Before I start I want to emphasise that this isn’t a way you must run a list but and idea and a base, and most importantly do what will help you enjoy your hobby the most and if this helps one person enjoy their hobby more I’ll be happy.
This list started at the start of the year when I wanted to start a new army and I had no clue and I thought oh that cities book looked cool, and I asked my friend who said “oh there’s these guys that run in drunk on horses. I laughed and bought 3 boxes of pistoleers. Then I kept adding to this list and decided to get some KO involved. But I’d like to emphasise that this list isn’t intended to be competitive (although it can be) it is meant to be a fun list for all involved and my goal at the start was to buy the models I like and do the stuff I thought would be the funnest and silliest to an extent but it turned out pretty competitive as well.
Artefacts, Command Traits & Abilities
For my artefact I used the patricians helm which ins’t really needed and zephyrite banner is useful too but the not taking battleshock is really useful. The command trait I used is really useful as the outriders normally hit on 5+ but this brings it to a 4+ and that +1 to wound on missile attacks is infinitely useful for this shooting based army. For my extra artefact I took the Ruby ring to further get damage out of the hurricane which already does mortal wounds with its spell and shooting attack. most of the Aqushy artefacts that do mortal wounds are useful to take on the hurricanum.
My general is the freeguild general on griffon: this is used to fill out the battalion and also does a lot of damage no matter what weapon it takes and they are pretty balanced, the -1 to enemy bravery is also useful. The freeguild general is there to help the outriders at the back to stand and shoot as it gets them plus one to hit and wound rolls to help them land shots from afar. The hurricanum, this is my favourite part of this list. It is a mortal wound machine getting +1 to casting and another +1 if in azyr. and add one to all hit rolls within the portents of battle which, if this is kept out of battle is 10″. It also has and 18″ shooting attack which is again, until damaged guaranteed 3 D3 mortal wounds, and the spell I have on It does 6 dice 4+ mortal wounds plus the ruby ring this is a mortal wound machine. Then the phoenix which has a 4+ to negate all damage and can get a 50/50 chance of getting a second life, and this can fly over models and do up to 5 mortal wounds on a 2+ and the 4+ to hit on its talons is boosted by the hurricanum. The endrinmaster is there to help stay and fix the gunhaller and support the KO units. but still does some good amounts of damage in both shooting and combat especiallywith the boosts this list can give in to hit and to wound rolls.
3 out of the gunhaller, endrinriggers, ballista and outriders can stay back and get boosts to hit and wound from the freeguild general and do loads of damage launching attacks at the enemy, and most of their weaknesses are made up for by these boosts to hit and wound also the command trait of +1 to wound rolls for missile weapons. The pistoleers are insane coz the go up 12″ movement, shoot, then charge and shoot again, then due to the baton can retreat and do it all again. the endrinriggers are a good unit too but are also able to help heal the gunhaller 1 wound on a 4+ for every model in the unit and use that to its full ability as that also benefits from the battalion, they also have a good choice of weapons and can deal lots of damage from distance also benefiting from bonuses to hit and wound. The gyrocopter is best used in my view with the steam gun to take out large units getting gsttacks based on enemy unit size.
This battalion is great, often overlooked but those pistoleers moving, shooting, charging shooting, attacking which with bonuses is ok, then retreating and doing it all again is ridiculous, and the ability to withdraw from one combat and go to another basically free of penalty with the general is also good, and the outriders doing a slightly less effective version of the pistoleers is still great.
Magic, Endless & Realm Spells
The strike of eagles is amazing, 7+ but with the hurricanum can be 5+ and then doing on average 3 mortal wounds from 30″ is ridiculous. As is the two war scroll spells Bothe 6+ but can be 4+ doing mortal wounds just adds to the ridiculousness of the hurricanums mortal wound ability as one does either D3 or D6 depending on a 2 D6 roll being bellow or above the movement of the target. and the other doing groups of D3 damage to different units
If possible play for the second turn, and try get a double turn as with the battalion that can be ridiculous, and keep the hurricanum out of contact just shooting and casting and boosting others the same with the shooting not in the battalion and the Freeguild general so they can stay at the back and just shoot with boosts, only get them in combat when the core of the army is gone. Use the hurricanum to take out their key heroes from afar and use the general to wipeout any good combat units as it can beat most things in combat and you could take swift as the wind to get fights first and run and charge but the overall benefits for the army with hawk-eyed is more beneficial I feel than that boost for that one specific unit. I use the steam gun on the gyrocopter to take out the enemies large units as they get attacks based on the size of the enemies units. But most importantly do what is fun for you.