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Consider this : they are an unbreakable unit, in a roster than normally has a mediocre infantry.
Flagellants will go down fighting, and do a bunch of damage while they are at it!
Now, i am not saying you should build entire armies with them, but they can get stuck in, get the enemy's attention while your ranged and artillery do the work.
I'd also suggest to use Arch-Lectors and the hero variant to boost their defenses.
Militia can be semi useful early game for flanking and flagellants can be good against VC's early game because of the fear and twrror but I would rather take spearmen and handgunners.
flagellants are worth in late game to hold line - if You improve them with lord's red skill or techs
Yes, they got unbreakable, but just die quickly.
Carroburger greatswords combine both and also bring a nice buff ontop.
GS can easily go toe to toe with chaos warriors (any variant) and win. Chosen depends on which and who gets buffed more.
Volkmars baseline is +8bvi (all armies) and +8MD (his army), book 8 gives +8MA/MD (any army) for flaggelants and some others.
Imo dropping healing spells on flaggelants is wasted as they lack the tankyness to make much use form it.
IF you bounce them around and not use them as frontline they do great.
A few units is all you need and even if they get stuck on the way on something they will hold and do their job. But if people want to run around with Gs only well i wont stop you..
Flagellants are the Cultists of Empire. No one wins games with Cultists. They're expendable.
The withering is also only -30 armor, means the low AP still hurts your flagellants.
Their chargebonus is fairly high with 26 for inf, so you'd rather use them along traditional inf that can take a punch.
Imo FCM make better pseudo shock inf if you want something exotic, their guns soften any foe up before they engage but lack as much ap as any other emp inf than GS and halberds.