Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Search the Community

Showing results for tags 'free peoples'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • TGA Community Rules and Announcements
    • New Member Welcome
    • Site Rules and Announcements
    • Feedback
  • The Grand Alliance Community
    • Age of Sigmar Discussions
    • Rules Questions
    • Narrative and Open Play
    • Underworlds
    • Warcry
    • Warhammer Quest
    • International AoS Communities
  • Organised Play
    • Events
    • Gaming Clubs
    • Age of Sigmar Rankings
  • Choose your Alliance
    • Order
    • Death
    • Destruction
    • Chaos
  • The Painting Table
    • Painting and Modelling
    • Gallery
  • Age of Sigmar Online
    • Podcasts
    • YouTube
    • Age of Sigmar Forums
    • Blogs
    • Facebook
    • Twitch
  • Market
  • Devizes & District AoS's General Discussion
  • Devizes & District AoS's Painting & Modelling

Product Groups

  • Dice
  • T-Shirts
  • Bad Dice TGA Events


There are no results to display.

There are no results to display.


  • Community Calendar
  • Events UK
  • Events Poland
  • Events USA
  • Events New Zealand
  • Events Canada
  • Events Australia
  • Events Singapore
  • Events The Netherlands
  • Events Sweden
  • Events Germany
  • Events Belgium
  • Devizes & District AoS's Calendar

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



About Me

Found 35 results

  1. Hi! I like the flavour and fluff of the Warhammer world and the classic fantasy tropes. I've started an Empire army around 2004 and I am still painting it to this day (I had long breaks ). I'm not a gamer so I don't care about rules, what's playable and new editions (I was disappointed about introducing space marines in fantasy tough). Anyways I will post everything I did so far. Bare in mind it's content from over the years so the level is uneven. Hope you like it, and I'm sorry in advance for a huge image dump or dubble posts. Content in order from oldest to newest. Warrior Priests of Sigmar Marco Colombo Ostermark swordsmen Knight panthers Knight Panther banner details Grandmaster and KP details. Mercenary ogres including Ogrix and Stuntix First diorama. Gotrek and Felix after a battle with a troll. More stuff in later posts.
  2. Hi Folks, the new campaign system Firestorm for AoS is in the way and with it new allegiance abilities. The Anvilguard's Implacable March is the one I found most interesting. Anvilgard armies are made up of some of the hardier, more ruthless armies of Order, drawing from the Stormcast Eternals, Free Peoples, Devoted of Sigmar, Dispossessed, Darkling Covens, Scourge Privateers and Order Serpentis. Very exciting is the Battalion of the Scourge Privateers the "Realm Reavers". Here is a example army list: Allegiance: Anvilguard Leaders Black Ark Fleetmaster (40) Battleline 20 x Black Ark Corsairs (160) - Vicious Blades & Wicked Cutlasses - Scourge Privateers Battleline 20 x Black Ark Corsairs (160) - Vicious Blades & Repeater Handbows - Scourge Privateers Battleline 2 x Scourgerunner Chariots (200) - Scourge Privateers Battleline 10 x Drakespawn Knights (320) - Order Serpentis Battleline Behemoths Kharibdyss (180) Battalions Realm Reavers (180) Total: 1240/2000 Sadly we cant fit the Realm Reavers in a Allied Detachement, but some fast Drakespawn Knights made it in. The battalion rule says: A Black Ark Fleetmaster, 2 Black Ark Corsairs units, an unit of Scourgerunner Chariots and a Kharibdiss. Feared Taskmaster: In your hero phase a battalion unit within 8" of the Fleetmaster can do one of the following; move as if it were the movement phase (not run), shoot as if it were the shooting phase, charge as if it were the charge phase, or if there are any enemy units within 3" pile in and attack as if were the combat phase. Capture That Beast!: Re-roll wound rolls of 1 against Monsters. ...During our hero phase the enemy is forced to move 6" away from us (on a roll of 5+ that means 1/3 of the enemy units engaged are affected), but at the same time the Feared Taskmaster lets the Realm Reavers charge after the enemy. We cant do that immediately after the 6" move, but it can be used to encircle the enemy. Things get interesting with flying Units like dragons though, which can encricle the enemy easier. Whats your thoughts and armylists with the Anvilguard allegiance? Kaleun -> some teleporting Stormcast might be brutal in a Anvilguard armylist
  3. "We're beset on all sides by the vile rat-people, the bellowing hordes of Chaos, and strange cold-blooded lizard creatures. Our once glorious city is facing its most challenging times yet, but we will endure these hardships because if we don't then who will? Hollenstahl may have fallen but the Great Watch has not!" -Watch Captain Hans von Greijen *** Private Rotschild, a son of a nobleman forced to join the Watch after the Great Invasion despite a life spent reading and studying, but showed surprising talent with a blade when push came to shove.
  4. "The Mountain Guard are the elite forces of Averland who guard Black Fire Pass. They are the cream of the Averland forces and include regular troops, Halflings, as well as a special unit of trappers and rangers. They are often the first forces to intercept invading armies and as such commonly take high casualties. They are successful at their job of patrolling the pass, although it is difficult to patrol such long piece of road" Do you want an unit full of German William Wallace's? The Freeguild Greatswords are the elite infantry of the Free Peoples, wielding giant Zweihanders into battle, they are staunch defenders of the realms of men and veterans of hundreds of battles. They aren't much to look at on paper, they have basic human stats, 1 wound each, 5" move, a slightly better save than the Freeguild Guard at +4 and a slightly better Bravery at 6. Their attack profile is pretty solid, 2 attacks, 4+ hit, 3+ wound, -1 rend and 1 damage each. Not bad really, it's something to work with in the realms of all the buffs the Free Peoples have access to. The Guild Champion (unit Sergeant) gets 3 attacks instead of 2. The Standard Bearer also makes an appearance in this unit. Whilst their save and Bravery is standard for humans. Rolls of a 1 for battle shock in this unit is an automatic pass. This is important as it stacks with the Order Battle Trait Defiant Avengers (allowing you to re-roll battleshock tests) and the Freeguild General on Horses banner (roll two dice for Freeguild units with 24" of the Freeguild General). In brief, ALWAYS keep these guys within range of the Freeguild General with Banner. The Hornblower - Like the Freeguild Guard this creative gentlemen allows your unit to counter-charge after your opponent has moved all of his charging units so long as no enemy models are within 3" of this unit. The counter-charge is a charge based on a D6. Not great, but you will be surprised by the amount of times you can actually get this off (as it overlaps with the Free Peoples Great Company support ability). Abilities Oathsworn Honour Guard - If a unit of Freeguild Greatswords is within 14" of a Free Peoples Hero from your army when they attack, you can add 1 to all of their hit rolls. Only one ability for these mustachio twirling gents. You will rarely move these guys outside of 14" of a Freeguild General (Foot, Horse or Griffon variant). These guys are bodyguards for your General, this ability merely confirms it. As long as you remain within range of your Freeguild General this will bring your guys to a nice to 3+/3+ on their attacks, pretty tasty. Positives Cheaper with GHB2019 - 300pts for 30 finely dressed, mustachioed pantaloons wearing murderers Consistent weight of attacks with rend; a unit of 30 (assuming you can get them all in) has 61 attacks. Standard Bearer has good synergy with the Defiant Avengers battle trait and the Freeguild General to make a highly battle shock resistant unit. They can be underestimated by your opponent - these guys love to get jacked off all the Free Peoples buffs. Perfect as a bodyguard for your General and as the core of your army. Negatives 4+ save - these guys are the hammer to the Freeguild Guards anvil. Bravery 6 - low, but we have have high battleshock resistance. 5" move - They are very slow, hence susceptible to the next point. Highly vulnerable to ranged attack. Very unwieldy in a 30 man unit. They require significant investment of buffs to be viable. Recommendations DON'T put them in threat range of nasty shooters, these are 1 wound +4 save basic dudes, they will get decimated. Keep them supported by Crossbows and Handgunners and within range of your Indomitable Freeguild General. They are great bodyguards for your Freeguild General who is vulnerable at only 5 wounds. Keep him nearby for the 24" battleshock banner, the Indomitable Command Trait (+1 save wholly with 12") and chuck the Hold the Line! command ability on these guys to make them 2+/2+, 3+ save, battleshock resisting monster men. Don't take them below 10 men, it's simply not worth it. A 20 man unit is a nice medium, they aren't to unwieldy to move around the table and you can get two ranks in on the 25mm bases. Good synergy with the Freeguild General on Griffon's Rousing Battle Cry ability. 1+ hit, +2 bravery and +1 to charge roles makes them significantly better. The Amber Battlemage is good to buff these guys with the Wildform spell. +1 wound in the combat phase, couple this with the Rousing Battle Cry command ability and your Greatswords won't be limited by the movement restriction of the Hold the Line! command ability and will have the same attack profile of 2+/2+. A Grey Battleamge is also good for keeping them alive, cast Mystifying Miasma to make the unit they are fighting -1 to hit. Put them in a Great Company, every unit in the Free Peoples needs SUPPORT! Knight-Azyros re-roll 1's just makes them even crazier.
  5. Greeting fellow free peoples of the cities! I am currently in the process of making spell and ability cards for the seven free cities and related units that make it easier to keep track of the vast number of spells and command abilities available, link is below: https://mtgcardsmith.com/user/brandt050/cards Let me know if there are any issues.
  6. "The Sterntower Marksmen are a newly formed regiment out of Steingart. They are garrisoned as part of the line of sentry post and signal towers that guard the low foothills of the eastern Wissenland, under the shadow of the imposing Black Mountains. Always at the ready to launch their signal flares to signify invasions, the watchtowers are essential for border defence. The Marksmen share the Sterntower with several other Imperial regiments - Halberdiers and Spearmen - with whom they have established a front-line camaraderie. Sergeant-at-Arms Hans Schwarzblut is the tower officer, in command of the Sterntower Marksmen and a unit each of Halberdier and Spearmen. He is a veteran of many battles against marauding Orcs and his tight discipline keeps all the troops at high alert. Unwilling to sit and wait, Schwartzblut often orders patrols up into the narrow mountain passes." - Uniforms and Heraldry of the Empire Crossbowmen are one of the strongest units in the Free Peoples arsenal, providing robust mid-range shooting and a nasty surprise for enemies who recklessly charge them or the Great Company they are in. On paper they don't look that fearsome. A 20" range, 4+ to hit and 4+ to wound isn't that great. 1 wound each, low bravery, low movement and a terrible save. Where they shine is in the synergies with their in-built abilities and the rest of the army. Positives Pipers - Stand and Shoot 2.0! If an enemy ends it's charge within 3" of the Crossbowmen they can open up and shoot with their Crossbows at the charging unit. You lose the Reload Fire (below) ability when you stand and shoot (enemy will be within 3"). But what is truly amazing is that if another ranged Free Guild unit is charged you can support them without being in the same Great Company as the rule reads "Once per turn, if an enemy unit ends it's charge move within 3" of a unit that includes any Pipers, they can signal their unit to stand and shoot; each model can then shoot it's Crossbow at the charging unit". Standard Bearer - Whilst their save and Bravery is bad, the Standard Bearer allows rolls of 1 to be an automatic pass for the unit in Bravery checks. This is important as it stacks with the Order Battle Trait Defiant Avengers (allowing you to re-roll battleshock tests) and the Freeguild General on Horses banner (roll two dice for Freeguild units with 24" of the Freeguild General). In brief, ALWAYS keep these guys within range of the Freeguild General with Banner. Abilities Piercing Bolts - Each time a you roll a wound roll of 6 or more for a Crossbow, that attack is resolved with a Rnd of -1 instead of (-). Why is it good? Give your Crossbowmen Hold the Line! (1+ to hit and wound) and that means -1 rend on 5's and 6's. With 60 shots from the Reload Fire ability (below), that can get scary. Reload Fire - Freeguild Crossbowmen can shoot twice if their unit has 20 or more models and there are no enemy models with 3". Why is this good? You can move and still punch out 60 shots (as long as no enemies are within 3"), this means you can support your Swordsmen on the move without any negative effects (unlike the Handgunners). You can also do 60 shots with the Great Company support (again no enemies within 3") in the enemy charge phase even if the enemy hasn't charged (because the enemy just has to be within 3" of the unit being supported). Negatives 6+ save Bravery 5 5" move Get picked off easily by long range units (looking at you SC Vanguard). Recommendations Keep them 3.5" from the front line of your Freeguild Guard (so as to not jeopardise the Great Company support and your 60 shots). Keep them within range of the Freeguild General (for the banner and Idomitable (Command Trait)). Keep themwithin range of the Luminarks 10", 6+ ward save (if you have one). Use Hold the Line! (+1 to hit, +1 wound) from the Freeguild General to give them 3+, 3+ (though they can't move) Make them insane by getting two command points, giving them Hold the Line! and Rousing Battlecry command abilities (+1 hit) from the General on Horse and General on Griffon and then have an Azyros in range of their target (within 10" targetting unit get's re-roll 1's). Bathe in the sheer ****** of 2+ to hit (re-rolling 1's) and 3+ to wound on 60 shots. Use them to support your Freeguild Guard. These are your damage dealers, they are essentially ranged Greatswords.
  7. The Free City of Bal’lahast and the Bal’lahast 1st Shyish Campaign Force The City The Free City of Bal’lahast is situated in the far north of Ghur, neighbored by the Spitewood and Spitewood Fens, home to Sylvaneth and Fimir respectively. The city stands on an open grassy plane, surrounded by five concentric rings of moats. There are no walls in Bal’lahast, only the stake laden pits of water that keep the great beasts of Ghur at bay. Only a single bridge crosses each section of the moat, and one would have to circle around having just crossed the first in order to reach the second and so on. This makes Bal’lahast a nightmare to siege without the use of flying beasts, and so the city has never fallen. The people of Bal’lahast are of both human and duardin descent, and so are of stern demeanor, but also stand slightly shorter and are burlier than the average man. They worship the gods Grungni and Sigmar in that order, and venerate Ludwig Schwarzhelm as their patron saint, as well as Karl Franz to a lesser degree. The leader of the Bal’lahastines is called The Schwarzhelm, of which Hector Wallace is the current bearer of the mantel. He is the 21st Schwarzhelm, and like his predecessors, he strives to don the ancient saint’s supposed persona and instill his stalwart nature in all his subjects. The icon of Bal’lahast is a simple letter R in Khazalid, in honor of the city’s founder, Robert Bal’lahast, who lived at the end of the Age of Chaos. The Bal’lahastines prefer functionality over aesthetics, and so their heraldry is often bare-bones and dull in color. The image of the Schwarzhelm upon his horse is more than enough to stir up the courage of any man. The many craftsmen and artificers of the city are duty-bound to ensure the maintenance of The Schwarzhelm’s panoply; a near perfect replica of the original worn in the World that Was, based on a single surviving manuscript found in the depths of Azyr, by a lone priest of the Devoted of Sigmar many centuries ago. This tattered ink sketch is the most prized object of the city. The armies of Bal’lahast go to war dressed in copper-alloy armor and burgundy cloth. The region of Ghur in which the city resides is poor in metals bar copper, and so they craft most of their armor from a synthesized alloy of the metal, produced by the city’s Collegiate Arcane. Weapons of war are still crafted in steel, as the aforementioned alloy is, for the most part, inferior. Steel is otherwise reserved for the most important of tools and armor, and so only the leaders and most well paid soldiers can afford such luxury; namely the generals and Handgunners, as well as the knights who often have shields of steel. The Handgunners in particular are highly valued as they are instrumental in bringing down the rampaging beasts of Ghur, and so every kill is extra coin in their pocket. The uniform of a Bal’lahastine soldier begins a deep green, and it is expected by the end of their first year of duty that it be stained burgundy with the blood of monsters. Some circumvent this by using artificial dyes, but this is frowned upon. What a Bal’lahastine lacks in equipment, they make up for with physical prowess and bravery. Thanks to their ancestry, the average man is thickly built with a penchant for saying ‘no’, be it accepting a day off or fleeing the enemy. The Bal’lahast 1st Shyish Campaign Force The soldiers of the Bal’lahast 1st Shyish Campaign Force are a grim foe to behold. Formed during the aftermath of the Necroquake, these bedraggled yet stalwart men are a force to be reckoned with. Their steel is rusted and their armor stained with verdigris, for there are no supply lines in the land they find themselves in, and the next friend is few and far between. Shyish would suffocate most outsiders, but not them. They fight to bring an end to the death god through the sheer grit of mortal men. Led by Hector Wallace, the Campaign Force has gained a firm foothold in the realm and intends to push ever onwards into the heart of Shyish. The only man who will return is The Schwarzhelm himself, but each and every soldier knows this. Their uniforms are already stained red on the planes of Ghur, and even though the eager recruits will never know this fighting the dead, they fight regardless. Every soldier is a willing soul. Upon death, the soul of the fallen soldier will not be drawn to the Great Necromancer, instead it is immediately obliterated by the power of the Bal’lahastine Luminark’s scorching aura; a well-kept secret by the city’s Collegiate Arcane. This way, they feed no souls to the enemy, and let soldiers die in peace, knowing they will never return. This does however mean that Luminarks are the most prized weapon of war utilized by Bal’lahast, and they are defended as if they were The Schwarzhelm himself. The Campaign Force is the first army of Bal’lahast to fight alongside the Stormcast Eternals. While many mortals would quiver in their shadow, the men of Bal’lahast are most vocal in their distaste for Sigmar’s chosen, seeing them as cowards in the face of true annihilation; something they willingly choose. Regardless, Wallace ensures that their alliance holds firm; after all, they need every new sword they can find, and Sigmarite doesn’t rust.
  8. Version 4.10.00


    Age of Sigmar started out simple enough. But the first General's Handbook changed a lot of things. Suddenly you could personalise a few things for your army with command traits for your general and artefacts for your heroes. Then dropped the first battletomes which included allegiance abilities. And the amount grew rapidly. Because I don't like flipping back and forth in my books for every other ability, I created some cards to help keep the important rules right at the table, beside your models. All cards are available as print files with 3mm bleed and cutting marks, as a 'web' version (for viewing on smartphones/tablets), US letter and DIN A4 printing sheet. each set contains: cover / card backside, Battle Traits, Command Traits, Artefacts, cards for spell lores and faction specific skills card size is 63 x 88 mm (same as Pokemon, Magic, 40k Datacards, etc.) language: English I tried to keep the original wording, but sometimes I had to abbreviate it to fit on the card without scaling down the font size. The rule intentions should still be clear. 'Dice' was continuously replaced with D3 or D6, 'wound roll' with 'To-Wound roll' (same for hit), 'Mortal Wounds' sometimes with 'MW' each set can be stored in a faction specific card box, with contents listed on the back (instructions) If you find any errors or have suggestions, please let me know. I had fun creating these cards and hope people will find them useful and have fun using them in their games. All rules, artwork and the Age of Sigmar logo © Games Workshop PLC These cards are for personal use only and you should always keep your General's Handbook and/or Battletome nearby to solve any conflicts from bad wording on the cards. These cards are only a playing aid and never could nor should replace an official publication. Please let me know if I have used anything you would like to be removed. Overview and changes
  9. The Protectors of the Candle "We protect the light in the darkness." — motto of the Protectors of the Candle. Like any other major city of Order, Port Stellis is governed by a Conclave composed of representatives of the various factions, guilds and corporations of the city: the aelf corsairs, the miners' syndicate, the knights of the Order Serpentis, the astromancy guild, etc. Each of these groups seeks above all to protect and develop their own interests. As a result, there are often rivalries and tensions between them. However, there are two factions that do not participate in this game of political influence because they exist primarily to fulfill a duty: the Stellar Champions and the Protectors of the Candle. The first are stormcast eternals stationed in a fortress on the edge of the city and they live to accomplish the mission that the God King has given them. They are not involved in Port Stellis' internal affairs and will only intervene in cases of war or chaotic corruption. The latter are none other than the city watch who ensures security inside Port Stellis. They are men and women who have chosen to enlist, wear uniforms, enforce laws and maintain public order. While it should be prestigious role, it is rather an ungrateful and dangerous job. Soldiers with several years of service are generally considered particularly tough and stubborn. The budget allocated to the city watch is very limited, so the hierarchy is forced to be cheeseparing over every expenses. For example, the uniforms are all the same size, each soldier having to sew it up if necessary. In addition, the city watch is lacking men, especially for a city the size of Port Stellis, which makes the work considerably more difficult. And as if that wasn't enough, the soldiers' pay is rather poor... Nevertheless, the inhabitants of Port Stellis must admit that without the Protectors of the Candle, the city would quickly fall into anarchy. Isilde Brumehaut "We're not giving up ground! Hold your positions! And remember: we protect the light in the darkness! Let's show them what we've got! For Port Stellis! For Sigmar!" — Isilde Brumehaut The Commander of the Candle is Isilde Brumehaut, an upright soldier descended from a noble lineage of azyrite origin. Not only does she command her soldiers and supervise the security of the city, but she also serves as a member of the Conclave. While she never falters in her task and never loses her seriousness, the days spent arguing in endless debates in the Conclave and mediating conflicts between guilds make her regret not being on the field as a normal soldier any more. Her desk is invaded by staggering piles of administrative paperwork that seems to renew themselves every day and her drawer is filled with migraine medication... But sometimes, when the city is in danger, she can gladly abandon her administrative duties and lead her soldiers into the action along with the champions of Sigmar.
  10. https://www.tga.community/blogs/entry/1659-the-city-watch-of-port-stellis/
  11. So I’m thinking of running a free people army using Kroot models. The ideas I have so far are: - Kroot Carnivores as Handgunners. - Kroot Carnivores with Bloodletter swords as Greatswords. - Kroot Shaper as Freeguild General. - Kroot Hounds as Demigryph knights. - Krootox as Steamtank or cannon, unsure here. - Great Gnarloc as Freeguild general on Griffin. What do people think of this, would you accept playing against it? Has anyone seen a similar army?
  12. So I'd like some help here, I'm a pretty inexperienced player having a very small number of games under my belt despite having the models for many years I've only played maybe 3 or 4 games of Warhammer Fantasy/AoS. I want to list models and units I currently have built and have you guys make up a functioning 1000 and or 1500 point army if you're interested. I have the GHB 2018 and the new Core Rule book and my local store just got a scene going so I'm anxious to finally play. My units are as follows: All Stormcast from first starter set. +2 more Retributors to complete squad 1x Castellent and Griffhound 4x Fulminators not yet built. 1x Knight Incantor. 1x Freeguild General on Griffon 1x FG General and on Horse 2x Battlemage 20x Greatswords 20x FG Guard with sword and board 10x Hangunners 6x Demigrypyh Knights 1x Hurricanum not yet built 5x sisters of the Thorn (I imagine these are going in no matter what) Basically how good of a list can you make out of the materials at hand? Thanks for reading I can't wait to hear some tips and tactics.
  13. In the current lore, the old Empire is basically out of the picture. Free Peoples models still being produced, but but no Getting Started set or battletome. Keyword lumps them in with discontinued lines like Bretonnia, and as a faction they're split between Freeguild, Devoted of Sigmar, Collegiate Arcane, and Ironweld Arsenal... currently a "limbo" between compendium and modern faction. Where do you think the Free Peoples are going? Are they one foot in the grave? Or on their way to a flashy new re-release?
  14. There doesn't seem to be enough love here for the former Empire. Is anybody playing with their Empire army under the Freeguild / Devotee of Sigmar / Ironweld / Collegiate Arcane? To start the ball rolling here is a 2,500pt list I recently used. The list is a traditional Empire list with the addition of a Celestant Prime (acting as Sigmar, using a Voltan model) and Gryph-hound (because I had a spare 40 pts). I've learnt a lot with this list and will be looking to make slight amendments for the next match... Free Guild of the Empire 2500 Leader Type Points Models 1 Celestant Prime (acting as Sigmar) 360 1 2 Battlemage 100 1 3 Freeguild General 100 1 4 5 6 7 8 Battleline 1 Freeguild Guard (swords) 240 30 2 Freeguild Guard (swords) 80 10 3 Freeguild Crossbowmen 200 20 4 Freeguild Archers 100 10 Freeguild Greatswords 480 30 Gryph-hound 40 1 Artillery 1 Cannon 180 1 2 3 4 5 Behemoths 1 Steam Tank 300 1 2 Celestial Hurricanum 320 1 3 4 5
  15. I was reading some of the Malign Portents short stories this morning. Beyond the Walls is broken up into dated entries which intrigued me for some reason. I felt like getting into the weeds and seeing what I could infer from this; so I made a calendar based off the entry dates (attached). What I gleaned from this story is: 1. The story takes place in the City of Heldelium. Not sure what realm but, given the naming convention, it could possibly be Azyr. 2. We know there are two months: Azy'rs Gleaming and Golden Harvests, in that order. Given the name of the first month, I feel the Realm of Azyr is a safe assumption. The second month implies it could be during the time of year that crops are harvested which is October-November. So this could mean the story takes place in the fall. 3. Five days are mentioned by name in the story: Moonsday, Starsday, Cometsday, Voidsday, and Sigmarsday. 4. There are three entries of Starsday in the story: 10th, 24th and 31st. The 10th and 24th are 14 days apart and the 31st is 7 days. So it looks like their calendar follows a 7 day week. 5. If we assume the 31st is the last day in Azyr's Gleaming, the next entry in the story, Voidsday (2nd), would be 14 days from the previously mentioned Voidsday. This shows that Azyr's Gleaming has 31 days and confirms the 7 day week. 6. With this in mind, we can extrapolate more days and populate the calendar. Starsday (3rd, 10th, 17th, 24th, and 31st) Voidsday (5th, 12th, 19th, 26th, and 2nd) Cometsday (6th, 13th, 20th, and 27th) Moonsday (7th, 14th, 21st and 28th) 7. From this, we see that Voidsday, Cometsday, and Moonsday are always in that order. My assumptions all line up with the story except for the last two entries. It says both Voidsday and Cometsday are on the 2nd. Maybe it was a typo and Cometsday was supposed to be the 3rd; or maybe it happened at midnight. Not sure. For me, this excercise has painted a more vivid picture of what the town is going through. I now imagine an chilly autumn scene with gray, dreary clouds. The author trying to defend the city while refugees come in to be safe from the undead. Townsfolk locking themselves inside their homes. The city is running low on food because the farms that should be sending crops (because it's harvest time) are being raided. Anvils of Heldenhammer dragging people out of the pubs because they are spreading stories of what they've seen or heard is happening outside the city. The overall fear of the townsfolk growing as the story progresses. I hope someone else finds this useful. To me, this adds more depth to the lore which is what I think people are wanting. I think it would be interesting to see more of these little details build upon each other as the AoS lore progresses. Azyr Calendar.xlsx UPDATE: I forgot to mention Sigmarsday. It's on the 28th which is also Moonsday. My thinking is that it might be a special day that they observe; or possibly what they call the last Moonsday of the month?
  16. The city of Aldaz-Got was brought down seventy years ago. It was once a Kharadron Overlord skyport and fortress that was smashed down by a Bloodthirster of Khorne and a legion of red daemons of the Blood God. The Stormcast Eternals and Kharadron Overlord fleets pushed the legion back to whence they had come, and the city was saved. Mostly. The city now sat smashed upon the ground, much like a plate fallen from a server's grip. The ruins were scattered amongst the ground and the forces of Order: Freeguild regiments, Kharadron Overlords and many duardin refugees and mercenaries moved in to claim the broken city. A palisade was constructed around the ruins, though these wooden walls quickly turned to stone in months. The buildings were mostly repaired. The machinery and mechanisms were repaired. A sky-scraping tower was built for the Kharadron Overlord fleets to dock at and trade while passing through this region of Shyish. Fritz, watching the buzzing city below the cliff he stood upon, tied his bushy, wet hair into a topknot above his head. Shaking his tired head in order to awaken, he turned back to his horse and grabbed her by the reins, then led her down the path toward the large duardin-built gates. The two guards who stopped him were Arkanaughts sporting sabres and axes. They approached slowly, their masks hiding any sort of stoney emotion hid behind the lenses covering the helmet of their suits. Fritz held up his arms and one of them patted him down, a third wandered out with a volley gun. These people were very well-defended from the local wandering dead indeed. The gate opened, and Fritz walked in. The inside of Aldaz-Got was much more lively. There were duardin of all types from across the Realms. After leaving his steed at the local stables, he wandered off to find a blacksmith to repair his equipment while he was staying in the merchant town. A group of human treasure hunters passed by followed by a few mercenaries and Fyreslayers, one of which nearly raised his axe at Fritz angrily for having bumped into him. The man aimlessly wandered through this new city, finding himself inside of what was obviously a tavern. It was a cozy place, built of stone and full of mechanical wonders. Clockwork and steam ground on noisily inside, the place was full of music and singing. The bartender was a bald duardin whose head was covered in tattoos with several orange nails driven into his skull. The hunter approached tiredly and tossed a few Sigmarite coins upon the bartop. "I'd like an ale, sir." he said. "Aye. Here for anythin' lad?" he asked, turning to fill his drink with a barrel called B--man-. The few middle letters had been worn out with time. He sighed as his drink quickly appeared before him. "Aye, I am looking for a blacksmith." he smiled sheepishly. The bartender let out a hearty chuckle. "Came to the right damn place, I'd say. Find Grom's shop down the street. Grom Snorrisson. The duardin makes fine blades but also can beat out a few nails and armor plates if he needs to." Fritz smiled. "Of course, thank you." he wiped his mouth with a napkin and left the stein upon the bartop, leaving the tavern to head down the street to the local smithy.
  17. I posted here a while back before I got sucked into the new Warhammer 40k 8th Edition. I have a sizable Free Peoples collection, but I think I need to downsize it- I just don't think I can paint all of these wacky infantry, at least not for the time being. I have the following models ready-to-use. It's light on infantry, but at least for a while I don't think I can get the other 60+ infantry painted up. 1x General, 1x Grey Battlemage, 1x Warpriest, 1x Witch Hunter, 1x Gunmaster 20x Freeguild Guard w/ Halberds and Shields 30x Freeguild Handgunners (or Crossbowmen, they're unassembled) 1x Cannon, 1x Hellblaster Volleygun (or Helstom Rocket Battery, it's convertable) 1x Steam Tank I'm pretty sure this is 1500 points exactly. Using allegiance abilities, artifacts, Great Companies, etc., can this be made into a conceivably viable force? Or are these unit just not viable at all?
  18. Hey guys, Attended our last tournament at Southern Wargamers for the year. This was the first tournament since the Generals Handbook 2017 has dropped, and I was looking to try out my Free Peoples. Since I am 99% sure I'm going to be attending Cancon next year (Australia's largest tournament), I made some last minute changes to my list so that it was more similar to what I think my final form will be. This meant assembling, undercoating and getting a base coat on 13 more miniatures one day before the tournament! Ultimately, my list for the tournament looked like this: Freeguild General - Sigmarite Weapon, Shield, Stately War Banner - General - Indomitable Freeguild General on Griffon - Greathammer and Shield, Armour of Meteoric Iron Gunmaster 20x Freeguild Guard 30x Freeguild Crossbowmen 10x Freeguild Handgunners 20x Freeguild Guard 10x Freeguild Handgunners 10x Freeguild Greatswords 5x Freeguild Pistoliers 3x Demigryph Knights Hellblaster Volley Gun Cannon So the changeup from my previous lists are the addition of 20 Freeguild Guard, a Gunmaster and Hellblaster, changing the 20 Handgunners into 2 lots of 10, and dropping a Freeguild General and a Cannon. This allows for another tanky unit, which also gets the benefits of a great company. It means I can afford to be more aggressive with one if need be. We did not know the scenarios before the tournament, they were rolled for each round. Game 1 - Sylvaneth - Scorched Earth I started the tournament up against a Sylvaneth list. He had the extremely tanky Treelord Ancient, Branchwych, 30x Dryads, 2x5 Tree Revenants, 2x3 Kurnoth Hunters with bow and 6x Kurnoth Hunters with Scythes and a Household battalion. The game started fairly well, he managed to teleport his Ancient and Treelord forwards but the Ancient failed the charge. The Treelord went in and was quickly felled by my shooting. The big trees teleport close to the Free Peoples lines Sadly, this was followed up with a lot of whiffing on my left flank. The cannon failed to dent the Treelord, the Freeguild General on Griffon went into him and whiffed completely. Something he would continue to do in the next few combat phases. Ultimately, the game was decided when I failed to keep someone on my centre objective. My opponent managed to summon more Wyldwoods near the board edge, which allowed his Scythe Hunters to teleport in as well as the Tree-Revenants. Because of this, I started migrating some of my units towards that section to hopefully give some relief and stall them out one turn before burning my objective. I moved my unit off, then moved my Freeguild General off as well. So it basically came down to losing by 1 point later on. He left his right objective really weak as the Tree-Revenants disappeared to provide additional support (and ultimately burn my left objective). My army eventually made it across the board, and stole his objective for 1 turn, and then burnt it in the 4th turn. We were only going to get 4 turns in the game, and sadly I didn't manage to roll high enough to draw on the objective points. Ultimately my Griffon also fell, after whiffing for like 3 combat phases straight, he got a miracle phase where he dealy like 10 wounds all at once, but the rest of the army failed to finish off the Ancient over 2 turns. So a bit disappointing start to the tournament. Definitely a learning experience, and I still haven't quite worked out how I'm going to play Scorched Earth. I think one poor thing I did was put all my fast stuff on one flank. It meant when that flank fell into trouble, I didn't have anything mobile to quickly scoot over and help. Major Loss Game 2 - Death with Nagash - Duality Of Death This game was against a majority Deathrattle army led by Nagash. He had a 40 Skeleton unit, 2x20 Skeletons, 20 Grave Guard, Nagash, a Necromancer and 2x Wight King (1 with banner). I felt I had the advantage in this matchup as my Griffon can take the objective turn 1. Especially if I kept him away from Nagash who could potentially one-shot him. Since I had more drops, this didn't end up being too much trouble. The Free Peoples line prepare for battle As it so happened, the game was a bit of a non event. He got the first turn and moved up as fast as he could. Sadly for him, his Wight King was not close enough to the objective so would not be scoring turn 1. In my follow up turn, my Griffon General took the objective closest to him. The rest of the line moved up, and I scored the first point of the game. Immediately after, I got the double turn which basically secured the game. The line moved further up, and started shooting the enemy units. The Demigryphs managed to get a charge into his Wight King and Skeletons near his objective. This ultimately decided the game, as the Demigryph's for the first time managed to do 2 things! The first was actually kill the Wight King in a single go, that was pretty amazing and not expected (Only just I might add), and that was only with 2 of them too boot! The third one attacked the Skeleton unit (Which had Danse Macabre on them) and killed 3 Skeletons which prevented them getting the +1 attack. In his turn, there was not enough room for Nagash to get close enough to the objective. The army slowly moved around, but basically, the Death just couldn't get to objectives fast enough. Nagash wipes out the Demigryphs and moves onto the Swordsmen The rest of the game the Death basically marched towards their deaths. I had moved up far enough that my Crossbows and Handguns were in range, and I could just hold the line with them now. So the Skeletons just marched and marched, but got shot and shot. Nagash did wade through a chunk of the army after he knew he couldn't catch up, but that was game as he couldn't catch me after 3 turns of scoring to his zero. Major Victory Game 3 - Order - Knife to the Heart The last game was against a mixed Order army. Mainly Free Peoples with a few random extras. His list was composed of a Freeguild General with Stately War Banner, Freeguild General on Griffon, Bretonnian Lord, 30x Freeguild Guard with Halberds, 2x10 Freeguild Handgunners, 20x Freeguild Greatswords, 5x Freeguild Outriders, 5x Grail Knights, Steam Tank, Hellstorm Rocket Battery. The game started off a bit concerningly. His Hellstorm took out my cannon crew, his Griffon took out the Pistoliers and his Brettonian Lord took down the Demigryph Knights. In retaliation my shooting managed to make a huge dent in his Freeguild General on Griffon and mine took out his Outriders. I then won the initiative roll, and my Freeguild General went after his backline which was extremely fragile. I took out his Griffon, and did a few wounds to the Steam Tank. I initially thought I might be able to auto-win by taking on the Handgunners, but reading that it only came into effect from turn 1, I went after the Hellstorm instead and finished it off. At this point, my opponent knew he was in trouble with a rampaging Griffon in his backline and his own Griffon downed. He kinda threw caution to the wind, and charged everything into the line which ultimately did not go well for him. Now you see a Steam Tank... soon you won't... He quickly doubled back his Freeguild Guard (Slowed down by the deadly terrain), while his Greatswords engaged my Freeguild Guard. They both slowly whittled each other down, while my other Freeguild Guard and Crossbows gave chase across the board to the enemy objective. At the end of the day, the Freeguild General on Griffon managed to kill all 30 Freeguild Guard, before being joined by the infantry to claim the objective on turn 5. The long slog had paid off, and I had tabled my opponent apart from his Freeguild General. I do feel sad for my opponent. I outranged his army, so ultimately he had to engage me. And engaging a line of Freeguild Guard which has extra shooting phases is just nasty. Even if he had won the initiative for turn 2, I think the only difference would've been a Minor rather than a major. Major Victory So that was it for the day, I managed to come in fourth place out of 12 players. I'm happy with the result, but feel that I probably got off a bit easy on my matchups after losing the first game. The 2nd game was almost an automatic win. I think if I had played against Stormcast or Tzeentch I would've been in a bit of trouble. Overall I like how the army played, but definitely need to get a bit more prepared for moving and having my army out and ready to go. I was comfortable with the amount of models I was moving around (even if I was sloppy sometimes), but the army setup in round 1 took a lot of time (and is the only game we didn't finish). That being said, I am considering changes. Two things I'm currently considering are getting more heroes. The current thought is to swap out the Gunmaster + Hellblaster Volley gun for a Warrior Priest and a Battlemage. The cannon could be a stronger piece also, but it's easy to transport (Which will be important going interstate). Hopefully I get more games done in the next 2 months, as I'm going to need a lot of practice for Cancon.
  19. (Forgive me if this is the wrong place to post, but I've had this idea cracking around in my head ever since they had dropped the free city generator) Fritz dodged out of the way of the gor's ancient rusted blade. The second axe made an attempt to bite his shoulder, but just as the axehead was swinging downward in an overhead arc, Fritz rammed the beastman in the muzzle with his plated shoulder. The beast growled as it hit the gnarled white tree behind it. Fritz brought his hammer down upon the creature's skull, sending splinters of bone and bits of chaotic brain across the tree trunk. A warhorn sounded. The monster hunter turned, gripping his gorey hammer and sword tightly in his gauntleted fists, gazing upon his work. The clearing was full of dead gors. All the work of Fritz's blade and hammer. He sighed, breathing. He felt the sweat bead beneath his gambeson, and he spat upon the mossy earth. Torches in the distance. Howling warcries. More of the ******. A flash of skin swung past him and the mercenary Falk, his body free of any form of armor save for the metal iron plate he wore upon his belt and the horned helmet upon his skull. Falk brought up his axe. "Hail, brother. Fancy seeing you here!" "The hell are you doing here? Falk, did you follow me?" "No. Yes. I did. I saw you in town earlier. These beasties are going to attack the town. If they burn the town, I get no beer tonight." he licked his lips, adjusting his helmet. He pulled the shield from his back. "The Freeguild regiment are making a defensive line back there. We need to cull this herd and make a retreat." "No. We do not retreat," Fritz snorted. "Eh? They've got over a hundred gunners. Cannons! Fritz, you stupid? Did you get clubbed in the head? A wall of shot will send these monsters back to their caves." "We won't leave any left standi-" he had no time to finish, as the stampeding brayherd was upon them. They crashed through the trees. Trailing them was a great minotaur. A mad duardin sporting a great fanning mohawk fell upon the gruesome monster's head and began smashing away at its skull with a giant battle axe. He was screaming, though whether in terror or anger, Fritz couldn't really tell. "By the way!" shouted Falk as he bashed the head of an ungor with his shield, "Ulf is here too!" "Fantastic," Fritz cleaved the throat out of another ungor, "now we can all die together!" The squad of monster slayers fought all night in that clearing, not retreating til they had thinned the horde, crept their way back to the town like bloody, injured cats and allowed for the Freeguild regiment of Prismheart to unleash volley after volley of gunfire on the great herd in the vast stretch of fields just outside of the city. The sun rose, and the three slayers watched from the stone battlements near the Ironweld Arsenal's cannons that sent mighty cannonballs into the horde of beastmen down in the field. Lightning crackled in the sky, announcing the coming of a Stormhost. "Thank Siggy's ******," Falk laughed, still covered in gor gore. He pulled free a flask from his hip, tearing off the cap with his teeth and began guzzling the contents down. "Ye want a drink, mate?" he offered it to Fritz. "No," the warrior replied just as another volley was sent hailing into the battle. Ulf reached out with a ham-sized fist and snagged the flask, wandering over to the ramparts to watch the battle by his lonesome. "Wild loner, that fellow." Falk shook his head. "You in town for a while?" "What the hell do you think?" Fritz asked as the Stormcast Eternals began to bleed into the heart of the enemy, waving swords and hammers as though they were feathers. Ulf watched with patient wonder. "Yes. I was hired to find them out and rescue some prisoners. Then they showed up. I guess they knew something was afoot and decided to send in the entire herd before I could get there. I hope the prisoners are alright." "Well, Sigmar's lads have it now. They won't stop til the whole forest is turned upside down, every spider shook from its nest and every gobbo fallen on its ******." he winked. "I suppose. Why even do we exist if they are here?" Fritz breathed, picking up his weapons to return to the battle. "Because m'boy, Sigmar's lads can't always be there. Free men must fend for themselves. Ulf, will ye be hopping on my horse with me?" The duardin grunted, picked up his axe, and hopped over to the barbarian warrior. "See you in the stables, then?" "Aye, can't let the Freeguild's damned Demigryph knights have all the glory." he laughed. The battle would continue until the late afternoon.
  20. So it's been a month since the Generals Handbook 2017 came out. I gave an initial battle report in my last blog entry, and now on the eve of my 3 week holiday, I figure now is as good a time as any to write down some further thoughts. Since my initial battle, I've managed to get in another 3 games. 2 of them were using the Matched Play scenarios, while the other one used the Open War cards. I've been using the following Free Peoples list during these outings: Game 1 - Sylvaneth - Battle for the Pass The first of the 3 games was Battle for the Pass vs Sylvaneth. The Sylvaneth player dumped a Wyldwood on what would ultimately be my objective , and being an army with battalions outdropped my army easily (Either way he would've out dropped me). Deployment finished Overall this game went pretty smoothly for me, as my opponent deployed pretty far back (Given we needed to reach objectives in the mid-field). His Tree-Revenants went after my cannon, but bounced off the crew and were shot down by the cannon in return (Due to being locked in combat, couldn't move into range of something better). By the end of my turn 1, I already had control of both side objectives and was ahead on points. The Freeguild Guard race up to get control of the objective, while on the far side the Pistoliers do the same Ultimately it took too long for my opponent to get up to the side objectives. I had left a Gryph Hound and Greatswords back to prevent my opponent teleporting onto the Wyldwoods on my side of the board, so the Sylvaneth had no easy way to catch up on points. Eventually Durthu did get into the fight, smashed aside the Freeguild Guard, Demigryphs and Handgunners before being bought down. Durthu about to smash the Demigryphs, but on the far side the Griffon has dispatched of the Scythe Hunters The counter-attack was ultimately far too late. Durthu was felled by combined firepower, while the Ancient did finally control the objective the Freeguild General on Griffon had managed to demolish the rest of the army and even stole control of the enemy objective on the last turn. While the Freeguilds took heavy losses towards the end of the game, it was a resounding victory overall. The Ancient takes the side objective, but in the background the Griffon is busy gobbling down a Branchwych Game 2 - Wanderers - Open War The second game (played the same day) was against a Wanderers army. The Open War cards I remember was that we had diagonal deployment, the objective was to kill as many enemy models as possible (doubling that number if you slew the enemy general). I believe the twist may have been one army has to finish deployment first, and gets first turn unless a 1 is rolled. My opponent got choice of board edge, and got a lot of mystical terrain. Coupled with the Wanderers ability to teleport around at will, this made the game quite difficult. Deployment finished, the Wanderers appear to be on one side... My opponent got the first turn, rolled a bunch on his mystical terrain, and then both units of Glade Guard and the Nomad Prince teleported towards my main army, and took off a bunch of my Freeguild Crossbowmen. Wild Riders appeared in the backline to go after the Cannons, but thankfully failed their charge. I think both spells failed on the Eternal Guard. In my turn, all I could do is move forwards to get into range. I think the Handgunners went after one of the Waywatchers (may not have bee in range of the Glade Guard), while the Crossbowmen took some shots at some of the Glade Guard. Both Cannons I believe fired at the Eternal Guard and took some off. In combat, the Griffon ate one of the Waywatchers, while the Demigryph Knights killed 2 of the Wild Riders. Crossbowmen heavily depleted, but initiative could swing the game The rest of the game is pretty hazy. The Wild Riders basically spent most of the game going after the Cannons, failing charges, and all that. The Greatswords ultimately finished them off, but got lost in the sea of dead models. The Eternal Guard were so heavily depleted by the initial attack by the Griffon and Cannons they were basically out of the game for the rest of the battle. I believe the Nomad Prince and at least one unit of the Glade Guard (the one that hadn't taken casualties) teleported back over to take some shots at the Griffon. The Griffon had a chance to get into the Glade Guard and Prince, but ultimately failed to kill the Spellweaver in one turn so didn't have the opportunity to charge them. The Freeguild General on Griffon failed to take out the Spellweaver, so was locked in combat for another turn Ultimately, a lot of mistakes cost me the game, but getting reckless with my General was the worst one. The game was pretty even, but I decided to use him and my Demigryph Knights to go after the enemy when they teleported back over to my side of the battle. This ultimately cost me the battle as the General was slain my a Glade Guard model, and even with the combined might of all my shooting, I couldn't take out the enemy General in return (The -1 to hit was pretty tough). My General on Griffon was eventually laid low by reflected mortal wounds off the Eternal Guard also (If it seriously mattered, I would not have done this but I knew it didn't matter by that time). Game 3 - Sylvaneth - Knife to the Heart Last game I've played (and the last for a while :() was once again against a Sylvaneth army. We originally rolled up Scorched Earth, but decided to re-roll it since we had both already played that scenario. I won the roll off for deciding territory, and decided that I would take the side with the Arcane and Damned terrain, letting my opponent having the Mystical and Deadly. He had placed a Wyldwood base somewhat close to my deployment area pre-game, and I knew that he would be looking to alpha strike due to his Ancient having the Moonstone of Hidden Ways. Deployment finished, Durthu, 2x3 Kurnoth Hunters, 10x Spite Revenants all waiting to come out from the Wyldwoods Right from this turn 1, he summoned a new wyldwood with the Branchwych, buffer up the Treelord Ancient, and then teleported everything. The Ancient and Tree Revenants appeared behind my lines (With the Revenants only just being outside 10" from the Gryph Hound). The stuff coming out of the Wyldwoods appeared from the front. Unfortunately for the Sylvaneth though, the Ancient missed with his ranged attack, Durthu wasn't in range of the Handgunners. The Treelord and one unit of the Hunters managed to get in a charge, with the Hunters taking a lot of firepower from the Great Company to lose a Hunter before even fighting. A fairly lacklustre round of combat saw the Ancient only being able to kill a single Pistolier, while the Hunters killed some of the Freeguild Guard (including a few running due to battleshock), another Hunter was bought low. The Freeguild Forces get off quite easily given the army of Trees bearing down on them In return, the Free Peoples line held and blew the Ancient out of the game. The Handgunners even got to split their fire between the Ancient and the Tree Revenants with more fleeing due to battleshock. A devestating turn of events, even Durthu took a wound from the cannons. A good portion of the army gone already Ultimately there's not a huge amount more to talk about in this game. The Greatswords were killed by Durthu and the Tree Revenants, but the combined firepower of the Free Peoples was too much. One of the cannons even managed to roll 2 sixes for damage against Durthu when he had a single wound remaining! (If only it was the first turn!). The Freeguild General on Griffon got into the backline and deleted all the Dryads in a single turn, and that was about it. Thoughts So those are summaries of the games I've played so far. I think it's important to note, that it has only been a month, and we don't exactly play every week, so people are still trying things out. My opponent in the last game wanted to see how the Moonstone worked, and I think alpha striking his Treelord turn 1 was not exactly the best game plan. But here are some thoughts I have Freeguild General on Griffon This guy has done work for me every game. Sometimes he whiffs a round though, but it's going to happen from time to time of course. He is amazingly tough as well, but I haven't come up against many armies with mortal wounds yet. 20x Handgunners At some point I think I'm going to have to either make another 10 of these guys, or build up command for another unit. I've only gotten away with them being in 20's due to either my opponents not understanding their strength, or getting extremely lucky in my last game. Gryph Hound I'm still not sure I actually like this guy or not. His warning cry abilitiy has never gone off, even though I've played 3 armies which actually have 'teleporters'. My opponents will just make sure to put them further than 10" away. I guess in a way, this is fine, as it gives me a pretty critical turn to retaliate. Think I'm going to have to play around a bit more with him, my army is 1960 points so if I did drop the hound, that's another 10 Freeguild Guard I could fit in. Demigryph Knights They just... never seem to do damage. They're alright with tankiness, but without any buffs (The only one I can give being Hold the Line), they just can't deal any damage. Dunno, my gut feeling is that ultimately they'll be cut from the list unless I'm making a Freeguild Regiment. I feel I'd rather the utility of something like Pistoliers or Outriders, but for now, being painted they'll be sticking around. Maybe the Cavalry Halberds will be better? Perhaps I just have this thought of how Lances should work (Go in and blitz away half a unit) and they're just never going to be able to do that. That's about it for now. Obviously not a huge amount of experience yet, but when I'm back from my holiday, there'll be our first GHB 2017 tournament two weeks later. Should be a good work out for the Free Peoples (But getting everything painted in time is going to be trouble!).
  21. So originally the group had organised this day to play Skirmish or Path to Glory, that went straight out the window as soon as people heard that the GHB 2017 was dropping on the Saturday. Instead, the day was filled with much fun getting in a game of the new edition. For me, I'd be bringing out my Free Peoples, a force I've been building up on the side the past year or so. I also bought some Beastmen along from my 8th days, that with a few extra models translated basically into a 2000 point force also, but they stayed in the case today. For my first outing, this was the list I was bringing Freeguild General - General - Indomitable (Add 1 to save rolls within 6" if didn't charge) Freeguild General with Stately War Banner Freeguild General on Griffon - Armour of Meteoric Iron 20x Freeguild Guard 30x Freeguild Crossbowmen 20x Freeguild Handgunners 10x Freeguild Greatwords 3x Demigryph Knights 5x Freeguild Pistoliers 2x Cannon 1x Gryph Hound Which rounded the force out to 1960 points. Some of the models were 'on loan' from my older warhammer armies, potentially to be re-based in future. Note that I forgot to pack another 10 Freeguild Guard, so in this game the Freeguild Archer models are subbing in for Guardsmen. My opponent was packing a mixed Destruction list based on his GHB1 list. His list looked something like Ogor Tyrant Moonclan Warboss with Great Cave Squig Moonclan Grot Shaman Frostlord on Stonehorn 6x Ogors 20x Moonclan Grots with Spears 20x Moonclan Grots with Bows 3x Fanatics 6x Ironguts Gargant Everyone else at the club was playing Scorched Earth, and what would you know it, we rolled it up also. Definitely happy enough with that, since it's the only scenario in the new book that's completely new. After setup was complete, the board looked a little bit like this: The armies prepped and ready for war My opponent got the first turn due to finishing deployment first, and got ready to roll with his new allegiance abilities. The stone horn revved up, and sauntered forwards 6" in the hero phase while the Ogor Tyrant was bolstered by the Moonclan Shaman with a Mystic Shield. The army for the most part ran forwards, eager to engage the enemy. Of course, I knew I had made a mistake as soon as the Frostlord surged forwards. The Frostlord managed to successfully charge the Greatswords, wiping them out before they could retaliate, and razed my side objective for an early lead. He rolled a 2, so was up to 5 points at the end of his first turn! A large hill to climb. In my turn, the Freeguild great company swerved off to the side. The Freeguild Guard were bolstered with Inspiring Presence and quickly marched to block a potential charge against the gunline from the Stonehorn. On the right flank (unseen in most pictures!), the Pistoliers stayed on the objective but moved into shooting range of the Gargant whom had surged up the field. The Freeguild General on Griffon kicked his mount forwards, eager to engage the Gargant. In the shooting phase, the cannons took a toll on the Tyrant, dealing 5 wounds but failing to take him out. The Handgunners had some of their unit still in range, but only managed to take 1 wound from the Stonehorn . In the combat phase, the General on Griffon flew over the Gargant to attack it from behind, felling the towering gargant which fell to empty ground. The Freeguild units re-organise their battleline to take on the oncoming threat My opponent then won the initiative, and chose to go first. The Tyrant bellowed at the Ogors nearby, urging them forwards. The Grot Shaman was a bit too cautious though, and wasn't particularly feeling in the mushroomy mood, and failed to cast mystic shield. In the backline, the Frostlord decided that the Cannons were tastier treats, heading around the back to take out the Free Peoples artillery. The Ogors smashed into the Freeguild line, but not before being peppered with shots from both the Handgunners and Crossbowmen, downing two Ogors before they even made it into the battle. The Stonehorn smashed into the cannons, dealing 3 wounds with it's charge to one of the cannons. The Ogors make it into the Freeguild, but without the backup of their Tyrant As it so happened, the Frostlord beat both the Crews to death but the cannons were left around. The Ogors were unable to punch through the Freeguild Guard, whom took down another Ogor in retaliation. Still, the points were counting up, the Destruction were now up to 8 points and taking a convincing lead. The Freeguild General sent the command, it was time to show these beasts what disciplines and training was worth. He swiftly sent the order to the Guard, Crossbowmen and Handgunners to hold the line. The Griffon after finishing off it's meal, swooped on after the Grot Archers on the far flank while the Demigryphs swept up the hill, looking to take on the Grot Shaman if the Tyrant was felled. In the shooting phase, huge volleys of shot and bolt were shot around. The handgunners hammered the Stonehorn, taking out 6 wounds, while the Crossbowmen split fire between the Tyrant and the Stonehorn. The Tyrant was felled, but the Stonehorn was left on 3 wounds remaining. Fearing for his life, the Grot Shaman ordered the Grots to let loose the Fanatics, which crazily swung into the Demigryphs. In the combat phase, the Stonehorn finished off the cannon that was in range. The Griffon swept into the Grot Archers, but his aim this time wasn't convincing, only managing to kill a few while sending more running due to the Griffons bloodroar. The Fanatics managed to kill a noble Demigryph Knight before being savagely pecked to death. The Ogors still couldn't get through the Freeguild guardsmen, their blows being parried and blocked while the Guard dealt a few more wounds to the Ogors. Still, the Free Peoples were still far behind, with only 4 points to Destructions 8. What happened next, was that the Free Peoples won the initiative roll. However, it looked like it might be better off to let the enemy take the turn, their backup was still far off in the Ironguts, and the Stonehorn and Ogors both on their last legs. So the Destruction got to go, with the Ironguts deciding to stay in the backline. Unforeseen was the cunning Grots having the foresight to retreat from combat with the Griffon, keeping the objective in their favour. The Stonehorn tried to smash it's way through the lines again, but was shot down by the Freeguild Handgunners stand and shoot. Additionally, the Crossbowmen of the Great Company provided supporting fire to the Freeguild Guard, shooting it's way through the Ogors who were bought down in a hail of Crossbow bolts before they could even land a blow against the Freeguild Guard. The Ogors in the Freeguild backline were finally cleared up at the loss of the Greatswords and Ironweld Arsenal, but the points were racking up, they had now accumulated 11 points to the Freeguilds 4. Now was the time for the Freeguild to take the offensive to the enemy. We would have to make sure we claimed the enemy objectives in this turn, to stall their own resources while catching up in our own. The entire Freeguild company surged up the board, with the noble Gryph Hound been relegated to supply duty keeping the middle objective. The Demigryph's swung around to the side, they would need to keep the objective on the far flank safe in future turns. In the combat phase, the Griffon managed to wipe out the far objective, finally the Freeguild had taken superior control of the battle. The points now were 7 to 11 in favour of Destruction, could they keep their lead? The army marches forwards while the Demigryph's make their detour towards the far objective Destruction won the roll off this time, and were more than happy to play on the defensive. Cautious of the blasting the Ogors had received earlier, and unsure where the Freeguild army was heading, the Ironguts backed off. If the Handgunners wanted to shoot them, they would have to work for it and the points were still racking up. the Destruction force now had accumulated 13 points, while the Free Peoples were only on 7. Still, the Free Peoples marched on. Marching the forces up and over the hill. The Crossbowmen at the doubled, their firepower would be needed in the final turn. The Handgunners moved up, blasting away at the Ironguts but not managing to get much damage through. The Demigryphs in the meantime had taken the far objective, while the Freeguild General on Griffon had swooped around to harass the Grots from the rear. The Freeguild Guard and Griffon both made their way onto the Grots holding onto the objective. The Guard managed to kill a few, while the Griffon added to the count, but at the end of the day, many Grots fled but 3 remained, crucially keeping the objective for the Destruction forces. The Free Peoples were catching up, now 10 points to 13, but were they catching up fast enough? The Grots died well, and still held the objective at the end of the fourth battle round The initiative roll would be crucial, if the Free Peoples held the initiative they would surely take the game, razing the objectives, but if the Destruction won they could still accumulate points. As it so happened, Destruction won the roll off and the Ironguts surged forwards. In a show of pure bestial fury, they smashed into the Freeguild Guard and smashed them into the ground, the Grots still held the objective and the Destruction ended with 15 points. In the final turn of the game, all focus was on the 3 Grots. If the Free Peoples could kill those Grots, they would hold 2 of the enemy objectives and be able to raze them for bonus points, if not, the Destruction would run away with the victory. The General ordered the Handgunners to stand fast, while the Crossbowmen mounted the hill. The Grots however, were short and sneaky, hiding behind the much larger Ironguts. The Crossbowmen could only slay a single Grot, while the Generals pistol failed to wound. Would the Grots win the day? The Handgunners plonked away at the Ironguts, dealing massive damage laying 3 of them out. As it so happened though, both the Freeguild General and General on Griffon managed to slam into the Grots. The Freeguild General, leading his forces, got the job done, slaying the 2 Grots. Finally it would come down to how much bonus supply could be gathered from the Destruction objectives. The dice were rolled, and in total the D3's came up as 3 and 1, meaning the Free Peoples would get a total of 6 points, bringing them up to 16 points to Destruction's 15. Victory to the Free Peoples The end of the game, the Free Peoples had snatched the victory at the final hour Wow, what an amazing first game. It was excitingly close. Losing one of my side objectives first turn was devestating, as it put me on the back foot from the start in terms of victory points. Still, I managed to claw it back right at the end of the game. Definitely some things I bought away from this game is that with my Great Company, and even having only 2 home objectives, I felt it would've been difficult to manage both keeping my own objectives while engaging the enemy. I badly misplaced my Gryph-Hound (Which was essentially useless in this matchup), and should've kept him on my far objective, freeing up the Pistoliers to go do some work. I also think it was a mistake to have all my fast stuff on one flank (Especially given the point I just mentioned). My opponent held one of his objectives with just his single Grot Warboss, a faster unit on that flank could've given my opponent more grief, potentially muddling up his battleplan even more. Putting both my cannons close by as well was also a huge mistake. I knew there was definitely the possibility of him going around the back rather than smashing into my lines with the Frostlord, and should've separated the cannons to stop them both going down in one shot from the Frostlord. I also didn't split my fire with the Crossbowmen efficiently enough at one stage during the game. I probably could've killed both the Frostlord and Tyrant with the Crossbowmen, but instead focussed more fire on the Tyrant which overkilled him, while the Stonehorn was left on 3 wounds. It didn't make a difference in the end, but something to keep in mind in future. Overall though, great game to kick off GHB 2017 with. Looking forward to getting more games done in future!
  22. Hi all, New blog here. In my second entry I'll probably talk more about myself, but here's the main thing. I love the Free Peoples. Always enjoy the idea of us regular joes, teaming up together to fight against the alien, the monster, the enemy within! I've collected Witch Hunters in Mordheim, and both Dogs of War and Empire in previous editions of Warhammer (Amongst many other armies!). But my thoughts at the moment belong with the Free Guilds. I've also always been a bit of a grouch about how slow GW is at doing some stuff, and supporting older armies. There are some armies (like Freeguild!) that basically have almost all the components to be a real army in the game, but they're held back by lack of battalions and heroes - basically, lack of a Battletome that brings all the goodies out. Maybe GW don't do it because there was initially some very negative perceptions of Beastclaw Raiders and Bonesplitterz, releases without new units. Even I didn't really enjoy it that much, but it did breath a lot of life into those armies. So what I've set out to do in my free time (and perhaps, even my not so free time), is set about creating some rules about what I would do for the Free Peoples within the Age of Sigmar. I certainly won't promise something as awesome and outstanding as Tyler Mengels custom Tomb Kings rules, but I do want to create what I kind've call a mini-tome. A battletome that lacks fluff, but has all the cool rules, allegiance abilities, command traits, magic items, and battalions. I'm no writer, so fluff isn't my forte, but I reckon I can give a shot at the rest of the stuff. Today, I'm putting out there my rules for Allegiance Abilities, and to a lesser extent Command Traits. My thoughts behind the Free Peoples, or more specifically the Freeguilds, are that they should be the Imperial Guard of the Age of Sigmar world. Humans, are nothing special individually. Not as tough as a Duardin, not as graceful as an Aelf, not as strong as a Stormcast Eternal. But what they lack individually, they make up by fighting united, in regiments of soldiers side by side. Strict training and regimental discipline means that the sum is greater than the whole! And that's where the Allegiance Ability comes in. My version of the Allegiance Ability for Free Peoples is called Orders. Any Freeguild General (whether on foot, horse, griffon or demigryph to come!) can give an order to a friendly unit nearby. This gives them limited perks that help them out just that little bit. If you need your Handgunners to be that little bit more effective this turn, order them to Bring it Down! Giving them re-rolls of 1 to hit. How about those Pistoliers need to get into the fight, order them to move At the Double! to help them run further. Your soldiers may be facing mighty beasts that cut swathes through their ranks, but the order for the men to Stand Fast! will help them keep their courage and stick around. Last but not least, sometimes men just need a reminder to Aim for the Weak Point! Ensuring their blows land true. Whatever you need your soldiers to do, there's an order to give them! As long as your soldiers understand of course... One thing that's possibly quite debatable about my allegiance ability, is the fact that you can potentially cause more harm than good. Under the pressure of battle, Generals can give bad orders, or maybe the unit misunderstands the Generals intention. Either way, sometimes a unit will be confused and won't be able to perform their action this turn. I really like this idea, and I borrowed it from Warmaster where you could Blunder your order. It's a really interesting dynamic, in that the further away you are there is a chance that things could go wrong. Luckily, we are talking about trainer soldiery, and they will be back into order within the turn. I do think it's something that could be debated though. Allegiance Abilities to date, only give benefits, never downsides. You don't want to feel that something that should be benefiting you for taking a Free Peoples army ends up being a downside. So we'll see what the feedback is, perhaps it will just revert to Order Lost, but I want to keep it around for now. In regards to Command Traits. Not super happy about 4 and 5 and 6 at the moment, as they're basically just too similar to Grand Alliance Order. I do like number 1 and 2, they're personally my favourites because they tie into the Allegiance Ability and allow you to eek out an edge. Anyway, let me know what you all think! Hope you enjoy, and hope that GW sees the Glory of the Free Peoples and brings out a battletome. But in the mean time, I'll feed my thoughts your way! FreePeoplesAllegiance.pdf
  23. arka0415

    Free Peoples MSU

    I'm mainly a 40k player, so I'm accustomed to the meta of MSU- a large number of duplicate small units with more tactical flexibility than a large unit. Many units in AoS however, especially Free Peoples, get buffs for being in large groups of 30-40 models. Should such armies focus exclusively on large blocks of units, or is there a benefit to MSU in Age of Sigmar?
  24. As a 40k player used to playing Tau, I'm not accustomed to AoS units with short ranges like 14" or 16". Actually, having foot troops with ranges below 30" feels totally foreign! In AoS, I assume, it's uncommon for armies to really open fire until the second or third game turn, once units have moved a little? Or are there tricks for even short-ranged armies to get nice alpha-strike damage? I hear that Freeguild Handgunners are very powerful, but with their short 16" range they're limited to controlling/covering only one objective! I feel like the ability to camp one objective, and shoot at another, is critical to a shooting army's success. How does this work in AoS? Are Crossbowmen better for this sort of tactic? Or is there something I'm not realizing about Handgunners?
  • Create New...