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Donal

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122 Celestant-Prime

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About Donal

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  1. Agreed, feels very 2015... id be concerned what sort of army hasn’t been rebased/painted/touched up in 3 years
  2. AGE OF SANTA 2017

    Woohoo! Will see you in Cardiff
  3. AGE OF SANTA 2017

    I had forgotten about the Christmas outfit! Are you bringing the slannesh down again?
  4. AGE OF SANTA 2017

    10 days left!! Woohoo Looking forward to seeing everyone!
  5. Let's Chat: Free Peoples

    was doing a bit of site searching. do you have any photos of the space wolves heads on prosectors? how did they look? thinking of doing the same with stormcast allies
  6. Let's Chat: Free Peoples

    I would say that double shots are possible I had been thinking 40 swordsmen to sit on objectives and then 40 halbards to push forward. Agreed damage output to greatswords would be similar. Based in London
  7. Let's Chat: Free Peoples

    I guess thats where we disagree. I dont think Mystic shield is needed for the swordsmen (they are already tanky and have indomintable). and the laser has a less than 44% chance of causing an armour save. once it loses 3 wounds it becomes alot less reliable. 2 Rockets are 6 attacks 4s/3s -2. so in theory should be causing 2 armour save rolls a turn. They can also be hidden from line of site, which helps alot. Ultimately, both have benefits & will work better depending on match ups. Any thoughts on using Halbardiers to push into the enemy?
  8. Let's Chat: Free Peoples

    @Hugh Halligan I def won’t be adding a second xbow unit and could see me dropping them in the future (when I motivate myself to paint handgunners). That said they are amazing at full strength/double tap/hold the line, but it’s such a short range. The range comes into play for duality of death and battle for the pass. With having griffons / swordsmen the crossbows usually wont be targeted. I’m definitely dropping the luminark in future. Think I’ll run double rocket battery instead. It’s a much larger damage output and more consistent.
  9. Let's Chat: Free Peoples

    I went to a small 2 day tournament this weekend. It was my first 5 game with free people. I ran this list: Allegiance: Free PeoplesFreeguild General (100)- General- Stately War Banner- Trait: Indomitable Freeguild General On Griffon (260)- Shield & Greathammer- Artefact: Armour of Meteoric Iron Freeguild General On Griffon (260)- Shield & GreathammerFreeguild General On Griffon (260)- Shield & GreathammerLuminark Of Hysh With White Battlemage (240)Battlemage (100)10 x Freeguild Archers (100)10 x Freeguild Archers (100)30 x Freeguild Crossbowmen (300)40 x Freeguild Guard (280)Reinforcement Points (0)Total: 2000 / 2000Allies: 0 / 400 The list was largely taking the stuff that I had built and had some units I probably wouldn't normally take. Overall Summary: The list was relatively weak on scenarios. I played: Knife to heart (vs fyreslayers) - minor loss Scorched earth (vs 1 drop changehost) - major loss Battle for the pass (vs BCR) - Major Win Star strike (vs gore pilgrims) - Major Loss Duality of Death (vs fangs of sotek list with 3 monsters) - Major Win As it was my first 5 games I did make some mistakes, but in general I found the army is just so slow if it needed to contest objectives on the other side of the board. The griffons have potential, but without the bodies to back it up I'm not sure it will work. So many of the buffs to the army are based on the units not moving (30 xbows who havent moved are 60 shots 3/3 with 5/6s to wound rending). If they have moved they are 30 shots 4/4s... Its such a big punishment. Knife to Heart I was always going to struggle with this. I played this (generally) the only way I could - i.e. castle on my objective and damage control as much as possible. It was clear from the start he would kill more than mine. I prob could have mitigated some damage on my side. Overall - I think we will struggle for the major. Maybe a list with a few more bodies could press on and do well. Scorched Earth The changehost lacked a gaunt summoner, but had 700 points of reinforcement points. Hands up, I played this entirely wrong (first time playing changehost and second time with free people). I kept my xbows and swordsmen too close together (both on left flank initially). with swordsmen pushing up to contest & burn. We only got to turn 3 but due to the lack of bodies on my right side, he was able to burn objectives. with better play I can mitigate this. But i am concerned with the lack of speed of the army (could easily take the infantry 3 turns to get to the objectives). While the griffons are great for fighting they are only one model so its hard to clear objectives solo. Battle for the Pass I played this right (albeit I have played with BCR alot and my opponent was inexperienced). I had my xbows hold the back objective & cover fire into the middle left (or middle top), while swordsmen pressed on the middle right). He lacked bodies and despite him getting the double turn I was able to comfortably win by turn 3. having said this, I think if I had played a more experienced player (or higher model count army) I would have had struggled due to the lack of mobility. Starstrike The khorne player ran at me. I had mispositioned my crossbows initially and they couldnt shoot in their first turn. We only got to turn 3 cause of alot of movement/shooting and a late start. The objectives fell in the perfect places for him, and again, the list lacks the mobility to contest so it was another major loss. Duality of death I think i largely played this right. On my left flank I put 2 griffons and block of swordsmen. On right was xbows, general, griffon and luminark. The idea was that the xbows would be able to shoot anything that came into range on the right, the luminark could support and take the objective and the general would buff the griffon/swordsmen on the right. On the left flank the two griffons could take down teh carnosaur on the left while the swordsmen would be able to take this. Given the relative closeness of the objectives the lack of mobility is less of an issue here. Unit Reviews Luminark - I found the weapon was way too inconsistent (3 games it did nothing). While the 6+ save is great, it is another unit that sits at the back. I def will be dropping this. Battlemage - I loved the flexibility this guy offers so would consider keeping it (but happy to switch out for more effective allies) Xbows - 30 are great at the back, but they are 300 points that are very inflexible. I'll probably keep them in the future. Archers - they are ok for first turn objective grabbing (i.e. battle for the pass). I would consider taking one to be in a great company with the crossbows. But a 10 man guard unit might work as effectively for less points. Will def drop the second unit. Guard: 40 man swordsmen are great. They dont go anywhere and hitting on 2s is fantastic. That said, I could see the value in having 40 halbards to push forward onto far objectives. General on warhorse - this guy again is great for buffing units. he didnt actually see combat once and usually just hid behind terrain. That said, movement 12 warhorse was handy to push onto empty objectives later in game. Griffons - these guys can put in a phenomenal amount of damage and are great value. Next ideas So i think I would be tempted to try a list like this. Basically a defensive great company and one that I can push up the field. Allegiance: Free PeoplesFreeguild General (100)- General- Stately War Banner- Trait: Indomitable Freeguild General On Griffon (260)- Shield & Greathammer- Artefact: Armour of Meteoric Iron Freeguild General On Griffon (260)- Shield & GreathammerBattlemage (100)30 x Freeguild Crossbowmen (300)40 x Freeguild Guard (280)20 x Freeguild Handgunners (200)10 x Freeguild Archers (100)10 x Freeguild Archers (100)40 x Freeguild Guard (280)Reinforcement Points (0)Total: 1980 / 2000Allies: 0 / 400
  10. Let's Chat: Free Peoples

    I'm really excited to get my army on the table. Just finished assembling my last infantry unit (40 swordsmen). Then just have 2 griffins and a wizard then I'll be at 2k.
  11. Let's Chat: Free Peoples

    My rule of thumb is: if general takes banner - on horse. if no banner - on foot. If he has the banner he is too hard to hide on foot so might as well take the horse
  12. AGE OF SANTA 2017

    Paid up and bringing the missus down...
  13. Let's Chat: Free Peoples

    One of my clubmate played him. This is the list (I believe). Thanks man. So this is what I'm gonna tell people the list was: Allegiance: Free Peoples Freeguild General On Griffon (260) - Lance Freeguild General (100) - Stately War Banner Battlemage (100) - Allies Knight-Heraldor (120) - Allies Knight-Heraldor (120) - Allies 40 x Freeguild Guard (280) 40 x Freeguild Guard (280) 30 x Freeguild Handgunners (300) 30 x Freeguild Handgunners (300) 10 x Freeguild Archers (100) 1 x Gryph-Hound (40) - Allies Reinforcement Points (0) Total: 2000 / 2000 Allies: 380 / 400 Guard where swordsmen. Only 1 regiment: 40 swords and 2 handgunners. In their game my clubmate charged the archers, swordsmen counter charged the handgunners shot the unit. Sounded amazing... I could be slightly wrong on the list.
  14. Destruction's Poor Showing at Blackout

    @ChippyRick think you are too generous. Even if i had won that first priority you would always have been ahead on scenarios. I def could have made it more of a game through better deployment but it would have just been able to slow the inevitable (unless you played badly). Skyborne vs BCR is an impossible match up (in the hands of a good player) in some scenarios. I think BCR aren't actually that much weaker than they used to be. Yes the damage output is alot worse, but that was expected, but frostlords still pack a punch, you just need to position them well and use the rest of the army to reduce pile ins. When I played several larger units this weekend I pinned them in place by hitting them in both sides. BCR has the speed to do that. They are a comfortable mid-tier army now, but I think pure BCR always were.
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