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Eschewing the comforts of modern society, the Free Folk live beyond the edge of civilization. This means that most of them are still living a nomadic hunter/gatherer lifestyle. While southerners might look down on this way of life, when the Free Folk march to war, it means that their skills in stalking and snaring prey in the forests translate well to the battlefield. A man can be brought low by a well-placed trap just like any wild game. This month, Free Folk players will be able to add units of Trappers to their forces.

Free Folk Trappers pack a pretty hefty punch for only costing four points to field. They have both ranged and melee attacks, an Order, as well as not giving up victory points when destroyed. With all of those things going for them, their individual stats might not seem very impressive, but it’s about having a whole package in a single unit. Their Wilding Bows are short range but hit about half the time. The unit is slightly better at ranged attacks than melee, so players will do well to keep them from getting engaged with the enemy. Another reason to keep them back is their relatively poor Defensive save of 5+, as well as their Morale value of 8+. This is not a unit that will be able to handle protracted engagements with the enemy.

Tracking The Enemy

However, there is a way to make sure the enemy doesn’t get to them, and that’s liberal use of their Order, Hidden Traps. When issued, an unengaged enemy unit that’s moving within Long Range suffers D3 Wounds and their Charges become Disorderly on a roll of 1-2. Being able to deal wounds directly to an enemy, with no need to hit and no Defensive save, makes this inexpensive unit really punch above its weight class. Even mounted knights with heavy barding will want to be wary when Free Folk Trappers are around. As so many enemy abilities hinge on successful charges, the Free Folk Trappers can easily help protect not just themselves, but the main elements of the Free Folk force from enemy aggression.

The Free Folk Trappers are a perfect supporting, flanking unit. Commanders will want to keep them away from the enemy as much as possible, harrying from the sidelines. They are not a unit that will be running up the middle of the board, spearheading a charge or what an army’s defensive line will form around, but they will do their best work from the wings. They work well with hit and fade tactics, keeping away from the enemy, but just close enough for their bows and Order to take hold. Keeping them protected will be key. While may never have the highest Wounds-dealt count, they can certainly be a thorn in the opposing commander’s side for a game.


Miniatures are supplied unpainted. Preparation and assembly may be required.