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Creezy

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Posts posted by Creezy

  1. On 11/14/2018 at 10:36 AM, Saxon said:

    You can certainly use them, i'm painting some more up as we speak, you just have to use them right. With a worse save than swordsmen due to no parry and no rerolling 1's for the shield, they're not a defensive or screening unit. If you want an offensive unit that can deal rend, halberdiers are your guys (well so are greatswords too but they're more expensive). 

    You totally can give them shields if you want though

  2. 3 hours ago, Talarian said:

    For the Batallion, when it states 3xGuard,

    does that mean 1x10 1x10 1x10?

    or can it be 3x10 in one unit? 

    There’s very little wiggle room for playstyle if it’s the former. 

    Yup, 3 units regardless of models in each. At 2000pts it is rather limiting

  3. 1 minute ago, divineauthority said:

    Thanks! That makes the changes to Free Peoples a lot less restrictive than I feared. Somebody either here or on the Facebook was talking about carrying a 12" plate around to ensure all their units sat under it. Option B makes more sense because if you take 30 guard, 30 handgunners and 30 crossbows for example in Option A, trying to fit them into a 12" bubble would be a nightmare! Optino B still restricts things compared to before but it's a lot more manageable.

    Super maneagable,  pretty sure it’s just designed to stop the daisy chains, which i hated anyway. And more thematic!

    • Like 1
  4. 1 minute ago, divineauthority said:

    This is the bit I get confused with when it comes to wholly within as it seems 99% of the time it's a unit wholly within x inches of a model and that's nice and simple. When it's 2 units wholly within x of each other, does that mean that each model of unit A needs to be wholly within each model of unit B? Or as per the example above, unit B needs to be wholly within just one model of unit A and all of unit A wholly within one model of unit B? Bit awkward to explain but hopefully the below diagrams will help.

    Example.png

    It’s unit to unit. Option B! Wholly within x inches of the unit.

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    • Thanks 1
  5. 5 hours ago, SilverJelly said:

    Is this the correct representation of wholly within 12in?

    image.jpg

    Picture is not to scale....

    Yeah absolutely. Imagine a 12 inch radius from the exterior of each unit. You can get pretty creative with it :)

  6. 41 minutes ago, someone2040 said:

    That's not  true. A pile in is a type of move and hence cannot be done during your turn with Hold the Line (the last FAQ had a table defining types of moves, while in the new rules you can find information about Moves under the 'Normal move' special rule which dictates the 3 types of move). It does not say they cannot perform a Normal Move and while it's a little confusing they specify charges directly, a move is any type of move being performed.

     

    It's one part of what makes Hold the Line less effective on combat units. Not only do you already have to be stuck into the combat, but you already have to have a fair few of them in combat for it to be effective. That being said, you're either using it pro-actively (i.e expecting a charge), or defensively (already received a charge). In either case, you either have your opponents next turn or prior turn to pile-in.

     

    However, with the changes to command abilities and command points the Griffon Generals Rousing Battle Cry ability is actually quite useful, and I could see it being used more on turns where you need to be more pro-active with your combats. It gives a bit of an incentive to not play so statically.

    If true, it definitely feels clunky and an oversight in the transition to 2.0- hopefully faqd and reworded . I feel the spirit of the rule is can’t charge or move but can pile in. Obviously a discussion to be had with the opponent.

  7. 3 minutes ago, Thalassic Monstrosity said:

    Quick question - if fielded in units of 10 which is best: Archers, Crossbowmen, or Handgunners?  Without the unit size bonus I think maybe it'd be crossbowmen.

    Different purposes. Crossbows no longer get the extra shot until there’s 20 of them, archers are great screens and board denial chaff, handgunners get the long rifle and rend, so damage wise probably the gunners

    • Thanks 1
  8. 10 minutes ago, SilverJelly said:

    I havent played around with Great Companies in AOS 2.0, yet. Its going to be harder to get the bonuses. BUT really you dont need the Great Company to get shots in your opponents turn. With pipers you can still shoot during your opponents turn if they hit a chaff unit of yours and your ranged units are within 3. 

    Might be time to revisit pre Great Company lists for greater movement flexibility and area denial. 

    At the expense of shooting flexibility though- once you’re within 3 you can’t you can’t target anyone else now 

  9. 3 hours ago, Origin said:

    I have been reconsidering the Freeguild Regiment. With the points drops in the greatswords, demigryph and the battalion (more so if you consider the 50 point bonus CP) it is far more approachable. But the kicker for me is in the change to the great company rules, being wholly within favours small units. 

    The battalion bonus basically swaps out the the +1 to hit for large numbers and it is a bonus that you will rarely lose. So a unit of 10 handgunners in the battalion can still get 2s to hit and wound, and they can have it down to the last man. 

    I'd be looking at the following skeleton to work from. 

    Allegiance: Free Peoples

    Leaders
    Freeguild General (100)
    - Stately War Banner

    Battleline
    3 x Demigryph Knights (140)
    - Cavalry Halberd
    10 x Freeguild Greatswords (140)
    20 x Freeguild Guard (160)
    - Swords and Shields
    20 x Freeguild Guard (160)
    - Swords and Shields
    10 x Freeguild Guard (80)
    - Halberds 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: 1550 / 2000
    Allies: 0 / 400
    Wounds: 127

    The 20 man guard units allow for 2 great companies, formed from the sword and board, halberds and handgunners. And you use each company as a single 40 man unit, much like the Darling Covens do. I would consider swapping one unit of gunners for some archers and folding the greatswords into a company. The archers help to prevent 1st turn free summons etc. 

    You still have enough room for a decent allies selection, griffon general is a no brainer (shame there is not enough room for 2), maybe some cannons, maybe some wizards. We need Mortal Wound output and spell defense, maybe a Hurricanum? It's a lot of points but it fills a few holes. 

    Since my wanderers got shat on I've been looking to pick the humans back up again. And I think the battalion has merit in AoS 2.0

    I like this! I think I’d swap out 10 gunners for 20 xbows, another general (to make both companies independent) and general on griffon.  Leaves it super vulnerable to magic though :/

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