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  1. "The Swords of Ulric, also known as the Sons of Ulric are a Middenland regiment of Templar's and fanatics dedicated and funded by the Ulrican Church of Middenheim. The formidable training of the Swords of Ulric consists not of marches or military drills, but instead on patrols and war parties led out of the city itself and into the hazardous regions of the Drakwald Forest, where they hunt out the tribes of beastmen that have taken residence in the land. Initiates hoping to join this famed regiment must accompany such excursions into the forest; only those that fight with honour (and survive) in the gruesome endeavour shall be admitted into the regiment. It is left to each soldier to equip himself in the blue and white colours of Middenland, but once he becomes a full member, most of the funding for equipment and supplies are administrated by the Temple of Ulric. Since the regiments founding, in the days when Count Mandred Skavenslayer rallied the Empire behind him and became Emperor, the Sons of Ulric have borne yellow shields into battle, a tradition that still hold true today. Also by tradition, each shield must bear a variation of the same device; a red wolf, signifying Ulric embattled. The grim northerners have little room for formal ceremony, but what they lack in parade-ground discipline, they make up for with uncommon savagery and dedication on the battlefield." - Uniforms and Heraldry of the Empire The heart of any Free Peoples army is the humble Freeguild Guard. There is something intrinsically cool about some basic human dude running into battle with little but a sword, shield, floppy hat and scant armor (let alone some without shoes). This is one of the main reasons I love this army, normal humanity fighting against giant daemons, superhuman Chaos tribesmen, ferocious Orcs and the ethereal ranks of the undead. It's all well and good, being a superhuman Stormcast running into battle with god-forged weapons, but when you are Hanz the baker from Middenland with your hand me down panoply of war and facing a Greater Daemon of Slaanesh, things are a little different. Stats are similar to the Crossbowmen I previously covered: 1 wound each, 5+ save (better than the Crossbow 6+), Bravery 5 and a move of 5". Nothing great. All Freeguild Gaurd with Halberds, Spears and Swords can take Shields. The Freeguild Guard have a variety of weapons to take, each with their unique traits: Stats are the same for all Melee weapons: 1" range, 1 attack, 4+ hit, 4+ wound = 1 damage Halberd - Has -1 rend. Spear - Has a 2" range. Sword - Has the parry ability - +1 save in the combat phase. Militia Weapons - get a shooting attack. Ranged - Militia Weapons - 14" range, +5 to hit, +4 wound = 1 damage. For this blog I will be referring to Swordsmen only, as I believe they are the strongest option here. Positives Shields - "You can re-roll save rolls of 1 for a unit equipped with Shields." Parry - "You can add 1 to save rolls for Freeguild Guard equipped with Swords in the combat phase." These two abilities make Swordsmen the best anvil for your Free Peoples army. In combat they are now a 4+ save re-rolling 1's. Add the Freeguild General on Horse with the Indomitable command trait and that is how a 3+ re-rolling 1's. Taking these guys in a 40 man unit with this kind of save is a serious lump of wounds that your enemy has to deal with. Standard Bearer - "Models in this unit may be Standard Bearers. If you roll a 1 when taking a battleshock test for a unit that includes any Standard Bearers none of its models flee. " As with the Crossbowmen, their Bravery of 5 is horrendous. Luckily these guys also have the Standard Bearer allowing for rolls of 1 to be an automatic pass for the unit in Bravery checks. Again i'll re-affirm how important this is 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. NOTE: Couple the Parry, Sheilds and Standard Bearer and the +1 bravery for each 10 models in the unit and this makes this unit highly resistant to basic damage and battleshock. Massed Ranks - "Add 1 to hit rolls for Freeguild Guard if their unit contains 20 or more models. Add 2 instead if their unit contains 30 or more models, and add 3 if it contains 40 or more models." This can make the Freeguild Guard very killy against other horde units they will encounter. A 40+ man unit is hitting on 2+ and wounding on +4. Add a Hold the Line! from the Freeguild General on Horse and/or a Wildform spell from an Amber Battlemage and you are looking at 2_+hit, 2+ wound on 40 attacks. Couple this with a Knight-Azyros (Re-rolling 1's to hit) nearby and you have some scary Freeguild Guard just through highly reliable weight of attacks. Negatives No save's against mortal wounds. You'll need a Luminark or Jade Battlemage (with Lifesurge) to help them with this. Lose the +1 save from Parry ability in the shooting phase. Low movement - 5". No rend (unless you take Halberds, but then you lose the Parry). Awkward in large units. Weak combat in small units. Recommendations / Comments Take them in units of 20+ as core battleline for your Great Companies. Protect your shooting units! Use them as an anvil. Whilst the Massed Ranks ability is nice I recommend keeping them alive as much as possible, retreat them from combat when you can to increase survivability and to draw the enemy into ambushes (from your shooting, cavalry or Griffon Generals). 40 wounds with these defensive characteristics is hard to move. 40 dudes is very awkward to move around the table, especially in a Great Company that may include 30+ other models. Practice using large units (that's a rule for any horde army player). You can c**k-block your other units (*cough* Demigryphs) by not manouvering these guys correctly. Remember, they get +1 bravery for each 10 models in the unit when taking battleshock, therefore a unit of 40 is Bravery 9. Always support with a Freeguild General on Horse with a banner. Keep them blobbed if you have an Indomitable general as it states wholly within 12" for this unit to benefit from the +1 save. Use the Knight-Azyros (Re-rolling 1's), the Freeguild General's Hold the Line! ability and the Amber Battlemages Wildform to increase their combat potency Take them in units of 10 for screening units. 80 points is super cheap and they don't lose any significant defensive capabilities from 10 to 40 man units (except the stacking bravery from 20+ models).
  2. 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.
  3. Welcome to the first entry for my Free Peoples blog. I have been working on this army since 2015. It's been a passion project of mine since first seeing the Empire army in the 8th Edition army book. I had always wanted to start an Empire army but never though I had the painting skills to do them justice. In 2015 my best friend James was painting up his Bretonnian army. We reconnected (we had deployed together in the military and became good friends) after a couple of years and we got talking about Warhammer again. I had picked up the 8th Edition Empire book whilst we were deployed. I read the whole thing front to back, immersing myself in the awesome lore. After speaking to James I picked up the Empire Battalion Box and started my journey. Unfortunately I was deployed again in mid 2015 to early 2016, missing out of the transition to Age of Sigmar. When I came back the Empire was still alive in the form of the warscrolls and was not yet referred to as the Free Peoples faction (except in the keywords on the Empire Warscrolls). I spent most of this time hobbying, including re-basing the few miniatures I had completed prior to deploying (a single unit of twenty Averland halberdiers). Over the next 3 years I built up my army to what it is today. I vowed not to play the army at an event until I had 2000 points of playable Free Peoples painted. Below is the photos of my army at Cancon 2019, the first time I had taken the fully painted army to an event. The point of this blog will be to keep track of my hobby and gaming progress with this army that I love so much. Thanks for reading and I hope you enjoy the content.
  4. Hi all, creating one thread to post finished minis, mainly working on Ad Mech for Kill Team at the minute but have finished a couple of fantasy minis lately (but purchased long ago!). Intend to start painting Shadespire warbands when finished with the Ad Mech, might build up a small, regular AoS force all going well! Finally finished the Necromancer, carrying the Penguin Classic Book of the Dead Flowers in skeletons month may be taken out though, are they a bit gaudy? Old Bretonnian Damsel, first of a small, shameful pile of 2004 era Bretonnians to be finished... sometime Cheers for looking, and any advise/critique appreciated!
  5. Hi everyone! I'm new here. I've painted for a huge part of my life, and one of my favourite things is following people's project logs and getting inspired by what others have done. Here's my attempt at a project log for a freeguild army. Hopefully I can keep adding to it, as well as inspiring others! First some fluff. The Realm of Ghur. Eastern Reaches. From the writings of Herr Jaeger. Towards the east of Ghur lies a region of deserts. They are greatly affected by the unstable magic of other realms, an effect I termed Realm-Bleed during my travels. The northerly desert is an icy, stone-strewn tundra where little thrives. The magic of Shyish bleeds into the northernmost edge of this tundra, ensuring that which does survive the sparse wilderness is truly hardy and fearsome to face in combat. The southern desert is a sandy region where waves of dunes ripple across the horizon. This desert is hot, and the further south one travels, the greater the effects of Aqshy Realm-Bleed. The two deserts are split by a strip where, against all odds, life thrives. This tropical oasis features a vast lake and rivers that feed farmlands before reaching the Eastern Sea. To the north and south of the bountiful lands are the Twin Jewels of the Deserts - Kislavia and Ajier. Kislavia is the city that lies to the north of the oasis. Its people are rugged and used to fighting the cold. They are experienced hunters and have tamed a number of the fearsome beasts that inhabit the northern tundra. While the majority of the population live in the city of Kislavia, there are a number of nomadic tribes that roam the wasteland for food, as well as dangers in the form of monsters and enemies. The tribes can be distinguished by the colours of the tassels their carry. Some tribes specialise in archery, others in trade, while a rare few focus on taming the wild creatures of the tundra. In times of war the tribes will band together to protect Kislavia. These occasions see a formidable force of spearmen, archers, handgunners and beast-riders marching in unison. These dangerous times even see marble-clad remnants of Sigmar's Stormcast and the reclusive Rieklings, or Ice Goblins, join the tribes of Korgoria to protect their lands. This army came from a desire to come back to Warhammer Fantasy. I wanted to create a freeguild army that decended from the empire. I searched my miniatures for suitable candidates and came across a number of miniatures I had bought to one day create a Kislevite Army. The miniatures are plastic Steppe Warriors from Fireforge. They are detailed and include a range of weapon options which covers the spearmen and archer needs for my army, The first miniatures I finished were five test archers, five test spearmen and a converted model to represent a general. What's that you say? Enough with the text? Ok then. No more rambling and onto the pictures! The Freeguild Guard fend off enemies with their shields. The Freeguild General preparing to draw his blade! The Freeguild Archers let off a volley! The Archer Champion surveys his men. 'Not bad,' he thinks. "They are overrunning us!" screams his second. Test scheme for marble-clad stormcast. Quite happy with it, and it was not terribly time-consuming! Win-win! Next up I'm finishing off the remaining archers and their pet hawk! Things to look forward to in the future include bear-ish riders and the elusive Rieklings! Hope you like them!
  6. Introduction One of the things I really like about the latest Warhammer 40,000 releases for 'The Gathering Storm' is the idea of a Triumvirate. This was a word I had not heard before and as well as sounding very cool I also liked the meaning behind it: I have also recently been thinking about backstory writing for my Age of Sigmar mixed Order army, and as I recently finished my third centre-piece model for the army (A Freeguild General on Griffon), it seemed the perfect chance to add my own "Triumvirate" into my army. The Roots of the Story: When Age of Sigmar first came out, I put together a backstory for my army called 'Siegfried's Desperados'. I had a blog on Dakkadakka which was quite popular at the time, perhaps because it was one of the safe havens away from the heat the game was getting from some disgruntled veterans (especially on Dakkadakka). You can check out the thread here if you are interested: https://www.dakkadakka.com/dakkaforum/posts/list/663727.page To summerise, the initial background I created for my army was that they were a mercenary outfit (called the 'Desperados') operating out of Azyrheim. I wanted to add a bit more grey and a bit more low fantasy into the backstory (as it was something Age of Sigmar didn't really have at the time), so I came up with some hooks and ideas of the dark side of aelven society in Azyrheim (lots of intrigue and assassinations among the nobles), the ideas of slums in the city, and that a mercenary outfit might employ a necromancer in their ranks. This was also an excuse to add in Aelves, Duardin and even Death into my army which was all a lot of fun to play with before the General's Handbook came out. But since the General's Handbook came out the narrative and story behind my army has taken the backseat. I have been focusing a lot more on Matched play and my narrative outlet has been with Hinterlands. As the recently finished Freeguild General on Griffon was meant to be Siegfried Stormhart once more, I thought it would be fun to update the story of the Desperados, and so the Triumvirate was born. The Triumvirate of Mistmire; Master Geppetto, Siegfried Stormhart and the alchemist, Massym Al-Izzar Creating a Triumvirate: I want to throw out the question to all of you, what cool Triumvirates could you add into your collection? All you would need are the following: 1. 3 Cool Models 2. A Cool Story that connects them For me, I had my 3 Centrepieces. The Griffon, the Steamtank and the Hurricanum. I wanted them to have some sort of purpose other than being in an army together, so I decided to bring back the old Necromancer I used to run in the Desperados pre-GHB. He goes by the name 'Cornacaprious'. I decided that he has since betrayed the Desperados, and has resurrected an ancient vampire (with the title of the "Blood Queen"). This gives me a reason to finally paint my Neferata model and also gives the triumvirate a goal to accomplish (they of course seek to kill both the Necromancer and the Blood Queen). So with the scene set, I put together a 4 pages as if they were from a campaign book and detailed my Triumvirate of Mistmire. I would love to hear what you think, but more importantly I hope this inspires you all to go off and create a Triumvirate for one of your armies too. My Triumvirate:
  7. Kislevite-style bear cavalry! Bodies from Warlord Games Polish Winged Hussars, mounts from Ogre Mournfang Cavalry. This is a unit I have always wanted to create, ever since that old White Dwarf Supplement featuring a Kislev army list! These are also the reason I wanted to make this Kislev-themed army.

    © mcfishstick

  8. Kislevite-style bear cavalry! Bodies from Warlord Games Polish Winged Hussars, mounts from Ogre Mournfang Cavalry. This is a unit I have always wanted to create, ever since that old White Dwarf Supplement featuring a Kislev army list! These are also the reason I wanted to make this Kislev-themed army.

    © mcfishstick

  9. The whole unit ready for undercoating.
  10. Counts as Demigryph Cavalry made from Warlord Games Polish Winged Hussars and Morngul Cavalry
  11. Ice Goblin Spearman made from a Games Workshop Gnoblar kitbashed with Fireforge Steppe Warrior.
  12. Bear Rider made from Warlord Games Polish Winged Hussar and Games Workshop Morngul Cavalry.
  13. Freeguild Guard made from Fireforge Steppe Warriors, Warlord Games Soviet Winter Infantry and Games Workshop Gnoblars.
  14. Ice Goblin Spearman made from a Games Workshop Gnoblar kitbashed with Fireforge Steppe Warrior.
  15. Champion thrusting with his sword through the shieldwall!
  16. Freeguild General made from a Warlord Games Polish Winged Hussar on a converted Stonehorn.
  17. Freeguild Army of around 500pts. 10 Archers, 10 Handgunners, 20 Spearmen and 1 General. Mainly made from Fireforge Steppe Warriors and Warlord Games Soviet Winter Infantry.
  18. Freeguild Handgunners made from Warlord Games Soviet Winter Infantry.
  19. Handgunners made from Fireforge Steppe Warriors and Warlord Games Soviet Winter Infantry
  20. WIP Freeguild General on Counts As Griffin.
  21. Freefuild Handgunners made from Warlord Games Soviet Winter Infantry.
  22. Freeguild Archers made from Fireforge Steppe Warriors
  23. Freeguild Archer made from Fireforge Steppe Warriors
  24. 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?
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