Who are the Flesh-Eater Courts?
The Flesh-Eater Courts are deranged cannibalistic undead, who because of a curse, think themselves an honorable knightly order, bringing justice to the world. Their shared delusion has caused groups of them to battle across the Eightpoints, on their individual quests, bringing others of their kind with them.
You can buy all the Warcry Products from our Tabletop Sponsor, Firestorm Games.
Flesh-Eater Courts Fighter Types
The Flesh-Eater Courts have 3 leader choices and 3 fighters options:
- Crypt Infernal- The Infernal is a combat powerhouse. They're an investment at 300 points, but move 10 and fly will see them control the battlefield. 40 wounds mean that unless your opponent makes a concerted effort, they won't be taken out and with 5 attacks doing 2 damage, 5 crit damage, it's a brave opponent who tries. They get access to Death Scream and Skewering Strike with the same Rune, which lets them either increase their strength, or damage enemies with 8 inches on a 5 or 6.
- Crypt Haunter - The Haunter comes in at 45 fewer points than the Infernal, and that comes with a lower movement and no Flying rune. All other stats are identical to the Infernal, except they get a different rune, Chosen of the King, which for a double, gives them an additional 2 attacks for the remainder of the turn. It’s a fantastic ability, but the Horrors also have it. Unless you’re struggling for the points, the sheer flexibility of the Infernal’s movement is well worth the higher points cost.
- Crypt Ghast - The Ghast is a much cheaper, weaker leader choice. 5 movement, 16 wounds, and toughness 3, no rune options beyond Leader and 4 attacks, strength 3, 2 damage 4 crit means that they’re not incredible, but at 125 points, they are the perfect choice if you are going for swarm. Taking the Ghast would allow you to take 15 Ghouls if you could, but as fighter numbers are capped at 15 you’re looking at 12, plus the Ghast and a Flayer or Horror.
Like the leaders, the available fighters follow a similar pattern and are cheaper, weaker versions of them.
- Crypt Flayer - Flayer’s are expensive for a troop choice, but with 30 wounds, move 10, fly, and 4 attacks, they are better than some leaders. If you’ve taken the Haunter as a leader, then taking a Flayer still gives you access to the movement flexibility that you lose not taking an Infernal. The Flayer has access to both the Skewing Strike and Death Scream runes.
- Crypt Horror - Horrors are 45 points less than the Flayer, and like the Infernal/Haunter, have exactly the same stats apart from the movement and runes. Chosen of the King makes Horrors extremely dangerous, but they need to be within 6 inches of the leader to use it, which makes it a challenge to keep up if your leader is an Infernal and is being used to fly around the battlefield.
- Crypt Ghoul - Ghouls are quite weak, with toughness 3 and 8 wounds, but they do have 3 attacks and 5 move and cost only 55 points, so they are fantastic for swarming objectives, screening your more powerful fighters and bogging down your opponent’s fighters in combat.
How to build out of the box
To build a Flesh-Eater Courts warband, you first need either:
There are a couple of ways to get the miniatures for a Flesh-Eater Courts WarCry warband.
The Start Collecting Flesh-Eater Courts box gives you 3 Horrors/Flayers, which can be built as either and one can also be built as an Infernal or Haunter. This gives you a good central core for your force. The build options are as follows:
- Infernal/2xFlayers = 770 points (leaves enough points for 4 Ghouls)
- Infernal/Flayer/Horror = 725 points (leaves enough points for 5 Ghouls)
- Infernal/2xHorrors = 680 points (leaves enough points for 5 Ghouls)
- Haunter/2xHorrors = 625 points (leaves enough points for 6 Ghouls)
- Haunter/Horror/Flayer = 680 points (leaves enough points for 4 Ghouls)
- Haunter/2xFlayers = 725 points (leaves enough points for 5 Ghouls)
They can also be built as just Horrors or Flayers if you are planning to build a Ghast as your leader.
The Start Collecting box also comes with 10 Ghouls, 1 of which can be built as a Ghast, leaving you 9 Ghouls, more than enough to ‘flesh’ out the rest of your Court.
As an additional bonus, you also get a Terrorgheist which can be included in WarCry using the rules from Monsters and Mercenaries, or also built as one of the other options for a Flesh Eater Courts army for Age of Sigmar.
If you’re going the individual box route with the Crypt Haunter Courtier box + Crypt Ghast Courtier box, it gives you the same 3 choices for the Infernal/Haunter/Flayer/Horrors and also 20 Ghouls, which means you can build enough for a swarm list as well.
2 boxes of Crypt Haunter Courtier box plus 1 Crypt Ghast Courtier box or the Start Collecting Box and an additional Crypt Haunter Courtier box allows you to build all 3 leader choices, 2 Horrors and 2 Flayers, along with 9 Ghouls which is enough for all possible Flesh Eater Court warband options.
If you do want to go for some interesting builds like a Ghast and 3 Flayers, then you won’t be able to build the other leaders without additional box purchases.
If you're a Warhammer Underworlds player, or you just want some interesting sculpts, then the Beastgrave Grymwatch has 6 Ghouls that can also be used to increase your force. With a Start Collecting box, an Infernal's box, and the Grymwatch, you have enough to make all 3 leaders, any combination of force required and also have the extra Terrorgheist to use with Monster and Mercenaries, along with having a great start to a full Age of Sigmar army.
Warcry Flesh-Eater Courts Purchase Quick Reference
- Crypt Flayers and Crypt Ghouls for swarm options and limited leader choice (plus no Age of Sigmar force)
Flesh Eater Courts General Tactics
Flesh-Eater Courts tactics are entirely dictated by your warband composition, but the use of the units will always be the same. Infernal/Flayers are incredible for taking objectives early or covering the board to take out a specific enemy or group. Haunters/Horrors are perfect for holding objectives. Their high wounds and devastating attacks makes removing them a challenge for your opponent. Ghast/Ghouls are there to bog down your opponent's fighters, swarm objectives and force your opponent to deal with them instead of doing what they’d like to do.
Flesh Eater Courts Deployment Tactics
For this section, we're only looking at the balanced options for each of the decks. Using all the cards is harder to predict and plan for, but great for open friendly games.
Using only the balanced deployment cards, Shield is deployed 15 times out of 18 on the table. If you're playing a swarm force, you want a solid block of ghouls here, in order to start swarming objectives and bogging down your opponent's fighters under ghouls. It is also good to have your leader in Shield if playing with a Haunter or Infernal, so they can get to work tearing apart your opponent.
Hammer appears in Round 2 onwards 10 out of 18 times and Dagger 8 out of 18 times. Having a second Horror or Flayer and the rest of your ghouls in Hammer and Dagger gives you the possibility of a hard-hitting second wave of troops. If you're playing with 2 flyers, having one here means that you won't be caught out, as they can cover the table to reposition if deployed later in the game in an awkward position.
Flesh Eater Courts Mission Tactics
Out of the 18 balanced missions, 6 are combat based, requiring removing either the leader or different deployment groups. 9 are objective-based and 3 are mixed, movement/survival-based.
Use your Infernals/Flayers to hunt down any targets, or remove enemies that can win objectives for your opponent. Use the Haunters/Horrors to either hunt down enemies, or hold objectives and back them up with ghouls to bog down the enemy, or swarm objectives.
Do you play Flesh-Eater Courts? What's your standard Warband composition? Who is your favorite fighter? Let us know in the comments below.
The copies of the Age of Sigmar and WarCry products used to produce this article were provided by Goblin Gaming.