Blitzel Posted February 7, 2017 Share Posted February 7, 2017 Hi all. I decided this week to finally let go square bases and go for round ones. I thought up an army with models I have using the generals compendium point system. I have loads more models as the Empire had big armies in 8th edition. Allegiance: OrderLeadersFreeguild General On Griffon- General- Trait: Strategic Genius- Artefact: Phoenix Stone- warhammer & shieldWarrior Priest- Sigmarite Warhammer & Shield- Artefact: Talisman of Blinding LightBattleline:20 x Freeguild Guard: spears, shields, banner, champion, musician20 x Freeguild Guard: halberds, banner, champion, musician20 x Freeguild Handgunners: banner, champion, musicianUnits3 x Demigryph Knights: shield, Lance and Sword10 x Freeguild Greatswords: banner, champion, musician5 x Empire Knights: great weapons, banner, champion, musicianWar MachinesSteam TankCannonTotal: 2000/2000 thoughts? Link to comment Share on other sites More sharing options...
Aezeal Posted February 7, 2017 Share Posted February 7, 2017 I'd do more handgun ers, less knights Link to comment Share on other sites More sharing options...
Paul Conti Posted February 7, 2017 Share Posted February 7, 2017 The warrior priest doesn't work with freeguild with the new scrolls. if you play him as volkmar it still works though. The cannon is a bit weak on its own wiithout an engineer backing it up. Spears are probably the worst option out of the freeguild guard. I prefer sword/shield - they're a great anvil. Also, I'd go with a General on Horseback instead of the griffon. If you do that, drop the cannon and drop one unit of guard to 10 you can fit in more knights and demigryphs and take the brotherhood of knights battalion. Link to comment Share on other sites More sharing options...
Blitzel Posted February 7, 2017 Author Share Posted February 7, 2017 Thanks for the advice. It is a shame for the warrior priest. I really like the ability to heal D3 wounds. I am not really into the detailed rules, but I thought I could field any unit from order. Am I otherwise able to add an excelsior warpriest? He can heal to. I thought that would be effective on my griffon and tank. I have loads of state troops, but "zero" swordsmen. I can put halberd heads on the spears though. Also, am I allowed to put shields on halberdiers? Thanks in advance. Link to comment Share on other sites More sharing options...
Blitzel Posted February 10, 2017 Author Share Posted February 10, 2017 I have been tinkering on my list. Removed the cavalry and took more missile units. Also took more greatswords. Allegiance: OrderLeadersFreeguild General On Griffon- General- Trait: Strategic Genius- Artefact: Phoenix StoneExcelsior Warpriest Battleline20 x Freeguild Guard 20 x Freeguild Crossbowmen 20 x Freeguild Handgunners Units3 x Demigryph Knights (200)- Lance and Sword20 x Freeguild Greatswords War MachinesSteam Tank Helblaster Volley Gun BattalionsState Troop Detachment Total: 2000/2000 Thoughts? Link to comment Share on other sites More sharing options...
Russellbogentoff Posted February 10, 2017 Share Posted February 10, 2017 You can use an excelsior warpriest, as they affect order units rather than 'Devoted of Sigmar' I would still use the General on Griffon, as a Freeguild player myself I've had a lot of good fortune and a lot of fun using a giant Griffon to slay my enemies! Your latest list looks good, let us know how it goes! If you can find room for an engineer, it would certainly help your war machines! Link to comment Share on other sites More sharing options...
Blitzel Posted February 10, 2017 Author Share Posted February 10, 2017 Thanks for the feedback. I am curious though. Does the warpriest come with a free gryph hound, or is it wishful reading? Link to comment Share on other sites More sharing options...
Russellbogentoff Posted February 10, 2017 Share Posted February 10, 2017 I believe you have to pay for it under the summoning rules Link to comment Share on other sites More sharing options...
rokapoke Posted February 10, 2017 Share Posted February 10, 2017 There's no such thing as "summoning rules." The reinforcement rules apply any time you set up a new unit on the table -- Gryph-Hounds included. Yes, that hound will cost you points. Link to comment Share on other sites More sharing options...
Blitzel Posted February 10, 2017 Author Share Posted February 10, 2017 I have yet to recieve the generals handbook. Thanks for the info people! Link to comment Share on other sites More sharing options...
MrCharisma Posted February 12, 2017 Share Posted February 12, 2017 On 10/02/2017 at 5:18 PM, Blitzel said: I have been tinkering on my list. Removed the cavalry and took more missile units. Also took more greatswords. Allegiance: OrderLeadersFreeguild General On Griffon- General- Trait: Strategic Genius- Artefact: Phoenix StoneExcelsior Warpriest Battleline20 x Freeguild Guard 20 x Freeguild Crossbowmen 20 x Freeguild Handgunners Units3 x Demigryph Knights (200)- Lance and Sword20 x Freeguild Greatswords War MachinesSteam Tank Helblaster Volley Gun BattalionsState Troop Detachment Total: 2000/2000 Thoughts? If you are playing Matched Play, you won't be able to take the State Troop detachment... As there is technically no such thing as Empire or State Troops. I'd drop the Volley Gun for something else Link to comment Share on other sites More sharing options...
Blitzel Posted February 12, 2017 Author Share Posted February 12, 2017 Hmm maybe it will be updated in the general's handbook II. I have also looked at the free guild regiment battalion. But you have to take so many units, I think it is better to have a fewer bigger units that give +1 to hit for veing with more and some cannon and/or tank support. I have also looked at the mortar and it actually looks quite nice! Hitting on 2+. Also if you put 2 artilkery pieces nextto eachother can you benefit from eachother's crew? Link to comment Share on other sites More sharing options...
MrCharisma Posted February 12, 2017 Share Posted February 12, 2017 1 hour ago, Blitzel said: Hmm maybe it will be updated in the general's handbook II. I have also looked at the free guild regiment battalion. But you have to take so many units, I think it is better to have a fewer bigger units that give +1 to hit for veing with more and some cannon and/or tank support. I have also looked at the mortar and it actually looks quite nice! Hitting on 2+. Also if you put 2 artilkery pieces nextto eachother can you benefit from eachother's crew? Take a look at the thread called Let's Talk Free People. There is a lot of collective wisdom between the players. Paul Conti has a great YouTube page which has a lot of Free People talk and strategy. Personally, I don't like taking artillery at the moment. There are a lot of armies with special deployment strategies which can take out the crew before you've had your first turn. The steam tank is my go to artillery because it's high wound count and can hold objectives, and now use the Hurricanum and Luminark as my hard hitting weapons. My Warhammer lists used to have 2 volley guns in them, so it's hard for me to rubbish them in AoS. I find the battalion is too bloated for my style of army. I prefer to get my buffs from free guild general on horse, wizard with wildform, and Hurricanum / Luminark. A normal General is great with infantry. Hold the Line is an incredible command trait, and he'll buff your Greatswords by just being around. Link to comment Share on other sites More sharing options...
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