This is the ultimate monster-mash FEC list. The ghoul king on terrorgheist is by far the best monster we have in the book. While the ghoul king on zombie dragon is decent, it’s ability to summon courtiers is not useful in this list, as we have no horrors, flayers, and only min units of ghouls. Each GK can summon 3 horrors/flayers (prefer horrors myself), and majestic horror can do it an additional time for free with Majestic Horror. GKOTG are very hard to kill, especially if you get unholy vitality off on it and then the extra death save. They are super fast at 14” (+5 with pinions), the maw was upgraded to 3 attacks now, making it much more likely to get a straight 6 mortal wounds done, and against any army with low-ish bravery (which is many armies), the death shriek can be devastating or help you pick off lowly characters. It’s also 40 points cheaper than the zombie dragon version!
So basically, you use your ghouls to hold objectives while flood your opponent with fast, hard to kill, hard-hitting monsters that can summon in almost 700 points of free models from any board edge. They are all wizards, so can hold important objecives in those specific missions.
Now add to that Arkhan the black. He is fairly hard to kill himself, not toooo bad in combat (although if he is fighting in this list then probably you did something wrong). He adds almost Nagash-like levels of casting, can deny like a boss, and has curse of years, which can be absolutely amazing. What’s more, he is your natural Nagash counter, being able to threaten Nagash himself with his own Hand of Dust. He’s a perfect ally to shore up weakness in the FEC army, and adds another tough monster to the list.
Chronomantic cogs is almost a must take for all FEC armies. At a pinch you could use it for the “other” ability, but really, you are taking it for +2 move/charge. This means your 14” GKOTG are now moving 16” and charging +2. Crusading army allegiance ability means all FEC units can reroll runs and charges. When coming in from the sides, your reinforcements will be needing only 7” rerollable charges, which is very reliable. The quicksilver points is just 20 points leftover to spend, and it’s a nice little mortal wound battery.
Finally, 2 extra CP is key, to allow you to summon all 4 units of crypt horrors at once to add pressure on your opponent turn 1. They will have 12 crypt horrors or flayers on their doorstep, 4 large monsters, all in their face. If you can get them close enough, they will all be rerolling hits as well, which is awesome (which makes horrors way better than flayers).
Now that Crusading army got buffed (used to be just reroll rolls of 1) to reroll advances and charges, it is the only allegiance ability to take. All the others pale in comparison. FEC is almost exclusively a combat army, so anything that makes your charging and fighting better (like Crusading Army and Chronomantic Cogs) is a must.
Artefacts, Command Traits & Abilities
The artefact I picked is Flayed Pennant. This will allow all your units within range of the General to declare charges on units 15” away (maybe useful), but more importantly adds +3 to your charge (used to be 3d6 charge in the old book). This is great. I’d rather add flat 3 than d6, and along with cogs adding +2, you can almost guarantee a normal charge within 12”, and probably make that hail mary 15” charge pretty regularly. This can really surprise your opponent. I believe it used to be just one unit as well, now its an aura, which is super sweet.
If you wanted to go with a realm artifact, good choices would include Ethereal Amulet to make one GK 4+ unmodifiable save, with 5+ unholy vitality and 6+ death save, that’s one hard to kill guy that can heal as well. Otherwise Doppleganger cloak is always good, as a full power GKOTG is a beast in combat. Watch your opponent cry as you hit 6-12 mortal wounds with the gaping maw!
Majestic Horror is the best command trait. Since you really only want Crusading Army as a delusion, there is no longer any need to take the trait to be able to switch delusions. And ability to summon 160 point horror/flayer unit for free is just too good.
Command abilities you will be using will obviously be the summons. Arkhan’s ability to extend range of spells might be useful occasionally, but not only for himself, so likely you may not end up using it unless you really need to get a curse of years off on someone, or on a hand of dust showdown with Nagash.
See above. 3 big monsters that move super fast, buff each other, can summon in reinforcements, hit hard, are hard to kill.
The 3 ghoul units are basically just barebones battle lines filler. 10 ghouls will not kill much, although king can give them rerolls they will take out weak chaff. They wil be the guys sitting on your own objective and never moving, and at a pinch could be a first turn screen.
Arguably the only FEC battallion worth taking is the Ghoul Patrol, which is a completely different style of list, so not applicable to this list.
As discussed, Arkhan the black is the perfect ally. He adds another hard hitting, tough to kill hero on a monster, with extremely strong casting and denies, some good spells including Curse of Years, and is a natural counter to Nagash which is so prevalent in today’s meta.
Magic, Endless & Realm Spells
Magic wise, you will be casting unholy vitality on one of your GKs, and probably mystic shield on another. Both these are great defensive buffs to keep your big dudes alive. Arkhan can cast those spells as well, and more reliably if needed. Arkhan is probably safest bet to get cogs out safely, then Curse of Years as appropriate. The choice of his spell is mostly personal preference. I love amethestine Pinion because making a 14” moving monster move 19” +2 from cogs is just ridiculous. Sometimes it gets hard moving those big terrorgheist bases around and staying 3” from enemies. The saavy enemy will use that against you to limit their mobility, so being able to move 21” is crazy good.
Cogs is self explanatory. You want your monsters moving farther and charging further. As mentioned, big bases can be a liability and you don’t wanna get stuch in the corner of the board. The +2 charge from cogs combo’d with flayed pennant is super strong.
As explained above, you play this list aggressive. You setup on the line, using ghouls as a screen if you don’t have turn 1. Use your ghouls to hold backline, and cast cogs for +2 move/charge, unholy vitality and mystic shield up, and push everything forward. Summon 4 units of crypt horrors turn 1 and outflank them as appropriate. See if you can get the horrors in reroll hit range of 1 king, since they are so much better with that reroll. Flayed pennant to guarantee longer charges and wreck your opponent.
This list is good for almost all the new missions. Your monsters are so fast, killy and hard to kill that even shifting objectives is ok. They are all wizards so holding arcane places of power is easy. You can also use your big bases to YOUR advantage by blocking movement to and from objectives to make it hard for your opponents to take objectives off you.
Watch out for armies that do a lot of mortal wounds. Mortal wounds will kill you pretty fast. Also watch out for mass horde armies, they may bog you down and make it hard for your big bases to move around. You don’t have a ton of horde killing, alhtough each GK can kill a lot of models. As always watch out for nagash and hand of dust, which can take away 400 points just like that, but arkhan is a nice counter by denying it, or by extending his own hand of dust range and smoking the big bad nagash himself.
I have not played yet with any secondary objectives