Age of Sigmar/Tactics/Edition 1.1/Free Peoples: Difference between revisions

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==The Free People==
Do you want to fight the good fight? Are you partial to moustaches and feathers as signs of authority, instead of huge pauldrons or a huge frog-gut? Are you prepared to fight the thinking man's fight and to be prepared to utilize all the tools in Order's preverbial shed? If so, go get you completely regular sword and shield, find a little armor, put a feather in your hat and stand for inspection! See Impossible Sights and Bang [[Zombie|Improbable Chicks]]! Fight the Unending Hordes of Chaos, and Rebuild the Realms! Die for the Cause! Sigmar Needs You To Join the Freeguard!
The Free People, or more accurately, the Freeguard w/ Friends, is a weird faction in Age of Sigmar. Compromising most of the left-over Empire models that aren't war-machines, holy or magical, the Free People are the exact opposite of most Age of Sigmar armies: Defensive and ranged, in comparison to agressive and melee-oriented. Not that Free People can't or won't fight in melee (they will, and don't look forward to winning them out the box), but the Free People has easy access to a lot of ranged units that can really do the difference in a battle, especially against opponents who have no ways of protecting themselves against it. Plus, Free People has some really great synergy, which you should totally built around: The Freeguild Guard is phenominal as a huge, 30 something mob with swords and shields and a little bit of buffs from characters around them, and the Greatsword can really be a good melee elite unit with the right timing. This, of course, gets even better with the addition of the other mortal Order armies like the Collegiate Arcanum or the Devoted to Sigmar.
==Warscrolls==
==Warscrolls==



Revision as of 14:54, 9 May 2016

The Free People

Do you want to fight the good fight? Are you partial to moustaches and feathers as signs of authority, instead of huge pauldrons or a huge frog-gut? Are you prepared to fight the thinking man's fight and to be prepared to utilize all the tools in Order's preverbial shed? If so, go get you completely regular sword and shield, find a little armor, put a feather in your hat and stand for inspection! See Impossible Sights and Bang Improbable Chicks! Fight the Unending Hordes of Chaos, and Rebuild the Realms! Die for the Cause! Sigmar Needs You To Join the Freeguard!

The Free People, or more accurately, the Freeguard w/ Friends, is a weird faction in Age of Sigmar. Compromising most of the left-over Empire models that aren't war-machines, holy or magical, the Free People are the exact opposite of most Age of Sigmar armies: Defensive and ranged, in comparison to agressive and melee-oriented. Not that Free People can't or won't fight in melee (they will, and don't look forward to winning them out the box), but the Free People has easy access to a lot of ranged units that can really do the difference in a battle, especially against opponents who have no ways of protecting themselves against it. Plus, Free People has some really great synergy, which you should totally built around: The Freeguild Guard is phenominal as a huge, 30 something mob with swords and shields and a little bit of buffs from characters around them, and the Greatsword can really be a good melee elite unit with the right timing. This, of course, gets even better with the addition of the other mortal Order armies like the Collegiate Arcanum or the Devoted to Sigmar.

Warscrolls

Heroes

  • 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 (ak a Mini-Ghal) for hero and elite killing and the Freeguild Lance for monster killing. Here, the Lance might actually be the best choice, since the Griffon itself is actually pretty damn killy, since it has two high Damage Beak attacks and quite a lot of Fang attacks with 2 Damage, so it can really rip into a Manticore or a Terrorgheist who got to 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 boost 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. You want to kill things? This' the guy.
  • 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 fullfill 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 three Freeguild units within 15" to re-roll 1's to Hit and Wound, but they can't Move or Charge (but apparently can run). Put this german mofo in the middle of it all and anchor one hell of a gunline. Of course you can give him a horsey, but since the Knights have been removed, you gotta run with the Demigryph Knights. If you want to charge though, take the Griffy-Genny up top.

Foot Troops

  • Freeguild Guard:
  • Freeguild Greatswords:

Ranged Troops

  • Freeguild Crossbowmen:
  • Freeguild Handgunners:
  • Freeguild Archers:

Cavarly

  • Freeguild Outriders:
  • Freeguild Pistoliers:
  • Demigryph Knights:

Battalions

Army Building

Allied Armies

External links

Rules are here