MrCharisma Posted September 11, 2016 Author Share Posted September 11, 2016 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 Link to comment Share on other sites More sharing options...
pastorpaint Posted September 11, 2016 Share Posted September 11, 2016 Thanks! That's interesting about the archers. I've been sort of toying with the idea of including some in a list with a bunch of shadow warriors. Sort of poor man's warriors. Sounds like not so good. Link to comment Share on other sites More sharing options...
bottle Posted September 11, 2016 Share Posted September 11, 2016 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. Link to comment Share on other sites More sharing options...
jobume Posted September 11, 2016 Share Posted September 11, 2016 @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. Link to comment Share on other sites More sharing options...
jobume Posted September 11, 2016 Share Posted September 11, 2016 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). Link to comment Share on other sites More sharing options...
Vespan Posted September 13, 2016 Share Posted September 13, 2016 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. Link to comment Share on other sites More sharing options...
Bowlzee Posted September 13, 2016 Share Posted September 13, 2016 How do you plan to get across the field to claim objectives? Other than that, it looks great fun to play with and against Link to comment Share on other sites More sharing options...
SentinelGuy Posted September 13, 2016 Share Posted September 13, 2016 As well as beasts and life wizards you could also try a shadows battlemage for the -1 to hit penalty. That can ****** up units that deal mortal wounds on 6s to hit. Link to comment Share on other sites More sharing options...
RossMHoward Posted September 13, 2016 Share Posted September 13, 2016 @bottle I think Demigryphs are your best bet for objective grabbing. They usually need a bit back up damage from shooting to clear one but once they're on there they're very survivable. Link to comment Share on other sites More sharing options...
Beasts of Nurgle Posted September 13, 2016 Share Posted September 13, 2016 Trying to work out a 1000pt tourny list, what do you guys think of including a hurricanum or griffon lord? Seems like a lot of the points gone in one model! Sent from my iPhone using Tapatalk Link to comment Share on other sites More sharing options...
MrCharisma Posted September 14, 2016 Author Share Posted September 14, 2016 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... Link to comment Share on other sites More sharing options...
MrCharisma Posted September 14, 2016 Author Share Posted September 14, 2016 Also, thoughts on Hellstorm Rocket Battery? I'm thinking with a range of 36", the ability to fire salvos at units not visible to it, and a max of 36 shots a turn... it might not be a bad pick. Does a character count as a unit? Link to comment Share on other sites More sharing options...
Vespan Posted September 14, 2016 Share Posted September 14, 2016 @Beasts of Nurgle One monster on 1000 points is enough to fill the rest reasonably. But with 2 it rather too much. Link to comment Share on other sites More sharing options...
RossMHoward Posted September 14, 2016 Share Posted September 14, 2016 @MrCharisma The Hellstorm can be great with something to bring down its hit rolls. Hurricanum and maybe a Loremaster casting Hand of Glory Link to comment Share on other sites More sharing options...
Beasts of Nurgle Posted September 14, 2016 Share Posted September 14, 2016 @vespan I wouldn't include both! But trying to fit in a hurricanum as well as some demigryphs and greatswords is a challenge! Sent from my iPhone using Tapatalk Link to comment Share on other sites More sharing options...
Primez Posted September 14, 2016 Share Posted September 14, 2016 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. Link to comment Share on other sites More sharing options...
Beasts of Nurgle Posted September 16, 2016 Share Posted September 16, 2016 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. Link to comment Share on other sites More sharing options...
Russellbogentoff Posted September 18, 2016 Share Posted September 18, 2016 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! Link to comment Share on other sites More sharing options...
Beasts of Nurgle Posted September 19, 2016 Share Posted September 19, 2016 Yep it seems good to use as a hard counter to some of the big stuff, but I think if your opponent put a few wounds on it, it's effectiveness will be really diminished! Pretty much decided to use a Luminark over a Hurricanum in my 1000 pt list, those 80 spare points really come in handy at that level! Link to comment Share on other sites More sharing options...
Beasts of Nurgle Posted September 21, 2016 Share Posted September 21, 2016 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! Link to comment Share on other sites More sharing options...
MrCharisma Posted September 25, 2016 Author Share Posted September 25, 2016 @Beasts of Nurgle what's the plan for the Warpriest? I'd suggest using a wizard instead of taking him. With your Guard, I'd suggest one unit of sword and another of spears. Spears support behind the line with 2" range, while sword block and support great swords. Link to comment Share on other sites More sharing options...
Beasts of Nurgle Posted September 25, 2016 Share Posted September 25, 2016 He'd be using his healing spell / mortal wound causer! But I could replace him with a wizard, any particular school of magic you'd recommend? Sent from my iPhone using Tapatalk Link to comment Share on other sites More sharing options...
MrCharisma Posted September 25, 2016 Author Share Posted September 25, 2016 You can always take a wizard with Life Surge, which would work out cheaper can could always summon the vortex. Link to comment Share on other sites More sharing options...
Beasts of Nurgle Posted September 25, 2016 Share Posted September 25, 2016 Thanks man, got a little more building to do then! 6+ mortal wound save will come in handy too I'm sure! Cheers Sent from my iPhone using Tapatalk Link to comment Share on other sites More sharing options...
Hugh Halligan Posted September 26, 2016 Share Posted September 26, 2016 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 Link to comment Share on other sites More sharing options...
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