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I searched the forum in the past and could not find much about The Fey Enchantress, so this post is mostly for others who are curious to using her or not. I do warn you that I am still fairly new to warhammer and I only used her in 4 games.
For starters, there is obviously only one reason to take her, magic. So lets look at what she does, she gets 4 dice being a level 4 wizard, generates one extra from her toad, and can use the 2 base. All this with an item with a bound spell. So each phase she has as 4-7 dice to use which, unless using lore of life, will be 2-3 spells per turn, plus the one bound spell.
In my games I don't think I lost a single unit or suffered from a single hindrance from my opponents magic, one of them being a skaven player who had 10 power dice per turn (though I did use damsels with scrolls as well.) However the most damage I did was killing about 15 rats with the Comet of Cassandora (though rolling I am notorious for my bad rolling on, well, everything.)
Here is my opinion of each of her skills one at a time in order they appear in the book.
Her +2 to cast life is nice, but look at what life does, anti range, healing, and mediocre offense. Problem is she costs way to much to want to use for her defense and the closer you are the more danger you are in so spell range is a huge factor.
Supreme Aura of the Lady
Great, no hidden "uselessness."
Favour of the Fay
I never used out of fear of her loosing a wound, though it would be great were that knight to challenge on a charge.
Blessing of the Lady
Seems good but bret does not really need to start. Even going second we should be charging as soon as turn 2, but starting would mean we move up they move just out of charge range, we move up again, then turn 3 we charge. Either way that is two opponent shoot/magic phases which is all that going second really does against us. Plus, going second there first shooting/magic phase will be more likely to be out of range anyway, moving up when we go first gives them more things to hit so those 2 shooting and magic phases could be more successful.
An example from one of my games that I got to start. First turn I had not "good place" to move my Pegasus Knights, with 20 movement you can get 4 inches away from their closest things front, what good is that?
This one I have mixed feelings about. Using her alone is way to dangerous, but using her with these makes her about 170 points more if you give them a command. A second unit of grail knights sounds good but why are grail knights good? Because they win combat! Even if you do charge with this unit that is a 480 point mage (sense silvaron is as good as a gk in combat) that you have in combat that wont be able to cast anything that turn. Though fielding her with anything other then grail knights is too risky also, no other unit will giver he immune to psychology (so if you put her with m@a they may panic.) Even knights of the relm are points spending on keeping her safe and not points spent on charging knights into combat.
Most things have a pretty decent initiative and even verse initiative 1 that means she is in combat. Comes in handy if she does get into combat but if you use her right this skill should never matter.
He basically makes the fey enchantress a grail knight in combat, 2 WS 5 S 4(6) attacks and 1 WS 4 S 3 (just better then a horse) attacks. I would rather pay 38 points than 545 for a grail knight.
Chalice of Potions
A great item however it makes spell decisions with your enchantress much harder. You don't want to use this first because if the comet goes (or even the other remains in play spell from heavens) then if you cast anything with her after then it will be dispelled, just by the rules of remains in play spells. This also means you wound not want to use any remains in play spells that the enchantress may get before using the chalice. It is a good item by all means but like I said it just makes spell decision more limited/difficult. Another thing with the chalice is that the first heavens spell only has a range of 12, which unless she is near archers or near danger combats won't matter.
Gridle of Gold
Power Familiar (Toad)
Only use for fun, she is fun but does not pull her weight and really does not compliment brets playing style. If you want a great mage my best advice is start another army. She is great but she does not pull her 545 (700+ if ran with grail knights), especially considering that damsels are not going to provide any support for your magic phase unlike a skaven warlock engineer (or most other non-lord choice wizards of most armies.)
Feel free to criticize my opinion as much as possible, like I said I am fairly new to warhammer and did not use her much.
kindof funny, they make a special character thats all into magic, and still the magic of this army is not worth its weight in dust
which lore would you suggest to use her with?
Suppose you get 4 grail knights, no standard, then put her in second rank on the centre+ side (monsterbase), makes 2 total ranks, youd get to attack with her because of the lance formation, but they dont get to fight her, unless they charge the side, but then her glance sets off
im not sure if this is allowed, for nowhere does it actually state she is a prophetess or damsel , but a wizard she is.
anyway, if its allowed, charge with a main unit (a lance with full command), and support charge with this, youl break anything in your path
ps. you could post your work in tactics section, theres a thread for the brets there! im sure it stays visible in there for quite a while longer than here
Warchief Diggah o da Bloodmoon Squiggahs
I don't think that she would work like that in lance, if she would even work period in lance. If she did sense the lance rule says nothing about being able to put her in the second rank she would be subject to characters going in the front rank.
Lastly even if GW said that she could be in the second rank, that would be a very bad idea, 545 points for a wizard with no LOS and would not get her gaze in combat.