This article will detail the Flesh-eater Courts army starting from its lore, describing the main units and their roles, how the army plays and finally our personal opinion of the army.
For a complete run-down of the different armies available in Age of Sigmar, consult our Age of Sigmar army overview article.
In this article we will refer often to Matched Play and other technical terms like allegiance abilities, command points, army roles in building a list, core battalions, Endless Spells/Invocations, etc. We assume the reader will be knowledgeable with those terms, otherwise please refer to the relevant guides for more details.
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Overview of Flesh-eater Courts Army
The Flesh-eater Courts are composed of deranged cannibalistic beings afflicted by the Boon of Ushoran curse. This is a corruption of mind and body that brings anyone in contact with other cursed beings to believe himself part of a grandiose kingdom with their courts, knights and peasantry, protected by a just king. In reality, they will join a group of deformed ghouls ruled by mad vampires who occupy ruined structures and feast on the rotten corpses of those unlucky enough to meet them.
They are the last army to receive a battletome in the third edition, but the wait was compensated by new sculpts added to the range including their leader, the Carrion King himself: Ushoran. Until now the army was mostly composed of a single start collecting set containing kits from the Warhammer Fantasy period. Even today, the Crypt Horrors/Flayers kit is an extremely versatile one with 4 different warscrolls (plus one for Soulblight Gravelords).
In game, the Flesh-eater work as a glass cannon army with strong attacks but weak defence, with enough resurrection tricks to maintain the main line always full. However, should you lose all your heroes, the army will crumble like a house of cards.
Lore of Flesh-eater Courts Army
The tale of the Flesh-eater Court is inextricably linked to Ushoran’s. The Carrion King’s history predates the Age of Sigmar, starting in the World-That-Was where he was already a trusted lieutenant of Nagash, the Great Necromancer and Supreme Lord of the Undead. During the Age of Myth Ushoran continued to serve his master expanding his influence all over Shyish.
It is said he was extremely handsome and had the bearing of a noble paladin but at a certain point, something happened. Some say he went on a quest to the very edge of the Realm of Death but there the magic was so powerful that made him mad and on his return he slayed his entire court and fed on them and anything else including monsters and pure death magic which transformed him in the hulking and ugly goliath that he is now.
Others say he defied Nagash one time too many and this was his punishment. Whatever the reason, Ushoran was imprisoned in the Shroudcage, either as a healing hospital or as a place of torture that would forever change Ushoran’s mind and body.
Just before the Age of Chaos, when the mortal races were defeated by the forces of Chaos, but before Sigmar retreated to Azyr closing off all other realms, the God-King went on a rampage in the Realm of Death, blaming Nagash for their defeat. In his destructive path, was caught also the Shroudcage, allowing Ushoran to escape so that he could hide for centuries.
Ushoran’s madness, however, is extremely infective and whoever ends up in his presence immediately becomes involved in the same deranged vision. It is this way that Ushoran’s corruption spread to his vampires, the Abhorrants. When an Abhorrant moves into a new territory, his delusion is so strong to overcome weaker minds bringing many mortals to his ranks with images of hope and salvation at the hands of his grandiose court of knights.
The curse not only affects the mind, so that everyone participates in the same delusion, but also the body, deforming it in what are the ghouls and the many other monstrosities that the Flesh-eater can field in battle.
Ushoran eventually reached Ghyran, the Realm of Life, and there he founded his new castle, Summercourt, from which he presides the progress of his minions. Not all Flesh-eater are aligned with Nagash’ plans. Some despise him and still have a great respect for Sigmar, while others venerate him as one of their gods. Now that Nagash has been defeated and his power wanes, the Flesh-eater are free from his control and the Carrion King is once again ready to lead his crusade against the forces of Chaos.
Although what he may perceive as chaos may not always be accurate, with many destroyed cities as a testament of the misunderstanding. Their Cannibal Crusade, dubbed The War of Red Errantry by the zealous ghoulkind, is spreading across all realms, but is particularly active in Ghyran, were they “rescue” many poor villages affected by the plague sent by Nurgle.
In the meanwhile, another Mortarch of Nagash, Neferata, is leeching blood from Ushoran through her emissaries, so that it can be distributed between the nobles of various cities spreading much faster the Flesh-eater delusion and sowing chaos in the mortal establishments.
Which one will be the Carrion King’s next move? Will he join his old allies or find new ones?
Army rules for the Flesh-eater Courts
But how does a Flesh-eater Courts army play on a tabletop? First let’s go through their main rules.
Flesh-eater Courts have a 6+ ward, that helps a bit to mitigate their poor save rolls.
The key army mechanic turns around the noble deeds. This is a new resource counted individually by each hero in the army and capped to 6 points per hero. The main ways for a hero to obtain them are:
- 1 noble deed point for each spell successfully cast and not unbound.
- 1 noble deed point for each chanted prayer answered.
- 1 noble deed point for each wound or mortal wound allocated to an enemy by the hero attacks (excluding mounts or companions).
Once obtained, these noble deeds can be used for a variety of purposes, but if a hero has 6 of them, then every friendly Flesh-eater unit wholly within 12″ obtains +1 to their Attack characteristic (Feeding Frenzy).
The main way to use the noble deeds is by resurrecting slain models at the end of the movement phase.
The Courtiers can (muster guard) spend 1 noble deed point to resurrect a fallen Serf, or 2 for a Knight, to add to a unity within 10″. This can be repeated as long as there’s enough noble deeds to use and heroes within range.
An Abhorrant instead can (summon loyal subjects) spend 6 noble deed points to resurrect a unit of Serfs or Knights that was killed with half the models (rounded up). This will then appear within 6″ of the battlefield and more than 9″ away from enemy units.
Note that is possible to combine both together, so an Abhorrant can resurrect a unit of 3 Morbheg Knights with 6 points, and a Courtier can add the missing one with 2 points to restore the unit to full capacity.
In the description before we have added few keywords, those will be detailed in the specific unit section but suffice to say for now that:
- The Abhorrants are all vampire heroes, often Abhorrant is in their name too.
- The Courtiers are all other ghoul heroes, like the Crypt Infernal, Crypt Haunter and Marrowscroll Herald.
- The Knights are the Morbheg Knights, Crypt Horrors and Crypt Flayers.
- The Serfs are the Ghouls, Cryptguard and Royal Beastflayers.
In addition, a Flesh-eater army can choose a Court of Delusion in the first battle round before the start of the first turn. This is a list of great bonuses but two clearly emerge from the others. The first adds +1 to run and charge rolls (making those 9″ charges possible with an 8) and the second moves the requirement for the +1 attack aura from 6 noble deeds to 4.
This army has the option to choose between four sub-factions called Grand Courts:
- Morgaunt, the vestiges of ancient noble kingdoms that keep alive their past memories in the current delusions. At the end of the turn each hero contesting an objective gets a noble deed point. Unlocks Cryptguard as battleline.
- Hollowmourne, once noble knights sent in quest never to be fulfilled, eventually succumbed to madness and ended easy prey to the Flesh-eater madness. Adds 1 damage to the melee profile of Knights units when they charge, does not apply to mounts. Unlocks Crypt Horrors as battleline.
- Blisterskin, once formed by zealous worshippers of Hysh residing in Aqshy that burnt themselves in search of salvation that came with the form of the Flesh-eater. Abhorrant become priests but need to chose if either chant or cast each turn. Unlocks Crypt Flayers as battleline.
- Gristlegore, the savage remains of those knights that once professed meditation in Ghur before Chaos shattered them and the Flesh-eater gave them new purpose. 1 friendly monster per turn obtains the strike-first effect. Unlocks Royal Terrorgheist and Royal Zombie Dragon as battlelines.
Flesh-eater Courts heroes have access to two new heroic actions, one that provides a chance to receive a noble deed point for each other hero nearby, and one that allows a free move towards a wounded enemy.
Terrorgheists and Zombie Dragons have access to two extra monstrous rampages, one is a worse Stomp but can heal back, and the other can reduce enemy’s bravery.
As all armies, Flesh-eater have access to a variety of enhancements, starting from the command traits divided between Abhorrant and Courtier options. For example if you have an Abhorrant general and want to ensure higher chances to cast spells, Feverish Scholar gives a nice +1 bonus to cast, dispel and unbind (or +2 if the hero has 6 noble deed points). A Courtier, instead, like the Marrowscroll Herald, can choose Cruel Taskmaster that allows to bring back 2 Serfs or 1 Knight at the cost of a single noble deed each time he uses the Muster Guard ability.
Artefacts of power have a similar division, with Abhorrants having access, between the others, to The Grim Garland for a -2 Bravery 9″ aura, and Courtiers to The Flayed Pennant that allows to re-roll charge rolls within 12″ of the bearer.
Flesh-eater wizards have access to the Lore of Madness, while priests have access to the Rites of Delusion. Both are further discussed in the specific section.
To conclude, the mounted version of the Abhorrant Ghoul King have access to different mount traits depending on their mount. A Royal Zombie Dragon can be buffed with options like Death from the Skies to add further ambush capabilities to the army (set the hero in reserve), while a Royal Terrorgheist can choose Gruesome Bite to add an extra attack to its Fanged Maw profile.
Units and their roles in the Flesh-eater Courts Army
Heroes in Flesh-eater Courts
Heroes can perform Heroic Actions, in addition to the other abilities they can perform. You do it in the hero phase and you can only do one heroic action. Here is the list:
- Heroic Leadership: on a 4+ (or 2+ if your general has been slain) get a command point only that hero can use.
- Heroic Willpower: one non-Wizard hero can attempt to dispel or unbind a spell for that phase like he was a wizard.
- Their Finest Hour: can be used only once by each hero to improve save and wound rolls by 1 for that turn.
- Heroic Recovery: a disengaged hero can heal D3 wounds if he rolls less or equal to his bravery with 2D6.
Nagash is included in every Death army but his warscroll did not change and we have a separate guide.
Ushoran, Mortarch of Delusion is the rightful leader of this faction as he literally created it. As such, he is always treated as a general even if he is not the picked one (warmaster). He covers many roles being a monster, a behemoth, a leader, a wizard and an Abhorrant.
The first important ability is being able to choose a second court of delusion, allowing the ability to have the +1 to charge and +1 attack at the same time (although you can choose the second delusion each one of your own hero phase so you can experiment any type of combo). In addition, he extends the Feeding Frenzy aura (+1 attack when the hero has 6 noble deed points) to 24″! Including his big base, that covers a good portion of the battlefield.
Ushoran has also access to some defensive abilities like applying strike-last effect to anyone within 1″ if he can beat their Bravery score after subtracting 1 to them. Combined with a 5+ ward, 2D3 wounds healed each of your hero phases and a 4+ save, makes him not immortal, but hard to shift.
He is a double caster, i.e. can cast, dispel or unbind 2 spells per phase, and his signature spell is quite thematic allowing a single model to fight against their own comrades. To be more efficient you need to target heroes or monsters, but it is definitely an interesting addition.
Most other Abhorrant are wizards, therefore included in the next section.
Grand Justice Gormayne is the only Abhorrant that is also not a wizard, so there’s this to consider when counting the noble deeds he can obtain as he doesn’t have a great melee profile. However, in his hero phase, he can issue a judgement that affects an enemy unit on a 3+.
Those judgements do not have a range, only one can be pronounced per phase and vary from +1 to wound or +1 to hit against a single target, to allow to charge an enemy even if the friendly unit already ran, to give a +1 damage to all profiles attacking a unit that killed an Abhorrant.
Since there’s no range, Gormayne is a perfect candidate to sit on the Charnel Throne so that he can quickly get to the 6 noble deeds without moving an inch.
The Marrowscroll Herald is the first of our Courtiers and the herald that started the Dawnbringers saga. He is invisible to enemy units as long as there are at least another 5 friendly models within 6″, and a great target for the Cruel Taskmaster command trait that doubles the amount of models resurrected per noble deed spent. He still needs to get noble deeds, so he’ll need to get his hands dirty in combat, but at least can’t be shot out of existence.
In addition, when in combat, he can offer an infected bone to the target enemy unit. If they refuse, every Flesh-Eater within 3″ gets strike-first in the next combat phase. If they accept, every time they try to cast, chant, issue or receive a command, they have to do less than their Bravery score or the action can’t be performed.
The Royal Decapitator works as your traditional melee hero with an ok profile, the ability to have a unit of Serfs attack immediately after him and a chance (on a 5+) to slain an enemy hero that he wounded in the same combat phase.
The Crypt Ghast Courtier can be made from the Ghouls kit, but we highly recommend to not try it. If you can find the Grymwatch warband from Warhammer Underworld you can use that as a leader, otherwise kitbash any spare ghoul from any kit. Or you can just avoid as there’s nothing to see here apart from allowing a unit of Serfs to attack immediately after.
The Varghulf Courtier is the only model who got an updated sculpt, all others being new warscrolls. It can fly but only over terrain, it can increase its attacks but only against units with a Wound characteristic of 1 or 2, and at the end of the combat it can retreat and heal itself if it inflicted any wound.
The next two heroes are obtained from the Crypt Horror/Flayer kit and represent an alternative way of assembling the usual champion option within those two units. You can follow the instructions or just kitbash however you prefer. If you follow the instructions, you’ll need 3 boxes to get 1 unit of each type and both heroes plus a spare one.
The Crypt Infernal Courtier flies and has a shooting attack that if it kills an enemy, any other Crypt Flayer targeting the same unit would get +1 damage.
The Crypt Haunter Courtier can heal himself D3 each of his hero phases and drag in combat a unit of Crypt Horrors within range after he fought.
Wizards and Priests in Flesh-eater Courts
Most Abhorrants are also wizards with access to the Lore of Madness, a not particularly exciting lore with 3 spells of which Deranged Transformation is probably the best, giving a +1 to wound and +2″ move to a friendly unit with a wound characteristic of 7 or less (most of the army except the big monsters). As all spells in this lore, a high enough casting role allows to improve the effect, in this case you can choose up to 3 units.
The list of wizards include the double casters Ushoran and Abhorrant Archregent and the single casters Abhorrant Gorewarden and the 3 Abhorrant Ghoul King (unmounted and mounted).
The Abhorrant Ghoul King on Royal Terrorgheist is one of the many assembly options available for this kit (including a Vampire Lord for Soulblight).
They are all monsters and behemoths, but only single casters. The Ghoul King on top adds to the monster profile some ok attacks, the Abhorrant ability to heal D3 wounds on their own hero phase and a spell that allows to re-roll the hit roll for attacks with the Fanged Maw of the targeted Terrorgheist. Combined with the mount trait that adds an extra attack to that profile, can guarantee some mayhem in the enemy lines.
Apart from this, the Terrorgheist (described in the Monster section) is a flying monster with a shooting attack based on Bravery (there are few ways to reduce Bravery in this army) and some swingy attacks.
The Abhorrant Ghoul King on Royal Zombie Dragon follows the same pattern with the same healing added to the base profile of the monster he mounts. Unfortunately doesn’t add much else, except his spell that provides other monsters in range run and charge for that turn that can be useful in a Gristlegore army. The Zombie Dragon cannot be buffed the same way as the Terrorgheist so that’s where the point cost is not justified despite the ability to shut down Inspiring Presence within 3″ and the mount trait that allows to be set up in reserve (that the base Zombie Dragon can do it by default).
The Abhorrant Gorewarden holds the keys of the kingdom. He has the standard D3 healing common to all Abhorrants and the ability to be put in reserve with a unit of Crypt Flayers or Morbheg Knights to re-appear at the end of your movement phase outside of 9″ from enemy units.
In addition his signature spell contributes to the high mobility that he brings to the army by allowing a flying unit within range to relocate within the same range.
The Abhorrant Archregent is a double caster with a free resurrection to either a Serf unit (3 models) or a Knight unit (1 model). But his best ability is the signature spell that allows a unit set up at the end of the movement phase to move D6″ despite the fact that shouldn’t be able to move (from reserve, etc.).
Let’s then imagine that you have a Gorewarden flying with a unit of Morbheg Knights. They deploy within 9″ of an enemy unit anywhere on the battlefield. If this spell is cast, they can immediately move D6″, let’s assume they do an average 3. They are now 6″ from enemy units, but if you took the delusion that gives a +1 to charge, they need to score only a 5 with 2D6 during the charge phase and if they are within 12″ of a Courtier with The Flayed Pennant artefact, they can even re-roll it…
The Abhorrant Ghoul King model can be found as a left-over after assembling an unmounted Zombie Dragon/Terrorgheist, from special edition miniatures like the one in the image above, or kit-bashed from other kits (like the Royal Flaymaster from the Beastflayers Warcry warband).
Apart from this, there’s not much to see here. His signature spell allows him a 3D6 charge in the hero phase that blocks the Unleash Hell ability of a shooting unit as that can be used only in the charge phase. He gets strike-first if he charges that way, and if he attacks another hero, he gets +1 damage against it.
The Abhorrant Cardinal is the only priest in the army, excluding those courtiers that take the artefact Charnel Vestment to become priests. All priests in the army have access to the prayer scriptures Rites of Delusion that offer interesting options like Charnel Conviction that increases the ward to a 5+ or, if you are using several Knight units, Bless this meal to heal 1 wound to any friendly unit with 6″ when a model is slain from the targeted enemy unit.
Apart from this, the Cardinal has also his own prayer: it targets an enemy unit so that every time it receives a command until your next hero phase, on a 4+ that command has no effect.
Monsters in Flesh-eater Courts
Monsters can perform special abilities called Monstrous Rampages at the end of the Charge phase. Each action can be performed only once per phase therefore only up to 4 monsters can perform one at a time. Here is the current list:
- Roar: on a 3+ an engaged enemy unit cannot issue or receive orders in the following combat phase.
- Stomp: on a 2+ do D3 mortal wounds to an engaged unit that is not a monster.
- Titanic Duel: + 1 to hit rolls against another engaged Monster.
- Smash to Rubble: on a 3+ demolish a close-by terrain feature, disabling its scenery rules.
Ushoran and the Abhorrant Ghoul King on Royal Terrorgheist or on Zombie Dragon are all monsters. Here there’s two warscrolls we haven’t discussed yet (their unmounted version).
The Royal Terrorgheist becomes battleline in a Gristlegore army, same as the other assembly version below. Its shooting attacks depend on the enemy’s Bravery but remember there are ways to reduce it in this army. Apart from that, it is the most dangerous of the two monsters, although the version unmounted cannot take mount traits to buff it up further.
It has access to two Flesh-eater specific monstrous rampages and when it dies, it spreads mortal wounds around, including its own allies.
If the point cost goes down it could be quite useful, otherwise it is more a piece for a thematic Gristlegore army pushing a lot on buffing monsters, for example with a Ghoul King on Zombie Dragon general with the command trait Master of the Menagerie that allows to bring back a Monster instead of a Serf or Knight unit. His hero’s spell also allows monsters to run and charge.
All considerations for the unit above are valid for the Zombie Dragon that is also over-costed considering that it is less efficient than the Terrorgheist despite its ability to be put in reserve and the one that prevents the use of Inspiring Presence within 3″ of it.
Battlelines in Flesh-eater Courts
The Crypt Ghouls are the only standard battleline unit for this army and they come in groups of 20. They are there to flood the board, die like flies, but also return back as quickly as they are taken out.
They automatically wound on a hit roll of 6 (or 5 if there’s at least 20 of them) so be sure that you have a hero nearby to give them rend! Their basic profile is nothing to get by, but they can soak up buffs pretty well, starting with the +1 attack from Feeding Frenzy to the various +1 to hit and wound (remember also Grand Justice Gormayne judgements).
Conditional Battlelines in Flesh-eater Courts
The Cryptguard is the latest unit of Serfs to be released and they are battleline in a Morgaunt army. Their role is to bodyguard friendly heroes, although they need to keep the hero within 3″ to give him a 5+ ward. They also have the same 5+ ward that gives them a bit more durability, and if they damage a unit, that unit can’t issue or receive commands until the end of the turn.
They are an interesting unit, in particular the musician that gives them +1 to run and charge combines well with the delusion that adds an extra +1 making this unit more likely to enter combat the round that is resurrected.
The Morbheg Knights are the latest unit of Knights to join the fray, a battleline if the general is a Gorewarden. A great model, with the same +1 to charge as the Cryptguard with all same considerations, they are on the fragile side (3 wounds, 4+ save and base 6+ ward) but compensates with 12″ of flying movement and the ability to retreat and charge.
In addition, when they charge they count 3 models each on the objectives, they prevent the use of Unleash Hell and they allocate mortal wounds on impact.
The Morbheg Knights are a great addition to the army and don’t forget that they can be put in reserve with a Gorewarden and a unit of 3 can be resurrected to full size with 8 noble deed points (or 7 using Cruel Taskmaster that would allow to bring back a unit of 6 to full capacity with 9 points).
The Crypt Flayers are the original unit of flying Knights and they become battleline in Blisterskin armies. They can teleport a non-flying hero that would re-appear within 3″ of them and outside 3″ of enemy units, useful to move around some slower heroes or bring them to a safe distance.
They also have a shooting attack and are in general a good profile.
If Hollowmourne is chosen as the army’s Grand Court, the Crypt Horrors are battleline. They are the last unit of Knights and their particularity is the ability to self-heal, increase their rend if in proximity of heroes and do more damage on unmodified hit rolls of 6.
A unit of these, opportunely buffed, can be quite scary.
Royal Terrorgheist and Royal Zombie Dragon become battleline in a Gristlegore army.
Other units in Flesh-eater Courts
The Royal Beastflayers are also a Warcry warband, one of the latest. Unfortunately they are the only unit non-hero that can’t be battleline but doesn’t mean their profile is to be discarded. Their main role is to bring down monsters, as their mere presence within 3″ reduces the damage characteristic of a monster by 1 and prevents them from using monstrous rampages. They also count as Serfs.
Endless Spells, Terrain and Start Collecting in a Flesh-eater Courts Army
The Flesh-eater Courts have 3 endless spells. The Cadaverous Barricade works as a dispell-able terrain feature that debuffs enemy units’ movement by preventing running and retreating while within 3″ of it and halving a unit’s movement when it starts close to it.
The Chalice of Ushoran is a good predatory spell to be used to heal Flesh-eater units: for each model that was slain within 12″ of it, at the end of the turn you roll a dice and on a 4+ you can heal 1 wound or resurrect one 1-wound model. Pity that with a casting value of 6 your opponent would easily dispel it, otherwise it would work every turn.
Finally, the Corpsemare Stampede is a way to do mortal wounds depending on the wound characteristic of the unit it flies over. Not that exciting…
The Flesh-eater also have a terrain piece, the Charnel Throne. This can be garrisoned by any model with a wound characteristic of 7 or less (for example Grand Justice Gormayne) and it provides a D3 noble deeds each start of your turn other than preventing enemies to use abilities that skip the battleshock test.
At the moment this army does not have a Vanguard or other type of value-added box. However, should you be able to find the old Start Collecting, that was a great way to kickstart this army with plenty of different options in it and the vast majority of old warscrolls that could be assembled from it.
Tactics and Final Verdict on the Flesh-eater Courts Army
The Flesh-eater Courts started as an after-thought, with some old models that once were part of the Warhammer Fantasy Vampire Counts army, and then developed in a rich narrative story with an intrigant background. Ushoran developed in time, from a rumour, something not real but mentioned to spook kids to a veritable beast whose mere presence on the battlefield is now reason to consider this army a real danger to mortal races.
In game, they had ups and downs, most recently the fact that they were the last one to receive a third edition battletome, saw less usage than it deserved, but this will rapidly change. Do not expect them to be once again those that break the meta since they are quite well balanced. They are a glass cannon with the potential to explode and good ways to resurrect back their army each turn.
But they don’t have great defensive options, and once you lose your leaders, the rest of the army will melt like snow in the sun. That’s why picking your fights with the heroes will be most important trait of a successful strategy. The fastest way to achieve the noble deeds you need for covering the entire army with +1 attack AND recover your losses, is to have the heroes chipping away as much damage as possible without being hit back.
Attention, while the Abhorrants are able to bring back entire units, the Courtiers are those that allow you to replenish existing units. This way you’ll need to strike the right balance between the two groups. As the Courtiers can’t cast spells, they will need to rely on wounds inflicted and that’s where you start screening heavily this group as certain profiles are definitely not melee-worthy.
Not all of them need to collect noble deed points, as there’s some great support heroes for which those are just the cherry on top of the cake: for example Grand Justice Gormayne, a Cardinal, a Gorewarden or an Arch-regent.
If not all heroes are great additions to your roster (Crypt Ghast Courtier, looking at you…), the units are instead quite diverse between them and each has its own role and space. The Ghouls are most likely the great winners as they can be fielded in troves and return back quite easily. They also soak up buffs pretty well but you need to be careful with the 12″ bubbles.
This brings us to judge the overall cost and quality of the models existing. The core of the army is still 10+ years old, but there’s few recent additions that well complement the roster. Sure, the Ghouls could do with a bit of facelift, but the rest is still valid today. And their price is lower than most recent kits, contributing greatly to a generally lower cost of the army compared to more modern ones.
There’s ways to build Flesh-eater Courts for all tastes, from a group of giant monsters, to a horde of Ghouls passing by an elite army with no monsters. They are not all competitive, but for casual players they still scratch that itch.
Despite the mental burden to keep track of a finite resource spread across multiple heroes, this army can be used by beginner players with some great results, in particular because it’s relatively simple to paint (can be speed painted in batches super easily) and the rules are not that complex. Definitely recommended.
If you are interested in the competitive standpoint, when we talk about statistics, a tremendous effort is done by Rob from the Honest Wargamer, Ziggy and Tsports Network! in the AoS Stat Centre with precious information, constantly kept up to date.
Really good informative material is also collected by Dan from AoS Shorts.