Ok so after a few test games I am keeping the units that actually performed well in my list. After I've listed them I'll describe the general setup and plan.Fantasy Army: BoC
Grandmaster, General 259
Shield, Runefang, Other Tricksters Shard
Wizard Lord lvl 4 Light 345
Dispell Scroll, Luminark of Hysh
Captain of the Empire, BSB 141
Full Plate, Enchanted Shield, Talisman of Preservation
Warrior Priest 122
Great Weapon, Heavy Armor, White Cloak
Warrior Priest 67
Hand Weapon, Shield
Witch Hunter 105
Brace of Pistols and Magic Carpet
Witch Hunter 50
1089 in Characters
29 SwordsMen with Full command and 2 x 15 man Halberd detachments 413 pts
9 Inner Circle Knights Full Command 290 pts
Steel Standard
703 Core
28 Great swords full command 348
Banner of Discipline
1 Great Cannon 120 pts
1 Great Cannon 120 Pts
588 Special
1 Hellblaster Volley Gun
120 rare
So the general strategy is to set up the Great swords in front with the BSB and the White cloaked War priest in the unit. The firing line of the two cannons and the volley gun are set up to be clustered around the Luminark and wizard in order to benefit from the luminark's ward save, plus if I need to engage in an artillery duel the Protection of Pha is rather handy. The naked warpriest goes into the swordsmen who with their detachment hold one flank. The other flank is held by the inner circle knights that contain the general Grandmaster (his runefang gives them some awesome punching power in my opinion). The witch hunter on the carpet flies off to hunt enemy lords and wizards while the naked witch hunter lurks back in my lines to give 2+ magic resistance to any unit that looks like they need it (most likely the great swords) and slay some enemy BSB and low level wizards in combat.
Any advice? Should I just drop the second witch hunter and invest those points back into my core? Is the Volley gun too much when combined with the Double cannon/Luminark gunline?


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yes thats right change.... 
