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==Army Building== At it's core, Freeguild armies are horde armies, and starting with at least 2 20-man guard squads to act as a bubble-wrap for the wrest of your army, a general, and some Greatswords will give you a good core to expand off from. From there, adding in Handgunners or outriders for ranged support, more infantry for some staying power, or adding in some Demigryph Knights and allies for more punch, it's all a matter of what you want your army to play like. A huge part of making this list effective is stacking buffs and synergies to upgrade your crappy state troops to mustachioed sons of Sigmar. Unlike like some more elite armies (Stormcast Eternals) your units don't really do amazing independently, and when you take stock of their special rules you see that they are meant to played as mutually-supporting hoard. Things like the state troop detachment, hold the line, and other buffs that apply to FREE PEOPLES are almost mandatory from a more 'competitive' side of things. By themselves: a single guard squad will not do much beyond stall deadlier units or die, but with the right support they can make just about anything think twice. But this can also be a double-edged sword, as tactical errors that take out key aspects of your army (like your general or a sudden loss of Freeguild Guard) can cause the rest of your army to crumble. So it may be wise when list-building to include redundancies in case of surprise losses. With the new Freeguild Allegiance, various points changes across the board and the new Allies system, things just a whole lot more interesting when fielding an army of the Free Peoples! *A Freeguild army can draw up to 400 pts of allies and still keep their Allegiance abilities. The Allies that they can draw from include the Collegiate Arcane, the Devoted of Sigmar, the Ironweld Arsenal and the Stormcast Eternals. They don't count towards the number of Battleline choices you pick; however, they do count towards the number of Leader, Behemoth and Artillery choices you have, so choose wisely.
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