AnomanderRake wrote:
This isn't a question you have to ask much with Warmachine; the developers have it balanced to the point where you can take pretty much any caster anywhere with the right army. Competitiveness comes from what you take with what and from what you do with it, not from what your stuff does in a vacuum. Usually. Mk.3 still has a few kinks getting ironed out.
As for the list it looks pretty standard, though you will want to drop the second Choir and you're probably going to want a bit more ranged firepower for reasons of flexibility (and because your warjacks are too slow to get to melee with everything you want them to all the time). I'd suggest dropping the Sanctifier and the second Choir for a Vanquisher and a Vassal Mechanic; you gain melee hitting power out of the trade (one POW 14 initial and one POW 16 initial for a POW 16 initial with Thresher), plus an AoE gun to scatter onto targets the rest of your army can't get to and the ability to repair things if someone cripples a 'jack with a lucky Hunter shot on turn one or some such (edge case, but he's a 1pt model and he fits into the gap nicely).
I used to recommend anyone starting Menoth get the battlebox, a Choir, and an Errant unit; haven't seen them in action enough in Mk.3 to know if that still stands, but the Errants remain a fantastically flexible unit, can hit far above their weight class (especially with Silence of Death from Thyra for POW 11 Weapon Master, at that point on average rolls five will take down a Khador heavy when charging), are a useful tool to learn about some of the funnier quirks of positioning and order of operations (with self-sacrifice), and pack a solid melee unit and a solid ranged unit into one reasonably-priced package. It's hard to find a warcaster that can't get use out of them.
Actually,
IMO the Hand of Judgment is a better buy than the battle box, though it certainly synergizes with Malekus as well as with anything else in faction.