This allows you to summon 2 units for the price of 1 CP. MAJESTIC HORROR: This is a fairly straightforward choice. Each of these units are summoned at the end of your movement phase, and must be deployed within 6″ of any board edge and 9″ away from an enemy unit – the same restriction as the ghoul patrol battalion. Now, each of your ghoul kings (on foot, on zombie dragon & on terrorgheist) can summon a unit once per game for 1 CP (foot = 10 ghouls, Zombie Dragon = any courtier & Terrorgheist = 3 Horrors/Flayers). SUMMONING AND YOU – FEC COMMAND ABILITIES: The main change to the army with AOS 2.0 is the new summoning Command Ability mechanic. “The Grand Tournament” works as an alternate pick – rerolling hit roll’s of 1 on all hero’s other than your general will improve your terrorgheist‘s bite attacks and make your varghulfs more reliable. If you’re intending to play this army aggressively however I would take “Crusading Army” as your 1st choice – the ability to re roll your charges and run rolls is a fantastic buff to a combat orientated army. if you find yourself in a position where you need to play defensively, deploy the army in your territory (ghoul patrol included) and select “defenders of the realm” for the re-roll 1’s on your saves while in your territory. This allows you to tailor your force depending on the mission or opponent your facing i.e. It’s worth noting though that the delusion is selected after set up is complete, but before the battle starts. Traditionally, most armies will usually select “Crusading Army” as their delusion, as this benefit doesn’t rely on your opponents army or the mission – you’ll always get value from this delusion. This means that you can pile in 3″ and fight again, but as it relies on you rolling a 6+ and being within 3″ of a second unit, it’s more of a bonus than a mechanic to build your army around.ĬOURTS OF DELUSION: At the start of the battle, you can select a delusion that affects all the FEC units in your army. On a 6+ that FEC unit can fight for a second time. You will want your courtiers to be within 10″ of your units to be able to heal them up, so it is worth considering the positioning of your heroes and units, particularly in deployment where you may need the 6++ save to endure your opponent’s first turn.įEEDING FRENZY: In the combat phase, if the attacks made by one of your units destroyed a unit, roll a dice. This save requires you to be wholly within 12″ of your general or another death hero. Note that if you have multiples of these, such as from the “deathless vigour” spell (5++ death save) you can choose which order to take these in. If you fail your armour save, or take a mortal wound you can use this 6+ save against it.
Over the course of this rundown I’ll attempt to explain the army from base principles and try to avoid using common gaming terms – the aim here is for a complete beginner to be able to read this and understand how they might use this army!Ħ++ save = an additional save that you can take after a failed armour save Allegience AbilityĭEATHLESS COURTIERS: This is your standard 6++ death save. With a solid combat centre from your ghouls and large beasts, three powerful casters and a very durable screening unit in the ghouls, you can adapt to most scenarios and opponents. I’ve found that this list can compete in most phases of the game (with the exception of the shooting phase). As the army has a relatively low model variety, you quickly learn what your units can and cannot deal with. Since the advent of AOS 2 and the new shooting and summoning rules, the army has got a nice boost and sits in a solid mid tier position. Welcome my villanious lords and ladies, to the festering estates of the Flesh Eater Courts.