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  1. "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.
  2. "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.
  3. Greetings. I have just started a mixed order army. Got the idea when I found some High elves and Empire at home. I want a grand alliance with humans, aelfs and duardin. Mostly humans with a splash of aelfs and duardin (I like to think of them as "rare"). Any suggestions? Great units, synergies etc? Thank you.
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