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Here is my first army list. :C
Level 4 Archmage, Jewel of Dusk, 2 dispel scrolls
Level 2 Mage, 2 dispel scrolls
Noble, Dragon Armor, Shield, Helm of Fortune, Lance, Barded Elven Steed, Amulet of Light
Noble, Dragon Armor, Enchanted Shield, Lance, Barded Elven Steed, Ring of Fury
2 * 10 Archers
10 White Lions with Full Command, Lion Standard
2 * 5 Dragon Princes
2 Tiranoc Chariots
2 Repeater Bolt Throwers
2 Great Eagles
Please keep in mind that the majority of people I'll be playing have a limit of 9 power dice as is the case for most tournaments that they participate in.
The only thing I don't like is the full command on the unit of White lions.
Personally, I would drop the standard, and the magical banner it carries, and instead give musicians to both of the dragon prince units. Any spare points could be used to get another cheap item, or some other trinket.
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Really like the list.
All I would do is same as GN said. I think musicians for both DP are more useful than a command on your WL. I would also maybe give one the Banner of Ellyrion.
I'm also not a big fan of Chariots and like at least one ranked up unit to hold up the enemy but thats just because I use a couple of fast hard hitting flanking units.
If you love the chariots though stick with them. As it is I think you have a good all round army that should be able to take on most things.
I think your army is very balanced and could do very well. I also like the chariots and think that with the dragon princes they can break through most units. However, I am a very big opponent of 4 characters in HE. I think a bsb with lance, shield, DA, barded steed and ellyrion banner could be a lot more effective and frees up points for say another unit of white lions to serve as an anvil for your DPs. I think with 3 characters and another ranked unit your list will be more effective. Hope this helps.
2009 Tourny records (W-L-D) (20-4-4):
9/56, 1/12, 2/14, 4/14, 32/82, 1/6, 16/72
Can't shoot the Reaver Bow if you march... and since I assume that said Noble will be joining one of the Dragon Prince units, if there is a turn in which said Noble is not marching or making a charge declaration, you screwed up somewhere. IMHO, if you are mounted on horseback, I can't ever see a reason to take either of the magic bows. The Ring is fine where it is, and unless you feel really compelled to take the Star Lance, no reason to give him a magic weapon when a mundane lance is available. Now if you wanted to consider other items, both Loremaster's Cloak and Sacred Incense are good options, but I personally think the Ring is better in this list.
That being said, I agree with Buckero0 that 4 scrolls is excessive. If you're really paranoid and feel compelled to take something anti-magic on both mages, take the Staff of Sorcery or the Anullian Crystal on one of them, iand give the other mage 1 or 2 scrolls. In a dice limited environment, I think the Crystal is better, since if you're playing someone who's maxed out at 9 dice, they go to 8 PD and you go to 6 DD, and you still have +1 to dispel. If he fails on any spell he tries to cast, you pretty much can stop anything else that turn unless he gets IF or rolls high on something that you have to use a scroll to make sure you stop it.
No argument from me on whether or not you use the Ring... but my point was that I would expect that you'd run both Nobles with Dragon Prince units so that both end up 6-wide and get maximum frontage.
I don't think leaving one back with the White Lions will be all that effective because you aren't wide enough to keep the Archmage out of base contact, even if you put the Archmage on one end and the Noble on the other. It won't matter if you issue a challenge with your Noble (unless the opponent uses the one guy in base contact who is on your Archmage to accept, which would be poor unit alignment by him prior to the charge), at least one guy is going to hit the Archmage unless you wipe out the front rank, which is statistically impossible unless his unit was smaller than yours. Even so, once you get in CC, that Noble is going to have problems if you didn't charge, because being mounted means you suck if you don't have a lance. Now if you had the points to make him a BSB, and you were trying to use the stubborn-8 + re-roll combination, that's a different story.
I agree with you that the HE nobles pretty much suck in terms of how you can equip them, but I don't know that there's anything much you can do about it. I think GW did the right thing though, not allowing you to set up a Noble that can take Armor of Caledor (or some other way to get a good save on foot) + Reaver Bow (or Bow of the Seafarer) + Great Weapon. You'd just always take that set up, give him the BSB upgrade, and there would be no reason to ever take another infantry-based Noble.
Personally, I like the current Hero set-up as much as almost any other which doesn't involve taking a Great Eagle as a mount. I think you'll find that a Dragon Prince unit capable of blasting screens out of their way via the Ring is a lot better than you'd expect. So what if the Noble is only a Drakemaster with slightly improved stats and a 1+ save? Drakemasters are pretty good already.
Thanks for all the comments!
As was expected, I intend to let each noble join one of the Dragon Prince units. I expect them to break on the charge next to all units that are not unbreakable.
The White Lions are to guard the Archmage. That's why they should receive the Lion Standard and a champion. To me this seems more important than a musician in a unit of Dragon Princes. But that's were I hope to benefit from your experiences.
I like the Tiranoc Chariots because of their speed. I want to use them against skrimishers or if I can combine them to negate ranks.
All the comments concerning the number of dispel scrolls seem logical to me. I just didn't do the math at this point. Right now I like the idea of replacing two of them with the annulian crystal most, because I don't want to be "outmagiced". But I have to check the army book once more (which I unfortunately don't have at my office).
The reason you take the musicians in the units of Dragon Princes is so that you can flee from a charge and rally on 10 and less (ie. only fail 1 in 12 tests, significant improvement over 1 in 6) in the event that someone tries to charge them with something that might actually break them without the +2S lances available to you.
This is particularly handy for setting up a situation where your opponent has to charge one of the two units or get wrecked. You flee with the one he attempts to charge, the opponent's unit has a failed charge. Your other Dragon Prince unit now gets to counter-charge, and if you've set it up correctly, often the counter-charge will be flank. In the meantime, you use your wonderful musician to make sure you rally your fleeing Dragon Princes, and depending on how you're set up, you should be protecting the flanks/rear of the engaged unit in case something bad happens.
But if you are planning on taking a Noble with each unit, I imagine that you aren't planning to try and set traps, and you'd rather just plow full-speed ahead into anything you think you can break in one round of combat with a normal front charge.
Just keep in mind that the Chariots can't march move, so they are going to be even slower than the White Lions I am assuming they are guarding the flanks of, especially if you set them out wide to maximize your angles of coverage.
The only thing I'd be moderately concerned with is the size of that White Lion unit. It's a little small for guarding a caster. The first problem with this is that once he kills 5 of them, you no longer have targeting protections or Lookout Sir! (your champion doesn't count as rank-and-file, and you need 5 rank-and-file to have these work). That makes your Archmage very vulnerable.
The second, and arguably more serious, problem with a 10-man unit is that even if you go to 6 wide in front with the mage sitting on the end, most opposition units are going to be wide enough to force it into base with 2 models. A smart opponent won't bother to challenge you with just a champion since you'll refuse and send the Archmage to the back, and if one of those two models in case contact with your Archmage happens to be a champion or character, he'll simply kill the archmage that way (overkill points for CR won't matter if he kills your Archmage in CC before the last turn or two, you've probably already lost the game unless he screwed up real bad somewhere else). Even just two regular troopers in base are more than likely going to rack up at least one wound, more if they have multiple attacks each.
To be honest, I don't see anyway to fix that problem though without seriously altering your list. The White Lion unit really needs to be bigger, preferably 13 or 14 so you can go 7 wide and ensure maximum of one model in base with your Archmage and zero in base against some units, but I don't see anywhere you can easily cut points except the Amulet of Light, but I assume you need that so that you can have a unit to deal with Ethereals or to wipe off Daemonic (or equivalent non-magic ward) saves.