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==Tactics== As said up there, the Free Peoples is defensive first and ranged second. However, in a more generalist view, the Free Peoples have some pillars: *'''2+/2+ with 30+ guys''': Let's be honest there. On their own, the Free Peoples units aren't good: crappy save and meh to hit and to wound rolls, not to mention their below average Bravery. They're outclassed by everyone. However they have the hidden strength to buff themselves to the stratosphere by numbers, Hold the Line or allies, which turns really ugly with units above 30 models. This is vital for them, and what makes them actually dangerous in competitive. Facing 40 guys with 4+/4+/-1/1 is already bad, but when it's 2+/2+/-1/1 is WAY worse. *'''Protecting yourself against Bravery''': As mentioned earlier, Free Peoples have low Bravery, usually in the range of 5 to 7. Take into account that the moment they charge you, you're losing people in heaps, so all Bravery rolls are gonna hurt. ''A lot.'' Unfortunately the Free Peoples doesn't have means to buff their Bravery or [[Commissars]], but we have means to modify the Bravery rolls. Standard bearers auto-passes on 1s, Stately Banners makes roll two dice and choose the lower, those giant hordes give extra bravery (+1 for every 10 models when you make the test), Defiant Avengers rerolls failures... We have many means to make the Bravery roll our bitch and you should do it, lest you lose a unit the moment is charged. However, this makes them far from immune so be aware of that. *'''Great Companies and music''': No unit of the Free Peoples fights alone. Ever. Or shouldn't fight alone. Both the Grrat Companies faction rule and the musicians enable your units to support another if the need arises and acts as a deterrent for really nasty charges (I've seen '''[[Archaon|ARCHAON]] falling to a musician-inspired Stand and Shoot of 50 Handgunners''', go figure) or turn a combat in your favor. However, be aware that: you MUST include a 20+ Guard unit for each Company, all units MUST be 10+ models and their support ONLY affects units in their Company. For inter-Company support there's the musicians, which you should include in every unit you have. In 2nd Edition there are two changes that change the way of play of the Free Peoples significantly: the Command Points and the reworking of Command Abilities. The latter means that any General you have can use their CA using CM as fuel. This is awesome as it doesn't makes the General on foot/horse an auto-General. Unlike the [[Imperial Guard]] the Freeguilds can't bloat themselves fat on Command Points: our only Batallion is expensive as hell and usually the allied ones go over the points limit. This mean that we only get 1 CP per turn, so learning where to put it to use it's important. A hint is to not make that charge with Rousing Battle Cry the same turn the enemy closes in to your line infantry, for the HtL! buff might save your units. Thinking one or two turns ahead and adapting to the situation in the case that you lose initiative is useful in the management of CPs.
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