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Fluttershy

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Posts posted by Fluttershy

  1. ever thought of returning slain models to another unit?

    is it possible to return slain ghoul models to another ghoul unit?

     

    f.e.

    ghoul unit (a) takes 4 casulties - (slain model count: 4)

    next hero phase returns 4(+) slain ghoul models - add 4 models to ghoul unit (b) - (slain model count: 0)

     

    ;)

     

  2. 6 hours ago, XReN said:

    It was completely changed, check FAQ

    thank you, missed the change :/

     

    FAQ July 2018

    Page 93 – Attendants at Court, Steward To The King Change the second sentence to: ‘If your general is within 10" of the Crypt Haunter Courtier from this battalion at the start of your hero phase, you receive 1 additional command point.’

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  3. FEC Battalion - ATTENDANTS AT COURT

    Ability - Steward to the King: As the king's chief minister at court, the Lord Chamberslough is adept at relaying and enforcing the commands of his master in battle. If your general is an ABHORRANT GHOUL KING and is within 10" of this battalion's Crypt Haunter Courtier during your hero phase, he can use two command abilities that phase (and can even use the same command ability twice).

     

    Does this include summoning?

    Can't find any reference yet. :/

  4. 57 minutes ago, sorokyl said:

    Seems like either way the rules are not explicit... 

    Both work. (as long as you track your slain models)

    You should use the courtiers ability first.

    If you use your ghoul patrol abilitiy last, you're able to refer to the FAQ, wich clearly states ghoul patrol goes over starting stength.

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  5. 6 hours ago, Glaurung said:

    oh, doppelganger cloack seems very tactical, but tricky to use... I manage to block a Gorebull and 3 minotaurs with my King, making them waste their activation...

    ?.. how about that?

    they still can be activated after your king attacked!?

    am i missing something?

  6. 5 hours ago, James S said:

    I've been reading this and it still confuses me. We need to revive slain first before rolling the additional ghouls from the battalion? Just clarifying. Still not grasping it completely.

    to be on the safe side, respawn slain models first, then use the ghoul patrol ability.

    all courtier abilities does only apply to slain models.

    the ghoul patrol ability "Drawn to Battle" add D6 models to each ghoul unit. it's FAQ'ed you're able to add ghouls over unit starting size.

     

    i'm respawning slain models first, so i'm able to refer to the ghoul patrol FAQ when it comes to argue againt "meh, you're not allowed to add models to the unit if it exceeds the starting size of that unit".. it's the "safe" way of skyrocketing your ghoul units ;)

     

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  7. summoning is very strog at 1000pts

    i like playing

    11gp10.jpg.7d6be3b71c91b4306175aa094e943

    2 drops, D6 ghouls per unit since first hero phase, 2 varghulfs, 2nd command point, 2nd artefact - remember to use courtiers first to respawn slain models, after use ghoul patrols D6 reinforcements - i luv it .. some kind of OP ;)

     

  8. 13 minutes ago, Moogypies said:

    My only concern is Battleplan 1, which destroys all units in reserve, obviously Ghoul Patrol must start in reserve.

    you're not forced to put them in reserve. you may set up any ghoul patrol units at the start of the game.

    https://whc-cdn.games-workshop.com/wp-content/uploads/2018/06/age_of_sigmar_flesh-eater_courts_errata_en-1.pdf

    Page 96 – Ghoul Patrol, On Patrol. Change to: ‘Instead of setting up any unit from this battalion on the battlefield, you can place it to one side and say that it is on patrol as a reserve unit. If you do so, at the end of your first movement phase, you must set up that unit wholly within 6" of the edge of the battlefield and more than 9" from any enemy units.’

     

    but your opponent will snipe your crypt ghast and you have no one left to respawn your beloved ghouls..

  9. 16 hours ago, Rekmeister said:

    I know Ghoul Patrol is the go to, but I like being on the board at the start of the game so I can bubblewrap my good units and start generating value off of the Varghulfs early.

    you're allowed to set up the whole patrol at the start of the game

    • Like 1
  10. 34 minutes ago, KTHXBYE said:

    doppleganger cloak to do some dirty tricks with the TG making him invincible in melee

    invincible? keepin' track on 2 (unit of yours) on 1 (enemy unit) situations so he can't be attacked? otherwise he would still be attackable after he attacked!? or did i miss something?

  11. 1 hour ago, Glaurung said:

    I'd try:

    King on dragon, with chalice
    Infernal courtier, with dark wizardry
    10 ghoul
    6 Flayers

    Fast and punchy. Flayers on the charge can decimate almost every unit, if they have black unger or feeding frenzy on them.
    You cn fly, move them wher eyou want and charge where you want.

    missing second battleline :(

    overlooked your infernal general, sry

  12. like Honks list

     

    thinking ghoul patrol could be an option, too ;)

    11gp10.jpg.7d6be3b71c91b4306175aa094e94355f.jpg

     

    head start with 2x artefacts, 2x CP, 2x Varghulf and 3d6 ghoul unit reinforcement (every turn).

    sure, ghoul units are weak till they reach 20, but your opponent will probably fixate on killing the 3 couriters and the dragon, so your ghoul units should rise above 20 ;)

     

     

    • Like 2
  13. 1 minute ago, warhammernerd said:

    and another with majestic horror from Haunter courtier.

    majestic horror spawns 2x 10 ghouls

    but the list looks squishy with 1/2 courtiers

    remember the varghulf joins the fight at the end of your movement phase (6" of edge) and has to catch up the 10" distance to your fast moving flayers first to respawn them. i think summoned courtiers are really good as backup or 2nd wave courtiers, but i won't rely on them too much in the first 2 turns

  14. meh..

    + deadwatch (best batallion ever!!!11111)

    - allegiance has to be FEC, otherwise command trait magestic horror wouldn't be possible and crypt flayers woudln't be battleline anymore

    - only one (1!) courtier

    - what's the plan for those 2 GK on foot? spawning 2x10 ghoul units? playing with realm spells?

  15. 1 hour ago, Honk said:

    Since FEC suffers from stupid deathless minion rule (your minions need to be WHOLLY within 6“)

    use FEC Allegiance - Deathless Courtiers ability needs to be wholly within 12"of your general or a friendly FLESH-EATER COURTS HERO

    you may want to allocate wounds to models outside 12" first, so the ability can kick in again for further wounds to allocate on models of that unit

    • Like 1
  16. watch them die ;)

    the courtiers should stay close to your units to profit from LOOK OUT, SIR!

    use cover ;) , distract yout opponent with big models like ZDs or TGs

    do not overestimate your varghulfs fighter force, their abilities sounds amazing, but they die real quick in close combat

    try to avoid close combat until you're save to smash the target unit, cause respawning >> courtier melee attacks

    bring tons of courtiers

     

  17. i like the idea.. but

    Official Errata July 2018

    Page 75 – Hints & Tips

    Add the following: ‘Returning Slain Models: Several Flesh-eater Courts abilities allow you to return slain models to a unit. When you do so, set up the models one at a time within 1" of a model from the unit they are returning to (this can be a model you returned to the unit earlier in the same phase). The slain models you return to a unit can only be set up within 3" of an enemy unit if one or more models from the unit they are returning to are already within 3" of an enemy unit.’

     

    the updated Warscrolls of Couriters are stating "return slain model.."

    if your ghoul unit hasn't taken casulties you can't return ghouls to it. returning isn't spawning

     

    the (untouched) Ghoul Patrol Ability Drawn to Battle states "add that many models to the unit" - so it's not a return of slain models, it's a spawn (add) of models

  18. 17 minutes ago, tea_wild_owl said:

    it was mentioned in an earlier faq that "a roll of 6" means "a roll of 6 or more", so it uses the modified roll. only if the rule started "unmodified roll" it triggers on unmodified. I'll try to find the exact faq

    think you're talking about Official FAQs and errata, Version 1.2 , page 4 :

    "Q: How do abilities which trigger on ‘a roll of 6’ interact with modifiers? For example, if an ability states that it has an effect on ‘a wound roll of 6’ and the model has a modifier which adds 1 to their wound rolls, would a roll of 6 trigger that ability?

    A: Yes. In the Warhammer Age of Sigmar rules, ‘a roll of 6’ is treated as being synonymous with ‘a roll of 6 or more’."

    https://whc-cdn.games-workshop.com/wp-content/uploads/2017/08/AoS_FAQ_The_Rules_v1.2.pdf

     

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