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33 minutes ago, wayniac said:

I honestly feel that 40 ghouls is a trap; 30 will likely do just as much.  However, if you have 60 extra points, then might as well take 40.  I still feel Horrors did not need a points increase however.  No rend basically means they fall apart against anything with a good save, and being the same points as Flayers, Flayers are faster, have rend and a chance at mortal wounds, and a ranged attack (however lackluster it is).

I completely agree about Horrors.  Since the points increase I simply have not played them. Every time I am making a list with them I stop and think man Flayers are just better here for the same points.  There might be some corner cases where Horrors shine but overall Flayers seem the way to go.  

I disagree about the ghouls at 40 though. I initially thought the same as you but after playing with a block of 40 a fews times I have liked the staying power enough to think that the 60 points extra is a steal (other than having to move all those guys around).

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I'm surprised everyone seems to prefer Flayers over Horrors. I don't have as much experience as most players, but Horrors have done so much more for me than Flayers. I find Flayers too weak to get through much and only valuable for the flying. Horrors can go toe-to-toe with the best in other lists and take a pretty big bite out of anything.

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25 minutes ago, polarbear said:

I'm surprised everyone seems to prefer Flayers over Horrors. I don't have as much experience as most players, but Horrors have done so much more for me than Flayers. I find Flayers too weak to get through much and only valuable for the flying. Horrors can go toe-to-toe with the best in other lists and take a pretty big bite out of anything.

Other than the flying, it comes down to a lack of way to push damage though for me.  Against a low armor, mushy unit the Horrors can be real good.  However, I have found that most lists that run a big group of Horror need them to be one of the hammers of the list.  In this role when they hit the tough units of opposing armies (with good saves) they tend to bounce off.  Flayers on the other hand, especially if buffed, can put mortal wounds on the heavy hitters and sneak a few wounds through with the -1 rend.  A classic example would be a game I had the other day verses Stormcast.  My hammer of 9 Flayers was able to kill a +2 rerolling 1s save Stardrake with mortal wounds, where a Horror block of 9 would have been a 480 point chaff unit against that thing.   

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VanHels and Dark Wizardry trait for the +1A spell on Flayers are brutal. I run a 3/6/9 Deadwatch, and it is joyous to get those and a Damned buff going. Chews through most things. Shocked a few people.

I switched very early on from Horrors to Flayers to get some rend and mortal wound access, mostly because my mate plays Stormcast a lot ;) 

Not tried big units of Ghouls, but clearly some power there, again with VanHels and buffs.

This is my list at the moment. Not event winning. but can compete in the missions.

 

Allegiance: Flesh Eater Courts
Crypt Infernal Courtier (140)

- General

- Trait: Dark Wizardry

- Artefact: Blood River Chalice

- Delusion: The Royal Hunt

 Crypt Infernal Courtier (140) *

- Artefact: The Flayed Pennant

 Varghulf Courtier (160)

 Necromancer (110)

-Mount: Nightmare

 9 x Crypt Flayers (480) 

6 x Crypt Flayers (320) 

3 x Crypt Flayers (160) 

10 x Crypt Ghouls (100)

30 x Zombies (180)

 Deadwatch (210) 


2000

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25 minutes ago, Scottyjock said:

VanHels and Dark Wizardry trait for the +1A spell on Flayers are brutal. I run a 3/6/9 Deadwatch, and it is joyous to get those and a Damned buff going. Chews through most things. Shocked a few people.

I switched very early on from Horrors to Flayers to get some rend and mortal wound access, mostly because my mate plays Stormcast a lot ;) 

Not tried big units of Ghouls, but clearly some power there, again with VanHels and buffs.

This is my list at the moment. Not event winning. but can compete in the missions.

 

Allegiance: Flesh Eater Courts
Crypt Infernal Courtier (140)

- General

- Trait: Dark Wizardry

- Artefact: Blood River Chalice

- Delusion: The Royal Hunt

 Crypt Infernal Courtier (140) *

- Artefact: The Flayed Pennant

 Varghulf Courtier (160)

 Necromancer (110)

-Mount: Nightmare

 9 x Crypt Flayers (480) 

6 x Crypt Flayers (320) 

3 x Crypt Flayers (160) 

10 x Crypt Ghouls (100)

30 x Zombies (180)

 Deadwatch (210) 


2000

I like the list, all those Flayers seem fun.  I have a question about how effective you find the Deadwatch Battalion.  Since the points jump I have been moving away from it.  The attack in the hero phase has always seemed a little too situational for me.  AOS is such a killy game, when things charge in they seem to either delete units or get deleted in the important combats. Thus I find I am not able to pile in much during the hero phase with the Flayers.  Maybe the points should just be more Flayers and some chaff.  Getting a low drop and an artifact can be nice just not sure 210 is the right price.  Will be interesting how much play the Battalion see going forward.

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On 10/24/2017 at 4:12 PM, polarbear said:

I'm surprised everyone seems to prefer Flayers over Horrors. I don't have as much experience as most players, but Horrors have done so much more for me than Flayers. I find Flayers too weak to get through much and only valuable for the flying. Horrors can go toe-to-toe with the best in other lists and take a pretty big bite out of anything.

I agree with you, but I suppose a lot comes down to personal experience and preference. But lets break out the math-hammer and have a look.

 

A unit of three with a champ have the same cost, the same number of wounds, the same save, to hit and to wound values and can both be regenerated at the same rate, so let´s take that as the starting point. The Flayers then have their 3 screams, and 13 attacks.

 

Lets deal with the screams first to get that out of the way. It´s a d6+1 minus bravery per Flayer, so the wound output on average looks like this depending on the enemy´s bravery:

 

Bravery

Mortal wounds

Math

1

10.5

3x3.5 average

2

7.5

3x2.5 average

3

5

3x1.6666667 average

4

3

3x 1 average

5

1.5

3x 0.5 average

6

0.5

3x0.1666667 average

7

-

-

8

-

-

9

-

-

10

-

-

 

Okay, now lets move on to the close combat attacks. We have 13 attacks, hitting on 4+ with 6´s causing mortal wounds, wounding on 3+, with -1 rend and damage 1. I´ll leave the rend out and come back to it when we compare the two. So the math ends up as:

 

13x(1/6 + 1/3x2/3)x1 = 2.2 mortal wounds + 2.9 normal wounds = 5.1 total.

Coolio. Now the Horrors only have three attacks each, with an extra attack for the champ, 4+ to hit, 3+ to wound, no rend, 2 damage, and 6´s to wound deal 3 damage instead of 2. So the math looks as such:

 

10x(1/2x2/3x2 + 1/2x1/6x1) = 6.7 + 0.8  = 7.5 total.

 

So Horrors have the advantage until we add in an armour save. So lets add it in and compare the two units side by side.

 

Armour

Horrors

Flayers

6+

6.3

2.2 + 2.9 = 5.1

5+

5

2.2 + 2.4 = 4.6

4+

3.8

2.2 + 1.9 = 4.1

3+

2.5

2.2 + 1.4 = 3.6

2+

1.3

2.2 + 0.9 = 3.1

1+

1.3

2.2 + 0.5 = 2.7

 

So against anything with a 5+ armour save or better, the Flayers come out on top. However, that is the end of the Flayers special rules. The Horrors still get a reroll if they´re within 15” of a ghoul king. So lets add that into the mix. That adds the following to the math I did above:

 

10x(1/2x1/2x2/3x2 + 1/2x1/2x1/6x1) = 3.3 + 0.4  = 3.7 total.

 

So lets add that in:

 

Armour

Horrors

Flayers

6+

6.3 + 3 = 9.3

2.2 + 2.9 = 5.1

5+

5 + 2.5 = 7.5

2.2 + 2.4 = 4.6

4+

3.8 + 1.9 = 6.7

2.2 + 1.9 = 4.1

3+

2.5 + 1.2 = 3.7

2.2 + 1.4 = 3.6

2+

1.3 + 0.6 = 1.9

2.2 + 0.9 = 3.1

1+

1.3 + 0.6 = 1.9

2.2 + 0.5 = 2.7

And now the Horrors end up on top until they´re facing anything with an armour save of 3+ or better. Of course, that is in no way definitive. There is still a trade-off between the Flayers fly and additional 5” of movement, and the Horrors heal. And the potential of the screams still needs to be added in. If someone feels up for it, that should be easy enough to plot into a Bravery versus Armour save table. But that´s enough math for me for now.

 

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21 minutes ago, Grimnaud said:

And now the Horrors end up on top until they´re facing anything with an armour save of 3+ or better. Of course, that is in no way definitive. There is still a trade-off between the Flayers fly and additional 5” of movement, and the Horrors heal. And the potential of the screams still needs to be added in. If someone feels up for it, that should be easy enough to plot into a Bravery versus Armour save table. But that´s enough math for me for now.

 

I agree with the math and think that it expresses the point I was trying to make about horrors.  In the abstract they might come out slightly ahead but when taken in the context of their role in FEC the Flayers tend to be better.  FEC have very few units that act was hammers, we really have very few unit options period.  We have the Abhorrent Ghoul King on either a TG or a ZD, and potentially Horrors and Flayers.  When you are need them to deal with the toughest units the opponent can throw at you, which often have a 3+ save or better, the Flayers tend to fill this role better.   

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More math for the math god!

Here´s everything in the same table

B / AS

-

6+

5+

4+

3+

2+

1+

1

F 15.6

H 7.5

 

F 15.6

H 6.3

F 15.1

H 5

F 14.6

H 3.8

F 14.1

H 2.5

F 13.6

H 1.3

F 13.1

H 1.3

2

F 12.6

H 7.5

 

F 12.6

H 6.3

F 12.1

H 5

F 11.6

H 3.8

F 11.1

H 2.5

F 10.6

H 1.3

F 10.1

H 1.3

3

F 10.1

H 7.5

 

F 10.1

H 6.3

F 9.6

H 5

F 9.1

H 3.8

F 8.6

H 2.5

F 8.1

H 1.3

F7.6

H 1.3

4

F 8.1

H 7.5

 

F 8.1

H 6.3

F 7.6

H 5

F 7.1

H 3.8

F 6.6

H 2.5

F 6.1

H 1.3

F 5.6

H 1.3

5

F 6.6

H 7.5

 

F 6.6

H 6.3

F 6.1

H 5

F 5.6

H 3.8

F 5.1

H 2.5

F 4.6

H 1.3

F 4.1

H 1.3

6

F 5.6

H 7.5

 

F 5.6

H 6.3

F 5.1

H 5

F 4.6

H 3.8

F 4.1

H 2.5

F 3.6

H 1.3

F 3.1

H 1.3

7

 

F 5.1

H 7.5

 

F 5.1

H 6.3

F 4.6

H 5

F 4.1

H 3.8

F 3.6

H 2.5

F 3.1

H 1.3

F 2.6

H 1.3

8

 

F 5.1

H 7.5

 

F 5.1

H 6.3

F 4.6

H 5

F 4.1

H 3.8

F 3.6

H 2.5

F 3.1

H 1.3

F 2.6

H 1.3

9

 

F 5.1

H 7.5

 

F 5.1

H 6.3

F 4.6

H 5

F 4.1

H 3.8

F 3.6

H 2.5

F 3.1

H 1.3

F 2.6

H 1.3

10

 

F 5.1

H 7.5

 

F 5.1

H 6.3

F 4.6

H 5

F 4.1

H 3.8

F 3.6

H 2.5

F 3.1

H 1.3

F 2.6

H 1.3

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

With the reroll

B / AS

-

6+

5+

4+

3+

2+

1+

1

F 15.6

H 11.2

 

F 15.6

H 9.3

 

F 15.1

H 7.5

F 14.6

H 6.7

F 14.1

H 3.7

F 13.6

H 1.9

F 13.1

H 1.9

2

F 12.6

H 11.2

 

F 12.6

H 9.3

 

F 12.1

H 7.5

F 11.6

H 6.7

F 11.1

H 3.7

F 10.6

H 1.9

F 10.1

H 1.9

3

F 10.1

H 11.2

 

F 10.1

H 9.3

 

F 9.6

H 7.5

F 9.1

H 6.7

F 8.6

H 3.7

F 8.1

H 1.9

F7.6

H 1.9

4

F 8.1

H 11.2

 

F 8.1

H 9.3

 

F 7.6

H 7.5

F 7.1

H 6.7

F 6.6

H 3.7

F 6.1

H 1.9

F 5.6

H 1.9

5

F 6.6

H 11.2

 

F 6.6

H 9.3

 

F 6.1

H 7.5

F 5.6

H 6.7

F 5.1

H 3.7

F 4.6

H 1.9

F 4.1

H 1.9

6

F 5.6

H 11.2

 

F 5.6

H 9.3

 

F 5.1

H 7.5

F 4.6

H 6.7

F 4.1

H 3.7

F 3.6

H 1.9

F 3.1

H 1.9

7

 

F 5.1

H 11.2

 

F 5.1

H 9.3

 

F 4.6

H 7.5

F 4.1

H 6.7

F 3.6

H 3.7

F 3.1

H 1.9

F 2.6

H 1.9

8

 

F 5.1

H 11.2

 

F 5.1

H 9.3

 

F 4.6

H 7.5

F 4.1

H 6.7

F 3.6

H 3.7

F 3.1

H 1.9

F 2.6

H 1.9

9

 

F 5.1

H 11.2

 

F 5.1

H 9.3

 

F 4.6

H 7.5

F 4.1

H 6.7

F 3.6

H 3.7

F 3.1

H 1.9

F 2.6

H 1.9

10

 

F 5.1

H 11.2

 

F 5.1

H 9.3

 

F 4.6

H 7.5

F 4.1

H 6.7

F 3.6

H 3.7

F 3.1

H 1.9

F 2.6

H 1.9

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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actually that's a tough one. No elite unit (you're supposed to run the F against) has bravery  6>, while armor 3+ with MS is pretty common.

Hard to decide. Seems situational.

In doubt, I'd go with the flying mobility. If you let them run with a Lord and the -2 bravery item, they end up asthe better choice imho.

 

It's still always sad to see a FEC army with 12 Flayers. I just hate that kind of spam.

 

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14 minutes ago, Requizen said:

You could always split the difference and run 6 of each? 

That’s probably the best solution.

 

I’ll be stuck on a plane later today, so just for comparisment I’ll crunch th numbers on a ZD vs TG,  and vs units of six Flayers and Horrors.

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ZD vs TG

 

B / AS

-

6+

5+

4+

3+

2+

1+

1

Z 10.1

T 15.3

Z 10.1

T 15.3

Z 9.3

T 14.8

Z 8

T 14

Z 6.3

T 12.9

Z 4.6

T 12.2

Z 2.9

T 11.3

2

Z 10.1

T 14.3

Z 10.1

T 14.3

Z 9.3

T 13.8

Z 8

T 13

Z 6.3

T 11.9

Z 4.6

T 11.2

Z 2.9

T 10.3

3

Z 10.1

T 13.3

Z 10.1

T 13.3

Z 9.3

T 12.8

Z 8

T 12

Z 6.3

T 10.9

Z 4.6

T 10.2

Z 2.9

T 9.3

4

Z 10.1

T 12.3

Z 10.1

T 12.3

Z 9.3

T 11.8

Z 8

T 11

Z 6.3

T 9.9

Z 4.6

T 9.2

Z 2.9

T 8.3

5

Z 10.1

T 11.3

Z 10.1

T 11.3

Z 9.3

T 10.8

Z 8

T 10

Z 6.3

T 8.9

Z 4.6

T 8.2

Z 2.9

T 7.3

6

Z 10.1

T 10.3

Z 10.1

T 10.3

Z 9.3

T 9.8

Z 8

T 9

Z 6.3

T 7.9

Z 4.6

T 7.2

Z 2.9

T 6.3

7

 

Z 10.1

T 9.3

Z 10.1

T 9.3

Z 9.3

T 8.8

Z 8

T 8

Z 6.3

T 6.9

Z 4.6

T 6.2

Z 2.9

T 5.3

8

 

Z 10.1

T 8.5

Z 10.1

T 8.5

Z 9.3

T 8

Z 8

T 7.2

Z 6.3

T 6.1

Z 4.6

T 5.4

Z 2.9

T 4.5

9

 

Z 10.1

T 7.8

Z 10.1

T 7.8

Z 9.3

T 7.3

Z 8

T 6.5

Z 6.3

T 5.4

Z 4.6

T 4.7

Z 2.9

T 3.8

10

 

Z 10.1

T 7.3

Z 10.1

T 7.3

Z 9.3

T 6.8

Z 8

T 6

Z 6.3

T 4.9

Z 4.6

T 4.2

Z 2.9

T 3.3

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

And here's the one that makes me a bit sad. 

Dragon vs TG vs 6 Flayers vs 6 Horrors no reroll

 

B / AS

-

6+

5+

4+

3+

2+

1+

1

F 30.6

H 14.3

Z 10.1

T 15.3

F 30.6

H 11.9

Z 10.1

T 15.3

F 29.8

H 9.5

Z 9.3

T 14.8

F 28.9

H 7.1

Z 8

T 14

F 28

H 4.8

Z 6.3

T 12.9

F 27.1

H 2.4

Z 4.6

T 12.2

F 26.1

H 2.4

Z 2.9

T 11.3

2

F 24.6

H 14.3

Z 10.1

T 14.3

F 24.6

H 11.9

Z 10.1

T 14.3

F 23.8

H 9.5

Z 9.3

T 13.8

F 22.9

H 7.1

Z 8

T 13

F 22

H 4.8

Z 6.3

T 11.9

F 21.1

H 2.4

Z 4.6

T 11.2

F 20.1

H 2.4

Z 2.9

T 10.3

3

F 19.6

H 14.3

Z 10.1

T 13.3

F 19.6

H 11.9

Z 10.1

T 13.3

F 18.8

H 9.5

Z 9.3

T 12.8

F 17.9

H 7.1

Z 8

T 12

F 17

H 4.8

Z 6.3

T 10.9

F 16.1

H 2.4

Z 4.6

T 10.2

F 15.1

H 2.4

Z 2.9

T 9.3

4

F 15.6

H 14.3

Z 10.1

T 12.3

F 15.6

H 11.9

Z 10.1

T 12.3

F 14.8

H 9.5

Z 9.3

T 11.8

F 13.9

H 7.1

Z 8

T 11

F 13

H 4.8

Z 6.3

T 9.9

F 12.1

H 2.4

Z 4.6

T 9.2

F 11.1

H 2.4

Z 2.9

T 8.3

5

F 12.6

H 14.3

Z 10.1

T 11.3

F 12.6

H 11.9

Z 10.1

T 11.3

F 11.8

H 9.5

Z 9.3

T 10.8

F 10.9

H 7.1

Z 8

T 10

F 10

H 4.8

Z 6.3

T 8.9

F 9.1

H 2.4

Z 4.6

T 8.2

F 8.1

H 2.4

Z 2.9

T 7.3

6

F 10.6

H 14.3

Z 10.1

T 10.3

F 10.6

H 11.9

Z 10.1

T 10.3

F 9.8

H 9.5

Z 9.3

T 9.8

F 8.9

H 7.1

Z 8

T 9

F 8

H 4.8

Z 6.3

T 7.9

F 7.1

H 2.4

Z 4.6

T 7.2

F 6.1

H 2.4

Z 2.9

T 6.3

7

 

F 9.6

H 14.3

Z 10.1

T 9.3

F 9.6

H 11.9

Z 10.1

T 9.3

F 8.8

H 9.5

Z 9.3

T 8.8

F 7.9

H 7.1

Z 8

T 8

F 7

H 4.8

Z 6.3

T 6.9

F 6.1

H 2.4

Z 4.6

T 6.2

F 5.1

H 2.4

Z 2.9

T 5.3

8

 

F 9.6

H 14.3

Z 10.1

T 8.5

F 9.6

H 11.9

Z 10.1

T 8.5

F 8.8

H 9.5

Z 9.3

T 8

F 7.9

H 7.1

Z 8

T 7.2

F 7

H 4.8

Z 6.3

T 6.1

F 6.1

H 2.4

Z 4.6

T 5.4

F 5.1

H 2.4

Z 2.9

T 4.5

9

 

F 9.6

H 14.3

Z 10.1

T 7.8

F 9.6

H 11.9

Z 10.1

T 7.8

F 8.8

H 9.5

Z 9.3

T 7.3

F 7.9

H 7.1

Z 8

T 6.5

F 7

H 4.8

Z 6.3

T 5.4

F 6.1

H 2.4

Z 4.6

T 4.7

F 5.1

H 2.4

Z 2.9

T 3.8

10

 

F 9.6

H 14.3

Z 10.1

T 7.3

F 9.6

H 11.9

Z 10.1

T 7.3

F 8.8

H 9.5

Z 9.3

T 6.8

F 7.9

H 7.1

Z 8

T 6

F 7

H 4.8

Z 6.3

T 4.9

F 6.1

H 2.4

Z 4.6

T 4.2

F 5.1

H 2.4

Z 2.9

T 3.3

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

There are only eight cases where a Terrorgheist or Zombie Dragon comes out better than 6 Flayers, and even in those cases, the difference is 0.2 wounds at the most.  And with 10 extra wounds, and the ability to be summoned back, Flayers are a steal for only 20 points more. So according to the math, Flayers are the most efficient unit in the FEC :|

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1 hour ago, Spiny Norman said:

There's always that one most efficient unit.

No unholy vitality and GK rerolls for other troups included of course.

No, I kept those out of it in order to keep the units roughly comparable. The 120 points for a GK would for instance have to be balanced out for the other three choices, and so forth. I did include the GK rerolls with 3 Horrors vs 3 Flayers, but the result was much the same. Against anything with a better than 4+ save the Flayers win out due to mortal wounds. 

 

57 minutes ago, Requizen said:

There are other things to consider, of course. TG or ZD can hold Duality of Death, for instance, and the big monsters will always get full attacks while the units of 6 may not all get in range to swing. 

Of course. A complete comparison would require FAR more work than I'm willing to put into it. However, the Horrors/Flayers also have 10 wounds more than  ZD/TG, and are far easier to buff (resurrection, Van Helm, Black Hunger and so on). I'm honestly a bit disappointed that  the numbers came out that way. I own four Zombie Dragons, and while my Horrors have eaten their way through Treemen, Drucha, Dragon Ogres, and pretty much anything else I've thrown them at, Flayers have generally just died.

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I had a game against darkling covens last Tuesday. I brought a mixed list of horrors, flayers a block of ghouls and infernal courtier, vargheist and GK on foot.

it did very well, having a mixed list allowed me to handle any situation. My opponent had to blocks if 30 executioners. One was always mystic shielded which put them on a 3+ save and the other block was inspired. 

It ended in a draw but his executioners were all dead and and his darkshards were looking depleted. My horrors survived the onslaught at full strength along with my vargheist and 10 ghouls. 

I understand that flayers ARE better, but funnily enough my horrors were the ones always performing. They took out the 3+ executioners which was amazing.

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Hello everyone, I'm new to the Warhammer scene and am working to build my first army, of course I chose flesh eater courts because I have great taste like the rest of you.  Whilst in the middle of a move I have been picking up models and building them.  While I've seen some lists that seem interesting I have goofed a bit and don't have exactly what I was shooting for.  I am here to ask for some guidance in helping me put together a good 2000 pts list.  Below ill list what I have built and what I have access to still at this time.  Thanks in advance.

Built :

AGKonTG

Crypt haunter courtier

Crypt ghast courtier

6 crypt horrors

60 crypt ghouls

Necromancer

Varghulf courtier

At this time I can build :

TG or ZD

AGK

5 Horrors/ Flayers

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Hi guys first post. I collect FeC and have enough for a 2000 point army. After reading the thread i decided to play with a flayer list to some effect.

Unfortunately i made all my models into horrors so atm they are my proxy for the flayers. 

I really want to run dead watch but the dark wizardry trait of the infernal seems to be the no brainer.

My list atm is

GKoTG - Grim garland

Infernal courtier - general - dark wizardry - crusading army

Vargulf

Necromancer.

Ghouls x 40

Flayer x 6

Flayer x 6 

Mortis engine.

1990 points.

I want to still run the Mortis engine in the deadwatch so was thinking of going flayers x6 flayers x6 and flayers x3. Any tips?

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  • 2 weeks later...
On 06/11/2017 at 9:56 PM, The_Chin said:

Has anyone done themed FEC dice as of yet/had any ideas of what could be done?

 

I went to order dice from chessex, however; the postage to Australia is crazy. 

I’ve bought a translucent teal/white combo to go with my icey skinned FEC

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BTW Hello All... i’ve jumped to the Death side after 20 years of playing human. 

I’ve been inspired by the Royal Menagerie in the Flesh Eater Courts and can’t wait to drop 4 Zombie Dragons/Terrorghiest onto my opponents. 

What I’m currently looking to run is;
- Abhorran Ghoul King on Terrorgheist
- Zombie Dragon
- Terrorgheist
- Terrorgheist 
- Crypt Ghast
- 20 Crypt Ghouls
- 20 Crypt Ghouls
- 10 Crypt Ghouls
- Royal Menagerie formation
Total: 1,990

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1 hour ago, MrCharisma said:

BTW Hello All... i’ve jumped to the Death side after 20 years of playing human. 

I’ve been inspired by the Royal Menagerie in the Flesh Eater Courts and can’t wait to drop 4 Zombie Dragons/Terrorghiest onto my opponents. 

What I’m currently looking to run is;
- Abhorran Ghoul King on Terrorgheist
- Zombie Dragon
- Terrorgheist
- Terrorgheist 
- Crypt Ghast
- 20 Crypt Ghouls
- 20 Crypt Ghouls
- 10 Crypt Ghouls
- Royal Menagerie formation
Total: 1,990

Love these types of lists. Flying around screaming with the TGs is some kind of fun.  Only critique would be the ghoul load out.  Would probably go 30 10 10 with that count. Have fun with those big undead bats.

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32 minutes ago, TheWilddog said:

Love these types of lists. Flying around screaming with the TGs is some kind of fun.  Only critique would be the ghoul load out.  Would probably go 30 10 10 with that count. Have fun with those big undead bats.

 Cheers mate, good advice! 

I am flirting with dropping 10 Ghouls to add Ghoul Patrol instead. Ghouls from the rear and monsters charging forward. Could be fun :-)

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