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Cerlin

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Posts posted by Cerlin

  1. 1 hour ago, Malfunct Bot said:

    Question but how effective do you think a Flagellant suicide bomb would be in a Hallowheart list?

    Get a big block of 40, cast Warding Brand on them (and potentially Ignite Weapons if you feel like it) and just throw them at the scariest thing your opponent has (potentially using the Soulseeker Endless spell to get them there). Everytime they kill one of the - Save Flagellants they take a Mortal Wound on a 4+, and everytime one runs its the exact same thing, so if you manage to touch something with the big block of 40 thats on average 20 Mortal Wounds if they all die/run, ON TOP of any damage the Flagellants do themselves.

    Am I missing something or would this actually work?

     

    It would work for sure. They are cheap enough that the mortal wound bomb could really wreck many things. On the face of it I would say they are probably best verses elite units, since you can surround them, die to them, hit them, then mortal wound them to death.  I have 50 of these I built last year and I am excited to see it. 

  2. With all the changes, I am going to use my Thorgrim Grudgebearer as something. I think I will say he is a powerful rune mage and run him as a Celestial Hurricanum (on the right size base) so he fits in with my dwarves.  As for the movement, his bearers are just magically enhanced runners. 😀

    If I can think of something else, I will try it.

     

    • LOVE IT! 2
  3. I have basically all these units, and I think for at least a couple years they will be very playable in GHB rules.

    I also plan to use them all "as is" something else. The Dragonlord as a Vampire Lord on Dragon, or Dark Elf on Dragon. The Griffon rider as a Freeguild General. My swordsmasters as executioners or Freeguild Greatswords.  Spireguard as Dark Elf or Wanderer spears. Even the Wizards can just be human ones.

    • Like 2
  4. As someone who owns high elves, wood elves, dwarf, and empire models in spades, I will say I am going to wait for the book to pass judgement. I am happy that my models can play together, even if some are gone. It just makes me glad I also play Warlords of Erehwon too, so the axed units still get table time.

    This is better than the alternative, GHB rules only or deletion. I am happy to see this book coming, so far Skaven and Undead were great. Why would that stop now?

    • Like 5
  5. 3 hours ago, Mandzak-Miniatures said:

    Anyone else think it’s weird that they didn’t make a hero option for one on demigryph? The hero on horse is obsolete now that knights are gone.

    they could easily say the captain made from the kits bits could represent a hq choice..

    I thought of that too. Id just love a 3rd option if they ever bring humans back in a Free Cities tome.

    • Like 1
  6. 3 hours ago, Ragnar Alpaca said:

    I don’t feel like helping out Dispossessed would cause KO or fyreslayers to not get more love. If anything I can see them easily in the future doing a duardin set of releases updating all 3 factions. I still think Dispossessed are in a worse position than KO atm and fyreslayers aren’t really that bad at all really.

    Ok. Question, besides stormcast, who else got a rerelease?

    Its some chaos factions getting put together. So duardin tome is not impossible? Hmmm

     

    • Like 1
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  7. 1 hour ago, The_Yellow_Sign said:

    Thanks for the detailed list and explanation! Unfortunately the tournament is 1250 points so this would put me just barely over. What would you suggest dropping to get under 1250? I assume one of the generals, and then maybe getting an endless spell or two for the leftover 90 points?

     

    Easiest would be to drop a general.

    Also 10 crossbows (but then you have the chance to lose your bonus quick.)

    You could also drop the wizard for a warrior priest for a dispel.

    Endless spells are good if you already have them. I am big fan of more wounds. So more guard, or 10 archers.

    • Like 1
  8. On 8/25/2018 at 11:51 PM, The_Yellow_Sign said:

    I'm thinking of building a Freeguild army for a 1250 point tournament in a few months. I've only played Brayherd/Warherd in AoS so far, so I'm not sure what a reasonably competitive list would be.  Any suggestions?

    I've heard Crossbows are good and so is the Freeguild Guard with swords. Should I just get as many blobs of those guys? I assume that probably the Battalion is out of the question at only 1250 points so probably not worth taking Greatswords?

    Welcome to the Free Guild. I like all the models you listed. It can come down to preference. I think each model in the army is viable if used right.

    I made a list then let me give you details.

    Allegiance: Free Peoples

    Leaders
    Freeguild General (100)
    - Shield & Lance
    Freeguild General (100)
    - Stately War Banner
    Freeguild General On Griffon (260)
    - Shield & Greathammer
    Battlemage (120)

    Battleline
    30 x Freeguild Crossbowmen (300)
    10 x Freeguild Greatswords (140)
    30 x Freeguild Guard (240)
    - Halberds and Shields

    Total: 1260 / 2000
    Extra Command Points: 14
    Allies: 0 / 400
    Wounds: 98
     

    This army has 1 great company, uses both generals in the general box, has a monster, and a little magic.

    With the griffon using Armor of Meteoric Iron, you have a hard to shift centerpiece. The great company gives you a solid front line, and the greatswords give you punch.

    I personally prefer Handgunners to crossbows, because of the long rifle range and less reliance on needed 20 models for bonuses. Crossbows did just get buffed and are great against rend ignoring armies like nighthaunt.

    The greatswords are like all elites, fantastic if they do not get charged first. I would use them in the great company and charge them in to hit first. 

    Guard can be your preference, but sword and shield is hard to beat. Give the stately war banner general indomitable and you are a 3 + rerolling 1s. Really hard to shift. Halberds are my favorite, but mostly for the look and because I like rend.

    With the general, if you only get the 2 choices, I would do banner on the ground, any weapons you want. Then make a mounted general with a shield for cavalry charges.

    You can bring a battlemage, or replace him with more bodies, or an artillery piece.

    I find this army is most effective as big blocks, and since you are a Brayherd player, you should be used to it.  

    • Like 1
  9. The reason Id recommend buying at least a majority from GW is to remind them people like this army. From what they have rebased and reboxed, it looks very popular. Warriors, breakers/drakes, and hammers/longbeards have all been redone.

    The GW boxes also have great extra bits.

    And as we have seen with breyherds, eventually armies in the GHB may get sweet loving. 

    • Like 5
  10. 3 hours ago, Kerbe said:

    Hello guys!

    I'm new to AOS and looking to start an army for this game. Because of a friend, I have 1000 points of dispossessed right now and I love the models, but before buying some more I wanted to ask, if this army is worth the time and effort or if I should pick another one more "new". 

    It's mainly to play with friends, not looking for an ultimate army for winning tournaments, but I also don't want to be loosing everytime XD

    Thanks!

    This army is one of my favorite, and the most consistent. It is a good army with good ally options.

    Need a monster? Bring a steam tank or airship.

    Need speed? Bring stormcast cav or kharadron endriggers.

    The highlight of the army is toughness, antimagic, reliable prayers, and good synergies for ranged and melee.

    Weaknesses are speed, and mortal wounds suck against 1 wound elite models.

    If you like the army, it plays well and is competitive in any local scene. For tournies, I do not know. I never play them.

    • Like 1
  11. I use avatars of war to make use of my extra bits from the ironbreaker box. I make the breakers GW, then the drakes with slayer bodies, and GW arms, heads, shoulders, and guns. 

    I played them as reformed slayers before, and now just from Aqshy.

    Mostly GW parts and I dont have to waste bits.

    20180830_090641.jpg.7b945a31f1af91d083918e93072d3ef7.jpg20180830_090649.jpg.cd5fcf70d364218109afaeca8cdfd3a4.jpg

    You could also use the hammer bodies but I like the idea of half naked dwarf flamethowers.

    • Like 5
  12. I am compelled to ask after reading so many pages here; why are many KO players seemingly so against allies?

    I just played a game this week vs Deepkin and got crushed by eels and run and charge  and I thought "this army just needs some meat shields."

    I have tried 2 units of Ironbreakers with a runelord, and a unit of 30 Ironbreakers for the discount. Both helped greatly against non-deepstrikers. I am currently contemplating 40 dwarf warriors in various configurations as 1 to 2 turn shields and wounds.

    I have also exclusively played Urbaz, but I am going to give some other cities a try.

    Mhornar is first place for rerolling shooting and turn one run and charge.

    Thryng seems great for rerolling 1s againsg 1 to 3 units for my whole army all game.

    Zon looks fun because you get the admirals rerolling for all heroes (1s to hit and wound vs monsters and heroes) and rerolling 1s to wound on charges. The striking first hammer is nice too.

    So to reiterate; why so few allies? And what about the other skyports?

    • Like 1
  13. Irondrakes rules got rewritten;

    607415692_Screenshot_20180822-201114_WHAoS.jpg.a2e7d8bed6d8a6dc3af613e84e09967c.jpg

    Now it is an extra attack with 10 and 3" away from enemies and removed any move restrictions.

    Besides double shot drake guns. The trollhammer torpedo is double shot. That means each unit has a dwarf cannon vs monsters.

    This is much better than quarrellers and thunderers in all ways but two, total wounds and melee ability. The shields make them decent defensively, and the ranger axes make the quarrellers good as an average battleline.

    I recommend trying 10. They are some of my favorite units in the army. The weakness is mortal wounds, but thats every elites issue.

    • Like 1
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  14. On 8/13/2018 at 8:33 PM, Lord marcus said:

    is anyone else annoyed they never put empire knights in the freeguild list?

    I am sad they do not exist. I tracked down a dusty box of 8 and built and painted them during the first ghb when I could still run them and when there was still Reiksguard and Empire knights.

    I now use them as look a like proxies, they have now been; Rough Riders in 40k, Human Dragon Knights, and Blood Knights. They are well painted and obvious knights. No one has complained yet.

  15. On 8/12/2018 at 8:11 AM, Talarian said:

     

    Thanks for the replies guys!

    How do you get handgunners to do 2dmg each?! 

    I like handgunners as they look cooler imo. But I feel X-bows are better suited for a mobile playstyle. Then again, I was thinking with 20+ and a Griffon +1 to hit they’d still be hitting and wounding on 3s at a -1rend and can still be mobile. 

    I think I’ll get the grratswords as well, they just look too cool. Start with 10, like you said. 

    Im still learning AoS rules, but what you’re saying is stay 3” away from my unit and counter charge in wth a company rules or drummer charge? They’ll still be susceptible to being hit first when my opponent activates though, no? Unless they charge in after my opponent attacked first. Can you please clarify :)

     

    Handgunners do 2 damage at 30" when they are the the Marksman (old champion) with a long rifle. 3 10 man Handgunner groups on turn one are 3/3/-1/2 at 30". Then if you didnt move, you can hold the line. Now they are 2/2 and that hits very often. Its enough to one turn kill a wizard or weapons crew. Or take 6 off Nagash.

    In terms of closing, you can drummer move always unless that unit was charged...then you can great company charge if you didnt close fully. 

    Like you said, of course they can choose to pile in first, but if the Greatswords charged a flank, they should not get the full brunt of the enemies counter. Again, this is why I like at least 20. Taking 5 wounds with 20 hurts less than 5 of 10.  Even if you pile in second, you still hit 30 times.

    The challenge for me with Greatswords is to not baby them too much so they miss the fight. But also not have them in the front so they do not get charged first. Its a balancing act.

  16. The battalion is good if you want to run an order plus Firestorm city, most of which allow dispossessed after the faq. Then you can take items from Malign Sorcery. The Unforged looks a lot better with six attacks and look out sir!

    Sword of Judgement for mortal wounds or Rune Blade for -3 rend. Now that is a monster hunter I can work with.

  17. On 8/10/2018 at 4:37 AM, Talarian said:

    Thanks for the replies guys! 

    Two more questions.

    1. I’m building my army up for an escalation league and was seriously debating crossbowman vs rifles. 

    Supposedly crossbowman are without a doubt better this edition. Now, is it only the case because they get two attacks at over 20 models? What if you only have a unit of 20, would it be better to run rifles? 

    2. Greatswords are a fantastic model. Does anyone use them? Are they any good? Or has their role been replaced by guard with halberds?

    Thanks again guys.

    My list will eventually look like this at 1500. 

    Collegiate Arcana:

    x1 Luminark of Hysh

    Free People:

    x1 General 

    x1 General On Griffon 

     

    x20 Crossbows

    x20 Crosbows

    x40 Guard 

    x3 Demis

     

    im debating making a group of 30 crossbows and a group of 10 rifles. 

    The 40 Guard could very well be militia, 40 extra shots, likely hitting on 2s ain’t half bad.  With the luminark nearby they should be relatively sturdy.

    Do you think this list could work? Might not be the best but I got into AoS for the models/centrepieces. So I could probably make it more competitive b dropping the Demi’s and luminark, they’re staying for the rule of cool

    To answer with my experience:

    1 - Both crossbows and handgunners have their place. I went with handgunners for the better rend, to wound, bonus to hit for not moving, and Sniper Rifles. Many small units of handgunners are like artillery, but they are better; in allegience, functionally 10 wounds, in great company, and able to be buffed to a 2/2/-1/2.  

    I have only just bought 30 xbows, but basically they have become dwarf quarrellers, which is a good unit, which can throw up a lot of shots and now move and shoot. Best against nighthaunt.

    2 - I love Greatswords. Look good, play well. You just need to learn to use them. Do not let them get charged. Instead use their drummers and great company to countercharge and pick to pile in first. They can make anything suffer, then the next round buff them with Hold the line. Remember that a Hold the Line! Unit can drummer and great company charge. I would start with 10, and if you like them get 20 eventually.

  18. I think magic is not as strong as you think. What does magic do mostly? Mortal wounds and to hit debuffs are the most powerful. What does this regiment have? To hit bonus and loads of wounds. 

    This is the list I made;

    Allegiance: Free Peoples
    Mortal Realm: Ghyran

    Leaders
    Freeguild General (100)
    - General
    - Stately War Banner
    - Trait: Indomitable 
    Freeguild General On Griffon (260)
    - Shield & Lance
    - Artefact: Armour of Meteoric Iron 
    Excelsior Warpriest (80)

    Battleline
    3 x Demigryph Knights (140)
    - Lance and Sword
    10 x Freeguild Greatswords (140)
    10 x Freeguild Guard (80)
    - Militia Weapons
    20 x Freeguild Guard (160)
    - Halberds and Shields
    40 x Freeguild Guard (280)
    - Swords and Shields
    10 x Freeguild Handgunners (100)
    10 x Freeguild Handgunners (100)
    10 x Freeguild Handgunners (100)

    Units
    5 x Freeguild Outriders (130)
    5 x Freeguild Pistoliers (130)

    Battalions
    Freeguild Regiment (210)

    Total: 2010 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 165
     

    -----------

    I think the warpriest can be traded away for something else. At 2k I am not sure how great the list is in the new edition. I prefer it at 2500. 

    The second item could be a Ethereal Cloak from Shyish, put it on your commander, and now he is a no rending 3 up save. 

    My current favorite list would be: 

    Allegiance: Free Peoples
    Mortal Realm: Ghyran

    Leaders
    Freeguild General (100)
    - General
    - Stately War Banner
    - Trait: Indomitable 
    Freeguild General On Griffon (260)
    - Shield & Lance
    - Artefact: Armour of Meteoric Iron 
    Freeguild General (100)
    - Great Weapon
    Excelsior Warpriest (80)
    - Allies
    Knight-Incantor (140)
    - Allies

    Battleline
    3 x Demigryph Knights (140)
    - Lance and Sword
    20 x Freeguild Greatswords (280)
    40 x Freeguild Guard (280)
    - Halberds and Shields
    40 x Freeguild Guard (280)
    - Swords and Shields
    20 x Freeguild Handgunners (200)
    3 x Demigryph Knights (140)
    - Lance and Sword

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 220 / 400
    Wounds: 177
     

    ------

    The flexibility is inbuilt. You can change the heroes, drop a guard block, trade out one set of Demis.

    So far it has treated me well. In my next 2500 point game I will try the regiment. I think its good, but with the unit limitations, it could be cheaper.

  19. I have always felt the battalion was very powerful and the most throw away unit for me was the 3rd unit of guard. Besides that, I can work with the unit selection.

    I mostly do 2 great companies, one to be defensive, one to piviot a flank, and the cavalry and Griffon General are the reverse flank.

    The main great company is 40 swords and boards and 2 units of handgunners. I normally go with 10 each to maximize long rifle snipers.

    The second great company is 20 to 40 Guard with halberds, 10 or 20 greatswords, and 10 handgunners.

    The last guard unit I use 10 militia to hole plug. I also try to bring one banner General and some magic.

    I feel the regiment fixes the freeguilds biggest problem, which is mobility.  

    I do not think I have lost a game with this in the last edition.

    Now you get an extra command point, an extra item (which can be a realm item), and your general does not have to be the command ability you can use.  This change made the army more flexible.  

    Also with Indominiable and Armor of Meteoric Iron, we are one of the few armies that can add plus to armor anymore. That is hard to beat.

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