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About Me

Found 4 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. "The herald of the Stormhosts, an avenging angel clutching a glittering starblade that can carve a swathe through the hardiest of foes, the Knight-Azyros wields another, far more potent weapon. He carries a celestial beacon, a lantern radiating the searing light of the heavens, a light that falls upon the forces of Chaos as a sea of torment far more painful than those twisted agonies the Dark Gods gleefully conceive. Wherever this light shines, so might Sigmar cast his divine bolts more easily - the Knight-Azyros is the tip of the spear, bringing glorious illumination to those places thought lost to infinite corruption" My Knight-Azyros is a little different. The Azyrocopter II was inspired by a game I had at Call to Glory 2019 (Cancon) against a fellow Free Peoples player and creator of the original Azyrocopter, Danny Carroll. Danny had a beautiful Freeguild army and I enjoyed the game so much that I wanted remember it by creating my own Azyrocopter to pay homage. I have also painted up the original model in the colours of the Hallowed Knights (my favourite Stormhost) so as to use in games where my opponent may not appreciate the Azyrocopter as a proxy. The Knight-Azyros This is a pretty solid support hero, 5 wounds (normal), 12" movement and fly (very nice), 3+ save (:O) and 9 Bravery, very solid stats. Not to bad on the attacks front, 1" range, 4 attacks, 3+/3+, -1 rend and 1 damage. Abilities This is where he shines (pun intended). Illuminator of the Lost - You can re-roll hit rolls of 1 for attacks made by friendly units that target enemy units while the enemy is within 10" of this model. This is where the Knight-Azyros is worth his weight in gold at 100 points. He makes all your basic Free Peoples better with the re-roll 1's - Greatswords, Handgunners, your Griffon's and even basic become so much more consistent in their attacks. Buff up some of these troops where they are 2+ hit re-rolling 1's and you get some nasty outcomes. Light of Sigmar - Once per battle, in your hero phase, this model can use it's celestial beacon. If it does so, each enemy unit within 8" of this model suffers D3 mortal wounds. Chaos units with 8" suffer D6 mortal wounds instead. Whilst only once per battle, this is a serious deterrent to enemies getting close to the Azyros, especially Chaos plebs. Keeping the Azyros next to a large unit or a General on Griffon and closing with this winged angel becomes and ominous proposition. Positives Cheap - 100 points! Resilient at a +3 save. Highly maneuverable with a 12" move and flying. Re-roll 1's within 10" of an enemy - ultimate pathfinder for making those Crossbow, Handgunner and Lumianrk of Hysh shots more consistent. D3 / D6 (Chaos) motal wounds for those peeps who get too close. Negatives Screams "Kill Me!" to your opponent. Tricky to maneuver without being put in a position that will lead to it's untimely death. 5 wounds. Easy line of sight on those large wings for shooting/sniping units. Misses out on all the Free Peoples buffs Hot Takes Use cover! He likes holding hands - Keep him with a Freeguild General on a Griffon as a deterrent or close to large units for Look Out Sir! REMEMBER! He has to only be within 10" of the enemy for re-rolling ones on any friendly units that target the enemy he is within 10" of. Run all day with this guy, who care's, you don't want him in combat and it doesn't turn off his abilities. Must have for a Free Peoples army - makes the attacks of all the things more consistent.
  3. "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.
  4. 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.
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