If you picked up the new Carrion Empire box because you love Flesh Eater Courts, Come see how to take them to 2000 points for Age of Sigmar!
They say everything comes full circle. Sure enough, we have a replacement to the Flesh Eaters Court book almost 3 years since the last one dropped.
Bringing these bad boys back into the new world that is Age of Sigmar, along with a starter set called Carrion Empire to match it. Let’s dive into that starter set and see how we can take it to 2000 points.
First off you will want to buy the battletome. It’s pretty much a must-have for any Age of Sigmar player that wants to grow their army to 2000 points. It will set you back 40 bones (see what I did there) but it should be around for quite a while and will be a great resource for you to have. You’re also going to need the Charnel Throne which is a piece of scenery for $35, so out the gate, you’re set back $75.
Flesh Eater Courts Special Rules:
You can pick a Grand Court (or create your own and roll a delusion). Unique Command Trait Feeding Frenzy: Used after a friendly Flesh Eater Courts unit has fought for the first time in a combat phase and is wholly within 12” of a hero or 18” of general. They can immediately make a pile in and attack with melee weapons, you can only do this once per phase. Deathless Courtiers allows you to negate a wound or mortal wound on a 6+ as long as the unit is wholly with 12” of friendly hero.
Finally, this allows you to set up a Charnel Throne after territories have been chosen before armies are set up wholly within your territory, wholly within 12” of table edge, and more than 1” from objectives or other terrain features.
Charnel Throne:
Flesh Eater Courts treat this terrain as Inspiring (+1 Bravery), while all other units treat is as Sinister (-1 Bravery) while within 1” of it. An abhorrant Archregent or Abhorrant Ghoul King on foot within 1” of this terrain may use their command abilities without having to use a command point. (remember they can only be used once per battle)
Next, if you’re getting started AoS I would recommend trying to split the box with someone (unless you want to start Skaven at the same time) but if you do split it figure you are paying 75 bucks for the models from the set. * At this point, you will want to decide if you want to go with Grand Court: Blisterkin or Hallowmourne because that will determine how you get your battleline units. For me, I like the Blisterskin court and the Crypt Flayers so that is what I am going to go with. *If you wanted to use Crypt Horrors you would select Hollowmourne and build the Crypt Flayers and Courtiers appropriately *
- 1 Abhorrant Archregent: 200 Points, Leader 1 of 6
- 1 Crypt Ghast Courtier: 60 Points, Leader 2 of 6
- 1 Crypt Infernal Courtier: 120 Points, Leader 3 of 6
- 19 Crypt Ghouls: 200 Points, Battleline 1 of 3
- 5 Crypt Flayers: 170 Points, Battleline 2 of 3
- Charnel Throne: 0 Points, Scenery
- Blisterskin Grand Court: 0 Points
Total of 920 points ($150)
Blisterskin Grand Court:
Add 2” to the movement of all Blisterskin units (all your models), your general must take the Hellish Orator command trait (Roll a dice at the start of hero phase on 4+ you gain additional command points), and you must take the Eye of Hysh artifact. (Subtract 1 from hit rolls for attacks with missile weapons that target a friendly Blisterskin unit wholly within 6” of this model.) You also gain the Lord of the Burning Skies Command Ability: Used at the start of the movement phase, pick 1 friendly Blisterskin unit wholly within 12” of hero or 18” of general and remove them from the battlefield and then set it up again anywhere on the battlefield more than 9” from enemy units. That is considered its movement.
Abhorrant Archregent: Move 6”, 4+ Save, 10 Bravery, 7 Wounds.
He has a melee attack Gory Talons and Fangs: Range 1”, 7 Attacks, Hitting and Wounding on a 3+, with -1 Rend, for 1 Damage. He heals 3 wounds in your hero phase. He can cast/unbind two spells in your hero phase with his unique spell being Ferocious Hunger: Casting Value 6, Range wholly within 24”, friendly Flesh Eater Courts unit, roll a D3 and add that roll to the Attacks characteristic of melee weapons used by that unit. His command ability is Summon Imperial Guard: Used at end of movement phase and once per battle, summon 1 of the following: 1 Courtier, 1 unit of 3 Knights, or 1 unit of 20 serfs. They must be set up wholly within 6” of the edge of the battlefield and more than 9” from the enemy.
Crypt Ghast Courtier: Move 6”, 5+ Save, 10 Bravery, 4 Wounds.
He has two melee attacks the first is bone club: Range 1”, 3 Attacks, Hitting and Wounding on a 3+, for 1 Damage. Then Filthy Claws: Range 1”, 2 Attacks, Hitting on a 4+, Wounding on a 3+, for 1 Damage. If any models are slain by this model until the end of the phase in which the attacks were made add 1 to the attacks of any friendly serf units wholly within 16” of this model. Finally in your hero phase roll 6 dice, for each 2+ you can return 1 slain model to a friendly serfs unit that is within 10” of this model.
Crypt Infernal Courtier: Move 12” (fly), 4+ Save, 10 Bravery, 6 Wounds.
He has a missile weapon Foetid Breath: Range 9”, 1 Attack, Hitting on a 4+, Wounding on a 3+, with -1 Rend, for D 3 damage. Then his melee weapon is Skewering Talons: Range 1”, 5 Attacks, Hitting on a 4+, Wounding on a 3+, with -1 Rend for 2 Damage. If a melee attack roll is an unmodified 6 this attack deals a mortal wound along with normal damage. Finally in your hero phase, Roll 6 dice, for each 5+ you can return 1 slain model to a friendly Crypt Flayer unit that is within 10” of this model.
Crypt Ghouls: Move 6”, 6+ Save, 10 Bravery, 1 Wound.
They have a melee attack sharpened teeth and filthy claws: Range 1”, 2 Attacks, Hitting and Wounding on a 4+, for 1 Damage. The leader adds 1 to his attacks, while the unit is wholly within 18” of a friendly Abhorrant they can re-roll hit rolls of 1, and finally, they add 1 to their attacks if they have 20 or more models.
Crypt Flayers: Move 12” (fly), 5+ Save, 10 Bravery, 4 Wounds.
They have a missile weapon called Death Scream: Range 10”, 1 Attack, Rolls 2D6 if it is higher than target units bravery they suffers the difference in mortal wounds. Then they have 1 melee weapon the Piercing Talon: Range 1”, 4 Attacks, Hitting on a 4+, Wounding on a 3+, with -1 Rend, for 1 Damage. The leader of this unit adds 1 to their attacks and all unmodified melee hit rolls in the unit of 6 deal 1 mortal wound in addition to normal damage.
*Writers note I am assuming they are using the same kits as the stand along kits so you are able to build the Crypt Ghast instead of a ghoul and Crypt Flayers instead of Crypt Horrors*
This is a solid set for 75 bucks giving you half your army and 2 out of 3 battleline units is a great start for under 100 dollars. What you are going to need to do is find a single Ghoul and single Crypt Flayer for sale (right now on eBay they are $5 for a ghoul and $10 for a Flayer) this will get you
To add onto this though let’s keep it cheap and add in a start collecting box for another 90 dollars. This adds another 10 Crypt Ghouls, 1 Crypt Infernal, and 1 Crypt and a Ghoul King on Terrorgheist. This brings you to the following list. *Try and build the Ghoul King on Terrorgheist where you magnetize the ghoul king so that you can take them separately if you want for future army building*
- 1 Abhorrant Archregent: 200 Points, Leader 1 of 6
- 1 Abhorrant Ghoul King on Terrorgheist: 400 Points 2 of 6
- 1 Crypt Ghast Courtier: 60 Points, Leader 3 of 6
- 1 Crypt Infernal Courtier: 120 Points, Leader 4 of 6
- 30 Crypt Ghouls: 200 Points, Battleline 1 of 3
- 6 Crypt Flayers: 170 Points, Battleline 2 of 3
- 3 Crypt Flayers: 170 Points, Battleline 3 of 3
- Charnel Throne: 0 Points, Scenery
- Blisterskin Grand Court: 0 Points
Total: 1590 points ($255)
Abhorrant Ghoul King on Terrorgheist: Move Damage table (14” down to 6” fly), 4+ Save, 10 Bravery, 14 Wounds.
He has a missile weapon death shriek: Range 10”, 1 Attack, Roll a dice and add damage table value (6 down to 2) to the roll, for each point it beats an enemies bravery they suffer a mortal wound. 3 Different melee weapons with the first being Gory Talons and Fangs: Range 1”, 5 Attacks, Hitting and Wounding on a 3+, with -1 Rend, for 1 Damage. Skeletal Claws: Range 2”, Damage Table (4 down to 2) Attacks, Hitting on a 4+, Wounding on a 3+, with -1 Rend, for D3 Damage.
Then a Fanged Maw: Range 3”, 3 Attacks, Hitting on a 4+ (unmodified rolls of 6 deal 6 mortal wounds and attack sequence ends), Wounding on a 3+, with -2 Rend, for D6 Damage. This model heals D3 wounds in your hero phase, and if it is slain each unit within 3” takes D3 mortal wounds. He is a wizard and can cast/unbind 1 spell, with his unique spell being Unholy Vitality: Casting Value 6, Range 24”, Target is a friendly flesh eaters unit, each time that unit takes a wound or mortal wound on a 5+ it is negated. Finally, his command ability is Summon Royal Guard: Used at the end of the hero phase, and once per battle you can bring in 1 unit of 3 knights into the Battlefield 6” from a table edge more than 9” from the enemy.
For 165 bucks (not including battletome and scenery) you are over 75% done with your force. To be honest the best thing you would do is buy yet again one more start collecting box ($90) which along with the endless spells box ($35) will take you to 2000 points.
- 1 Abhorrant Archregent: 200 Points, Leader 1 of 6
- 1 Abhorrant Ghoul King on Terrorgheist: 400 Points 2 of 6
- 1 Crypt Ghast Courtier: 60 Points, Leader 3 of 6
- 1 Crypt Infernal Courtier: 120 Points, Leader 4 of 6
- 1 Abhorrant Ghoul King on Foot: 140 Points, Leader 5 of 6
- 40 Crypt Ghouls: 200 Points, Battleline 1 of 3
- 6 Crypt Flayers: 170 Points, Battleline 2 of 3
- 6 Crypt Flayers: 170 Points, Battleline 3 of 3
- Charnel Throne: 0 Points, Scenery
- Blisterskin Grand Court: 0 Points
- Chalice of Ushoran: 40 Points, Endless Spell
Total 2000 points ($380)
Abhorrant Ghoul King on Foot: Move 6”, 4+ Save, 10 Bravery, 6 Wounds.
He has a melee attack Gory Talons and Fangs: Range 1”, 6 Attacks, Hitting and Wounding on a 3+, with -1 Rend, for 1 Damage. He heals D3 wounds in your hero phase and can cast 1 spell, he knows the Black Hunger Spell as his unique spell. Black Hunger: Casting Value 5, Range 24”, Friendly Flesh Eater Court target, add 1 to the Attacks of melee weapons used by that unit until the end of your next hero phase. His command ability is Summon Men at Arms: Used at end of movement phase you can use this command ability once per game, allows you to set up 1 unit of 10 serfs within 6” of the edge of the battlefield and more than 9” from the enemy.
Chalice of Usoran: Casts on a 6, only Nagash and Abhorrants can cast it, is casts set it up wholly within 24” of the caster.
Keep track of the number of models that are slain within 12” of this model each turn. At the end of each turn roll a dice for each model, on a 4+ heal 1 wound to a Flesh-Eater Courts model or bring back a Flesh-Eater Courts model with Wounds characteristic of 1.
Notice we are not using the Zombie Dragon / Terrogheist that comes with the second start collecting box, but if you magnetize both ones you have you have the option of running a different Grand Court the Gristlegore and using those as battleline troops but that is another article. Just make sure to not glue the ghoul king on them.
Loadouts: I am going to make my general the Abhorrant Archregent as he is going to start behind the lines anyways and I want to keep him alive for the chance at bonus command points. The Eye of Hysh will go to my Abhorrant King on Terrorgheist because he is a big target and he will be shot at. Along with that, his mount is going to get the Gruesome Bite ability to let me re-roll failed hit rolls for his bite attack. For spells, I am going to give Spectral Host to my Abhorrant Ghoul King on Foot, Monstrous Vigour to my Abhorrant Ghoul King on Terrorgheist, and Blood Feast for the Abhorrant Archregent.
Tactics: This army if incredibly fast and your goal is to get into combat as soon as you can and dish out some damage. Start by casting Spectral Host on your Ghoul King on Terrorgheist and if it is a 10 or higher spread it out to the Flayers as well. Then cast Ferocious Hunger and Black Hunger on your block of 40 Ghouls. Then if you can Mystic Shield them or your Terrorgheist. After that burn a command point and use your command ability to set them up anywhere on the battlefield more than 9” away from the enemy.
If you can set them up so that after you move your king on Terrorgheist you are wholly within 18” of him. Move as normal trying to get your Ghoul Courtier within 10” of your teleported ghouls and leaving your Archregent and Ghoul King on Foot next to the throne for the turn. At the end of the movement phase, use the free set once per game summons from those two guys to challenge your opponent’s objectives. If you got the bonus command point, I would save it rather than use the ghoul king on Terrorgheists one for a failed charge of your ghouls, flayers, or Terrorgheist. You want the ghouls to be in combat turn 1. After that play to the scenario and use your regeneration spells and abilities to outlast your opponent.
There you have it. This is a nice set up with everything you need for around $380 bucks which, in this game, ain’t bad. It also gives you the option of going for a list that runs the behemoths as battlelines which will be covered in another article (soon).