Age of Sigmar/Tactics/Edition 1.1/Flesh-Eaters Courts: Difference between revisions

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===Heroes===
===Heroes===
*'''Abhorrant Ghoul King:''' Surprisingly awful when compared to a Vampire Lord in terms of killing power, but they help Ghouls out a lot and are really hard to kill. 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. His Command Ability adds +1 To Hit and Wound for those same Flesh-eaters, so, again, cast on a Ghoul King on Terrorgheist and take out your tearcup.
*'''Abhorrant Ghoul King on Terrorgheist:''' Oh heck yes. The Ghoul King adds a lot to the already powerful Terrorgheist, such as magic and a Command Ability. This guy can summon a bunch more Ghouls and make them run and charge. Really though, the most the Ghoul King gives the Terrorgheist is the Flesh-eater keyword, as an on-foot Ghoul King can now use his awesome buffs on the already murderous Terrorgheist.
*'''Abhorrant Ghoul King on Terrorgheist:''' Oh heck yes. The Ghoul King adds a lot to the already powerful Terrorgheist, such as magic and a Command Ability. This guy can summon a bunch more Ghouls and make them run and charge. Really though, the most the Ghoul King gives the Terrorgheist is the Flesh-eater keyword, as an on-foot Ghoul King can now use his awesome buffs on the already murderous Terrorgheist.


*'''Abhorrant Ghoul King on Zombie Dragon:''' Exactly what it says on the tin. Unlike the variety on the Terrorgheist, this one here has some actually powerful buffs, though. First of all, as a Command, he can summon new Courtiers OF ANY TYPE. Then, his unique spell makes a 20" bubble centered on the Ghoul King which grants rerolls To Wound to ALL Flesh-Eater models. Damn. On top of that, the Zombie Dragon heals D3 Wounds each Hero Phase and has an additional attack with both the maw and the claws compared to the garden variety Zombie Dragon. Sweet.
*'''Abhorrant Ghoul King on Zombie Dragon:''' Exactly what it says on the tin. Unlike the variety on the Terrorgheist, this one here has some actually powerful buffs, though. First of all, as a Command, he can summon new Courtiers OF ANY TYPE. Then, his unique spell makes a 20" bubble centered on the Ghoul King which grants rerolls To Wound to ALL Flesh-Eater models. Damn. On top of that, the Zombie Dragon heals D3 Wounds each Hero Phase and has an additional attack with both the maw and the claws compared to the garden variety Zombie Dragon. Sweet.
*'''Abhorrant Ghoul King:''' Surprisingly awful when compared to a Vampire Lord in terms of killing power, but they help Ghouls out a lot and are really hard to kill. 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. His Command Ability adds +1 To Hit and Wound for those same Flesh-eaters, so, again, cast on a Ghoul King on Terrorgheist and take out your teacup.


*'''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.
*'''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.
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*'''Crypt Flayers:''' At first glance, Crypt Flayers look kind of meh, as their melee profile is the same as that of Vargheists, but with only damage 1. Then you see that they have a scream attack that inflicts amage off of Bravery but is unfortunately so weak that you won't hurt anything but Skaven or Grots with it. Then you finally realize they're not meant to be powerhouses. They're harassers and tarpits, just like Razorgors for the Beastmen. Oh, and you need these because the Crypt Infernal Courtier, aka the best Courtier, summons them.
*'''Crypt Flayers:''' At first glance, Crypt Flayers look kind of meh, as their melee profile is the same as that of Vargheists, but with only damage 1. Then you see that they have a scream attack that inflicts amage off of Bravery but is unfortunately so weak that you won't hurt anything but Skaven or Grots with it. Then you finally realize they're not meant to be powerhouses. They're harassers and tarpits, just like Razorgors for the Beastmen. Oh, and you need these because the Crypt Infernal Courtier, aka the best Courtier, summons them.
*'''Terrorgheist:''' It's powerful, with its Shriek being downright terrifying. 3D6 minus Bravery mortal wounds, eh? That'll halve a Liberator unit on average. Add to that high movement, sweet regeneration and a lot of powerful attacks. 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.


*'''Zombie Dragon:''' Don't. Scroll way up. Play this thing with the Vampire on top. Seriously, the Vampire adds so much to this thing it isn't funny. As in, better save, regeneration, another powerful melee profile, magic, a Command Ability and MOAR regeneration.
*'''Zombie Dragon:''' Don't. Scroll way up. Play this thing with the Vampire on top. Seriously, the Vampire adds so much to this thing it isn't funny. As in, better save, regeneration, another powerful melee profile, magic, a Command Ability and MOAR regeneration.
*'''Terrorgheist:''' Frankly, the most the Ghoul King gives the Terrorgheist is the Flesh-eater keyword, so if you don't use Ghouls, feel free to play the Terrorgheist on its own. It's powerful, with its Shriek being downright terrifying. 3D6 minus Bravery mortal wounds, eh? That'll halve a Liberator unit on average. Add to that high movement, sweet regeneration and a lot of powerful attacks. 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.


==Battalions==
==Battalions==

Revision as of 06:26, 7 May 2016

Warscrolls

The common keywords of these warscrolls are: DEATH and FLESH-EATER COURTS. Apart from the Ghoul king and the Ghoul king on Terrorgheist all the units also have the MORDANT keyword.

Heroes

  • Abhorrant Ghoul King on Terrorgheist: Oh heck yes. The Ghoul King adds a lot to the already powerful Terrorgheist, such as magic and a Command Ability. This guy can summon a bunch more Ghouls and make them run and charge. Really though, the most the Ghoul King gives the Terrorgheist is the Flesh-eater keyword, as an on-foot Ghoul King can now use his awesome buffs on the already murderous Terrorgheist.
  • Abhorrant Ghoul King on Zombie Dragon: Exactly what it says on the tin. Unlike the variety on the Terrorgheist, this one here has some actually powerful buffs, though. First of all, as a Command, he can summon new Courtiers OF ANY TYPE. Then, his unique spell makes a 20" bubble centered on the Ghoul King which grants rerolls To Wound to ALL Flesh-Eater models. Damn. On top of that, the Zombie Dragon heals D3 Wounds each Hero Phase and has an additional attack with both the maw and the claws compared to the garden variety Zombie Dragon. Sweet.
  • Abhorrant Ghoul King: Surprisingly awful when compared to a Vampire Lord in terms of killing power, but they help Ghouls out a lot and are really hard to kill. 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. His Command Ability adds +1 To Hit and Wound for those same Flesh-eaters, so, again, cast on a Ghoul King on Terrorgheist and take out your teacup.
  • 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.
  • 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 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.
  • 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 summon additional Crypt Flayers.

Troops

  • Crypt Ghouls: Are to Skeletons what Skeletons are to Zombies. Better initially, but less opportunities to buff them. Which you take is up to you, but make sure you've got the correct Hero to buff them, as nothing can buff Ghouls the way a Ghoul King can.
  • Crypt Horrors: Another Ogre-equivalent, this time with buffs by being close to a Ghoul King and regeneration.
  • Crypt Flayers: At first glance, Crypt Flayers look kind of meh, as their melee profile is the same as that of Vargheists, but with only damage 1. Then you see that they have a scream attack that inflicts amage off of Bravery but is unfortunately so weak that you won't hurt anything but Skaven or Grots with it. Then you finally realize they're not meant to be powerhouses. They're harassers and tarpits, just like Razorgors for the Beastmen. Oh, and you need these because the Crypt Infernal Courtier, aka the best Courtier, summons them.
  • Terrorgheist: It's powerful, with its Shriek being downright terrifying. 3D6 minus Bravery mortal wounds, eh? That'll halve a Liberator unit on average. Add to that high movement, sweet regeneration and a lot of powerful attacks. 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.
  • Zombie Dragon: Don't. Scroll way up. Play this thing with the Vampire on top. Seriously, the Vampire adds so much to this thing it isn't funny. As in, better save, regeneration, another powerful melee profile, magic, a Command Ability and MOAR regeneration.

Battalions

Army Building

Allied Armies

External links

Rules are here