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Wow, runesmith council. I've never seen so many in a list before. As written, your list is actually illegal. Two of your runesmiths have identical armor (resistance and stone combo on the 2nd and 3rd). Also, they have identical talismans (rune of the furnace).
Right now, by my count, you're looking at 9 dispel dice, with +1 to dispel and the enemy losing a casting die. I think most would recommend that you drop at least one runesmith for a BSB, who will add staying power to your blocks, and either spellbinding or balance for a pair of spellbreakers. Your call though.
Consider dropping the great weapons from the longbeards- they will rarely get to swing them, unfortunately. Use the points savings to pick up engineers on the bolt throwers.
Of course, all this makes your list more generic, which I'm kind of against. I'd love to see a new build successful, but I'm thinking you might have a rough time with this one. Let us know how it works out.
Edit: Furthermore- break the thunderers up for more shooting flexibility. Consider converting one unit to quarellers, and use the points savings to give both units shields.
Veterans could be good too. They can soak challenges and keep your numbers from getting shredded, letting you last longer. Also gives a little protection for the runesmiths, who aren't exactly combat monsters.
RZ
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