Editing
Age of Sigmar/Tactics/Old/Order/Free Peoples
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Warscrolls== ===Heroes=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-freeguild-general-griffon-en.pdf Freeguild General on Griffon]:''' It's a general, on a Griffon. Oh my lord, this is magical. Has access to a Sigmarite Runesword for anti-infantry, a Sigmarite Greathammer (aka Mini-Ghal) for heroes and elite killing and the Freeguild Lance for monster killing. Here, the Hammer might actually be the best choice as you can take a shield with any weapon and the Hammer is pretty strong with its high Rend. Since the Griffon itself is actually pretty damn killy, with two high Damage Beak attacks and quite a lot of Claw attacks with 2 Damage, it can really rip into a Manticore or a Terrorgheist who got too close to your lines. Now, the biggest change from the Freeguild General below is, that this guy has a very, very offensive Command Ability, which boosts Bravery, charge range and Hit rate, but only to one unit, unfortunately. In addition, you can use the Shield with any weapon, which the General can. Do you want to kill things? This' the guy. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-freeguild-general-en.pdf Freeguild General]:''' Mr. Moustache and quite the leader for a Freeguard army. Despite being a regular human, he still has a 4+ and five Wounds, and some surprisingly great weapons: Sigmarite Weapon and Shield for infantry-mulching, Great Weapon for elite-killing and Freeguild Lance for monster and hero-hunting, give him what he needs to fulfill whatever role you need him to. While he can do a pretty good job in melee, he's still not a duelist and should be kept safe so he can keep using his Command Ability. Now, this thing is just plain fun, it allows up to three Freeguild units within 15" to add 1 to their Hit and Wound rolls, but they can't Move or Charge on their turn (but apparently can do so on their enemies' turn, like drummers' countercharge). Put this German mofo in the middle of it all and anchor one hell of a gunline. Be careful to not overlap buffs. Of course you can give him a horsey, <s>but since the Knights have been removed</s> you can still "ally" them to the knights in the legacy list with no issue UNLESS it's 2nd Edition in which <s>they lost their points cost;</s> as of GHB2019, they have their points back though typically no changes were made but we can hire Blood Knights now soooooo... Regardless, this may help if you want to keep him close to the cavalry. If you want to charge though, take the Griffy-Genny up top. **'''Freeguild General with Stately Banner''': How's that no one did this yet? Anyway, the Stately Banner is an optional upgrade to your General that [[Skub|''supposedly'']] doesn't interfere with the others (the Warscroll Builder states that it does and there's no FAQ clearing the issue). With this Mr. Nice Moustache gains '''TOTEM''' and all '''Free Peoples''' units at 24" check battleshock with two dice and choose the lower. Alone it's already interesting, but along the units' banners and benefits of the Regiment, Defiant Avengers, the Flag of the Conquerors can and will make your soldiers surprisingly effective against battleshock. Let's check how: at 24" all units roll battleshock with two dices, rerolling failures and all 1 and 2 are auto-success and atv 12" with their Bravery at least at 6. WOW. ===Foot Troops=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-freeguild-guard-en.pdf Freeguild Guard]:''' Your basic infantry. With sword and shield your guys make an amazing anvil (dirt cheap and a 4+ save, though only in combat so nothing against missiles), but that's not to say other load outs don't have merit. With halberds, you get a unit that can mow through skeleton and skaven hordes pretty quickly, and with spears, you gain a little bit of reach. Arguably sword and shield are the best loadout, with halberds coming next. Another interesting loadout for them is using militia weapons, which are the same statline as swords in close combat (no parry bonus though), but it also unlocks a 14" ranged attack for the unit. At 20 men in the squad they get +1 to hit, at 30 they get +2, and at 40 models or larger you get 3+ to your hit rolls. Putting a few squads of these in either the Freeguild Regiment or the State Troop detachment and popping hold the line will give you an amazing anvil unit that can dish out the pain (under the right buffs, you can easily get to 2+/3+/-/1). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-freeguild-greatswords-en.pdf Freeguild Greatswords]:''' With Oathsworn Honour Guard and Hold the Line! Greatswords have the potential to deal 2 attacks each at 2+ to hit and wound if they stand still. Compared to other Elite infantry like Stormvermin, Bestigors, Wildwood Rangers etc. Greatswords are an absolutely brilliant and powerful unit, even more so with all the buffs your army has going. Also, remember that their Save is 4+ without all the ifs and buts that your Guard has to deal with. **One great thing about Greatswords is that they're one of the few rare "elite" units on 25mm bases (usually reserved for chaff units or "shorter than humans" models like stormvermin). This means they can attack in 2 ranks with their 1" weapons. ===Ranged Troops=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-freeguild-crossbowmen-en.pdf <nowiki>Freeguild</nowiki> Crossbowmen]:''' With the aid of your General, they're a solid ranged unit to have. If you're looking for some decent 20" shots to throw out, consider getting 30 of them so you don't lose the bonus as soon as the first guy dies. If you can't afford the 30 model count or aren't planning to use a general to buff, then it might be best to pass. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-freeguild-handgunners-en.pdf Freeguild Handgunners]:''' Handgunners, at the beginning, seem bad. A sucky save, low bravery and a short-ranged missile weapon that needs a 5+ to hit. Now you look at its 3+ to wound and its -1 rend and think: it's not that bad. Then you look at their skills: 20+ models give +1 to hit and if there are no enemies close them and they didn't move, they add another +1 to hit. Now couple them with an Empire general and State Troop Detachment. Pick 3 units of handgunners and don't space them too much. Enjoy 90 auto-hits (not in match play, where it'll be on a 2+ instead) and nigh ensured damage. Skeletons will shit bricks. ** '''Hot Take:''' Given the FAQ buff to crossbowmen not needing to stand still to get off two shots, handguns are no longer the king of massive units. What they are perfectly priced to do now, however, is to function as 100 point mini warmachines. Take MSU of 10, equip each squad with a Long Rifle and then relish in having 30" snipers that are sitting on 3+/3+ if they've not moved before even factoring in any other buffs. Leave the volleys to crossbowmen, but allow your handgunners to function as sniper squads. The other 9 bodies throwing out their cheap Rend is just icing on the cake, along with an ability to make an enemy cavalry charging pay a price when they get with the the Stand and Shoot before -- let's be honest -- probably wiping out the squad. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-freeguild-archers-en.pdf Freeguild Archers]:''' Honestly worth a second look after admiring the insane combos available from Crossbowmen and Handgunners. A free move before the game begins and an 18" range mean these boys can reach out and poke someone quicker and easier than the handgunners. An average profile of 4+/4+/-/1, but you can ''reroll hit rolls of 1 or 2'' if the unit has 20+ models, or ''all'' rolls to hit if they have 30. The bonus, however, is the fact they can shoot this well while on the move, while handgunners have to remain stationary. ===Cavalry=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-freeguild-outriders-en.pdf Freeguild Outriders]:''' Decent-ranged guns and a bonus to hit if they stand still, with an impressive number of shots, but in exchange, they are quite a bit worse in melee (where you don't want them anyway). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-freeguild-pistoliers-en.pdf Freeguild Pistoliers]:''' Very short-ranged guns and awful Bravery. They do bring Rend and a lot of attacks, but since you have Demigryphs for smashy, you may want to skip Pistoliers for Outriders. Unlike practically any other unit, their melee attacks are exactly the same ones as their ranged ones (they shoot the same pistols point-blank). So, if you can charge the same thing you shoot and get the priority in that combat, they can make a good name for themselves, because they may very well kill their targets before they even get a chance to swing. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-demigryph-knights-en.pdf Demigryph Knights]:''' These monsters can chuck out a ridiculous amount of attacks for what they are and have a total of 4 FUCKING WOUNDS EACH. Not to mention they can move 10" like all Empire cavalry, they can and will charge into a unit and hurt it bad. Good at clearing hordes with the mounts 3 rending attacks each and rider's 2 attacks with either weapon. Personally, I would recommend giving them sword and lance as it does 2 damage on the charge and will wound on a 3+ like the halberd but this requires care with who they charge as they will lose effectiveness on the second round of combat. Not to mention the models look awesome as hell. Got a 20 point price reduction in the 2018 General's Handbook, putting them at only slightly more expensive than the two units above. Did I mention that these guys are battleline if your main force is Free Guild?
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information