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MrCharisma

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hmmm thinking about mobility & thinking about this 

 

Allegiance: Order

Leaders
Freeguild General (100)
- General
- Stately War Banner
- Trait: Indomitable 
Freeguild General On Griffon (260)
- Greathammer
Freeguild General On Griffon (260)
- Greathammer
- Artefact: Armour of Meteoric Iron 
Luminark Of Hysh With White Battlemage (240)
- Allies
Battlemage (100)
- Specialisation: Grey
- Allies

Battleline
30 x Freeguild Crossbowmen (300)
10 x Freeguild Handgunners (100)
10 x Freeguild Handgunners (100)
40 x Freeguild Guard (280)

Units
5 x Freeguild Outriders (130)
5 x Freeguild Outriders (130)

Total: 2000 / 2000
Allies: 340 / 400
Wounds: 157
 

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I've been trying out 2x Outrider units myself to mixed success.

It is tempting to run them up the board early to take a few pot shots and draw fire whilst the rest of the army advances. They draw fire fantastically, though I can't help but feel that it's a waste.

I agree however that the best use is to hang back, almost acting as another Handgunner unit before making a late objectice charge.

The more I play with them however, the more I feel I should just be taking a second Griffin for the points.

Playing again tomorrow so I will see how they perform then...

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Posted this in my other thread but I'll repost it here.

 

This is my ~1500 list I am gonna start buying models for really soon:

 

The Griffons look like total fun to paint.

 

Freeguild General (100) - General - Stately War Banner

Freeguild General On Griffon (260) - Lance

Battlemage On Griffon (260)

Battlemage (100) - Specialisation : Bright

Units

30 x Freeguild Guard (Militia) (240)

20 x Freeguild Guard (Spears (160)

20 x Freeguild Handgunners (200)

20 x Freeguild Crossbowmen (200)

Total: 1520 / 2000 

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1 hour ago, cxiv said:

Posted this in my other thread but I'll repost it here.

 

This is my ~1500 list I am gonna start buying models for really soon:

 

The Griffons look like total fun to paint.

 

Freeguild General (100) - General - Stately War Banner

Freeguild General On Griffon (260) - Lance

Battlemage On Griffon (260)

Battlemage (100) - Specialisation : Bright

Units

30 x Freeguild Guard (Militia) (240)

20 x Freeguild Guard (Spears (160)

20 x Freeguild Handgunners (200)

20 x Freeguild Crossbowmen (200)

Total: 1520 / 2000 

Any reason for the mage on griffon? I feel like at 260(?) it isn't good enough at magic to justify with 1 spell cast and 1 unbind, and the spell he comes with is a slight upgrade on arcane bolt. As a beat stick, why not just take another general? 

Also, with the battlements on foot, he can actually pick the spell he takes at the start of the battle, making him super useful in a tournament setting where he can change his spell to suit whatever is needed

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3 minutes ago, Caffiends said:

Any reason for the mage on griffon? I feel like at 260(?) it isn't good enough at magic to justify with 1 spell cast and 1 unbind, and the spell he comes with is a slight upgrade on arcane bolt. As a beat stick, why not just take another general? 

Also, with the battlements on foot, he can actually pick the spell he takes at the start of the battle, making him super useful in a tournament setting where he can change his spell to suit whatever is needed

Good point. Two generals might be good indeed. Are they worth the points?

 

As far as models for the battlemage goes, I'm gonna have models for every one soon enough. I just really like the bright wizard's power. I like him and the Jade wizard.

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1 hour ago, cxiv said:

Good point. Two generals might be good indeed. Are they worth the points?

 

As far as models for the battlemage goes, I'm gonna have models for every one soon enough. I just really like the bright wizard's power. I like him and the Jade wizard.

Generals on Griffon are probably one of the most competitively priced warscrolls Free Peoples have access to.

They're a nice blend of tank, mobility and killing power in a single model, and importantly in free peoples gives us our main access to rend -2 attacks.

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I'm working towards a 2000 point list, and this is what I've come up with so far. Thoughts and criticisms?

 

Allegiance: Free Peoples

Leaders
Freeguild General (100)
- General
- Stately War Banner
- Trait: Indomitable 
Freeguild General On Griffon (260)
- Lance
- Artefact: Armour of Meteoric Iron 
Freeguild General On Griffon (260)
- Lance
Luminark Of Hysh With White Battlemage(240)
- Allies
Knight-Azyros (80)
- Allies

Battleline
30 x Freeguild Crossbowmen (300)
40 x Freeguild Guard (280)
30 x Freeguild Handgunners (300)
3 x Demigryph Knights (160)
- Lance and Sword
- Free Peoples Battleline

Total: 1980 / 2000
Allies: 320 / 400
Wounds: 159
 

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2 hours ago, someone2040 said:

Pretty sure that's what @MrCharisma ran at Cancon, so looks pretty strong to me.

It’s 99.9% what I ran at CanCon, with the exception being my Griffons had Great Hammers instead of Lance & Sword. 

I wanted consistency. Strong list in my opinion!

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Yeah, I think the Great Hammer is the better choice over the Lance for the Griffon General only because you get to take the Shield for free.

If you couldn't take the shield, it'd be a lot more of an interesting decision to make IMO. Most likely I think you'd stick to the Lance+Shield for your first General (The one that gets the Armour of Meteoric Iron), but the 2nd general I could see being a more offensive beast with a Great Hammer.

But as it stands, the fact you get it for free. The Great Hammer is just the more reliable option. Not only does it deal more damage on average (although, it's potentially more swingy due to the D3s), but it also has higher rend so gets through tougher armour more reliably. The only time a charging lance deals more is against units with a 6+ save (and the non-charging variant is worse all round).

So yeah, definitely a big supporter of Great Hammers on Griffons :)

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~1500 LIST

Allegiance: Order

Leaders
Freeguild General (100)
- Stately War Banner
Freeguild General On Griffon (260)
- Shield & Greathammer
Freeguild General On Griffon (260)
- Shield & Greathammer
Battlemage (100)

Battleline
30 x Freeguild Guard (240)
20 x Freeguild Guard (160)
20 x Freeguild Handgunners (200)
20 x Freeguild Crossbowmen (200)

Total: 1520 / 2000
Allies: 0 / 400
Wounds: 126

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55 minutes ago, someone2040 said:

Yeah, I think the Great Hammer is the better choice over the Lance for the Griffon General only because you get to take the Shield for free.

If you couldn't take the shield, it'd be a lot more of an interesting decision to make IMO. Most likely I think you'd stick to the Lance+Shield for your first General (The one that gets the Armour of Meteoric Iron), but the 2nd general I could see being a more offensive beast with a Great Hammer.

But as it stands, the fact you get it for free. The Great Hammer is just the more reliable option. Not only does it deal more damage on average (although, it's potentially more swingy due to the D3s), but it also has higher rend so gets through tougher armour more reliably. The only time a charging lance deals more is against units with a 6+ save (and the non-charging variant is worse all round).

So yeah, definitely a big supporter of Great Hammers on Griffons :)

I actually run it with great hammers, I just forgot to change it lol. 100% agree it's a no brainer pick

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2 hours ago, MrCharisma said:

 

It’s 99.9% what I ran at CanCon, with the exception being my Griffons had Great Hammers instead of Lance & Sword. 

I wanted consistency. Strong list in my opinion!

Oh ******, I didn't realise I plagiarised! 

Good to see great minds think alike ?

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1 hour ago, cxiv said:

Luminark or Hurricanum?

depends on your army size and unit composition. It is a mathematical problem. At some point your army profits more from the +1 to hit buff than the additional shooting damage coming from a Luminark.

For a 2000 Point battle with shooty (and bigger) units I would recommend the Hurricanum. You also get some much needed mortal wounds from it.

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1 hour ago, cxiv said:

Luminark or Hurricanum?

Luminark.

Hurricanum is over priced, requires you to be too close to use a shooting attack and while it's a guaranteed hit, you're in range for magic and shooting. +1 to hit is nice but most of your stuff already hits on twos. It's handy for nurgle but I wouldn't take it for one matchup. 

Considering the hurricanum is 380, for 400 you can take a battlemage, knight azyros and luminark. Azryos gives rerolls of hit rolls of one (which is statistically better than a plus one to hit I think), battlemage can give plus one to wound in the combat phase (making guard hit on 2 and 2) and the luminark gives the ward save. Hit shooting attack also has a massive amount of range and his magic skill is good at clearing mobs unlucky enough to come in contact with your guard

 

That's just my two cents anyway

 

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41 minutes ago, Caffiends said:

Luminark.

Hurricanum is over priced, requires you to be too close to use a shooting attack and while it's a guaranteed hit, you're in range for magic and shooting. +1 to hit is nice but most of your stuff already hits on twos. It's handy for nurgle but I wouldn't take it for one matchup. 

Considering the hurricanum is 380, for 400 you can take a battlemage, knight azyros and luminark. Azryos gives rerolls of hit rolls of one (which is statistically better than a plus one to hit I think), battlemage can give plus one to wound in the combat phase (making guard hit on 2 and 2) and the luminark gives the ward save. Hit shooting attack also has a massive amount of range and his magic skill is good at clearing mobs unlucky enough to come in contact with your guard

 

That's just my two cents anyway

 

Yeah one of my main enemies is a mixed chaos list with some very annoying plague claws and poison wind... I'm having trouble catching them because they ignore LOS. I think having something with more range could come in handy.

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Well I'm not sure anyone else will have had a chance to face it yet...but I faced off against a Sacrament list yesterday and it was...SAVAGE. We played Starstrike.

Played my usual list of:

1 x General - Banner & Indomitable

1 x Mounted General

1 x General on Griffon - Armour of Metioric Iron

1 x Celestial Hurricanum

40 x Guard - Swords

30 x Handgunners

10 x Greatswords

3 x Demigryphs

5 x Outriders

5 x Outriders

Enemy was running Lords of Sacrament which results in around 7/8 spells per hero phase. After giving me first turn I made some cautious moves, advancing my Outriders up the flanks, and inching my guard forward - first mistake.

Arkhan plays his command ability giving him every caster within 18" of him 24" range on their spells. He then proceeded to Curse of Fates my entire Guard unit from the table. At this point I conceded. First time I have come up against an ability this powerful, and without my chaff I couldn't see a way to victory.

We agreed for the sake of fun to cap the effect of Curse of Fates at 6 MW this time and play on to see what happened. Turn 2 and I managed to remove 10 Hexwraiths before Curse of Fates again went all the way, this time removing my Hurricanum.  After I picked my jaw up from the floor (and removed my Hurricanum) I failed  to lay any significant damage on him and we declared after the 3rd round.

Aside from the insanity of Curse of Years hitting infinite wounds twice, couple more callouts from the game.  All spells are practically an auto-cast thanks to all the buffs & 24" range. Necros had access to a spell giving -1 to hit on Handgunners (-2 if rolling a natural 9+).  Another spell reduces the attack characteristic of a units weapons by one and only allows the unit to roll 1 dice when charging. Needless to say my griffon failed every 3" charge roll. Various saves vs shooting attacks to add to the mix as well.

Far from an invincible list though. Taking out the Mortis Engine removes one spell from each hero/turn. You have to focus fire though. No point removing half a unit, as they will just be rezzed next turn. It's made me re-think my list though. Think I will drop the Outriders and bring in another Griffon to allow a hail mary charge at these hero-dependent low-model count armies.

Apologies for the wall of text...just my initial thoughts on the list.

 

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1 hour ago, Caffiends said:

Considering the hurricanum is 380, for 400 you can take a battlemage, knight azyros and luminark.

Afraid that this combo is actually 420 :/ 

I really want to make the Luminark & friends work, just struggling to find the right combo. in the meantime, the Hurricanum is good for the occasional MW rampage. Most games it's only giving out 4/5 every turn though.

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8 minutes ago, cxiv said:

Anyone have any luck running the King of Hippogryph? My brother has an old King Leoun model that I'd like to try out.

None of the Bretonnians are Free Peoples anymore (they probably shouldn't have been in the first place, even though I think the free peoples keyword should really be Freeguild).

They lost them in the lastest compendium update to make Bretonnians a stand alone faction.

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