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==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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_Warscroll_card_Abhorrent_Ghoul_King_on_Royal_Terrorgheist.pdf Abhorrant Ghoul King on Terrorgheist]:''' (420pts) 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 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. Remember, his command ability has some serious utility. Flayers have a ranged attack, which while bad at long range, will do some damage. Horrors are not bad, and can divert your opponent's attention and effort from your mainline, even worse if they get a charge off. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_Warscroll_card_Abhorrent_Ghoul_King_on_Royal_Zombie_Dragon.pdf Abhorrant Ghoul King on Zombie Dragon]:''' (440pts) 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. Both mounted Ghoul Kings are excellent choices, but eat points REALLY fast. This King's command ability is excellent. To put it simply; ALWAYS summon a Varghulf Courtier. He's a high damage fighter, who replenishes ALL your guys, is fast, and still gets a Look Out Sir! This summon should be used wisely, and can be used for multiple ways. Maybe an ambushing unit of ghouls needs a hero's Forward To Victory, or a Blisterskin Flayers unit wants a Feeding Frenzy buff but are too far. This can go a long way. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Abhorrant_Ghoul_King.pdf Abhorrant Ghoul King]:''' (160pts) 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. 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. His command ability seems weak, but can be very strong in Morgaunt. 10 Ghoul units get an extra attack if close enough to a Courtier, significantly increasing their damage output. Furthermore, these units can claim objectives and just be incredibly annoying. Plus it's free if used closeby the Charnel Throne. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Abhorrant_Archregent.pdf Abhorrant Archregent]:''' (240pts) 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. Remember, he is NOT a dedicated fighting hero, but he can do some work. Try not to risk him in melee. His support value is just too good. He's basically a direct upgrade over a foot Ghoul King. And don't forget, he can regenerate 3 wounds. The Ghoul King's a cockroach? Fuck that noise. This guy will never die unless your opponent truly commits to murdering him off the board. Remember, his command ability is crazy versatile. Use it wisely, according to the situation at hand. **Also, remember that as his spell and the normal foot Ghoul King's are different, they stack. A potential 4 extra attacks on a unit is ruinous, especially with feeding frenzy. ====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, they can Resurrect Slain Models, as of second edition. 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, they all benefit from Look Out Sir. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Varghulf_Courtier.pdf Varghulf Courtier]:''' (160pts) The most versatile of all the courtiers - The Varghulf flies, has a 10" move and a bunch of strong attacks with more if it's in melee with ten or more models. This courtier is at it's best supporting your knights and serfs against chaff and mass battleline - with the aforementioned attacks bonus, Feed on Dark Magic, and Feeding Frenzy (not to mention artifacts to bump up it's attack potential), you are looking at an excellent battleline buster. Don't let him get into combat with tough hammer units or heavy-hitting monsters - 8 wounds and a 5+/6++ save goes far too quickly. It heals D3 Wounds at the end of each combat phase where it slew any enemies and can reroll To Hit if an '''ABHORRANT''' casts a spell within 18" of him (Feed on Dark Magic). Oh, and unlike other courtiers, he can muster Flayers, Horrors, and Ghouls. An excellent summoning choice - summon it in near units in combat at the table edge, in range for Feeding Frenzy, or place it range to support mass Ghouls - a very versatile part of the FEC army. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Ghast_Courtier.pdf Crypt Ghast Courtier]:'''(60pts) 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 Loonboss. His real use is in resurrecting, 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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Haunter_Courtier.pdf Crypt Haunter Courtier]:''' (120pts) 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 paint job route. Equip him with a high-rend weapon from Malign Sorceries and keep near an '''ABHORRANT''' for rerolls to hit and he'll destroy almost anything he comes up against. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Infernal_Courtier.pdf Crypt Infernal Courtier]:''' (120pts) 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'''. ===Hollowmourne=== '''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_the_grymwatch_en.pdf Duke Crackmarrow]:''' Monster hunter from Beastgrave. You have to take this guy and his band (the grymwatch that we will analyze later) for 120 points. While those bands usually suck when used into normal battles, this guys are really good in what they do. The Duke had a fine weapon, the halberd (2",3A,3+,3+,-1,2D) which makes him a good hero killer, but a really terrifying monsters killer, adding one to his damage if he attacks a '''monster'''. If you play him into a Flesh-eater court army, you add many ways to give him extra attacks with spells and also make him attack again. Don't get fooled, if rightly buffed this guy can take down many monsters in one turn. Also, he can easily Resurrect his companion, rolling six dice and for every 2+ Resurrect a model. This means that you will probably refill the unit even if just a guy survived. Note also that you can use them in every army as mercenary, and this isn't such a bad idea. ===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. ===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. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_Warscroll_card_Royal_Terrorgheist.pdf Royal Terrorgheist]: '''(Optional Battleline if Gristlegore. 300) It's powerful, with its Shriek being downright terrifying. <s>3D6 minus Bravery mortal wounds, eh? That'll halve a Liberator unit on average.</s> 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. **This is Battline if you're playing Gristlegore. Just show up to a 2000 point game with 7 models on the table and smile at your opponent. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_Warscroll_card_Royal_Zombie_Dragon.pdf Royal Zombie Dragon]:''' (Optional Battline: if Gristlegore 300) 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. **Except in the case of Gristlegore when this thing becomes Battleline. BATTLELINE DRAGONS. It's like the weird lovechild of Beastclaw Raiders and Order Draconis! ===Scenery=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Scenery_Charnel_Throne.pdf Charnel Throne]:''' Gives +1 bravery to Flesh-Eater units within 1" and -1 bravery to anybody else. If an Abhorrant Ghoul King or Archregent is within 1 inch of it (Recommended to sit on the throne itself for badass points) they get to use their summoning command ability for free. This doesn't apply to the mounted Ghoul King command abilities, so no cheesing. While it seems shit at first glance, there's actually gold hidden in that pile of shit. Using command abilities for free is incredible, because those saved Command Points WILL add up to a TON of points, which means a LOT of Feeding Frenzies and other command abilities over the whole game. The other effects rarely come up due to how aggressively the Flesh-Eater Courts play, but could be useful. And remember, that Charnel Throne? That big, ostentatious and grand chair? It's denying space to that tree-humping Sylvaneth bastard, so you can go ahead and kiss your throne and thank it for watching your ass.
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