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Slackest_Dorf

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Posts posted by Slackest_Dorf

  1. 6 hours ago, Fisherdwarf said:

    Cool idea, I was thinking of doing something similar, at least where the spells are concerned.

    Your link seems to lead me to my own profile, though, so you might want to find an alternative URL that directs to your stuff.

    Thanks mate, I've updated the link 😉

  2. On 8/30/2019 at 11:31 PM, Maturin said:

    Indeed, and thanks to you, I've discovered that crossbowmen could actually be very potent! Have you tried with an Hurricanum sandwiched between your blocs ?

    I did a 1000 points game against FEC, he ruined me because :

    - I started way too close, his spell granting him extra move made him make a 28 move, he blasted me with his screams to oblivion and in CQB.

    - I forgot that as an order general, my general has a Battleshock immunity.

    - I could not put my 2 blocs of Handgunners close enough to each other ( but then again who cares because I didn't have the Great company rules).

    BUT the stand and shout abilty made him dearly pay his charge, and the hurricanum was a great help toward that.

    I just purchased a Hurricanum to build and paint - I really want to take it, but I'm still having nightmares from painting the Luminark of Hysh 🤣

    Glad that my rules question could help you out. I thought that it was too cheesy, the ability to use Stand and Shoot and do a Great Company support in your opponents turn, essentially getting to shoot twice with multiple units, but it really isn't that cheesy as Stand and Shoot can only be used once per turn.

    With your FEC game, misplays especially with positioning really hurts us Free Peoples. Setting up Great Companies incorrectly, sitting outside buff ranges and getting caught out in flanks really really hurts us, we are so squishy.

  3. 4 hours ago, Maturin said:

    Everything seems to be fine, rule wise, so where is it you played to your disadvantage ?

    I've only been shooting once when the above example has appeared in my games, so losing a lot of damage output.

  4. Gday ladies and gents,

    Just need some clarification on some rules as I may suspect I have been playing them wrong, possibly to my disadvantage.

    Say I have a Great Company consisting of:

    20x Freeguild Guard (Sword+Board)

    10x Freeguild Handgunners

    30x Freeguild Crossbowmen.

    I’ve got them arrayed with Guard at the front, Handgunners directly behind the Guard and the Crossbows behind them, they are all wholly with 12” of each other for the Company Support.

    If the enemy charges my front lines and is within 3” of the Handgunners they Stand and Shoot (as per the Piper rule).  As I read that Piper rule this means the Crossbows can also shoot the charging unit because they have a Piper and they are supporting a unit that also has a Piper.

    Now, in addition to this can I now also shoot with the Crossbows by using the Great Company support to support the Swordsman. So, 60 crossbow and 10 handgun shots that have to go into the charging unit (Piper) and 60 more initiated by the  Great Company support for a total of 130 ranged shots in the enemy charge phase. It states that on the Piper and Great Companies rules that they can only be used once per turn, so no issues with activating both.

    I haven’t been playing the rules this way as I thought it seemed too good. The Piper rule is the crux here, as it doesn’t state that the unit being charged is the only one that fires.

    Thanks in advance (Free) peeps :)

     

  5. 4 minutes ago, Stulle said:

    I`m doing 40 Halberdiers at the moment. Cause why not? :D
    Thinking of buying another 20 Greatswords to bump up my stock to 30. They might get useful in the near future ;)

     

    Nice one. 40x Halberdiers are a nasty prospect with that mass of attacks at -1 rend, great at pulling down monsters, if only they could get their save to 3+ like the Swordsmen 😪

    Greatswords are fun (to play and paint), I've got a unit of 30, hard to get all of them in combat, I'd recommend a unit of 20 for two attacking ranks.

  6. 10 hours ago, Knight Scáthach of Fimm said:

    I've always wanted to run a unit of Flagellants, but allies and the fact Greatswords outperformed them stopped me painting another 40 models. Considering how easy it is for us to field 100+ infantry painting more is a bit of an ask.

    I'm painting another 30x Crossbowmen and 30x Guard, that's enough to trigger painting PTSD for any Freeguild player :D 

    • Like 1
  7. 2 hours ago, Stulle said:

    Maybe there is a hint in the last price increase. What if we assume that everything which wasn`t increased gets removed? Why should they invest time in changing prices if they remove it shortly afterwards?

    If I recall it correctly the archer and the generals on foot have not been increased. There is also the cannon/organ gun which strangely wasn`t increased in price. All the Devoted to Sigmar stuff stayed the same also.
     

    I'm thinking that the resin Empire Captain (Freeguild Generals on Foot) are going to go.

    Secretly though I would love a Freeguild Captain warscroll, a cheap buff character who can be outfitted to buff Freeguild Guard or our ranged units as a compliment to the Freeguild General.

  8. 16 minutes ago, Stulle said:

    Guys, our prayers have been heard. At the Warhammer AoS Open Day they announced that one of the next two battletomes will in fact be one for the FreePeople! 🤩:D🤩

    image.png.0f9a97a9599d163ccdf3596bb5bb8a67.png

    It will be something like the Firestorm allegiances in an own battletome. I can`t tell you how excited I am. Hopefully they don`t mess this up :)
    Here the
    link

    This will be so much fun :)

    What a great day!

    Now let's see what Endless Spells, terrain or possible new (or re-boxed) models.

    Rubs hands in anticipation........................

  9. On 7/17/2019 at 11:15 PM, BrocknerTheBear said:

    Greetings all!

    I'm currently converting my way through a freeguild project that's designed not to win really but to just look cool on the table. 

    The list currently is composed of

    General on Griffon

    General on foot (hand weapon/shield)

    20 Guard (militia) 

    30 Crossbow

    10 Greatswords

    I am at a loss when it comes to artefacts however. Should It be on the Griffon or the foot general? And what would even be worth taking?

     

    G'day Brockner!

    Would love to see some images of your Freeguild project.

    I'd recommend chucking a Stately War Banner on your General on Foot, all your foot soldiers will melt from battleshock considering all of them except the Greatswords are 5+ saves (die in droves) and have low bravery.

    For artifacts I would recommend a few for the General on Griffon (GoG):

    Ethereal Amulet (Shyish)- Ignore positive and negative save buffs. If your GoG has a shield he'll be a 3+ save, this will keep it at that no matter the rend characteristic of the enemies attacks.

    Gryphfeather Charm (Ghur) - Subtract 1 from hit rolls that target this model. Add 1" to movement. Makes your Griffon harder to shoot and boosts him up to a 16" move.

    Sword of Judgement (Ulgu) - If your GoG has a Sigmarite Runesword (5 attacks) give him this. for some fun. I like to take this on one of my GoGs because it scares the **** out of enemy heroes/monsters. Give the GoG +1 or +2 to hit and that D6 Mortal wounds will be for each 4+.

    Pick one of your bearers weapons to be the Sword of Judgment. If the hit roll for an attack with that weapon against a Hero or Monster is a 6+, that attack inflicts D6 mortal wounds and the attack sequence ends (do not make a wound or save roll). 

    Armour of Meteoric Iron (Free Peoples Allegiance) - Flat +1 save to the bearer.

    Just some suggestions :)

  10.  

    14 hours ago, Duck1986 said:

    Thanks @zilberfrid, those are nice points, especially the fact that the General on Griffin becomes unsupported. I'm a bit limited currently on those models you've suggested, but they are something I may look to build towards with future purchases as they look awesome from looking at them. I do have a Knight Incantor, so may try and work him in as he can automatically dispel something which is always a bonus! 

    I like the list you've suggested @Slackest_Dorf! I notice that the largest difference really is the adding of handgunners and removal of Greatswords. Greatswords on paper seem an awesome melee unit, but is the opinion of the community to concentrate on shooting with the Great Company abilities? Does make sense!

    As I have 40 handgunners currently, do people find it better to have several smaller units of handgunners as opposed to a blob of 30, which has decent to-hit enhancers?

    Thanks everyone!


    Ed

    Thanks Duck, glad you like the list.

    The good thing about the Handgunners is that they are effective as sniper teams and flank protectors in units of 10, with the Long Rifles (3x in that list) you can snipe characters at 30" ( and combine this with the Cannon @ 32" range shooting, that could be nasty). With the Greatswords you have to get them into combat with their very low movement (5"), at least with the Handgunners they are cheaper, can shoot out to 16" and have a 30" sniper champion.  As for the unit of 30x Handgunners, they suffer from moving which is huge as they are mid-range shooters, this makes them susceptible to long-range shooting. Hiding a 30x man unit is hard, but hiding a 10 or 20 man unit in scenery is easier. Also if you split the units you get more 30" long rifles.

    You'll be surprised by the damage output a unit of 10 Handgunners can do with Hold The Line! and not having moved. 

    The Great Companies are built to exploit  the potency of our shooting, hence the 30x Crossbows and 20x Handgunners split into two different Great Companies, as they can be activated separately. Also remember that with the supporting Great Company fire you don't have to target the enemy charging the Great Company, so you can split that fire to other threats.

    Hope this helps mate ")

     

  11. 15 hours ago, Duck1986 said:

    Hi folks,

    First post for a little while.

    After a couple of years of playing casually against a select few armies (Dispossessed, mixed-Destruction, mixed-Death and Khorne), I'm thinking about being brave and losing my tournament virginity in a local 2k one-day 3 battle tournament. Having never played competitively, and also not faced a lot of the other armies out there before, I'm not expecting to place highly, but also would like to at least give my opponents a decent battle! (Fearing turn one annihilation by something I totally didn't account for!)

    Here's what I'm thinking!

    • Freeguild General on horseback, sword and shield - stately war banner.
      General, Indominable.
    • Freeguild General on Griffon, Greathammer and shield.
      Armour of Meteoric Iron
    • Freeguild General with sword and pistol
    • Gunmaster with longrifle
    • Battlemage
    • Freeguild Guard x20 - sword and shield - Great Company
    • Freeguild Crossbowmen x 30 - Great Company
    • Freeguild Handgunners x30 - Great Company
    • Freeguild Greatswords x10
    • Freeguild Greatswords x10
    • Cannon x1
    • Freeguild Outriders x5

    Points 1930/2000 (330 points of allies)
    Extra command-point with the extras?

    Does this seem okay as an all-comers list? I was going to go with more artillery but realised I didn't have any dispelling ability so took the mage instead.
    I also have an additional 20x Guard with swords and shields, Knight Incantor, Cannon, Helblaster and Rocket Battery, 20 handgunners amongst others that could be swapped in if they'd work better.

    Feedback appreciated :)

     

    Hey Duck, 

    With what you have provided and using my experience of playing the Free Peeps in quite a few 2000 point games at tournaments, I think you enjoy the list below. It's not going to blow anyone's socks off but it is well rounded and has a good set of tools for armies you'll be encountering on the battlefield.

    So what are point of interest?

    Ethereal Amulet - Ignores modifiers, both positive and negative. This will keep the General on Griffon at a flat 3+ save ignoring rend (and also your Indomitable). This will allow him to go out and about. You can also still cat Mystic Shield on him making him 3+ re-rolling 1's.

    Jade Battlemage - Can cast one spell and dispel one.  The spell Lifesurge is amazing - Casts on a 5, pick a unit within 18" and heals D3 wounds, also has a 6+ ward save (wounds and mortals) until your next turn.

    Two Great Companies - Splits your shooting into two companies creating two problems for your enemy to deal with. It's also good as you can use one company to defend a flank whilst the other pushes forward on the attack. Make sure to keep your General with Banner in the middle for the 24" battleshock shenanigans.

    Outrider - Good objective grabbers and scouting. Can be made better with the Rousing Battlecry and Hold the Line! abilities. These guys can also support the Griffon General.

    Cannon - Free Peoples have a lot of mid-range shooting. The Cannon gives you the ability to reach out and touch people (not in a good way :D). I'd prefer the Luminark for it's laser beam and buffs but we make do.

    Extra Command Point: 1 extra command point, this comes in handy with activating the General on Horse and the General on Griffons command abilities in one turn, turning your Crossbows, Handgunners, Outriders or Griffon into damage beasts!.

    Would love to know what you think Duck. I'm excited to hear how you go with the Free Peeps :)

    Allegiance: Free Peoples - Mortal Realm: Shyish
    LEADERS
    Freeguild General on Griffon (280)
    - Shield & Greathammer
    - Artefact : Ethereal Amulet

    Freeguild General (100)
    - General
    - Stately War Banner
    - Warhorse

    Battlemage (110)
    - Specialisation : Jade
    - Allies

    Knight-Incantor (140)
    - Allies
    UNITS

    20 x Freeguild Guard (160) (GC1)
    - Swords and Shields
    30 x Freeguild Crossbowmen (300) (GC1)
    10 x Freeguild Handgunners (100) (GC1)

    20 x Freeguild Guard (160) (GC2)
    - Swords and Shields
    20 x Freeguild Handgunners (200) (GC2)
    10 x Freeguild Handgunners (100) (GC2)

    5 x Freeguild Outriders (120)

    WAR MACHINES
    Cannon (140)
    - Allies


    TOTAL: 1960/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 152
    LEADERS: 4/6 BATTLELINES: 6 (3+) BEHEMOTHS: 1/4 ARTILLERY: 1/4
    ARTEFACTS: 1/1 ALLIES: 390/400

  12. On 7/5/2019 at 7:20 AM, Lord marcus said:

    Trying to get a hand on what to gather up to start free people's. I've got infantry covered. I'm mainly trying to decide on some form of artillery, mages, or otherwise.

     

    Thoughts on getting started with free people's?

     

    Also, why in the chaos realm can't we Ally in "knights of Order"

    For solid Allies I recommend:

    The Luminark of Hysh - All Order units within 10" get a 6+ ward save against wounds and mortals. 30" laser beam that can one shot 5 wound characters (re-roll 1's if that Azyros is near the target). Has a Battlemage on it. +1 to Unbind for Wizards nearby.  Cheap.

    Knight-Azyros - Can keep up with your Griffon General / Horse Generals. Re-roll hit rolls of 1's for friendly units that target an enemy unit within 10" of the Azyros. Once a battle Lantern that does D3 mortals to each unit with 8", D6 for Chaos plebs.

    Battlemage - Grey, Jade or Amber variants. -1 hit spell (Grey) , healing / +6 ward save spell (Jade) and +1 wound for friendly unit (in melee) spell.

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