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My one suggestion is to take shields + warbanner on the warriors. Winning combat is the name of the game with these dudes, and 19 attaks w/ 2+ saves & 3CR going in should make that happen against most things. With a mere 4+ save you may indeed need that rapturous, but you shouldn't be planning on losing with these butchers!
And for that matter the knight's don't need the warbanner, especially if Archaon Himself is riding with them. I'd say keep the champ in that unit to absorb challenges that Archaon doesn't want, though Big A won't get a LoS against cannons and such with the champ there. Food for thought.
For the hell of it, here's my tweak:
L: Archaon = 685
H: Sorcerer - MoN, 2 scrolls, roar = 175
C: 15 Warriors - MoK, warbanner, full command, shields = 325
C: 20 Marauders - MoN, full command, flails = 150
C: 5 Horsemen - MoK, musician, flails, light armor = 116
C: 5 Warhounds = 30
C: 5 Warhounds = 30
S: 5 Knights - MoN, full command = 280
R: Hellcannon = 205
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1996
Ground the spawn up for a healthier warrior unit (mostly ablative wounds, because they will be shot) and roar on the sorcerer so he has a mission in life beyond reading his scrolls against magic-y opponents.
- Salvage
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