MrCharisma Posted February 14, 2017 Author Share Posted February 14, 2017 So... I've dug up the FAQ that I've vaguely have referred to. Q: How do you determine what models and units make up a warscroll battalion? When is it based on a keyword and when is it a unit name? A: When a warscroll battalion is referring to a keyword, it appears in Keyword Bold. Otherwise, it is referring to the name of a unit Empire State Troops hold the keywords: ORDER, HUMAN, FREE PEOPLE, STATE REGIMENT, STATE TROOPS Free Guild Guard hold the keywords: ORDER, HUMAN, FREE PEOPLES, FREEGUILD GUARD State Troop Battallion requires the following models; 1 Empire General or General of the Empire on Imperial Griffon 3 units of State Troops, Handgunners, Crossbowmen or Empire Archers, in any combination 1 unit of Greatswords, Pistoliers or Outriders Free Guild don't hold either the 'State Troop' keyword nor the names of the units. Again, I can't stress enough how I want to be wrong. I hate the Free Guild battalion and it forces me to take units that I don't normally run in a 2,000pt army... so I don't take it. I've been playing in tournament and it would definitely give me a boost if I could run the State Troop Detachment batallion Link to comment Share on other sites More sharing options...
Aezeal Posted February 14, 2017 Share Posted February 14, 2017 Run it as old empire troops then? Link to comment Share on other sites More sharing options...
Taffster Posted February 14, 2017 Share Posted February 14, 2017 1 hour ago, MrCharisma said: So... I've dug up the FAQ that I've vaguely have referred to. Q: How do you determine what models and units make up a warscroll battalion? When is it based on a keyword and when is it a unit name? A: When a warscroll battalion is referring to a keyword, it appears in Keyword Bold. Otherwise, it is referring to the name of a unit Empire State Troops hold the keywords: ORDER, HUMAN, FREE PEOPLE, STATE REGIMENT, STATE TROOPS Free Guild Guard hold the keywords: ORDER, HUMAN, FREE PEOPLES, FREEGUILD GUARD State Troop Battallion requires the following models; 1 Empire General or General of the Empire on Imperial Griffon 3 units of State Troops, Handgunners, Crossbowmen or Empire Archers, in any combination 1 unit of Greatswords, Pistoliers or Outriders Free Guild don't hold either the 'State Troop' keyword nor the names of the units. Again, I can't stress enough how I want to be wrong. I hate the Free Guild battalion and it forces me to take units that I don't normally run in a 2,000pt army... so I don't take it. I've been playing in tournament and it would definitely give me a boost if I could run the State Troop Detachment batallion I think you've misunderstood what I was trying to say. You are correct that Free Guild and State Troops are not the same, no arguement there. Therefore to use the State Troop battalion you will need to use the Empire Compendium to run the army. This is in fact viable according to the GW Store Manager I spoke to, he stated that the Freeguild Guard and State Troops share the same point values, therefore the State Troops do in fact have a point value for use in matched play. I think this makes sense as why would the battalion have points in the GHB if you can't even use it? Even though it's all a bit of a mess, for now I'm going to assume the above is correct. Hopefull GWHQ will get back to me with the official answer soon enough. Link to comment Share on other sites More sharing options...
Blitzel Posted February 15, 2017 Share Posted February 15, 2017 Maybe it all clears up in GHB II. I am still tinkering with my first 2000 point list for matched play. I drwamt this up, this time. Allegiance: OrderLeadersFreeguild General On Griffon (300)- General- Trait: Strategic Genius- Artefact: Phoenix StoneExcelsior Warpriest (80)- Artefact: Talisman of Blinding LightBattleline20 x Freeguild Handgunners (200)20 x Freeguild Guard (160) - halberds & shields10 x Freeguild Guard (80) - militia weapons Units3 x Demigryph Knights (200)- Lance and Sword10 x Freeguild Pistoliers (280)20 x Freeguild Greatswords (320)1 x Gryph-Hound (40)1 x Gryph-Hound (40)War MachinesSteam Tank (300)Total: 2000/2000 I thought the general could take a flank with the pistoliers and demigryphs. The battleline units hold the centre (militia guard could go for objectives) and greatswords are there to follow the general if they get in trouble and to deter threats. The gryph hounds are there to be set up near shooting units in the beginning and quickly react to fast threats. I could drop them for more free guild guard. I am searvhing for more demigryph knights and swordsmen at the moment. But they are not in my possession yet. Link to comment Share on other sites More sharing options...
Taffster Posted February 15, 2017 Share Posted February 15, 2017 @Blitzel Like your thinking with that list, I've made a few changes that I would consider for myself which makes it more a gunline esque list. Put this together with no formations being used. Still feel like it would be pretty solid. Allegiance: Order Leaders Freeguild General On Griffon (300) - General - Trait: Legendary Fighter - Artefact: Obstinate Blade Celestial Hurricanum With Celestial Battlemage (320) - Artefact: Phoenix Stone Excelsior Warpriest (80) Battleline 10 x Halberdiers (80) Freeguild Guard 10 x Swordsmen (80) Freeguild Guard 10 x Swordsmen (80) Freeguild Guard 10 x Swordsmen (80) Freeguild Guard 10 x Freeguild Handgunners (100) 10 x Freeguild Handgunners (100) 10 x Freeguild Handgunners (100) Units 3 x Demigryph Knights (200) - Lance and Sword 10 x Freeguild Greatswords (160) 1 x Gryph-Hound (40) War Machines Steam Tank (300) Total: 2020/2000 Flanks would be covered by the General and Demigryphs on one and the Steamtank with Halbardeers on the other. Hurricanum would be the centre piece with the Warpriest staying close and the gunline setup behind the swordsmen just in front. Greatswords would be there to move to whichever area they're needed. Lot's of small units supporting each other, something I've never really done so will be interesting to see how it plays out.. I put a Gryph hound to counter hostiles popping in.. Although I'm not sure being 20pts over is allowed in tournaments.. Never been to one but I hope to. Link to comment Share on other sites More sharing options...
MrCharisma Posted February 16, 2017 Author Share Posted February 16, 2017 @Blitzel and @Taffster let us all know how you perform with your lists. I'm running this 2,000pt army this week in a mini-tournament; LEADERS Helmut Von Hass (100), GeneralFreeguild Cassandra Wagner (100), Jade Battlemage Steffen Bischoff (100), Amber Battlemage Luminark Of Hysh With White Battlemage (240) Celestial Hurricanum With Celestial Battlemage (320) UNITS 30x Freeguild Guard w/ Swords (240) 10x Handgunners (100) 10x Handgunners (100) 3 x Demigryph Knights (200) - Lance and Sword BEHEMOTHS Carmine Dragon (480) WOUNDS: 113 TOTAL POINTS: 1980 / 2000 Link to comment Share on other sites More sharing options...
Taffster Posted February 16, 2017 Share Posted February 16, 2017 @MrCharisma that's quite a snazzy list I must say.. Let us know how that plays I've got a couple of games on Saturday so will report back with how they go. Link to comment Share on other sites More sharing options...
MrCharisma Posted February 16, 2017 Author Share Posted February 16, 2017 @Taffster I've used a similar list last month at a large tournament, which performed strongly. I've brought in the Luminark and swapped out 3 Demigryph Knights (I normally run 6). Link to comment Share on other sites More sharing options...
MrCharisma Posted February 19, 2017 Author Share Posted February 19, 2017 Ran my 2,000pt army that I listed on Thursday, and walked away with 2 from 3 victories. The Luminark didn't do as much damage as I expected, however; provided significant buffs to my troops. The Aura of Protection combines nicely with Mystic Shield, bringing down the mortal wound save to 5+ (as well as the normal save buff). I had it on my Carmine Dragon which kept it as a 2+ base save... and would use Life Surge to keep it fully healed. I'll definitely use this list again BUT I'm going to switch out the 2nd wizard for a Loremaster. Their spell is sexy! Link to comment Share on other sites More sharing options...
Hugh Halligan Posted February 19, 2017 Share Posted February 19, 2017 Ran my 2,000pt army that I listed on Thursday, and walked away with 2 from 3 victories. The Luminark didn't do as much damage as I expected, however; provided significant buffs to my troops. The Aura of Protection combines nicely with Mystic Shield, bringing down the mortal wound save to 5+ (as well as the normal save buff). I had it on my Carmine Dragon which kept it as a 2+ base save... and would use Life Surge to keep it fully healed. I'll definitely use this list again BUT I'm going to switch out the 2nd wizard for a Loremaster. Their spell is sexy! Does mystic shield bring down your ward save? I thought it was only for normal saves!Sent from my iPad using Tapatalk Link to comment Share on other sites More sharing options...
MrCharisma Posted February 19, 2017 Author Share Posted February 19, 2017 6 hours ago, Hugh Halligan said: Does mystic shield bring down your ward save? I thought it was only for normal saves! It says to add 1 to all save rolls Link to comment Share on other sites More sharing options...
Blitzel Posted February 19, 2017 Share Posted February 19, 2017 A quick question. Does a Freeguild general with a stately warbanner have to be the general to use his totem ability? Link to comment Share on other sites More sharing options...
nuttyknatty Posted February 19, 2017 Share Posted February 19, 2017 59 minutes ago, MrCharisma said: It says to add 1 to all save rolls The term 'ward save' is a bit of a misnomer, and a hang over from WFB. The Aura of Protection, like a lot of the mortal wound 'saves' isn't a save roll in actuality. You roll a dice to ignore the wound. So, not a save roll. Sadly, this doesn't stack with Mystic Shield. Link to comment Share on other sites More sharing options...
MrCharisma Posted February 19, 2017 Author Share Posted February 19, 2017 Ummmmm @The Nameless One. This is the first time I've used the Luminark so let me re-read both rule set. Great pick up. Link to comment Share on other sites More sharing options...
nuttyknatty Posted February 19, 2017 Share Posted February 19, 2017 2 hours ago, Blitzel said: A quick question. Does a Freeguild general with a stately warbanner have to be the general to use his totem ability? Nope. Link to comment Share on other sites More sharing options...
nuttyknatty Posted March 3, 2017 Share Posted March 3, 2017 So, this is my list for the upcoming SCGT - essentially it's just what I have already in my collection that fits to make a 2000pt Freeguild Battalion. So, a one drop army (which, I fear, is the best thing about it!). Almost finished painting it, just got the cavalry to finish. I've yet to play it (trying it out tonight for the first time) and haven't used many of the units in AoS at all yet - although I have ran the Spearmen, Greatswords and Handgunner blocks before. Very little rend output, no magic or mortal wound defense, and just the one hero makes this a very hard army to win many games with, but I do have bodies. My initial plan will be just to see if I can survive until Turn 5! Allegiance: OrderLeadersArchgeneral Carlton Smiles-Pomley (100)Freeguild General- General- Trait: Master of Defense- Artefact: Phoenix StoneBattleline10 x 9th Bowmen (The First) (100)Freeguild Archers20 x 14th Artillery (The Hail of Doom) (200)Freeguild Crossbowmen20 x 1st Spears (Spears of Destiny) (160)Freeguild Guard20 x 1st Halberdiers (Spoons of Destiny) (160)Freeguild Guard20 x The Rabble (160)Freeguild Guard20 x 15th Gunners (The Blackhands) (200)Freeguild HandgunnersUnits3 x 4th Fowlers (The Feathering) (200)Demigryph Knights- Cavalry Halberd20 x 7th Guildmen (The Bearded Warriors) (320)Freeguild Greatswords5 x 10th Cavalry (The Wise Cracks) (140)Freeguild Outriders5 x 11th Cavalry (The Loose Canons) (140)Freeguild PistoliersBattalionsFreeguild Regiment (100)Total: 1980/2000 Link to comment Share on other sites More sharing options...
nuttyknatty Posted March 4, 2017 Share Posted March 4, 2017 First outing for these chaps last night, and I have to say, I was pleasantly surprised at how good they were! The General's CA makes those three units pretty strong, and the troops with shooting had a blinder! Pistoliers were also not horrendously terrible in combat! It looks good on the table, gave my opponent plenty to think about, and, in the right hands, could be a reasonable challenge. Obviously, with just the one hero, it's always going to lack real power, but I was fortunate to face an Ironjaws list with very little range attacks, so my General was able to keep out of trouble. But how these troops fall when charged by Brutes! Pretty much every unit dissolved in the face of their charging bulk! But that kind of felt right. They are just men, and whilst they can shoot whilst the enemy is far away, so much in the Mortal Realms is just too strong in combat for the Free People! So, after just one game with the battalion, I really like the list. I always prefer playing underpowered lists - even a small victory feels like a major win! I'm really looking forward to taking this along to the Cheltenham Warchief one dayer and then onto the SCGT.? Link to comment Share on other sites More sharing options...
MrCharisma Posted March 5, 2017 Author Share Posted March 5, 2017 Interesting squad @The Nameless One. It's not my type of list but we're all very different ;-). How do you plan to compete with missions that require heroes to capture objectives? I'm imagine SCGT might have a few Tzeentch lists, any thoughts on handling the magic phase against wizard heavy armies? Link to comment Share on other sites More sharing options...
nuttyknatty Posted March 5, 2017 Share Posted March 5, 2017 @MrCharisma Battleplan 1 for SCGT may well be an auto lose for me I fear! All I can really hope for is that my shooting can take out a few heroes early on, but any reasonably canny opponent will just target my General and I'll be playing just for honour! It is simply, a very weak list. But I'm not going with any expectations of being anywhere near the top tables. I've had these models for about 5 years and never got around to painting them. This year, I've made a commitment to get my whole collection painted, and so I just tried to fit everything I have into the Freeguild Formation, so the list is more of a painting project than a plan to take the SCGT title!? The one drop does mean that I should be able to deploy reasonably effectively, and control initiative at the start of the game, and, apart from two of the Battleplans, it's bodies that count for scoring. As long as I can give my opponents an enjoyable playing experience, I'll be happy!? Oh, and I have no idea how to manage magic heavy armies! Hide?? Link to comment Share on other sites More sharing options...
MrCharisma Posted March 5, 2017 Author Share Posted March 5, 2017 I don't think the list is weak at all @The Nameless One , and I fully appreciate with playing with your favourite models... win, lose, or draw. I haven't been that impressed with Archers. The bonus move could be complimentary with your Demigryphs, pistolieers, and outriders. What do you think about dropping 10 archers, and investing the 100pts into another General? Run a Hero along with your cavalry, while another supports your battle line. Alternatively, add a Battlemage with Wildform (+1 wound) to buff the Greatswords. Just a few thoughts. Link to comment Share on other sites More sharing options...
nuttyknatty Posted March 5, 2017 Share Posted March 5, 2017 Great points @MrCharisma?. A wizard (and another hero or two!) would certainly fill in some of the gaps, as would a few more Handgunners - they can be deadly! I just like the idea of taking just the Battalion ?. My choices ultimately come down to which type of Freeguild Guard I take (I've got 40 Spearmen, 20 Halberdiers, 20 Swordsmen, and 30 Militia to play around with), whether I take a General on foot, a horse, or a Griffon, and what size units I take! But I'm committed to self comp myself with just the Freeguild Battalion, so my options are limited. Link to comment Share on other sites More sharing options...
Hugh Halligan Posted March 6, 2017 Share Posted March 6, 2017 I am attending a 1500pt tournament, and I am am not sure whether investing 300pts into a unit of 30 crossbowmen is too much of a point sink. Their potential damage output with x2 shooting (with the support from the general and the hurricanum abilities) is super powerful. Thats 60 shots hitting on 2s, wounding on 3s and rending on 5+, which works out an average of 18.5 wounds after saves!! However, as soon as they are knocked down below 20 models they cannot shoot twice and become a lot less effective. I am debating whether to remove the crossbows and add more demi's and knights to increase the speed of the army. My current list looks this: General 100 Hurricanum 320 Crossbows x 30 300pts Handgunner x 10 100pts Hangunner x 10 100pts Swordmen x 10 80pts Swordmen x 10 80pts Swordmen x 10 80pts Demi x 3 200pts Knights x5 140pts 1500pts What do you guys think of crossbows? Link to comment Share on other sites More sharing options...
MrCharisma Posted March 8, 2017 Author Share Posted March 8, 2017 @Hugh Halligan I don't think you have enough characters. I'm a big fan of crossbows and normally run 20-30. I hide them 3" behind a block of swordmen, and leverage the stand and shoot rule as the swords brace for combat. It's deadly. Depending on what models you own,I would; - bundle your swordmen into a single unit - drop 10 Handgunners and grab a wizard Link to comment Share on other sites More sharing options...
nuttyknatty Posted March 11, 2017 Share Posted March 11, 2017 Interested in how people are interpreting the Regimental Discipline rule. Specifically the third sentence. Is this ability for all units in the regiment, or just those within 10" of the General? Link to comment Share on other sites More sharing options...
Dorrance Posted March 11, 2017 Share Posted March 11, 2017 The sentence is kinda chunky but it seems Cut and dry. Within 10 inches of their General they get the plus 1 bravery and they pass battleshock on a 1. Sent from my iPhone using Tapatalk Link to comment Share on other sites More sharing options...
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