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Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

So I'm playing with different ideas that might be fun and moderately competitive and I want to run this;

Ghoul King on Zombie Dragon - 400
Cursed Book, Lord of the Night, General

Court Ghast - 80
Court Ghast - 80

Vargulf Courtier - 160
Cursed Book

Vargulf Courtier - 160

6 Crypt Flayers - 320
30 Crypt Ghouls - 300
30 Crypt Ghouls - 300
10 Crypt Ghouls - 100

Ghoul Patrol - 100

The idea being to summon the ghast using the general power so he comes in behind the other 30 man Ghoul unit. That gives me 2 30-man units that bring back around 8 ghouls per turn with the bonus attacks. The Vargulfs & Dragon roll with the Flayers for hitting power to break through tougher units. Thoughts?

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in us
Humming Great Unclean One of Nurgle






As it stands, the Ghoul King on terrorgheist is a clear priority target; in addition to the potency of the warscroll he is the general so you enemy will be very likely to focus-fire on him and your army will be significantly weakened if/when he dies (and if an enemy doesn't have the ability to kill him then you are probably going to win anyway). I would make the flayer unit champion the general instead; your enemy now has no good options. They will want to eliminate your general to get rid of Master of the Night but that will be difficult to do while the Courtiers are bringing models back into the unit, targeting the Courtiers first won't weaken your army much overall, while the Terrorgheist will take a lot of power to kill and won't get rid of MotN when it goes down. More importantly many opponents will flounder when faced with such a choice and not achieve any of them. You do lose the outflanking potential for the extra Ghast, but I feel like the benefits are worth that sacrifice (and you can still have him run down the flank anyway, your enemy has bigger things to worry about).

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Trigger-Happy Baal Predator Pilot






From personal experience the AGK on Terrorgheist is far better than the AGK on Zombie Dragon. You only need to roll 1 6 to wound with the bite to feel like a hero all day.
   
Made in us
Enigmatic Chaos Sorcerer




Tampa, FL

I think if you want Ruler and to play defensive, the King on Terrorgheist is better. The King on Zombie Dragon is a lot more offensively oriented so IMHO does better with something like Red Fury (and a king on foot to give him a bonus attack). In any event this is a good, if standard, type of FEC list with all the usual problems: Your king will be focus-fired so you lose Ruler of the Night.

I have been meaning to experiment with a more elite type of FEC list, but have to buy another starter box. I may post a thread about it shortly

- Wayne
Formerly WayneTheGame 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

I'm not sure I'm playing defensively. I think I'm trying to pin them in between 2-3 hammers.

I don't hate the idea of going to the Flayer Champ as the General as that ghast can just run down the side I want him to with the most coverage and likely be in place to help turn one on a flank anyway.

I might try this out this weekend. Or a Variant of Wayniac's horde of elites

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in us
Humming Great Unclean One of Nurgle






Wayniac wrote:
I think if you want Ruler and to play defensive, the King on Terrorgheist is better. The King on Zombie Dragon is a lot more offensively oriented so IMHO does better with something like Red Fury (and a king on foot to give him a bonus attack). In any event this is a good, if standard, type of FEC list with all the usual problems: Your king will be focus-fired so you lose Ruler of the Night.

I have been meaning to experiment with a more elite type of FEC list, but have to buy another starter box. I may post a thread about it shortly
Flesh Eater Courts always take Master of the Night as their command trait. They tend to be high-wounds, low-save so that trait offers them far more benefit than any other.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Enigmatic Chaos Sorcerer




Tampa, FL

 NinthMusketeer wrote:
Wayniac wrote:
I think if you want Ruler and to play defensive, the King on Terrorgheist is better. The King on Zombie Dragon is a lot more offensively oriented so IMHO does better with something like Red Fury (and a king on foot to give him a bonus attack). In any event this is a good, if standard, type of FEC list with all the usual problems: Your king will be focus-fired so you lose Ruler of the Night.

I have been meaning to experiment with a more elite type of FEC list, but have to buy another starter box. I may post a thread about it shortly
Flesh Eater Courts always take Master of the Night as their command trait. They tend to be high-wounds, low-save so that trait offers them far more benefit than any other.


True, but Ruler of the Night is only a small bubble and is generally on a character who is A) a big priority target for every gun in the opponent's force and B) Wants to get stuck in to combat or else hang back hiding to avoid A. Hence my thinking Red Fury on a King on Zombie Dragon can work really nicely as well, because it gets better attacks. Couple it with the +1 attack from the Ghoul King on foot and you're looking at probably what, 14 attacks in a turn?

This message was edited 1 time. Last update was at 2017/03/08 17:31:16


- Wayne
Formerly WayneTheGame 
   
Made in us
Humming Great Unclean One of Nurgle






Wayniac wrote:
 NinthMusketeer wrote:
Wayniac wrote:
I think if you want Ruler and to play defensive, the King on Terrorgheist is better. The King on Zombie Dragon is a lot more offensively oriented so IMHO does better with something like Red Fury (and a king on foot to give him a bonus attack). In any event this is a good, if standard, type of FEC list with all the usual problems: Your king will be focus-fired so you lose Ruler of the Night.

I have been meaning to experiment with a more elite type of FEC list, but have to buy another starter box. I may post a thread about it shortly
Flesh Eater Courts always take Master of the Night as their command trait. They tend to be high-wounds, low-save so that trait offers them far more benefit than any other.


True, but Ruler of the Night is only a small bubble and is generally on a character who is A) a big priority target for every gun in the opponent's force and B) Wants to get stuck in to combat or else hang back hiding to avoid A. Hence my thinking Red Fury on a King on Zombie Dragon can work really nicely as well, because it gets better attacks. Couple it with the +1 attack from the Ghoul King on foot and you're looking at probably what, 14 attacks in a turn?
Making a hero the general of a FEC simply isn't a good idea, better the unit champion embedded in a 6 or 9 man flayer unit. A Ghoul King on Terrorgheist is going to be a target no matter what, so the real question is how much you lose when your enemy kills it (and if your enemy can't then you probably won regardless).

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Enigmatic Chaos Sorcerer




Tampa, FL

Yes but that is so ungodly unfluffy to me I can't bring myself to do it :(

- Wayne
Formerly WayneTheGame 
   
Made in us
Humming Great Unclean One of Nurgle






Wayniac wrote:
Yes but that is so ungodly unfluffy to me I can't bring myself to do it :(
Fair enough, but I would still argue that a Ghoul King with MotN still on the battlefield is far more effective than a Ghoul King with Red Fury that's been killed. It's more than just a small save boost because he gets it against mortal wounds as well as regular ones, and it is further augmented by his healing ability. Surviving by 2-3 wounds because of MotN means he lives to heal d3 on your turn, which can easily mean the difference between a having King with 4-5 wounds left vs him being dead. Further, a King with MotN that is near-death can retreat behind your lines and still benefit the army significantly due to his command ability (while also healing each turn), where as a Red Fury King needs to be in melee to benefit.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Enigmatic Chaos Sorcerer




Tampa, FL

 NinthMusketeer wrote:
Wayniac wrote:
Yes but that is so ungodly unfluffy to me I can't bring myself to do it :(
Fair enough, but I would still argue that a Ghoul King with MotN still on the battlefield is far more effective than a Ghoul King with Red Fury that's been killed. It's more than just a small save boost because he gets it against mortal wounds as well as regular ones, and it is further augmented by his healing ability. Surviving by 2-3 wounds because of MotN means he lives to heal d3 on your turn, which can easily mean the difference between a having King with 4-5 wounds left vs him being dead. Further, a King with MotN that is near-death can retreat behind your lines and still benefit the army significantly due to his command ability (while also healing each turn), where as a Red Fury King needs to be in melee to benefit.


Good points

- Wayne
Formerly WayneTheGame 
   
Made in gr
Fresh-Faced New User





On a different subject, I see 6 Flayers. I usually prefer Crypt Horrors instead because they get the boost from the AGK and they heal. Is the extra attack really tha good?
   
Made in us
Humming Great Unclean One of Nurgle






They are also faster, have a mini-scream, and deal mortal wounds on hit rolls of 6.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

Horgloom wrote:
On a different subject, I see 6 Flayers. I usually prefer Crypt Horrors instead because they get the boost from the AGK and they heal. Is the extra attack really tha good?


What Ninth said. I think it's more a style choice since they are pretty similar output wise. I have very few ways of doing mortal wounds so in this list they get the bump because my anti-horde is handled by all the ghouls. In an elite model army I'd likely go horrors as I need the sheer number of wounds on less armored units.

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
 
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