Jump to content

Fluttershy

Members
  • Posts

    288
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Fluttershy

  1. from a first look 320 points might seem expensive, but you'll get 2 CP (100), 2 artefacts (!!), the ability to deal additional damage with your Crypt Flayers in your hero phase (!!) and respawning 1-3 additional Crypt Flayer Models (~160 / 53,3 each) in your hero phase, looks like that's worth it, isn't it? use the ghouls for objective capturing, blocking, distracting, that's all they're good for
  2. combined with the warscroll battalion ability Lords of the Manor: In the dominating presence of their royal masters, courtiers of every rank call forth their minions in ever greater numbers. Each time a COURTIER in your army uses an ability to call forth additional FLESH-EATER COURTS models, add one additional model to one eligible unit if the COURTIER is within 10" of a Royal Family model when the ability is used.
  3. Let's bainstorm.. Allegiance: Flesh-Eater Courts Delusion: Crusading Army Mortal Realm: Hysh Leaders: Abhorrant Ghoul King on Zombie Dragon (440), General Trait: Magestic Horror Abhorrant Ghoul King (140) Abhorrant Ghoul King (140) - Artefact: Aetherquartz Brooch Crypt Infernal Courtier (140) Units: 3 Crypt Flayers (160) 3 Crypt Flayers (160) 3 Crypt Flayers (160) (Battlelines:) 10 Crypt Ghouls (100) 10 Crypt Ghouls (100) 10 Crypt Ghouls (100) Warscroll Battalions: Royal Family (150) Deadwatch (170) Endless Spells: Aethervoid Pendulum (40) Command Points: 2 Points: 2000/2000 + 2 additional Artefacts of our choice Turn1: we start with 3 CP (from List 2 CP + 1 CP per turn) in our Hero Phase we use the Crypt Infernal Courtier Ability, we roll 6 dice - at this stage there shouldn't be any losses, so there won't be slain models, wich could return - but we add +1 Crypt Flayer to one of our Crypt Flayers Unit (Royal Family Ability Lords of Manor) at the end of our movement phase, we use 1 CP to summon 2 Varghulfs with the Ability from our AGKoZD; we roll a dice, 5+ receive 1 CP (Artefact: Aetherquartz Brooch) we have 2 or 3 CP left we use 1 CP to summon 2 Ghoul Kings with the Ability from Royal Family; we roll a dice, 5+ receive 1 CP (Artefact: Aetherquartz Brooch) we have 1-3 CP left we use 1 CP to summon 10 Crypt Ghuls from 1 (of our 4) GK; we roll a dice, 5+ receive 1 CP (Artefact: Aetherquartz Brooch) we end up with 0-3 CP we repeat summoning Crypt Ghouls from our remaining 3 GK or wait till round 2 to capture Objectives.. Turn2: we start with 1+ CP in our Hero Phase we use the Crypt Infernal and Varghulf Abilities, return slain Crypt Flayers/Crypt Ghouls add up to 3 Crypt Flayers to our Unit (so we're hopefully up to a unit of 7 (3 staring size, +1 hero phase(1), +3 hero phase(2)) if we're already in combat use Deadwatch units to pile-in and attack at the end of the movement phase summon Ghouls; roll a dice, 5+ receive 1 CP (Artefact: Aetherquartz Brooch) rinse and repeat.. we use up to 7 (!) units of Crypt Ghouls and the AGKoZD to score objectives and/or distract, use the Deathwatch Flayers to hit real hard with those "double" attacks (in hero phase) and their lovely mortal wounds dunno if this works well.. but it sounds very very funny thinking errors?
  4. there are no starting size restrictions anymore most abilities return slain models, some add models to the unit. if it's stated add, there is only the max unitsize restiction
  5. hmm.. seems legit. so u drop a unit of 6 horrors, first turn (at the end of the movement phase) use 1 CP to summon those 2 varghulfs. next turn in your hero phase use both "To the King!" abilities, add 2 (Royal Family/Lords of the Manor) Horrors to the unit +n (eventually) slain models. If those "new" models get slain, u may re-summon those too.. lol.. with a little bit of luck your up to 10-12 (max unit size) in turn 3.. sounds funny try to combine it with the hard-hitting "Deadwatch"
  6. you're only allowed to return slain models FEC Errata June 2018: Page 81 – Varghulf Courtier, To the King! Change to: ‘To the King!: In your hero phase, you can roll 6 dice for each friendly Varghulf Courtier on the battlefield. For each 2+, you can return 1 slain model to a friendly Crypt Ghouls unit that is within 10" of that Varghulf Courtier. For each 5+, you can return 1 slain model to a friendly Crypt Horrors or Crypt Flayers unit that is within 10" of that Varghulf Courtier instead. Slain models can be returned to more than one unit if you wish, but each successful dice roll can only be used to return a model to a single unit.’ other than the Warscroll Battalion Ability in "Ghoul Patrol", here you may add ghouls up to the maximum unit size of 40
  7. oh, you're right "If your general is slain in a Pitched Battle game, do not select a new one." damn.. so you might wanna use "Royal Family", 1 CP summon 2x Varghulfs, 1 CP to summon 2x GK and get those 10er ghoul units per CP from your "new" GKs, could be an option
  8. with those lovely rules: "Magestic Horror" and "Choose General" for example: start your "summoning chain" with an "Abhorrant Ghoul King on Zombie Dragon", he'll be your general with Magestic Horror trait. round 1, summon 2x Varghulf Courtiers for free, play your general(s) aggressive (quick melee) depending on your opponent your general should be dead in round 2 or 3, pick a new general (could be any hero) and give him the Magestic Horror trait. summon units x2.. rinse and repeat until all your heroes are dead/battle is over thanks to the Magestic Horror trait, if your general has no summon ability (like the Crypt Ghast or Varghulf Courtier) they can use the Summon Men-at-arms ability from the Abhorrant Ghoul King warscroll i personally ran out of ghouls every match i played and won by the numbers of ghouls controling objectives.. you're constantly respawning (slain) ghouls and summoning new units of 2x10
  9. so. like amysrevenge already mentioned, your Crypt Flayers are loosing their Mortal Wounds on a roll of 6 with a +1 modifier? the wholly within thing might look like a nerf, but you're still able to allocate wounds to models that aren't within first, so you're able to roll for all remaining models within and with those lovely new summoning rules - in combination with our Magestic Horror trait - FEC got way more buffed then nerfed. if done right, you're able to play additinally ~1000 pts per (2000er) match, that's insane!
  10. that's true. already had a lot of discussions about that. for example: the warcroll ability "Gaping Maw" from the "Abhorrant Ghul King on Terrorgheist" clearly states: "[..] is 6 or more, [..]", todays "6+" - after modifiers the warscroll ability "Skewering Strike" from the "Crypt Flayers" clearly states: "[..] of 6 [..]", todays "unmodified 6" - before modifiers
  11. Flayers doesn't loose their mortal wounds on -1 to hit
×
×
  • Create New...