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==Endless Spells== '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Endless_Spell_Cadaverous_Barricade.pdf Cadaverous Barricade]:''' Casting value 5 endless spell that doesn't move, non-DEATH units within 3 inches of this model that start a move suffer a halved distance when making moves. This includes charges, runs, retreats, whatever. It's only 30points for a wall of bullshit that will make your opponent tear his hair out. Unfortunately, it doesn't affect Death units. However, bear in mind that this thing also gives cover to units being shot by ranged weapons, so long as the shot unit is within 1 inch of this spell, and if the attacker is closer to the wall than they are to the unit they're shooting. Remember. How much shooting do you actually have? Flayers, Terrorgheists, who do mortal wounds, zombie dragons, whose rend of -3 does not give a shit. So that pretty much never helps your opponent. Plus it has a longggg range of 24 inches. There are several ways to abuse this thing. Firstly, if your opponent is unfortunate enough to not be dead, a Cadaverous Barricade in the middle of his army will ruin his plans. Plus, you can also dump it in the middle of combats to deny pile in space for your opponent's scariest monsters and fighters, or block off units trying to claim objectives. Endless Spells are counted as friendly models, so you can only move through this if you can fly (or have some similar ability). You'll be making everything walk around the flimsy metal fence! '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Endless_Spell_Chalice_of_Ushoran.pdf Chalice of Ushoran]:'''An endless spell that doesn't move, count the number of models slain within 12" (Not wholly within, and not units), at the end of each TURN, roll a number of dice equal to that count. For each 4+, heal 1 wound or return a model with a Wounds characteristic of 1 to any FLESH-EATER COURTS unit or model. This is the example of the perfect endless spell. It ties perfectly into our playstyle. Put in the middle of a huge scrum, and watch as this, combined with mustering, just brings back most of your army. It's still relatively cheap at 50pts, making it easy to slot into any list. Your opponent will do his utmost to dispel this, so you're probably only able to use it in your turn, but that means one less casting attempt for your opponent. Don't be afraid to dispel it yourself, though, if the fighting moves somewhere else, and you might need to relocate the Chalice. Remember, you can use it to heal multi-wound models like Horrors and Flyers, but you can't return a model. So for the sake of Nagash, bring ghouls if you want the most out of this. Ghouls drop like flies, so use it to heal either your ghoul units, or your stronger hammers, such as monsters, Horrors, Flayers, or your Courtiers. Don't always depend on whether your opponent's going to bring a horde to feed your damn chalice, just feed it yourself. '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Endless_Spell_Corpsemare_Stampede.pdf Corpsemare Stampede]:'''a Predatory spell that rolls 5 dice against each unit it moves over. For each roll that beats (not equals) the unit's wound characteristic, inflict 1 mortal wound, if 6 was rolled, deal d3 Mortal wounds instead. Very strong. Hordes will cry against this, and it even moves 14 inches and flies. While the enemy can certainly send it right back at you, if you have it go over his whole battleline, then he'll have to run it through his lines AGAIN to whack you with it, forcing him to move it away, which could endanger his backline if they're too close. Casting value of 7, making it annoying to dispel without buffs. Overall, an excellent choice. Plus, even if it does trample your guys, your guys have the sustain to tank it, the enemy doesn't. And it's not even expensive.
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