jtrowell wrote:It's an interesting list, I would like to play with or against it.
I will have to agree that a druid would be a nice addition, providing great support for the elementals:
- inspiring so they last longer
- heal is optimal on def6+ unit
- surge, and not in the idea of simply advancing faster, but because surge allow for many tricks, like getting an effective 360° charge arc (if an ennemy try to position on your flank, first pivot toward it during the movement phase, and use surge to charge it during the shooting phase)
The 3 ballistas are a nice addition to get some long range shooting, however if your plan is to focus them on one priority target, the fact that they are static and need direct line of sight might make it hard to do depending on the situation. If however you accept that sometimes you will simply fire them at different targets because of cover/line of sight it is acceptable.
Rememnber that height 4 units (so most monsters) get no cover at all from height 1 units (so most normal infantry), so monsters are usually easier to focus despite what I just wrote.
If you want however an easier time to focus on priority targets, replacing one or two ballisat with siege artillery unit(s) might be useful, provided that you can find the points of course.
About your foot guard, are they with shield or great weapons ?
Usually I like using this kind of units with shield to serve as a solid anvil, but you already have two hordes of infantry plus the elementals, so maybe the foot guard should be more useful in this specific case with great weapons to serve as a reserve unit ? But it depends on how you plan to use them of course.
If you have some leftover points in the end, I would give some artefact to the general and army standard to five them something to do when they are not in combat.
Cheap and popular are the war bow and the flying hammer, the one ranged attack that they give won't do much damage, but later in the game this potential one point can be used to force nerve check on already heavily damaged units without needing to invest other units, or one or two points done early can also be what will make an unit rout later.
If you have more points, then the army standard (who you don't want in melee usually) can be upgraded into a pseudo wizard with artefacts like the boomstick or the healing charm (I rather like the healing charm on an army standard to represent a warrior priest)
If you plan to use your general agressively, then instead of a ranged attack some cheap 5 or 10 points melee artefact is another option, but I will note that you are rather light in inspiring source (even with the better range), so this might not be a great idea.
Usually a 2000 points army will often have around 4 inspiring sources, enough to separate the army in several detachments/groups of units each with its own inspiring hero, and here you only have two (3 if you take a druid for the elementals)
If your plan is to deploy each regiment of knight in a different flank, then you will have the general and the army standard available to accompagny them, but this will leave the main battle line completly un inspired.
A second army standard on foot and a druit would probably give you full cover in most situation (remember than allies need their own inspiring source and allied heroes cannot inspire units from the main army).