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About Me

Found 7 results

  1. "Leos von Liebwitz was the younger brother of Countess Emmanuelle von Liebwitz of Nuln, who died under mysterious circumstances." "Hans Leitdorf, brother of deceased Marius Leitdorf, was the Grand Master of Knights of Sigmar's Blood. Though he had a claim on the title of Elector Count of Averland, he decided his position in the Order to be of greater importance. Ten years before End Times, Hans Leitdorf along with witch hunter Tibalt Greer had led the Knights of Sigmar's Blood into Sylvania to destroy the Black Dame of Kervheist. Many good knights had died back then. When the End Times finally befell the world, Hans led his knights against the forces of Mannfred von Carstein. The Grand Master single handedly fought his way through a horde of Skeleton Warriors to reach the Vampire Lord, but was ultimately slain in their ensuing duel." The Freeguild General on Foot / Horse is an essential unit for a Freeguild army. Simply this guy makes your weaker units hit harder and more resilient. He is a great platform as he has so many options at his disposal. He's not much to look at, 5 wounds, 5" move, 4+ save and a Bravery of 7. But he get's better once you start loading him out with the panoply of war he has available. He has the same weapon's options as the Freeguild General on Griffon (which I will review in the future). Sigmarite Weapon - 1", 5 attacks, 3+, 4+, -1 rend and 1 damage each. Great Weapon - 1", 3 attacks, 3+, 3+, -2 rend, D3 damage each. Freeguild Lance - 2" range, 3+, 4+, -1 rend, 2 damage each. Pistol - 9" range, 1 attack, 3+, 3+, -1 rend, 1 damage. The most viable options are the Freeguild Lance or the Sigmarite Weapon because they can be taken with Freeguild Shield and the Stately War Banner (see below). Take the Pistol and lose the shield, take the Great Weapon and lose the Freeguild Shield and Stately War Banner. Warhorse - The warhorse increases the Generals movement to 12" and allows the Warhorses' Steel-shod hooves attack - 1" range, 2 attacks, 4+/4+, 1 damage each. Take this, the General costs the same. ABILITIES Stately War Banner - This is an optional upgrade for the Freeguild General that substantially improves the battle-shock immunity of your army. With this the Freeguild General gains TOTEM and all Free Peoples units at 24" test battleshock with two dice and choose the lower. By itselfs it's strong but along with the benefits of the Freeguild unit banners and Defiant Avengers (Order battle trait) At 24" all units roll battle-shock with two dices, re-rolling failures and all 1's are auto-success. Add the Freeguild Regiment Battalion and it's 1's and 2's are auto-successes. TAKE. THIS. EVERY. TIME! Charging Lance - Give this mustachioed gent a Lance and he can add 1 to his damage characteristic on the Freeguild Lance if he charged. Not bad, but not great. Freeguild Shield - Give's him a save of 3+. You can take a shield and banner, so like the banner TAKE. THIS. EVERY. TIME! COMMAND ABILITY Hold the Line! - If a Freeguild General uses this ability, pick up to three Free Peoples units within 15". These units cannot move or charge during your turn, but you can add 1 to all hit and wound rolls for them until your next hero phase. This is an excellent command ability. It supercharges all your units turning Crossbows, Handgunners and Greatswords into absolute monsters. Yes you can't charge or move, but you rarely charge, you want the enemy to charge you to activate those nasty Great Company supports and the feared Stand and Shoot. This will make your enemy think twice about charging you. Get your troops up the table with your General, plant your feet on that objective and unleash unholy volleys of gunfire, crossbow bolts and greatsword blows with +1 hit and +1 wound. The fact you can choose three units at 15" is great as it's not wholly within and you will rarely have your units outside arms length. Long live the Empire death-star! NOTE: If you have Hold the Line! on a Freeguild Guard and/or Freeguild Greatswords unit, you can still counter-charge in the enemy turn and not lose the ability. Positives Cheap - 100 points! Why not take two? Freeguild Shield - 3+ save. Stately War Banner - stacks with Defiant Avengers and the Freeguild Guard, Crossbows/Handgunners and Greatswords banners. Can take a Stately War Banner, Freeguild Shield and one of the weapons options. This guy doesn't skip arm day. 12" move on the Horse. Hold the Line! command ability is amazing, turns your basic b*tches into rabid killers. Negatives Screams "Kill Me!" to your opponent. This guy is a linchpin in your army. General on a Horse sits up high making him a tasty target for sniper/ranged units. 5 wounds. Mediocre in combat, but that isn't where you want him. Hot Takes Use cover! Run all day with this guy, who care's, you don't want him in combat and it doesn't turn off his abilities. Solid core hero and general for your army, load him up with Indomitable command trait (+1 save for Free Peoples units wholly within 12" in the combat phase and if they didn't charge). Battle-shock banner aids in making your army highly resilient to checks. Keep him with your Great Companies, he gets Look Out Sir! and is essential in buffing up your weaker units. Consider taking two for redundancy. Take the General on Foot to hide behind cover. Must have for a Free Peoples army - makes Free Peoples across the a more efficient and resilient force. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- SAD NEWS: As of writing this the Freeguild General on Foot / Horse no longer exists on the GW webstore. He went last change to buy about a month ago. With the announcement of the Cities of Sigmar Battletome, finger's crossed we see him come back in a new model or repackaged as he is an essential part of the Free Peoples.
  2. Stulle

    20181202-IMG_5331

    See the Blog entry for a detailed description: https://www.tga.community/blogs/entry/1724-the-freeguild-general/

    © Stulle

  3. 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.
  4. The General of my Freeguild force. He rides his Great Urserine, Kariina. Rider is from Warlord Games Polish Winged Hussars, the Urserine is a converted Stonehorn with a resculpted face and the Urserine's armour are shields from the Fireforge Steppe Warriors box.

    © mcfishstick

  5. The General of my Freeguild force. He rides his Great Urserine, Kariina. Rider is from Warlord Games Polish Winged Hussars, the Urserine is a converted Stonehorn with a resculpted face and the Urserine's armour are shields from the Fireforge Steppe Warriors box.

    © mcfishstick

  6. The General of my Freeguild force. He rides his Great Urserine, Kariina. Rider is from Warlord Games Polish Winged Hussars, the Urserine is a converted Stonehorn with a resculpted face and the Urserine's armour are shields from the Fireforge Steppe Warriors box.

    © mcfishstick

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