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====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. Donβt 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.
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