No obvious Battalion cost at this stage

Army Building

Just buy two Start Collecting! boxes to start. That's it, you will get 20 Ghouls, a practically obligatory big monster, three Crypt-ids and a Courtier of your choice, there you have an 900 points army, excluding the additional big monster, which you could use to make a Vampire Lord on Zombie Dragon and a Ghoul King on foot (this last guy will fill your 100 points army perfectly) and two spared Crypt models. Here you have enough saving to buy yet another SC! box, mainly for the extra Ghouls and Crypt guys. From there, you can freely go crazy.

The new nightfeast hunter box is a good deal as well! 20 Ghouls and 3 Crypt for $65 US. Though at this point, the Start Collecting! Box is only a little more, and you'll get the Terrorgheist, but only ten ghouls.

If you chose the Terrorgheist, a good next step would be three boxes Crypt Horrors. Build one as a Crypt Haunter Courtier and the other eight as Crypt Horrors. This supplies you with an Abattoir Battalion, some Crypt Ghasts and a big monster-riding general.

If you chose the Zombie Dragon, you may want to add some Crypt Flayers instead. Have your general summon a new Crypt Infernal Courtier every turn and have them summon Crypt Flayers until all your models are in play.

If you chose to build the foot-slogger, get another such kit asap, build both monsters as Terrorgheists and put the second Ghoul King on the second bat, since normal Terrorgheists profit massively from having a Ghoul King on monster along for the ride.

"Royal" Air Force

For competitive play (2000pts) try this list, I've played several battles (vs order and chaos armies) and still have to find this armies adversary.

- Battlescroll: Deadwatch
  6 Crypt Flayers
  6 Crypt Flayers
  9 Crypt Flayers
  1 Crypt Infernal Coutier
- Abhorrant Ghoul King on Terrorgheist
- Varghulf Coutier

This army is fast, all of them fly, regenerates units (flayers) and is full of possible mortal wounds dealing which are quit the deal. Normal set up would be the 9 flayers in the middle with the 6 flayers each covering its flanks. the Infernal (who has to be the general in order to make flayers battleline) and the varghulf hug each other and if possible cover behind the 9 flayers for adding losses. The Abhorrant Ghoul King on Terrgheist can be used for support on a flank though keep him close to the frontline for his delicious spell for 5++ save against all kinds of (mortal)wounds. Now with the Deathless minions rules you get for having the Death Allegiance from the Generals Handbook (actually, because you have to have the Flesh-Eater Courts allegiance in order for Flayers to be Battleline, you can't use any of the Death allegiance abilities, you can only pick one allegiance)(see General's Handbook FAQ)(See Also, the thing in the actual Flesh-Eater Courts allegiance concerning Mortal Wounds), you'll have a 6++ (5++ if you choose or roll that one command trait for your general) save against wounds and mortal wounds. Enjoy your 9 flayers with 5+, 5++, 6++/5++ with casualty replenishment for each 5+ on 12 dice all the while they deal wounds and mortal wounds both in close combat and your hero phases! I've seen them tear down Alarielle due to volumes of attacks and those delicious mortal wounds. Watch out for negative modifiers against your flayers (they'll lose the mortal wounds on 6s when they have a -1 to hit) and protect your Infernal and Varghulf!

Allied Armies

  • The logical choice for allies would, of course, be other Death units.
  • Vampires lords Gave Any Death unit +1 on all their melee weapons.
  • Dire Wolves get you some flankers that aren't quite as valuable as Crypt Flayers.
  • Spirit Hosts get you some more non-magic-inflicted mortal wounds and are tough as nails, especially against cannons, which your Ghouls hate with a passion. Also, Ghosts and Ghouls.
  • Mannfred von Carstein provides a fast flying melee monster with a very powerful Command buff.
  • If you want to look outside Death for some reason, and have no access to Tomb Kings, you might be well advised to add a ranged unit or two.


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