bonhommes_ Posted May 9, 2019 Share Posted May 9, 2019 Quick question regarding the Indomitable command trait: does this also affect the general who has it? Or just other friendly units wholly within 12" of him? Thanks! Quote Link to comment Share on other sites More sharing options...
Kamose Posted May 18, 2019 Share Posted May 18, 2019 Abilities that affect 'units within X inches' do affect the model with ability as well. So yeah, the General will be affected by his Indomitable command trait. Quote Link to comment Share on other sites More sharing options...
Fulkes Posted May 22, 2019 Share Posted May 22, 2019 I'm looking for some advice for Realm choice. I'm looking at starting a Free Guild army as a side project from the Hedonites army I'm working on (to eventually become a main project once I finish the Hedonites), and I want to base them on the old Nordland color scheme and lore, but I'm stuck trying to think which realm might fit them the best. The old Nordland was stuck between two forests and jutting up against the sea, so I was thinking Ghur (especially since they're woodsman) but I'm looking for second opinions because I'm not sure if that really is the best fit. Quote Link to comment Share on other sites More sharing options...
Aden Posted May 22, 2019 Share Posted May 22, 2019 Well any realm would work since each realm has every type of biome. The biome just takes a few aspects of the realm; desert sands in chamon are particularly reflective like metal. I would lean towards Hysh because the yellow reminds me of light. Plus it would make narrative sense to add/kitbash any new Hysh Aelf parts that are expected in the future. Quote Link to comment Share on other sites More sharing options...
Fulkes Posted May 22, 2019 Share Posted May 22, 2019 (edited) 14 minutes ago, Aden said: Well any realm would work since each realm has every type of biome. The biome just takes a few aspects of the realm; desert sands in chamon are particularly reflective like metal. I would lean towards Hysh because the yellow reminds me of light. Plus it would make narrative sense to add/kitbash any new Hysh Aelf parts that are expected in the future. I wasn't really planning on adding Aelves to the army, but I could see Dispossessed getting mixed in due to the way Ironweld works as well as how they're closer to humans then the Old World Dwarves were. That said, for now I'm planning on sticking to just humans, but the Hysh should give me some ideas for basing (assuming I don't just buy Shattered Realms bases and roll with those). EDIT: One mark against Hysh I just noticed (while doing some reading to get some ideas) is that the realm has a "love of symettry" as a thing. That makes the asymmetrical scheme make a bit less sense. Edited May 22, 2019 by Fulkes Quote Link to comment Share on other sites More sharing options...
broche Posted May 22, 2019 Share Posted May 22, 2019 Hi everyone, Long time contributor of destruction thread (Ironjawz and Bonesplitterz) but I've decided to switch to free people the next season. I bought a box of Empire army couples years ago and did not take the time to convert them to round base until last week. I'm looking to assemble the following army (based on my current available model.) Hopfully they will merge all the subfaction in the next GHB, giving the army more option. Allegiance: Free Peoples Freeguild General on Griffon (260) - Shield & Greathammer Freeguild General (100) - General - Indomitable - Stately War Banner Freeguild General (100) - Shield & Lance Celestial Hurricanum With Celestial Battlemage (380) - Allies 20 x Freeguild Guard (160) - Swords and Shields 30 x Freeguild Crossbowmen (300) 10 x Freeguild Greatswords (140) 20 x Freeguild Guard (160) - Swords and Shields 10 x Freeguild Handgunners (100) 10 x Freeguild Handgunners (100) 3 x Demigryph Knights (140) - Lance and Sword Total: 1940 / 2000 Extra Command Points: 1 Allies: 380 / 400 Wounds: 146 For artefact choice, i'm toying between Broken shackel on griffon or ignax scale on general. Also considering Sword of Justice on General on horse for hero / monster hunting. Anyway, comment are welcome. I'll try to post again once i've played a couple game! Quote Link to comment Share on other sites More sharing options...
StealthKnightSteg Posted May 24, 2019 Share Posted May 24, 2019 On 5/22/2019 at 7:23 PM, Fulkes said: I'm looking for some advice for Realm choice. I'm looking at starting a Free Guild army as a side project from the Hedonites army I'm working on (to eventually become a main project once I finish the Hedonites), and I want to base them on the old Nordland color scheme and lore, but I'm stuck trying to think which realm might fit them the best. The old Nordland was stuck between two forests and jutting up against the sea, so I was thinking Ghur (especially since they're woodsman) but I'm looking for second opinions because I'm not sure if that really is the best fit. My initial thought would be Ghyran, lots of wooded area's and enough water type zones, and the brighter color scheme against darker growth would be a nice contrast 1 Quote Link to comment Share on other sites More sharing options...
Fulkes Posted May 24, 2019 Share Posted May 24, 2019 3 hours ago, StealthKnightSteg said: My initial thought would be Ghyran, lots of wooded area's and enough water type zones, and the brighter color scheme against darker growth would be a nice contrast Makes a lot of sense! Thanks! Quote Link to comment Share on other sites More sharing options...
Kramer Posted May 29, 2019 Share Posted May 29, 2019 (edited) On 5/22/2019 at 7:23 PM, Fulkes said: I'm looking for some advice for Realm choice. I'm looking at starting a Free Guild army as a side project from the Hedonites army I'm working on (to eventually become a main project once I finish the Hedonites), and I want to base them on the old Nordland color scheme and lore, but I'm stuck trying to think which realm might fit them the best. The old Nordland was stuck between two forests and jutting up against the sea, so I was thinking Ghur (especially since they're woodsman) but I'm looking for second opinions because I'm not sure if that really is the best fit. Ghur would work, but have you thought about an army from Azyr? It’s a realm in itself with its own terrain and cities besides azyrheim. The (goldish) yellow and blue already match the colours of azyr, it gives it a reason to be everywhere as they march out from the realms of heavens. Or maybe a army from any stuck behind enemy lines could be cool? And so they fortified a area between two forests and with the sea at their back and over time the settlement grows? now I have a question for all you free guild aficionados. A mate has discovered a bunch of old empire and Seraphon stuff in his parents attic. I could tell him a bit about the playstyle of Seraphon but not free peoples. Before we start the grand rebasing, could you clip note the playstyle a bit? Maybe some tips and stuff to be on the look out for? Edited May 29, 2019 by Kramer Quote Link to comment Share on other sites More sharing options...
StapMyVitals Posted May 29, 2019 Share Posted May 29, 2019 8 hours ago, Kramer said: Ghur would work, but have you thought about an army from Azyr? It’s a realm in itself with its own terrain and cities besides azyrheim. The (goldish) yellow and blue already match the colours of azyr, it gives it a reason to be everywhere as they march out from the realms of heavens. Or maybe a army from any stuck behind enemy lines could be cool? And so they fortified a area between two forests and with the sea at their back and over time the settlement grows? now I have a question for all you free guild aficionados. A mate has discovered a bunch of old empire and Seraphon stuff in his parents attic. I could tell him a bit about the playstyle of Seraphon but not free peoples. Before we start the grand rebasing, could you clip note the playstyle a bit? Maybe some tips and stuff to be on the look out for? Azyr doesn't have its own artefacts in Malign Sorcery, but otherwise it would be very canon-friendly to have Freeguild from Azyr. Free People's playstyle is very static for the most part (though they do have some cavalry). Some of their best troops and especially their command abilities mean they get bonuses for staying where they are, and they have a lot of aura-based strengths which overall means that a Freeguild army is at its best in a tight battle line, holding ground rather than trying to take it. In a game about mobility and taking objectives, that can certainly have its problems, but it also has its benefits in that any enemy trying to wrest control of an objective from you is in for a hard time. Also their shooting might be some of the best in the game, so you can, if not take objectives from a distance, at least deny them. 1 Quote Link to comment Share on other sites More sharing options...
StapMyVitals Posted May 29, 2019 Share Posted May 29, 2019 (edited) Does discussion about Devoted of Sigmar fit into this thread? I want to field an army of them with support from a Celestial Hurricanum and a Knight-Azyros. I noticed that the War Altar's rule "The Power of Faith" states that "Devoted of Sigmar units from your army do not need to take Battleshock tests if they are within 10" of a War Altar". I'm wondering if this means you can if you want to. Flagellants do a mortal wound on a 4+ to an enemy within 6" if they flee from Battleshock, which is actually pretty good considering how dire they are otherwise. I'd like to know how much pushback I'd get from an opponent if I used the War Altar to choose not to take Battleshock when no enemies are nearby, then ignore it and use the Order allegiance re-roll to take as much Battleshock damage as possible when enemies are nearby, and ideally sacrifice those Flagellants to cause mortal wounds. Edited May 29, 2019 by StapMyVitals Rules mistake Quote Link to comment Share on other sites More sharing options...
Matador Posted May 31, 2019 Share Posted May 31, 2019 On 8/2/2018 at 4:49 AM, Talarian said: Your supporting units need to be within 6” of the unit they are supporting. Even if they somehow manage to land within 3” of your ranged units if they have pipers they can shoot. I may be misunderstanding the question but it’s a tough charge to make, even with fly, if you have your CC units between you and the enemy - 3” away from CC units + 6” (distance from both units). Sorry late on this one but important to clear up, units now need to be within 12 inches not 6, this is a real game changer. 1 Quote Link to comment Share on other sites More sharing options...
SilverJelly Posted June 3, 2019 Share Posted June 3, 2019 (edited) Here is a list Im toying with. With 3 CP to start. The griffons and CPrime go around wrecking face. I forgot to add artifact and command trait. Gen on Griff would have Indomitable making boths Griffs 2+ save and Meteroic Iron for Gen on Horse. Edited June 3, 2019 by SilverJelly Quote Link to comment Share on other sites More sharing options...
StapMyVitals Posted June 4, 2019 Share Posted June 4, 2019 (edited) That looks like a really solid list according to my experience. I've never used the Celestant Prime, but I think he'd be a good answer to the Freeguild problem of a lack of Rend power and mortal wounds. If I wanted to make one alteration, it would probably be the addition of another Freeguild General for insurance's sake. You'll still have the points for an extra command point, and being able to put Hold the Line! on three units at once means it's unlikely you won't be able to keep your infantry running at peak efficiency, but you will have that backup if they manage to snipe one of your Generals. All the better if they both have a Stately War Banner. You should also consider a Free Cities allegiance. At the minimum, Hammerhal is an extra point of Bravery in the Battleshock phase, which is never a bad thing. Edited June 4, 2019 by StapMyVitals Punctuation typo Quote Link to comment Share on other sites More sharing options...
Mjolnertf Posted June 4, 2019 Share Posted June 4, 2019 Hello all friends, recently I have done with a pack of freepeople and I have a tournament coming soon for pairs to 1000 points per ally, I am somewhat lost with this army, I play with a friend who uses sylvaneth, but I notice that I leave it a bit alone In all the games we have played, my question is: there is life in this army outside the box (I like to call the guard company supported by riflemen or crossbowmen). next I leave what I have bought at the moment, any help will be well received, I would not mind pulling allies or even playing generic order. General in griffon general on foot 30 guards (mounted as sword and shield) 20 great swordsmen 30 crossbowmen 10 riflemen 5 outraiders 1 magician 10 archers on foot 3 demigryph knights thanks, again Quote Link to comment Share on other sites More sharing options...
StapMyVitals Posted June 10, 2019 Share Posted June 10, 2019 The army I'd probably build out of that list would be - Freeguild General on Griffon (Indomitable Command Trait). - Freeguild General (Writ of Dominion artefact) - 20 Freeguild Guard - 30 Crossbowmen - 10 Greatswords for 960 points. All three units would be in a Great Company, and ideally you'd use the Swordsmen as a screen for the Crossbowmen, who'd be doing the bulk of your damage. The Freeguild General should be right behind the Crossbowmen so that the 12" Writ of Dominion bubble can be used on them, and the Griffon should be as close as possible to the Greatswords so they get a 3+ save as well as the +1 to hit they get for being near a Free Peoples hero. If you can get the Swordsmen into that bubble too, even better. The important thing is to keep those Crossbowmen above 20 models, more than 3" from the enemy, and with "Hold the Line!" used on them, because then on the Writ of Dominion turn you've potentially spent 300 points on 60 2+/3+ attacks with -1 Rend on a 5+ to wound, which is pretty good by anyone's standards. 1 Quote Link to comment Share on other sites More sharing options...
Not-not-kenny Posted June 10, 2019 Share Posted June 10, 2019 Apparently the new GHB will have stuff for Free Peoples in it. What do y'all think it will be, new stuff or just the same allegiance abilities + artefacts from last year? 1 Quote Link to comment Share on other sites More sharing options...
broche Posted June 10, 2019 Share Posted June 10, 2019 I'm guessing they'll merge back with subfaction (ironweld, collegiate, devotee ect.) as they are regrouped on the website. maybe new artefact , new spell lore, rune for artillery, who know! Quote Link to comment Share on other sites More sharing options...
Stulle Posted June 11, 2019 Share Posted June 11, 2019 In my opinion they will just add one or two additional battalions. They already created some kind of a battalion with the "The forces of disgraced Freeguild General Otto Nimyard". Regarding the artefacts and comandtraits of the FreePeople, I think there`s nothing wrong with them. I strongly believe they will stay unchanged. Even the allegiance ability will stay the same. I can think of a lot of cool stuff boosting the capabilities of the FreePeoples, but in the end I`m convinced that battalions will be all we get. And don`t get me wrong I`m happy when everything stays untouched and we get battalions on top 1 Quote Link to comment Share on other sites More sharing options...
AsraiR Posted June 11, 2019 Share Posted June 11, 2019 So how have people faired with big missile units? I'm toying with big blocks of handguns and crossbows for fun. Quote Link to comment Share on other sites More sharing options...
Not-not-kenny Posted June 11, 2019 Share Posted June 11, 2019 1 hour ago, AsraiR said: So how have people faired with big missile units? I'm toying with big blocks of handguns and crossbows for fun. Since every competitive FP army seems to revolve around exactly that I'd guess fairly well. Quote Link to comment Share on other sites More sharing options...
Knight Scáthach of Fimm Posted June 11, 2019 Share Posted June 11, 2019 22 minutes ago, Not-not-kenny said: Since every competitive FP army seems to revolve around exactly that I'd guess fairly well. I was going to say; it's kinda the workhorse. On another note, if the merc company retains the Freepeoples keyword I can see them having some utility as as far as I'm concerned, it can be very difficult for Freeguild to get behind an enemy line without a Griffon. I also rarely ever spend my first command point in a battle so. Quote Link to comment Share on other sites More sharing options...
EMMachine Posted June 12, 2019 Share Posted June 12, 2019 It's kinda funny. I have build my Alarielle worhsipping tribesmen on optics and things that could work with the tribeslore alone, not on optimising on effectivity. But my list I have at the moment would be playable in Meeting Engagements (even I'm quite unsure, what unit should be in spearhead, mainbody or rearguard): LeadersBattlemage (120)Freeguild General (100)- Shield & Sigmarite WeaponBattleline10 x Freeguild Archers (100)20 x Freeguild Guard (160)- Spears and Shields20 x Freeguild Guard (160)- Spears and ShieldsUnits3 x Demigryph Knights (140)- Lance and Sword10 x Freeguild Greatswords (140)Total: 920 Okay, considering that non of the units I use won't hopefully get more expensive, with some additions a planed 1000 point list would more likely look like this: Allegiance: Free PeoplesLeadersFreeguild General (100)- Shield & Sigmarite WeaponBattlemage (120)- Specialisation: Jade- AlliesBattleline3 x Demigryph Knights (140)- Lance and Sword3 x Demigryph Knights (140)- Lance and Sword10 x Freeguild Archers (100)10 x Freeguild Archers (100)10 x Freeguild Greatswords (140)10 x Freeguild Guard (80)- Spears and Shields10 x Freeguild Guard (80)- Spears and ShieldsTotal: 1000Extra Command Points: 20Allies: 120 / 400Wounds: 84 But it's interesting that I created a playable list for a system I didn't even know it would exist. 😀 Quote Link to comment Share on other sites More sharing options...
StapMyVitals Posted June 18, 2019 Share Posted June 18, 2019 I can't give much advice on tactics with that list, but that's a seriously beautiful army that breaths new life into Free People. 1 Quote Link to comment Share on other sites More sharing options...
Caspeur Posted June 18, 2019 Share Posted June 18, 2019 So, basically the "updated allegiance abilities" for Free Peoples are just a copy from GH18 1 Quote Link to comment Share on other sites More sharing options...
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