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Agreed. Both of those units are on the very small side, especially for elven spearmen/archers. 10-strong units are better off being Archers anyway (they won't have enough guys to benefit from regular spears, much less High Elf awesome-sticks).
Beyond that, your consideration of ranged versus close-combat could be resolved thusly: Sea Guard are decent in both phases. You can shoot for a few turns, moving in or positioning yourself as you see fit, then Stand and Shoot! as they charge you. So what role you see each unit doing most of the time-which, honestly, you should strive to avoid-is irrelevant. In short: more models with flaming attacks > less models with flaming attacks.
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