Kimbo Posted April 30, 2017 Share Posted April 30, 2017 Hi all! What do you guys think of this? How can i make it better? saved 100p free for you to help me... Allegiance: OrderLeadersFreeguild General (100)- Stately War BannerFreeguild General On Griffon (300)- LanceCelestial Hurricanum With Celestial Battlemage(320)Cogsmith (100)Battleline20 x Freeguild Handgunners (200)20 x Freeguild Handgunners (200)30 x Freeguild Guard (240)Units1 x Gryph-Hound (40)1 x Gryph-Hound (40)War MachinesCannon (180)Cannon (180)Total: 1900/2000 I would like to have most of these models but pls come with feedback! Link to comment Share on other sites More sharing options...
Kimbo Posted May 1, 2017 Author Share Posted May 1, 2017 Anyone?...:( Link to comment Share on other sites More sharing options...
bottle Posted May 1, 2017 Share Posted May 1, 2017 This looks really similar to my army! I would consider replacing the cogsmith with Grimm Burlokkson as they are the same points but Grimm is better. I would drop one Gryph-hound and 10 Freeguild Guard and use the remaining 220pts to increase both units of Handgunners to 30. They perform much better at 30 because they can take a few wounds before they lose their 20+ bonus. I would give the Griffon the Sigmarite hammer instead and give it a Quicksilver potion. I have found the potion essential to getting some use out of him, otherwise he runs the risk of being taken out in one round of combat by something like a VLOZD with Red Fury. Link to comment Share on other sites More sharing options...
Kimbo Posted May 1, 2017 Author Share Posted May 1, 2017 23 minutes ago, bottle said: This looks really similar to my army! I would consider replacing the cogsmith with Grimm Burlokkson as they are the same points but Grimm is better. I would drop one Gryph-hound and 10 Freeguild Guard and use the remaining 220pts to increase both units of Handgunners to 30. They perform much better at 30 because they can take a few wounds before they lose their 20+ bonus. I would give the Griffon the Sigmarite hammer instead and give it a Quicksilver potion. I have found the potion essential to getting some use out of him, otherwise he runs the risk of being taken out in one round of combat by something like a VLOZD with Red Fury. Thanks for the feedback! - Cogsmith is changed! - If I make the meatshield smaller for more Guns....Will. they work well as a screening unit? Link to comment Share on other sites More sharing options...
Kimbo Posted May 1, 2017 Author Share Posted May 1, 2017 And one more...how would you place the army at the table? I need to cover Wide for objectives but not really sure how...any tip? Link to comment Share on other sites More sharing options...
bottle Posted May 1, 2017 Share Posted May 1, 2017 I think you don't need to worry about screening the Handgunners. It can almost be better for them to be charged as you get to make another shooting attack. What I do is have the general's command trait be 'Inspiring' so I can give two units inspiring presence (or one unit, and use the Hold The Line ability) on those crucial early turns. (If I am going first I will often use it first turn to cover me over a potential double turn). Deployment is tricky, and you might find yourself wanting to get rid of the cannons and cogsmith (which is what I am doing in my list). The cannons have a number of problems: 1. Because the cannons are so low down, you can't put them behind units as it blocks off their LOS. Having a hill is best, but it's not often the case you get one in a good position. (You'll want to be in range turn 1). 2. They are extreme glass cannons. Massive damage output but each one has 3 wounds at a 4+ save (the crew). If the enemy has range they will just snipe the crew and all of a sudden you have lost 400pts. My first solution had been to bring a Steamtank. The steam tank parks sideways infront of the cannon crews turn 1 to block LOS to them. When it's your turn the tank drives away and the crew move to their cannons to shoot them. This gives the opponent a difficult decision. If they give you turn 1 they must take a round of cannon shots with no Mystic Shield. If they take turn 1 they can't snipe the crews and run the risk of being double turned. However in practice I have found the cannons to either be massively effective (especially against armies with no missile troops) or extremely lacking (if they get sniped early by Kurnoth Hunters). This can make them frustrating to play with. My solution now is to downsize to a single "Empire" cannon, and not use Grimm anymore. The Empire Cannon has superior range and so can sit right in the corner and be difficult to get to. The freed up points where then spent elsewhere (I used them to add the Griffon in my list). I don't do too well competitivley so I am still trying to find the best tactics and list, but hopefully these thoughts will be interesting for you. Have you considered replacing the cannons with 6 Kurnoth Hunters instead? Link to comment Share on other sites More sharing options...
Kimbo Posted May 1, 2017 Author Share Posted May 1, 2017 Allegiance: OrderLeadersFreeguild General (100)- Stately War BannerFreeguild General On Griffon (300)- LanceCelestial Hurricanum With Celestial Battlemage(320)Battlemage (100)Battleline20 x Freeguild Guard (160)30 x Freeguild Handgunners (300)30 x Freeguild Handgunners (300)Units1 x Gryph-Hound (40)6 x Kurnoth Hunters (360)- ScythesTotal: 1980/2000 You mean like this? Bows on the hunters? Link to comment Share on other sites More sharing options...
Kimbo Posted May 1, 2017 Author Share Posted May 1, 2017 Im finding this list is missing Mortal wound dealers...or is it enough? Link to comment Share on other sites More sharing options...
Trout Posted May 1, 2017 Share Posted May 1, 2017 11 hours ago, Kimbo said: Anyone?...:( You could get the Empire version of the cannons and swap out the two Gryph Hounds for a Gunmaster. Link to comment Share on other sites More sharing options...
arka0415 Posted May 2, 2017 Share Posted May 2, 2017 16 hours ago, Kimbo said: - If I make the meatshield smaller for more Guns....Will. they work well as a screening unit? Guarding 60 models with 20 is going to be tricky. Definitely possible, but you'll want to aggressively defend your flanks and keep your handgunners bunched tightly in the middle. 7 hours ago, Trout said: You could get the Empire version of the cannons and swap out the two Gryph Hounds for a Gunmaster. A Gunmaster is an amazing force multiplier! If you do consider bringing cannons, a Gunmaster is a great pick. Also, a final note... the General on Griffon is a great unit, but it doesn't synergize too well with this army I don't think. It's a fast, hard-hitting melee unit in an army that's otherwise all stand-and-shoot tactics. Have you used this army on the tabletop yet? Link to comment Share on other sites More sharing options...
Trout Posted May 2, 2017 Share Posted May 2, 2017 10 hours ago, arka0415 said: Also, a final note... the General on Griffon is a great unit, but it doesn't synergize too well with this army I don't think. It's a fast, hard-hitting melee unit in an army that's otherwise all stand-and-shoot tactics. Have you used this army on the tabletop yet? Good point, maybe a Steam Tank instead? That's what I've been running and loving it (though I have only played a handful of games so far). Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.