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Aden

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Posts posted by Aden

  1. I'm not trying to be argumentative  but it seems to me if the design intent was to enforce more esoteric lists they would have stated such explicitly. Further, considering that Free Cities do have specific allegiance abilities/traits wouldn't it be equally legal to take those as opposed to native constituent faction(s)? I admit I'm not really familiar with anything other than order so I might be missing something regarding why they wouldn't let you simply choose between native AA versus Firestorm AA.

  2. @Beliman

    So, I think your quoted passage is referring to armies without inherent allegiance abilities instead of Free Cities as this passage from Warhammer Community says otherwise:

    "The only change is that you won’t be able to stack the allegiance abilities from Firestorm with any others apart from the Grand Allegiance abilities. For instance, a force of Dispossessed could either choose the Dispossessed allegiance abilities from the General’s Handbook 2017 OR the Order allegiance abilities and the Hammerhal allegiance abilities. They could not take the Dispossessed and Hammerhal allegiance abilities together."

    Source: https://www.warhammer-community.com/2017/10/06/firestorm-matched-play-rules-update/

    i.e. I suppose this  faction army is superseded if you take Allegiance: Free City. 

  3. 7 hours ago, Beliman said:

    I think that you can't. It was FAQ'd that when you have a legal option to take an exlusive Allegiance Abilities for your army, you must take them. So, if you can take Sylvaneth Allegiance Abilities, you must take them (removing the option to take GA: Order). One option is to take other battlelines (ex.: Wanderers) breaking any possibility for your army to be Sylvaneth only. At this point I'm a little lost, because I think that you could take specific battalion from other armies and still be Order? This battalions must be taken like allies for GA: Order? What's the Allegiance of this battalion, Order or their specific keyword? 

    I can't find this in the FAQs so I think someone gave you bad intel. 


    Page 8 of the Core Rule Errata says:

    Warscroll battalions that share the same allegiance as an army can always be taken as part of the army, and if they include any allied units, these units do not count against the limits on the number of allies the army can have (or against the points limit that can be spent on allies in a Pitched Battle). An army can include a warscroll battalion of a different allegiance to the rest of the army, but if it does so the units in it do count against the limits on the number of allies the army can have (and the points for the battalion and the units in it count against...

    I'm still a bit confused too. We should all probably start quoting sources to avoid it. 

     

    • Like 1
  4. On 6/29/2018 at 5:44 PM, Nick in York said:

    Oh, I've just thought - I think the new FAQ ruled that the TLA ability to grow a wyldwood can only be attempted once, irrespective of how many you have. So taking a second wouldn't help.

    This is correct as per the 17/12 FAQ.

     

    ______________________________________________________________________________

    Since cities can ally in anything in order as I understand it, I was thinking of playing with Assassins inside infantry and fluffing them as legendary champions like Achilles in Troy. There'll be no cavalry but I was hoping to use cogs to march units around in the event I can't parachute from the woods I need to. 


    Living City Assassins
    Allegiance: The Living City 

    Freeguild General (100) 
    Freeguild General (100)
    Treelord Ancient (300)

    Assassin (80)
    Assassin (80)

    20 x Freeguild Handgunners (200) 
    40 x Freeguild Sword Guard (280) 
    30 x Freeguild Crossbowmen (300) 
    20 x Freeguild Handgunners (200)
    40 x Freeguild Militia Guard (280)

    ENDLESS SPELLS
    Quicksilver Swords (20)
    Chronomantic Cogs (60)TOTAL: 2000/2000
     

  5. On 12/21/2018 at 8:35 AM, Esmer said:

    I like these guys from Warlord Games a lot - think they make excellent Freeguild: 

     

      Reveal hidden contents

    202016003-Landsknechts-missile-troops-bo

    202016002-Landsknechts-with-Zweihanders-

    Granted, they look a bit static due to being RnF - but then again, Free Peoples are a mass infantry army, the core troops don't have to look overly elaborate.

     And of course, they cost less than a third than GW Empire troops. 

    I just bought the starter box of these guys and am very satisfied with the quality of the models! Just want to give the heads up they are a touch smaller than your standard GW free guild though (picture below). Also, I advise people to try and clip the spear sprue so they don't bend. 

    comparison fg wg.JPG

  6. 2 hours ago, Saxon said:

    Played two 3 way objective games a couple of days ago. The problem with more than 2 battle rounds per turn is you have to defend in each battle round of combat (which FG isn't good at) but can only shoot on your turn. Up against ironjawz with a maw crusher the brutes just chewed through my guards before i could do anything. I killed the maw crusher which was a plus. A 2+ save ignoring -1 rend is awful. The Khorne left me virtually alone. 
     

    Were you using Great Companies? Those let you shoot at the end of the enemy charge phase as long as the shooting unit isn't themselves engaged and in suitable range. That and crossbow units can shoot back if charged if they have pipers.

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