Ok, to clarify, the firing at full BS is from the trueflight arrows. Other arrows still get -1 for moving and shooting.
To be honest, the glade captain is probably not worth it at this point level. The only thing you'll want to see any combat in which you'll need a leadership test is your eternal guard, and they're Ld9 and stubborn anyway. Giving them a banner of discipline is pretty useful, if you want some extra reassurance.
The Hail of Doom Arrow, though lovely, doesn't really justify taking a captain for on it's own, and don't forget you might find yourself wanting to march the Eternals for much of the game, making a captain's bow useless.
As for arming him for melee, sadly Captains don't make for very powerful melee combatants due to their lack of a decent armour save. Have you considered a Shadow Dancer perhaps? Access to Killing Blow (on a decent WS), a 3++ ward save or being able to nullify the enemies rank bonus can probably do you more good than what the glade captain can put out.
If you did cut out the captain altogether that would give you enough points for a 10 man unit of glade guard with Hagsbane - always useful for stripping wounds from monsters and taking out enemy war machines. Then you could put the spellsinger there!
As to splitting the Scouts up, I'd personally suggest doing so. 2 units of 6 would allow you to split their fire if required or focus down on one target. Since a single unit would probably die horribly if anything charges it anyway, having 2 mean that at least the other one can hopefully get away.
One downside to this approach is that it makes it easier to cause 20% casualties from shooting or magic, so if you're facing a foe with many missiles it might be better to keep them together.
Az
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