Flesh-eater Courts: Battletome Review

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Lore Synopsis

The Flesh-eater Courts are leagues of valiant nobles, courtiers, knights, and serfs that aim to bring peace to the Mortal Realms. At least, that is what the Delusions have led them to believe. In reality, the nobles of the Flesh-eater Courts are bestial vampires and ghoulish monstrosities all led by Ushoran. Known by many titles, the Carrion King, the First Exemplar, the Sumeros Summerking, the Lord of Masques, the Sombre Paladin, the Mortarch of Delusion.

Credit: Games Workshop

Ushoran, one of Nagash’s great Mortarchs, was driven mad by something that occurred at the edges of the Realm of Death. Nagash placed him within the prison of the Shroudcage in an attempt to repair his broken mind. Sigmar’s invasion of Shyish resulted in the destruction of the Shroudcage and Ushoran’s escape. The madness, however, turned into something greater within the Shroudcage. Ushoran emerged a monstrous bestial creature dripping with madness. The delusion he now held was that he was still the valiant and beautiful Sombre Paladin that he once was. He would rally his courts and lead them to defend the mortal realms. This delusion spread to the members of his courts simply by proximity. Mortals would feast on his blood and on bountiful feasts of carrion, devolving into the ghoulish monstrosities that make up the Flesh-eater Courts. However, the madness takes them in turn, and they, in turn, see themselves as heroic figures led by the beneficent Summer King.

Playstyle

The Flesh-eater Courts is a battletome that supports a number of distinct playstyles centred around the common theme of recursion (returning slain models to the battlefield). Heroes utilize spells and abilities to debuff the enemy and strengthen your forces. You can deploy hordes of serfs or bands of knights that level volumes of attacks at your opponent while confidently occupying objectives. Or you can stomp across the battlefield with imposing monsters that wield a combination of debuffs, melee, and missile weapons.

Credit: Games Workshop

Allegiance Abilities

The FEC Deathless Courtiers battle trait is their version of the Death signature 6+ ward for all of their units. The crux of their other allegiance abilities are Noble Deed Points (which we will shorten to NDPs for the rest of this article) that are earned by their HEROES. FEC HEROES start the battle with 0 NDPs. Each time they chant a prayer or cast a spell that isn’t unbound, they get 1 NDP. After they fight, they earn a number of NDPs equal to the amount of wounds allocated to enemy units (excluding those caused by mount attacks). Each HERO can have a maximum of 6 NDPs. They will need them for FEC’s other abilities because Feeding Frenzy, Muster, and Summoning have changed entirely from their previous edition.

Feeding Frenzy is now a 12” aura that emanates from your HEROES that have 6 NDPs. The aura gives +1 attacks to melee weapons for all FEC units that are wholly within the aura. Rather than extra attacks being tied to spells, it is now just a passive buff you get for doing things you already planned on doing. So you will still have plenty of dice to chuck at your opponent.

Credit: Games Workshop

Muster Guard is the first recursion mechanic that they can utilize to return slain models. At the end of the movement phase, each COURTIER can spend 1 NDP to return 1 slain model to a SERF unit within 10” or 2 NDPs to return a KNIGHT. You can use this ability as many times as you wish as long as you have the NDPs to spend. Summon Loyal Subjects is the second major recursion mechanic. At the end of the movement phase, each ABHORRANT can spend 6 NDPs to pick 1 SERF or KNIGHT unit that has been destroyed. You can summon an identical replacement unit with half of the number of models rounded up, wholly within 6” of the board edge and more than 9” away from all enemy units. You can only replace each of your units once, and replacement units themselves can’t get replaced. What makes FEC very unique here is that the remaining models that are not set up are considered slain. This means they can be returned with abilities like Rally and Muster Guard. Note that both Summon Loyal Subjects and Muster Guard are both at the end of the movement phase. So you can position your COURTIERS, summon a replacement unit, and then muster that unit. The mustered models can be placed closer to the enemy to reduce your charge distances. Managing this NDP economy makes for interesting decision-making.

The last battle trait we have to cover is Delusions, which have also been overhauled. You get to pick 1 Delusion to apply to your FEC units for the whole battle, but you do not pick until before the first turn and after starting command points have been received. The flexibility of being able to pick your delusion after knowing the battle plan, your opponent, and who is going first is really neat. Crusading Army gives +1 to run and charge, perfect for chasing down some pesky invaders. Defenders of the Realm give +1 to save rolls while contesting objectives that you control, which is a nice durability boost for our not so great save characteristics. The Royal Hunt gives +1 to wound rolls against MONSTERS, sorry Gargants (He’s not sorry – Peter). The Grand Tournament gives +1 to hit for HEROES that are not a general and made a charge move in the same turn. The Feast Day allows Feeding Frenzy to apply, while HEROES have 4 NDPs rather than 6.

You also have access to 2 unique heroic actions. The first being Rousing Oration which allows you to roll a number of dice equal to the number of FEC units wholly within 12” of that HERO. Every 5+ gives that HERO 1 NDP. A nice extra way of generating NDPs and keeping your economy steady. The second is Scent of Blood which allows you to roll a die and on a 3+ make a move of D6”. You have to finish the move outside of 3” of enemy units. If there is an enemy with wounds allocated to it, you have to finish the move closer to that unit. A neat, albeit niche tool we can use for some minute repositioning, like walking out of combat!

Subfaction Traits Summary

Morgaunt

Morgaunt will allow each of your MORGAUNT HEROES to gain 1 NDP at the end of each turn if they are contesting an objective. A nice NDP trickle. This subfaction will also make the new Crypt Guard unit battleline.

Battleline in Morgaunt. Credit: Games Workshop

Hollowmourne

Hollowmourne will give HOLLOWMOURNE KNIGHTS +1 damage on the charge for their melee weapons (excluding mount). This subfaction will also make your Crypt Horrors battleline.

Yes, Horrors will be damage 4 on those 6s to wound.

Crypt Horrors, battleline in Hollowmourne. Credit: Games Workshop

Blisterskin

Blisterskin gives your ABHORRANTS the PRIEST keyword. Your HEROES can not chant a prayer and cast a spell in the same phase. This subfaction will also allow your Crypt Flayers to be battleline. The prayers are good, but I don’t think they are so good that this is warranted. This is really just for the Flayer enjoyers.

Gristlegore

Gristlegore will allow you to pick 1 of your GRISTLEGORE MONSTERS at the start of your combat phase to have Strikes First. This subfaction will also make your non-hero Zombie Dragons and Terrorgeists battleline. Monster mash enjoyers rejoice!

Credit: Games Workshop

Spells and Prayers

Misamal Shroud (Spell)

Miasmal Shroud has a casting value of 6 (CV6) and a range of 18”. It allows you to pick 1 visible enemy and roll 6 dice (8 if the casting roll is 10+). If 2 of those dice share a number, the enemy takes 1 mortal wound. If 3 share a number, they get -1 to hit rolls. If 4 share a number, they get -1 to wound rolls. These effects are cumulative.

Crimson Victuals (Spell)

Crimson Victuals has CV6 and range 18”. You pick one enemy unit and one FEC unit within 6” of that enemy that has a wounds characteristic of 1. The enemy suffers D3 mortal wounds and you can return 1 slain model to that friendly unit for each wound not negated. If the casting roll was 10+, the enemy suffers 2d3 mortals instead. This will help keep your SERF units topped off.

Deranged Transformation (Spell)

Lastly Deranged Transformation has CV6 and range 24”. Pick an FEC unit with a wounds characteristic of 7 or less that is wholly within range and visible. They get +2 to their move characteristic and +1 to wound until your next hero phase. If the casting roll was 10+, you can pick 3 friendly units instead of 1. This one is certainly the highlight for this lore, keeping your units screaming across the battlefield.

Bless this Meal (Prayer)

Bless this Meal is CV3 and range 18”. Pick 1 visible enemy unit. Each time a model from that unit is slain, you can heal 1 wound to a FEC unit within 6” of that enemy. This could be nice for keeping your monsters topped off.

The Summerking’s Favour (Prayer)

The Summerking’s Favour is CV3 and range 18”. You can pick 1 friendly HERO and they gain 1 additional NDP each time they slay an enemy model. Given that the max is 6, I am not sure our fighty heroes will be able to really take advantage.

Charnel Conviction (Prayer)

Charnel Conviction is CV3 and range 18”. You can give a 5+ ward to one of your units until the start of your next hero phase. A 5+ ward on any of our dense wound blocks is quite the jump in durability.

Command Traits and Artefacts

Your ABHORRANT generals will have access to 3 command traits. Shadowy Obfuscation will make your general invisible to models more than 12” away from them. Piss off pesky archers! Feverish Scholar will give your general +1 to casting, unbinding, and dispelling rolls. That bonus jumps up to +2 if that HERO has 6 NDPs. This is really nice for all those 10+ effects in the spell lore. And Kroak is shaking in his boots when it’s FECs time to unbind! Master of the Menagerie makes it so that you can use Summon Loyal Subjects on a NON-HERO MONSTER instead of only SERFS and KNIGHTS. When the MONSTER is summoned, it has 6 wounds allocated to it. Get back on the battlefield, you big beautiful monsters!

Your ABHORRANT HEROES have access to 3 artefacts of power. The Grim Garland subtracts 2 from the bravery characteristics of enemy units while they are within 9” of the bearer. This will combo nicely with some features we will cover later. The Blood-river Chalice allows the bearer to heal 2d3 in the hero phase once per battle. The Heart of the Gargant allows the bearer to add 1 to the attacks characteristic of themselves and their mount once per battle. Those last two leave a little bit to be desired.

Your COURTIER general will have access to 3 command traits. Stronger in Madness will add 2 to their wounds characteristic and give them a 5+ ward while they have 6 NDPs. Savage Beyond Reason makes their melee weapons score 2 hits instead of 1 for each unmodified hit roll of 6, 3 hits if they have 6 NDPs. Cruel Taskmaster improves their ability to use Muster Guard. Now when they spend 1 NDP to muster, they can return 1 slain KNIGHT model or 2 slain SERF models. The first two seem ok if you want to focus on a smashy Varghulf Courtier. However, the value on Cruel Taskmaster is absolutely and insanely efficient if you want to focus on blocks of KNIGHTS.

Your COURTIER HEROES have access to 3 artefacts of power. The Medal of Madness allows them to once per battle round issue a command as if they were a general without spending a command point. This simply isn’t the choice with such a lack of impact. The Flayed Pennant allows all Flesh-Eater Courts units to reroll charges while wholly within 12” of the bearer. This is not the worst artefact. The Charnel Vestments gives the bearer the PRIEST keyword. Having access to a prayer without having to invest in the Abhorrant Cardinal is really nice.

Mount Traits and Monstrous Actions

Your Royal Zombie Dragons and Royal Terrorgheists will have access to 2 unique monstrous actions. Delectable Appetizers allows you to pick 1 enemy unit within 3” with a wounds characteristic of 2 or less and roll a dice. On a 3+, that unit suffers D3 mortal wounds and the monster heals the number of wounds that were caused and not negated. This is just more healing to ensure your monster is topped off before the fight. Bloodcurdling Shriek allows you to pick 1 enemy unit within 3” and roll a dice. On a 3+, subtract 2 from the target’s bravery characteristic until the end of the turn. More bravery debuffs for more bravery shenanigans.

Your Zombie Dragon HEROES will have 3 mount traits to choose from. Baneful Breath will give the Pestilential Breath rend 2 rather than 1. Death from the Skies allows you to set up this unit in reserve and deploy at the end of the first movement phase anywhere outside of 9” of enemy units. Venerated Zombie Dragon allows you to add 1 to hit rolls for friendly Flesh-eater Courts MONSTERS wholly within 12” of this unit. That last one will be the obvious pick if your goal is Monster Mash.

Your Terrorgheist HEROES will also have 3 mount traits to choose from. Gruesome Bite adds 1 to the attack characteristics of this units Fanged Maw. This is for all your gamblers out there as the Fanged Maw is still going to cause 6 mortal wounds on 6s to hit. Horribly Resilient allows you to heal 2d3 in the hero phase with Royal Blood rather than D3. Morbheg’s Swiftness allows this unit to retreat and charge, which is a really nice bit of mobility.

Warscrolls

Nagash is in the book, but the spell lore is not really one he can take advantage of. The points seem tight, and there are a lot of neat FEC toys that interact with each other. If Nagash is your jam, he definitely fits the theme of recursion.

Terrain

The Charnel Throne is back and mostly the same. Enemies still can not use abilities that would allow them to ignore battleshock tests while they are within 12” of it. However, when one of your little 7 wound or fewer heroes is garrisoned inside, they generate D3 NDPs at the start of your hero phase! Chuck an Archregent in there and the rest of your army around it to hear a Rousing Oration, and you will be at 6 NDPs before you know it.

Abhorrant Heroes

Ushoran, the Mortarch of Delusion, has some very interesting abilities on his warscroll in addition to being a two caster Wizard. His warscroll spell is CV7 and range 18”. You pick an enemy model and 1 of its weapons. That model has to make that weapon attack against another unit within range. If your opponent is not careful, their units might get a bonk! He heals 2d3 in the hero phase and has a 5+ ward which makes him quite resilient. In the hero phase, Ushoran can pick a second delusion to apply to the army until your next hero phase. The flexibility this provides you can be so valuable. His Feeding Frenzy range is 24” rather than 12” if he has 6 NDPs. At the start of the combat phase, he will give -1 bravery to each unit within 3” that lasts for the rest of the battle. And then, he rolls 2 dice against the bravery characteristic of each enemy within 1”. If the roll surpasses that unit’s bravery, that enemy will fight last. Combining this with another hero carrying the Grim Garland can make Ushoran hand out fight last to even the bravest of units. There is a lot of utility in this single warscroll.

All ABHORRANTS can heal D3 in the hero phase with their Royal Blood ability.

The Abhorrant Archregent can use Countless Servants to return 3 SERF models or 1 KNIGHT model to a single unit within 18” of this unit. I will have a side of recursion with my recursion. Thank you very much. Being a two caster means the Archregent can generate NDPs quite well. Their CV6 warscroll spell Carrion Call allows a unit that is set up at the end of the following movement phase to make a D6” move. This warscroll is packed to the brim with value.

The Abhorrant Ghoul King does not come with similar value. It is a single caster with a CV6 warscroll spell that allows them to make a 3d6 charge in the hero phase. In the combat phase, it can pick an enemy hero to duel and get +1 damage against them. 5 attacks at damage 3 is funny, certainly. However, I do not think this mini missile will afford you the same utility as some of these other warscrolls.

The Abhorrant Cardinal is going to be your only priest outside of a COURTIER, taking the Charnel Vestments. Their warscroll prayer is CV 4 and range 18”. Pick a unit, and every time it receives a command, the command fails on a 4+. I am not sure how this prayer is expected to compete with the 5+ ward or healing/recursion prayers that have CV 3s. They generate 1 NDP from 1 prayer and then offer no other utility.

The Abhorrant Gorewarden is going to make your Morbheg Knights battleline if it is the general. It can set itself up in reserve and bring a unit of Morbheg Knights or Crypt Flayers to reserve with them, dropping onto the battlefield outside of 9”. It is a single caster with a CV6 spell that teleports them and a flying unit anywhere outside of 9” of enemies. A good bit of utility on this one, and a great pick if you want to focus on Morbheg Knights!

Grand Justice Gormayne is an interesting fella. He is not a priest, but instead has 4 judgments he can pick from to pronounce in your hero phase on a 3+. Petty Transgression lets you target a visible enemy (no range) and get +1 to wound rolls for all your FEC units that target that enemy that turn. There is some redundancy here with Deranged Transformation, but it has its uses.. Grievous Insult to the Court is the same but with +1 to hit rolls instead, with the added requirement of that enemy having to be within 3” of an ABHORRANT to be selected. Dishonourable Conduct in Battle lets you target a visible enemy (no range) that is outside of 3” of your units. All your FEC units can run and charge if they finish the charge within .5” of the target. Even more mobility? Yes, please! Regicide lets you pick a visible enemy (no range) that has slain an ABHORRANT. Your units get +1 damage against them. We have found the Abhorrant Ghoul King’s purpose!

The Abhorrant Ghoul King on Royal Terrorgheist is up to 16 wounds now. The rider has damage 2 attacks, and the Skeletal Claws are up to 7 attacks! The warscroll is otherwise mostly the same except for the CV6 warscroll spell – Ferocious Hunger, which allows a Royal Terrogheist to reroll those Fanged Maw to hit rolls. So the Terrorgheist is still the same moderate beat stick 6 fisherman we all know and love.

The Abhorrant Ghoul King on Royal Zombie Dragon also received the 16 wound and damage 2 rider treatment. On this warscroll, however, you will shut down Inspiring Presence or units within 3” of any Royal Zombie Dragon, which will combo nicely with the Bloodcurdling Shriek and the Charnel Throne. The CV 6 and range 18” warscroll spell Monstrous Hunger will give out run and charge to every FEC monster within range. If you like Monster Mash, this hero is an excellent inclusion to send your monsters barreling forward.

Courtier Heroes

Your COURTIER heroes will give you access to the Muster Guard ability, but that means they will need to generate NDPs in order to use them. None of them are wizards or priests innately, so you will have to rely on Morgaunt, Rousing Oration, the Charnel Throne, or combat to generate those NDPs.

The Marrowscroll Herald is invisible to the enemy if there are 5 FEC models within 6” of them. This keeps them exceptionally safe, and you can even abuse this to charge the Herald in and shut off unleash hell (yes, unleash hell requires visibility). The Herald can also give out an infected bone at the end of the charge phase. The enemy can deny it and give all your units within 3” of the Herald fight first. If they accept, then you can roll against their bravery every time they try to issue or receive a command, cast, or chant. If you beat their bravery, they fail. Yet another case where our bravery debuffs are going to come in handy.

The Crypt Ghast Courtier and the Royal Decapitator will be able to chain activate a SERF unit in the combat phase. In theory, you can have them fight, generate NDPs, and chain activate SERFs that are now benefiting from Feeding Frenzy. In practice, their combat profiles are just not what they need to be for this trick to work. Not to mention, they are very squishy, so the frontlines might not be where you want them. The Decapitator also has the funny 5+ auto slay at the end of combat if it dealt any wounds to a hero. Are you feeling lucky?

The Varghulf, Crypt Infernal, and Crypt Haunter are going to be your punchy COURTIERS that might be able to fight with your units a bit more efficiently. The Varghulf 2 extra attacks against 1 or 2 wound non-mounted units, a D6 heal if it slayed models, and a retreat move at the end of the combat phase. With some decent mobility and combat stats, the Varghulf could prove an interesting inclusion. If the Crypt Infernal manages to kill a model in the shooting phase, it will give +1 damage to your nearby Crypt Flayers for that shooting phase. If you’re into shooting, Flayer bricks can surprise your opponent with this trick. The Crypt Haunter can chain activate your Crypt Horrors in the combat phase, and it might have the best chance at taking advantage of that Feeding Frenzy trick. The Infernal and Haunter are only 6 wounds, meaning they can receive Deranged Transformation. Sporting 8 wounds, the Varghulf is not so lucky.

Knights

The new Morbheg Knights can pick 1 unit within 1” after a charge, and that enemy can not receive unleash hell. You can also roll a dice for each model in this unit that is within 1” of that enemy unit, and each 4+ will cause D3 mortal wounds. Archers be damned! These KNIGHTS sprint around with 12” move and a tasty 4+ save. They get +1 to run and charge and count as 3 each on objectives if they charged. On top of all of this, they can retreat and charge. These batty KNIGHTS are not to be trifled with.

The Crypt Flayers and Crypt Horrors remain the same. Flayers can pick up and transport your sub-7 wound heroes, which is the perfect tool for positioning your COURTIERS that need to muster elsewhere on the board. They also get +1 to wound for shooting sub 7 bravery targets, of which there will be many with all the bravery debuffs we can hand out. Crypt Horrors are going to be the cheapest battleline option in Hollowmourne and very hitty to boot.

Serfs

The new Cryptguard will allow Flesh-eater Courts HEROES that are wholly within 3” of a unit of Cryptguard to add 1 to their ward rolls. This will provide a nice little boost to the durability of your ever important heroes. They can also form a U shape around larger bases to get your monsters wholly within 3” of the unit. You can deploy your Cryptguard or charge them into this formation to make your monsters even more formidable (yes, Ushoran will have a 4+ ward). They also prevent enemies they damage from receiving commands for the turn. Niche for the combat phase commands, but very good for turning off Inspiring Presence.

Crypt Ghouls are the same on the warscroll, but the pitched battle profile has seen a huge update in that they are now minimum size 20! This means you can rock up to the table with Crypt Ghoul units as large as 40 or 60 models strong! The wound density of these little Ghouls makes them an exceptionally efficient choice. They will also be your only non-conditional battleline.

Royal Beastflayers are the cheapest serfs but are in no way battleline. The unit has a wounds characteristic of 1 and the SERFS keyword. This means you can return 1 model to this unit for 1 NDP from a COURTIER, 3 models to this unit with Countless Servants from an Abhorrant Archregent, and the number of other tricks this book has for replenishing SERFS. The reason this matters is because of the Offal Hound and Flaymaster models within this unit that have 2 and 3 wounds, respectively. For the price of returning a SERF model that is typically 1 wound, you can return Offal Hounds and Flymasters. This makes the Beastflayers so absolutely efficient that they will compete with Ghouls at clogging up the board and tying up your opponent. They also turn off monstrous actions and make monsters -1 damage, which is just a cherry on top.

Monsters

The non-hero version of the Royal Zombie Dragon and Royal Terrorgheist are going to be the makeup of your monster mash lists. They sport 14 wounds a piece. The Terrorgheist has the same mortals on the maw, and the Zombie Dragon has the same shutting off inspiring presence. The Zombie Dragon can be set up in reserve, which may combo nicely with Carrion Call. 

Endless Spells

The Chalice of Ushoran is CV 6 with 24” range.  The endless spell is all the same, except now it is an 8” flying predatory spell! You keep track of the number of models slain within 12”. At the end of the turn, you roll that many dice. For each 4+, you can heal 1 wound allocated to a Flesh-eater courts model within 12”, or return 1 slain model to a Flesh-eater courts unit wholly within 12” that has a wounds characteristic of 1. This will confidently keep your units topped off as it always did. However, now you can move it around to hide behind terrain or get out of range and avoid dispellment.

The Cadaverous Barricade is CV5 with 24” range. It becomes a piece of terrain that prevents runs, retreats, and halves movement within 3”. It might be easy to dispel, but it is super cheap and can be used to block redeploys or counter charges in your turn. Not to mention, the laughs that may ensue should it fail to be dispelled.

The Corpsemare Stampede is a CV7 with a range of 3d6” and predatory flying move of 12”. You roll 6 dice against every unit it flies across, and it does a mortal for each 6, and for each roll that’s greater than that unit’s wounds characteristic. It is on a decent sized base, so it could also be used for move blocking outside of the ok damage.

Grand Strategies

The Grand Strategies are quite difficult to achieve, and you may be better off with a generic option. On the table, none of these have proven to be very reliable.

Legendary Exploits requires having 3 FEC heroes alive with 6 NDPs each at the end of the battle. FEC feels like an army that wants to grind to the final turn, and it needs to spend those NDPs to stay on the field. I am not sure this one is feasible at all.

Expand the Kingdom requires an Abhorrant to be wholly within enemy territory while the enemy general is not wholly within their territory. This one is very easy for the opponent to deny, especially if their general is the type to sit in the back and hide anyway.

Defend the Throne requires you to have no enemy units within 6” of the Charnel Throne and have it garrisoned by one of your heroes. This one is also easily preventable by your enemy simply running up alongside the throne. The way you score this is by sitting the throne in the corner, but then the hero inside of it does not get to interact with the battle and you do not get to take advantage of the turning off battleshock abilities.

Battle Tactics

Some of these are going to be a bit challenging, but with the specific setup and list building, they can be good alternatives to the GHB tactics.

Screamed to Death requires you to kill an enemy unit with the shooting from Crypt Flayers, the Crypt Infernal, or a Terrorghiest. If you are running Crypt Flayer Bricks, this one is quite achievable. Or if there is a weakened unit or model running around that a Terrorgeist can pick off with a shout, even better.

Valiant Slaying requires you to kill a monster with attacks made by an Abhorrant. If you are not running a big monster, this one may be quite impossible unless there happens to be a severely wounded monster for an Archregent to pick off.

Overrun requires every enemy unit on the battlefield to finish the turn within 3” of an FEC unit. If you’re running large SERF blocks, then this tactic is much more achievable as you can spread yourself quite effectively and squeeze in between screens. However, this one may be a safer tactic to pick up later into the game when there are fewer enemies to tag.

Glorious Feast requires every friendly unit to be wholly within 12” of a FEC hero that has 6 NDPs. On certain battleplans where you do not want to travel far from your deployment, you may be able to reliably set this up on turn 1. You can roll Rousing Oration before you select your battle tactic. If you are going second, 2 good orations and a good roll on the D3 from Charnel Throne could guarantee this tactic. REALLY, good rolls could even make it possible as a Turn 1 tactic. More likely, though, you can pick this up towards the end of the battle when there are fewer units to track.

Lance Formation requires you to charge with two or more KNIGHT units, and each of those charge rolls must be a 7+. With +1 to charge from Crusading, +1 to charge on the Morbheg Knights, and potentially a reroll charge for a CP, this tactic is doable. Two 7+s is still a lot to ask for. Not to mention, if you are aiming to charge with more than 2 KNIGHT units, you risk more chances of failure.

The Ties of Chivalry requires you to take an objective from your opponent and be contesting it at the end of the turn with a SERF, KNIGHT, and COURTIER unit. This requires very specific positioning on the battlefield but may be one of the easier tactics we have access to.

Final Thoughts

The new Flesh-eater Courts tome has a lot of really interesting interactions that make multiple playstyles viable. Whether you want to swarm the board with hordes of bodies or punch the enemy with powerful hammers, you will be a nuisance that dies and keeps standing back up. Our overall weak save characteristics are aided by wound density and some good defensive buffs. The army has the same issue as it did last edition, which is a lack of rend across the board. We can still hope that the volume of attacks will help crack those tough saves. With strong objective presence and very neat warscroll rules, the Flesh-eater Courts are the perfect army to be able to push around a variety of toys and experiment with different lists from one battle to the next.

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2 thoughts on “Flesh-eater Courts: Battletome Review”

  1. Great read! You can tell the writer has an indepth knowledge of how the game is actually played at a high level.
    Which is very refreshing!
    More content like this!!!

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