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AoS 2 - Free Peoples Discussion


Chris Tomlin

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On 10/5/2018 at 3:36 AM, Japanman said:

Hey everyone,

Are Teutogen guard and/or Kislev usable in AOS? I guess you can proxy Teutogen guard as Greatswords but what about all the old Kislev models.

Thanks

All the foot troops fit in easily. The mounted ones are a tad harder since they discontinued freeguild horse knights, but could see if people are willing to accept the old compendium rules for empire knights. Either that or proxy them as elven knights. The horse archers can be pistolier/outrider proxies.

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Not technically Free People's, but pretty darn close.  

So I am not looking to do anything like blow the doors off of Adepticon with this list, but I am looking to field something that is flavorful, as well as at least reasonably effective.  With that in mind, what do you folks think of my "Cogfort defenders" list?  Does it have potential, or will it get laughed off of the board?

 

MIXED ORDER LIST

Freeguild General (warlord)
Battlemage
Gunmaster

10 Liberators
40 Freeguild guard (with either swords/shields or halberds)
30 Freeguild Handgunners

Cannon
Cannon

Steamtank
Steamtank

Either a Command Point, or an Endless Spell worth 50 pts or less.  Probably the Palisade or the Shackles (basically something to slow or hamper the enemy army a bit

Edited by mikethefish
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  • 2 weeks later...
On 10/8/2018 at 6:24 PM, mikethefish said:

Not technically Free People's, but pretty darn close.  

So I am not looking to do anything like blow the doors off of Adepticon with this list, but I am looking to field something that is flavorful, as well as at least reasonably effective.  With that in mind, what do you folks think of my "Cogfort defenders" list?  Does it have potential, or will it get laughed off of the board?

 

MIXED ORDER LIST

Freeguild General (warlord)
Battlemage
Gunmaster

10 Liberators
40 Freeguild guard (with either swords/shields or halberds)
30 Freeguild Handgunners

Cannon
Cannon

Steamtank
Steamtank

Either a Command Point, or an Endless Spell worth 50 pts or less.  Probably the Palisade or the Shackles (basically something to slow or hamper the enemy army a bit

Will depend on the map but you will have trouble moving out of your deployment zone.

Also I would recommend using Hysh's Lens of Refraction relic on the gunsmith so the cannons cannot be sniped that easily with magic.

As long as you get objectives that do not force you to move out you should be fine.

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  • 3 weeks later...
On 9/2/2018 at 2:22 PM, someone2040 said:

pick up a Knight-Azyros if you aren't going to be playing Places of Arcane Power or Relocation Orb. You lose the ability to unbind, but instead you get a pretty neat re-roll 1's to hit within 10" of the Azyros. Makes him a very interesting choice to not only buff your Crossbows, but buff your melee damage dealers as well.

 

How do i get reroll 1‘s to hit? His warcroll says: Friedly Stormcast Eternal Units. Or do i missing something?

 

/edit okay...its friendly Units - sorry missreaded that. Hes awesome :D

Edited by Sequitor
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Played a small game against stormcast on the weekend with the following:

General with Great Weapon

20x Guards full command 

20x handgunners full command

10x crossbowmen

The great company ability is great. 

The hurricane crossbowmen stormcast get are a pain with 9 shots each if they stay still. 

Guards can win games I've found. If they can tie up enemy melee units, the gunners can shred the enemies.

I managed to wipe out the stormcast with those beautiful rending handguns but on the last kill he rolled to bring the unit back and rolled a 6 :(

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Hey guys, I am just getting into AoS and I have always loved The Empire.  I have a small force from WFB and I have added onto it with eBay purchases and Amazon to acquire all the models in this list.  There is a 2000 pts tournament coming up in my area December 22nd that I am trying to attend.  I have not been able to get a practice game in and really all I have been doing lately is list crafting, reading rules and getting all these guys built and painted.  If you guys wouldn't mind looking this over and maybe giving me some pointers.

  FreePeoples2000ptsTournamentList (1).pdf

My plan is to essentially move my Greatswords and two of the smaller handgun squads slowly to the center board along with my General.  The 2nd great company with the sword and board guard, crossbows and 2nd handgun unit are going to be more my anvil force.  The outriders seem very good for moving on flanks and then pumping out shots mid game and covering objectives.  Then I want to use the soulsnares to slow down/bottle neck my enemies advance toward my line to give me more time to shoot them down.  The Hellstorm seems like it really functions as a massive sniper rifle for taking out key characters and it is relatively safe from fire as it ignores LoS.  Any thoughts or suggestions? The units I would like to have that I can't cram would probably be a General on Griffon and an additional mage.  Thanks

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Sorry, I thought my attachment would display!  Here is the list.

LEADERS

Freeguild General (100) - General - Command Trait : Indomitable - Stately War Banner - Artefact : Writ of Dominion

Battlemage (120) - Specialisation : Amber - Allies

Knight-Azyros (100) - Allies

UNITS

30 x Freeguild Guard (240) -Swords and Shields

30 x Freeguild Crossbowmen (300)

10 x Freeguild Handgunners (100)

30 x Freeguild Greatswords (360)

10 x Freeguild Handgunners (100)

10 x Freeguild Handgunners (100)

5 x Freeguild Outriders (130)

5 x Freeguild Outriders (130)

WAR MACHINES

Helstorm Rocket Battery (180) - Allies

ENDLESS SPELLS

Quicksilver Swords (20)

Soulsnare Shackles (20)

TOTAL:

2000/2000 EXTRA COMMAND POINTS: 0 WOUNDS: 159 LEADERS: 3/6 BATTLELINES: 6 (3+) BEHEMOTHS: 0/4 ARTILLERY: 1/4 ARTEFACTS: 1/1 ALLIES: 400/400

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2 hours ago, spartan75 said:

Sorry, I thought my attachment would display!  Here is the list.

LEADERS

Freeguild General (100) - General - Command Trait : Indomitable - Stately War Banner - Artefact : Writ of Dominion

Battlemage (120) - Specialisation : Amber - Allies

Knight-Azyros (100) - Allies

UNITS

30 x Freeguild Guard (240) -Swords and Shields

30 x Freeguild Crossbowmen (300)

10 x Freeguild Handgunners (100)

30 x Freeguild Greatswords (360)

10 x Freeguild Handgunners (100)

10 x Freeguild Handgunners (100)

5 x Freeguild Outriders (130)

5 x Freeguild Outriders (130)

WAR MACHINES

Helstorm Rocket Battery (180) - Allies

ENDLESS SPELLS

Quicksilver Swords (20)

Soulsnare Shackles (20)

TOTAL:

2000/2000 EXTRA COMMAND POINTS: 0 WOUNDS: 159 LEADERS: 3/6 BATTLELINES: 6 (3+) BEHEMOTHS: 0/4 ARTILLERY: 1/4 ARTEFACTS: 1/1 ALLIES: 400/400

How do you go with the small units of handguns? In units of 10, I've always had them more or less picked off into useless units. 

I like the big unit of greatswords as mine always get targeted as they are the heavy hitters. You want to reach the enemy with at least some still being alive.....

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On 11/7/2018 at 4:14 PM, Saxon said:

How do you go with the small units of handguns? In units of 10, I've always had them more or less picked off into useless units. 

I like the big unit of greatswords as mine always get targeted as they are the heavy hitters. You want to reach the enemy with at least some still being alive.....

I haven't tried this list yet.  I have been doing some research though on the threads and like the idea of having multiple smaller units to max the amount of long rifle marksmen.  I would like to have them all as 20 man squads but doing it this way also allows me to bring two great companies.

I also think the big greatsword squad will be really effective.  

 

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11 hours ago, spartan75 said:

I haven't tried this list yet.  I have been doing some research though on the threads and like the idea of having multiple smaller units to max the amount of long rifle marksmen.  I would like to have them all as 20 man squads but doing it this way also allows me to bring two great companies.

I also think the big greatsword squad will be really effective.  

 

Long rifles with the 2 Damage are good, particularly if you can use hold the line to buff the to hit rolls. However, in close proximity, I've found the larger squad with buffs behind a screening unit is far more brutal. If they avoid the screens it's also good to have a piper so you can shred them before they get their charge attacks. 

I guess it depends on the opponent. If you're up against an army with a lot of heroes aka - Legions of Nagash or Khorne with those banners that buff their guys you'd want more of them. 

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What is the current experience/opinion concerning the use of Freeguild Halberdiers?

Sword & Board Guard seem the most popular choice. Anyone (also) using Halberdiers to good effect?

Do you use them as an anvil, just like the Swordsmen? How do they perform in that regard? Or do they play a different role in your army?

Thanks in advance for your insights!

Rockman2k

 

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11 hours ago, Rockman2k said:

What is the current experience/opinion concerning the use of Freeguild Halberdiers?

Sword & Board Guard seem the most popular choice. Anyone (also) using Halberdiers to good effect?

Do you use them as an anvil, just like the Swordsmen? How do they perform in that regard? Or do they play a different role in your army?

Thanks in advance for your insights!

Rockman2k

 

Halberdiers I use as the heavy hitters with rend. Without the parry and shield bonuses they're far less durable than swordsmen with a 5+ save. I try not to use them as a unit to tie up opposing squads as they just seem wasted. 

In my experience, running halberdiers with greatswords is great as the opponent will typically focus on the greatswords allowing these guys to do a fair bit of damage to whatever they can charge. Running 10 man squads is pointless, 20 minimum for the TH bonus.  

I typically also run them outside the great company (in smaller games) as I use the swordsmen to screen with large units of handgunners and crossbowmen. I don't think I've really found a niche for them yet thought to be honest. 

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4 hours ago, kenshin620 said:

I've seen plenty of lists online that use 40 man guard with halberds. All those -1 rend attacks will eventually put a dent into something! Except nighthaunt for obvious reasons.

I've considered 40 man squads but honestly the blob is too big. Great bonuses and 2+ to hit but I usually have a shooty army meaning I need to keep these guys in front of my guns and 40 model units are not very maneuverable. 

I run 20 man squads with swords and shields as screens with indomitable (brings the save down 3+ re-rolling 1's) which has been very successful. 

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Can every model in freeguard unit equipped whit militia weapons shoot or is it wysiwyg so only models whit missile weapon can shoot?

 

 “Some units of Freeguild Guard are far less uniformly equipped and are instead armed with Militia Weapons – an assortment of blades, clubs, bows, crossbows and even the occasional blackpowder firearm.”

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Just now, ptx said:

Can every model in freeguard unit equipped whit militia weapons shoot or is it wysiwyg so only models whit missile weapon can shoot?

 

 “Some units of Freeguild Guard are far less uniformly equipped and are instead armed with Militia Weapons – an assortment of blades, clubs, bows, crossbows and even the occasional blackpowder firearm.”

Every model can shoot in an unit armed with militia weapons. In fact it is not possible to mix different weapons in an unit, except it is stated explicitly in the warscroll.

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7 minutes ago, Stulle said:

Every model can shoot in an unit armed with militia weapons. In fact it is not possible to mix different weapons in an unit, except it is stated explicitly in the warscroll.

Thank you for fast reply, it’s nice not to have find more missile weapons for my guard :) 

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9 hours ago, Rockman2k said:

Thanks for the replies! That's quite a shame to hear, because I have 2x 20 Halberdiers painted up from The Empire. No Swordsmen. Seems I will (eventually) need to paint up another 40 Guard with swords then, for grabbing and keeping objectives... Daunting stuff. xD

You can certainly use them, i'm painting some more up as we speak, you just have to use them right. With a worse save than swordsmen due to no parry and no rerolling 1's for the shield, they're not a defensive or screening unit. If you want an offensive unit that can deal rend, halberdiers are your guys (well so are greatswords too but they're more expensive). 

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On 11/14/2018 at 10:36 AM, Saxon said:

You can certainly use them, i'm painting some more up as we speak, you just have to use them right. With a worse save than swordsmen due to no parry and no rerolling 1's for the shield, they're not a defensive or screening unit. If you want an offensive unit that can deal rend, halberdiers are your guys (well so are greatswords too but they're more expensive). 

You totally can give them shields if you want though

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Looking to get into AoS and I decided to play Empire. I played WFB for years and years but all of my favorite armies (Empire, Dwarves, Ogres, and Tomb Kings) are all in Battletome-less limbo, so I figured I'd stick to Empire. I threw together a quick and dirty list to get me started, wondering what everyone's thoughts are.

HQ
General on Griffon
General on Horse

Infantry
Great Company 1:
20x Swordsmen
20x Swordsmen
30x Crossbowmen

Great Company 2:
20x Swordsmen
20x Swordsmen
30x Crossbowmen

Allies
Ironweld Arsenal Cannon
Ironweld Arsenal Cannon

Comes out to 1920 points for an extra command point and I think usually a Triumph.

The idea is pretty straightforward; the great companies support each other and move up as they have to, shooting the ****** out of the enemy and using the counter charge/stand and fire rules to protect themselves. The cannons sit somewhere (ideally) safe and blast people to ruin. I'd probably give the Griffon General a warhammer/shield and the armor of meteoric iron to make him a ****** to get rid of.

I'm not sure about the cannons, though. When they hit they look pretty brutal, but hitting on 4s with no rerolls (no engineer) seems a little grim. That's 320 points that might be better spent elsewhere. Hell I think that's another 40 swordsmen and a Wizard if I so chose.

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Make the Griffon your general, give him the Indomitable command trait and place him directly behind one line of guards. With his 2" range attacks he can attack over the guards without being hit by 1" range enemies. If positioned well he gives those guards +1 save. So they are on 3+ rerolling ones. Pretty tough :)
You even have an artefact left to choose. With the realm artefacts there are plenty good choices. Gryph-feather Charm, Lens of Refraction, Ghyrstrike, Ignax's Scales  to mention just a few.

If you go with two cannons you just have to take an engineer. There is no point in refusing those reroll of hits, 4+ isn`t as good. Just take the gunmaster and you have another 30" shot as well.

Edited by Stulle
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