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Ernst

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  1. @Stulle thank you so much for your feedback. I think I get a shape of what I want... really unfortunate to hear about the potential future of Free People though... Do I understand you correctly, that you suggest just the one General, namely the mounted General? Is there any kind of downside to the mounted General? Why is the cost exactly the same to a classic General, if the stasts are purely identical? Is he more vulnurable to Magic/Missiles/etc.? My thoughtprocess is: if its pure and best use is to buff units - which seems to be common sense - why should he be faster than the units he buffs? Also, why not two or more generals to buff the different parts of your army? I gotta say, despite their shooting performances, I really really dislike x-bows. Their look is weird. They don't really fit into the Pike&Shotte era they are aiming for with their look. Do things like rear charges still exist, btw?
  2. Thanks for your feedback. What general's trait are you refering to, @Salyx? Sounds like Musceteers is the way I wanna go . Can Musceteers also have a Hochland Long Rifle if they are a detatchment to, say, State Troops? I really would like to add Pistolets into the mix, too. Do you guys have made some experience with them? How do they work out on the new rules? are 10 too many? Just out of curiosity. Nobody ever mentions Archers in their list, also they are ignored in all the articles of players about the Free People. Are they just bad?! Their stats actually sound fine. Cheap, reasonable range and hit chance, and the awesome reroll ability. Is it a fallacy? So, when building a 1000pts Army, how many Generals would you suggest? (Thinking General by foot only; no Griffon, no Horse) Also, I heard GW is going to release some new rulebooks aiming for Factions that don't have one yet! Maybe free people will get one? Maybe also new Units?? Still am very sad they removed the cavalry....
  3. Hey Guy, new to Warhammer (again...started Fantasy back then) and totally adore the flair of the Free People. Got some leftovers from my first attempt to join the game: 10 Free Guard (unarmed yet) 10 Greatswords 10 Riflers 10 Flagellants 10 Archers 1 General with Gun and Sigmarite Hammer 1 Warpriest with 2 Sigmarite Hammers I am aiming for a 1000 Point army at first (was thinking to add Pistolets, really like the tactical use). Colorscemewise I am aiming for a Marienburg financed revolutionary army in Midheim (so I got rather poorly armored guys in Blue-Blue-Yellow Feathers Uniform and more colorful well equipped Marienburg Lads in bright yellow-red-blue-white scemes, with my Officers and Generals wearing White&Blue stripes. Now, I noticed that Flagellants and Warpriests got split to a proper faction (?!). So I am wondering whether these are still a viable/reasonable option to build an army with...back then adding Warpriests to halberds was supposedly the best thing to do. Reading through different blogs and threats, I got a little confused as to how units are best equipped. Many say the best distance fighters are 30+ xbows and Riflers are useless. Then I read that the only reasonable thing to do with Free Guard was to equip them with militia weapons, adding a ranged attack to them? Most lists I found in here use Sword and Shield as defense line and totally ignore Halberds and Spears? Lorewise I aim to avoid Demigryph Knights, big Guns/Artillery (though I might be open for suggestions here), Mages and those gigantic carts. I really wanted to give it the look of many weak units that get strong when working strong in detatchments and stuff... Can you give me some feedback on my ideas and the competitiveness of it?
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