Well if you want a mounted wizard, use a dark steed. Having a LD 8 model riding a stupid mount is a problem when you also want to cast spells with said model.
Also I don't believe sword of ruin is an option one would want to give to a character with just 1 S3 attack. Casting lore of fires number 2 isn't a good plan if you want to go CC with your wizard.
At this points level, magic shouldn't really be something you should worry about. Having a improved leadership and a character able to take challenges is more important at 1k. Run a master over the wizard. If you are worried about opposing magic, give him seal of ghrond. The reason why magic at the level isn't good is that with 1 level 2 you have 4 power dice and 2 spells that might matter. While your opponent has at least 2 dispel, and really doesn't care if you get a D6 wound magic missile off here and there. When it comes to magic, either go big or don't bring it. At 1k you can't afford to bring enough magic without crippling the other aspect of the army.
Your warrior blocks would be better if they weren't so small, either go with a 20=25 and a unit of 10 bows, or something altogether different than that.
Executioners are hard to make work. Paying for a 1 wound super champion in a unit of 5 is a pretty expensive way to make a completely ineffective fluff unit. Sorry to be so harsh, but that many points could be better spent elsewhere.
Black guard are fine, might bump them up a bit if you have points, and give them the ASF banner.
If you are running CoKs, run them with no command, or just either a musician OR banner. Their options are too pricey to splurge on, and they really don't add much to what they can already do.
Hydra at 1k is pretty mean, but I'm not going to say don't take it. Just keep in mind you might here people belly ache about it.
Try out a unit of 5 shades if you like, they are a versatile unit that you will get good millage out of.
As you expand try out dark riders and harpies, they add new dimensions on what DE do.
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