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MrCharisma

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1 hour ago, MrCharisma said:

Does anybody use the State Troops Detachment? Is it worth the 120 points?

I use it, and find it combines quite nicely with the Counter Charge/Shoot rules the battle line units have as they're usually kept within 6 inches anyway.

Plus if you want to run smaller units of Guard (30 rather than 40), you make up for losing the additional +1 to hit and have a few more points for something else (warmachines).

It's quite pricey but gives you a bit more wiggle room, and decreases the chance of your units losing models or battlshock.

I also haven't been very impressed with the Freeguild Battalion in comparison, as the benefits are the same but the model requirements are less forgiving.

 

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Thanks @Russellbogentoff . I guess I'm struggling to see the benefit with Hold the Line! and the Hurricanum already taking the hits down to a 2+. I do get that Hold the Line! does require the troops not to move. 

With those points I think i'd prefer to take another wizard and have Wildform to drop Wound rolls by one (ideally making Greatswords a 2+ to hit and wound)

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7 hours ago, MrCharisma said:

Thanks @Russellbogentoff . I guess I'm struggling to see the benefit with Hold the Line! and the Hurricanum already taking the hits down to a 2+. I do get that Hold the Line! does require the troops not to move. 

With those points I think i'd prefer to take another wizard and have Wildform to drop Wound rolls by one (ideally making Greatswords a 2+ to hit and wound)

I didn't think about the Hurricanum. Thinking about it, Freeguild have a lot of different ways to improve their hit roles, you can take any combination of units and still get those hit rolls. 

As a side note, Im glad that Greatswords finally pack a punch! 

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  • 3 weeks later...

Thought I would share a deployment formation that seems to be working for me.

I'm preparing for my first tournament and have been wanting to protect my Hurricanum from the special deployment tactics of Stormcast, Sylvaneth, Fireslayers, Seraphon, etc... and came up with this.

The idea behind this formation is to move it forward in a block (swords, then spears, then Hurricanum, the wizard, and finally crossbowmen), and to leverage the gryph-hound's warcry should anybody decide to use sneaky tactics to attack from a vulnerable spot. Not only will be spit out up to 20 crossbow shots and 3 storm of shemteks, I'll also be able to use the Guard's counter-charge ability.

I've found that it deters my opponent from using their ability, delaying the deloyment of a specialist unit until turn 2 or 3, or their warscroll takes a battering before entering combat.

Protection Formation.jpg

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On 9/1/2016 at 9:51 PM, Russellbogentoff said:

Karl Franz was the Emporer to the main human faction in the world-that-was. Though he's dead, the Freeguild will always remember him (as his name is still written on all of their equipment)

 

This has had me laughing for about  8 weeks Paining my empire

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Working on a list for the first real time with AoS for my old Empire Army.  I've begun repainting all of my dudesmen.  As of right now, I'm doing a starter game of 1000 pts tomorrow.  I've normally been playing Dwarves and Stormcast, so this will be a nice break using some of my old guys.  As of right now I have the following for 1k (And painted thankfully!)

 

Freeguild General

Battlemage

5 Reiksguard Knights

20 Sword/Shield Guard

20 Handgunners

10 Greatswords

Hellblaster Volleygun

 

In reserves (waiting to get finished painted) I have 20 more Spearmen, maybe 10 halberdiers, 10 Crossbowmen, and 10 Longbowmen along with a painted Priest. 

 

One side now: I found an old Battlemage on Horseback but I can't see any listing anywhere on how to play him.  All Battlemages seem to be on foot or on griffons now.

 

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Good call IronMaster!

I, too, have been pulling out whatever empire stuff I have and picking up a few boxes of greatswords to add to my Free Peoples army! Those greatswords do pack a wallup!

I have two lists I'm debating on running in a tourney tomorrow. There will definitely be ******-kicking lists there. I would like your input on them both.

1) 3 Bretonnian Lords on Pegasus

    1 Fey Enchantress

    1 Damsel of the Lady

    3 Units of 10 FreeGuild Guard w/ Swords and Shields

    3 Units of 10 Grail Knights

 

2) 2 Bretonnian Lords on Pegasus

    1 Fey Enchantress

    1 Damsel of the Lady

    2 Units of 9 Pegasus Knights

    3 Units of 10 FreeGuild Guard w/ Swords and Shields

 

I have tried over and over again to fit Louen Leonceour or Karl Franz in there, but still cant find the points or heart to cut anything.

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10 hours ago, IronMaster said:

Hellblaster Volleygun

One side now: I found an old Battlemage on Horseback but I can't see any listing anywhere on how to play him.  All Battlemages seem to be on foot or on Griffon 

I can't stress enough that there are better war machine choices than vollegun.

There isn't any human battle mages on horse anymore. 

I suggest you take the Wild form spell with your mage and use it with your Greatswords. When combined with the Generals abilities and hold the line, they will hit on 2 and wound on 2.

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Has anyone had any experience baiting enemies into activating pipers in handgunner units?

I'm just starting a free guild list and was planning on setting up a base to base wall of 1 unit of  sword and shield guard and 2 units of handgunners so if any get charged the enemy gets a blast  from 60 hangunners.

Was also looking at a hurricannum and rocket batteries for sniping characters seeing as how they don't need LoS to shut down any Kunnin Rukks or other hero based lists.

A Banner general and battle mage will be used for buffs and support and 2 units of outriders for grabbing objectives.

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2 hours ago, SpleenThief said:

Has anyone had any experience baiting enemies into activating pipers in handgunner units?

I'm just starting a free guild list and was planning on setting up a base to base wall of 1 unit of  sword and shield guard and 2 units of handgunners so if any get charged the enemy gets a blast  from 60 hangunners.

Yep! Check out my post above from the 30th Dec which has a picture of how I do it. 

I'd like to see how to deploy your large units of Handgunners to get your 60 shots off, as it soundsvery dangerous. I went down. The combat route with spearmen lending a hand with additional attacks 

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On 7-1-2017 at 5:56 AM, MrCharisma said:

I suggest you take the Wild form spell with your mage and use it with your Greatswords. When combined with the Generals abilities and hold the line, they will hit on 2 and wound on 2.

They already hit and wound on a 2+ with the Hold the line  and their own Oathsworn Honour Guard abilities

their statline is 4+/3+

Oathsworn makes that 3+/3+

Hold the Line makes it 2+/2+

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1 hour ago, StealthKnightSteg said:

They already hit and wound on a 2+ with the Hold the line  and their own Oathsworn Honour Guard abilities

their statline is 4+/3+

Oathsworn makes that 3+/3+

Hold the Line makes it 2+/2+

Probably should have clarified that I use Wildform in an offensive manner, especially in a situation where I want to charge. 

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This is the next version of my army that I'm thinking of running. The idea is to have a strong shooting phase, and a mobile hammer in the Knight unit that can pack a punch.

Leaders
Freeguild General (100)
Celestial Hurricanum With Celestial Battlemage (320)
Celestial Hurricanum With Celestial Battlemage (320)
Luminark Of Hysh With White Battlemage (240)

Units
Freeguild Crossbowmen x 30 (300)
- Battleline
Freeguild Guard x 10 (80)
- Battleline
Freeguild Handgunners x 10 (100)
- Battleline
Freeguild Handgunners x 10 (100)
- Battleline
Knights Of The Realm x 16 (440)
- Battleline

Total: 2000/2000

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What do you folks think of miltia weapons?? Seems if you have a list with gryph hounds you wouldnt be to poor off taking them. Plus you still get you +1 from the hurricanum and from the unit size to give you 3 to hitm should some one be fool enough to jump in your face. 

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On 2017-01-15 at 9:09 PM, jobume said:

This is the next version of my army that I'm thinking of running. The idea is to have a strong shooting phase, and a mobile hammer in the Knight unit that can pack a punch.

Leaders
Freeguild General (100)
Celestial Hurricanum With Celestial Battlemage (320)
Celestial Hurricanum With Celestial Battlemage (320)
Luminark Of Hysh With White Battlemage (240)

Units
Freeguild Crossbowmen x 30 (300)
- Battleline
Freeguild Guard x 10 (80)
- Battleline
Freeguild Handgunners x 10 (100)
- Battleline
Freeguild Handgunners x 10 (100)
- Battleline
Knights Of The Realm x 16 (440)
- Battleline

Total: 2000/2000

I played a game last night with a slight variation of this list. Instead of the Knights of the Realm I had 30 Freeguild guard and 3 Demigryphs. The game was against a Moonclan army with a Stonehorn and an Orc Wyvern. We played blood and glory and I lost the game on turn 3. Those damn grots are just so unbelievably fast. I made a big mistake when charging with my big Freeguild guard block and forgot to put bodies around one objective and the grots were able to get there and score for the major victory. Even though I lost, I think the list was pretty good. It has some really powerful shooting, a pretty strong magic phase and some survivability in the Freeguild guard. It lacks in movement, so I think deployment will be pretty important. The weakest pieces were the Luminark and the Demigryphs, but I will stick with them for a couple of more games to get a better measure of their worth.

 

/ Job

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@jobume what's the rational for splitting out your handgunners into 2 units? I prefer to use mine (though I take crossbowmen) to bubble wrap the Hurricanum and support the swordsmen with the counter charge ability. 

I've also found that 3 Demigryphs just doesn't give me another punch, so I'll run 6. 

How did you use the Luminark? I'll be adding one to my army when they return back in stock

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On 17/01/2017 at 5:25 AM, mmimzie said:

What do you folks think of miltia weapons?? Seems if you have a list with gryph hounds you wouldnt be to poor off taking them. Plus you still get you +1 from the hurricanum and from the unit size to give you 3 to hitm should some one be fool enough to jump in your face. 

Depends on how you are using the milittia. Guard with Swords is the best value for points compared to all the weapon choices, due to the additional saving throw benefits. Add Hold the Line! and you'll lock down an objective without too much trouble

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War altar

Gun master

10 freeguild guard with swords

10 freeguild guard with halberds

10 handgunners

40 flagellants

3 cannons

So 1500 points on the table. Idea is to shoot everything and be protected by flagellants.  In some scenarios this might work and in others almost auto-loss.  Today i lose because of scenario(gifts from the heaven) against ironjaws but i felt that there is potential. Do you feel it?

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20 hours ago, MrCharisma said:

@jobume what's the rational for splitting out your handgunners into 2 units? I prefer to use mine (though I take crossbowmen) to bubble wrap the Hurricanum and support the swordsmen with the counter charge ability. 

I've also found that 3 Demigryphs just doesn't give me another punch, so I'll run 6. 

How did you use the Luminark? I'll be adding one to my army when they return back in stock

I put the handgunners in two units to get two long rifles and to be able to move them independently to capture objectives and screen my big crossbow unit. I'm not sure it's correct, but it has worked pretty well for me. I had the Luminark together with one of my Hurricanums, next to my two big blocks. I fired the laser beam twice but missed the wound-roll both times. I targeted a big block of grots with the beam, which was wrong. I should have targeted the grot warboss, since Inspiring Presence is so important for bravery 4 grots. I like the character-sniping potential of the Luminark, although it is only slightly below 50% chance of actually pulling it off against a generic 4+ AS hero.

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6 hours ago, LuthorHuss said:

War altar

Gun master

10 freeguild guard with swords

10 freeguild guard with halberds

10 handgunners

40 flagellants

3 cannons

So 1500 points on the table. Idea is to shoot everything and be protected by flagellants.  In some scenarios this might work and in others almost auto-loss.  Today i lose because of scenario(gifts from the heaven) against ironjaws but i felt that there is potential. Do you feel it?

The problem I've had with the cannons is that they are so extremely fragile. It's very easy to take out the crew with shooting attacks.

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On 22/01/2017 at 8:20 AM, jobume said:

I put the handgunners in two units to get two long rifles and to be able to move them independently to capture objectives and screen my big crossbow unit.

Mate... cracking idea. I don't normally run units at the minimum, but I've stolen your strategy for one of my tournament lists. 

List #1 and List #2 for a 2 day tournament with 5 games (not Escalation) this weekend. 

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I have been playing around with my army lists for a couple of months now. This is what i am currently running. 

1960 pts

Free Guild General - Actual General (100)

Free Guild General on Griffin (300)

30x Spearmen w/Shields (240)

30x Swordmen w/Shields (240)

30x Handgunners (300)

10x Great Swords (160)

Hurricanum (320)

Steam Tank (300)

I have found some pretty good success with this army.

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I'm planning a knights heavy 2000 army using brotherhood, what do you guys think of:

Free Guild General w/ horse, lance, banner (100)

Brotherhood of knights (80)

 

10x Empire Knights w/ lances (280)

10x Empire Knights w/ lances (280)

10x Empire Knights w/ lances (280)

3x Demigryph Knights w/ lances (200)

10x Handgunners (100)

10x Handgunners (100)

10x Handgunners (100)

Steam Tank (300)

Helstorm (180)

 

The knights are obviously a lot better with brotherhood, on the charge and using their once per game ability they do 10 wounds with lances (2 damage apiece) and 6 wounds with hooves.

The handguns are filler for the battleline slots but can provide okay support for the knights while defending the helstorm.  Alternately could drop tank for 20 man handgunner squads.  General will stay back to help the guns, but can alternately move forward to aid knights that get stuck in combat.

 

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