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MrCharisma

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I've been fighting a lot of Undead type armies so the -1 rend and lower range has stopped me from taking my handgunners. 

I was hoping archers would have similar rules to skinks, however; they don't... and haven't found a reason to use them.

My latest list actually has no crossbowmen/archers/handgunners. I want to test the true value and if I'm better to take more swordsmen to hold the line or spearmen to support behind swordsmen with 2" range

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What are you guys using to push forward to hold objectives? I am struggling to win games with my Freeguild, and I think it's because I have nothing tough that can hold an objective.

 

i'm going to build a unit of 10x Empire Knights and see how they fair. They should be quite useful to score points early in the game and hold up the enemy.

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@bottle I haven't actually played that many games, but usually I've been trying to hold the objectives with Freeguild guard with shields. In terrain or with a mystic shield they can be tough to shift. In my current list I don't have any guard and I think that will turn out to be a problem.

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Thinking about archers I did find one minor use for them. If you deploy them at the 12" line and then use their bonus move+run they will be in range of the enemy battle line from round one. Put hold the line and a hurricanum buff on them and they will be firing on 2+ rerollable and 3+. If you have 30 of them it could be enough to put a dent in an enemy unit (thats 10 wounds on a 4+ unit on average).

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I was thinking about some kind of wizzard conclave escorted to battle by a regiment of human infantry:

Conclave:

Battlemage on Griffon [280]

Celestial Hurricanum with battlemage [320]

Luminark of Hysh with battlemage [240]

Battlemage (probably amber/beast or jade/life) [100]

Loremaster (great boost for Luminark to do damage or for griffon) [100]

Regiment escroting conclave:

Freeguild General (probably he would be the general with "strategic genius" for his awesome command trait and inspiring presence). [100]

20 Freeguild Guard [160]

20 Crossbowmen [200]

20 Crossbowmen [200]

10 Great Swords [160]

.... and 140 leftover points for a battalion or one small cavalry unit for speed.

Inspired Guards will be forming protective wall around hurricanum, crossbowmen will be shooting boosted by hurricanum and command ability.

 

The drawback is that most of the army relies on buffs, so it would be forming a gunline or a bouble rather than move freely on battlefield.

 

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I've been watching The Warlords live stream and watching the Savage Orcs is making me reconsider my position on Freeguild Archers. While the Freeguild Archers and Savage Orc/Bonesplitters hold different rules,  it might work if;

  • If you take 20-30 models to take advantage of re-rolling any failed rolls to hit (30+) or 1-2's (20+)
  • If you deploy them on the deployment line, and take advantage of their Huntsmen bonus move after set up (should put them in range to snipe characters)
  • If you keep them in range of a Hurricanum, to bring down their roll to hit to 3+

What are your thoughts? Is there any buffs that I've missed that would work? 

Check out the video if you haven't already done so...

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I don't rate demigryphs at all. I think for 200 points it's too much compered to other elite units you can get in other armies. There 10 inch move is good but they have a low damage output (slight better on the charge) you can buff the gryphs to do D3 damage on 5's with a wizard and then to 4's with hold the line plus a wizard. But the clear downside is they would have to be in combat for hold the line.  

 

If you were looking for a unit that can pick up objectives quickly (first turn boarder war) i would just go for knights or outriders as they can run and still shot and charge.  

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On 16 September 2016 at 10:13 AM, Beasts of Nurgle said:

Anyone used a Luminark? They seem pretty good and a bit cheaper than Hurricanums... Searing Beam of Light for 6 damage and the wizards Burning Gaze for mortal wounds looks good.

 

Used a luminark in a game today against skaven, and it earnt it's points back by shooting down a hell pit abomination in 2 turns, (before it could get into combat with any of my units!). My friend's hellpit has given me lots of trouble in the past, so it was great to eliminate it so quickly with no real risk!

 

 

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Couple different lists I'm considering, what do people think? Both 1000 pts

 Excelsior Warpriest - General

Freeguild Guard x 20

Freeguild Guard x 20

Demigryph Knights x 3 

Freeguild Greatswords x 10

Luminark Of Hysh 

or

Freeguild General 

Excelsior Warpriest 

Freeguild Guard x 10 

Freeguild Archers x 10

Demigryph Knights x 3 

Freeguild Greatswords x 10 

Gryph-Hound x 1 

Luminark Of Hysh 

 

I know I'm paying extra points for that Gryph Hound in the second one even though the Warpriest gets a free one, but don't have anything else to spend 40 points on!

 

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What do people think of Marius Leitdorf? His command ability seems pretty amazing if you ask me. Roll of a 1-2 one enemy unit gets -1 to hit, roll of 2-3 immunity to battle shock for state troop or now free guild units within 15inches of Marius, and finally the most powerful roll 5-6 you can either make a unit move twice, shoot twice or attack in combat twice!! On top of this he is pretty solid in combat rerolling to hit and wound rolls all for just 100pts.

If you got the 5-6 result on his command ability it could make a unit of crossbow men explode! For example if you have a unit of 30 crossbow men, their ability allows them to double their shots to 60. Then add Marius shoot twice command ability, then they are shooting 120 shots! Then if you add a hurricanum, and the detachment battalion you are hitting on +2 and you could even throw in a beast battle Mage so you are wounding on +3 and rending on +5.

Has anyone else used this combo before and if so how successful was it?

Sent from my iPhone using Tapatalk

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