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This is a 2k list I've been using as a change from my Dark Elves.
Archmage - Lvl 4, Book of Hoeth,
Noble - BSB, Great Weapon, Dragon Armour, Standard of Balance,
Mage - Lvl 2, Silver Wand
32 Spearmen - Full Command, Banner of Arcane Protection
19 Lothern Seaguard - Full Command, Shields
15 Archers - Full Command, Light Armour
10 Shadow Warriors -
10 Phoenix Guard - Full Command, Banner of Sorcery, Skeinsliver
Eagles Claw Bolt Thrower -
Archmage takes Lore of Life usually, although I did run a couple of games with Lore of Heavens and had fantastic results...Chain Lightning and Uranons Thunderbolt. The Mage takes High Magic, giving me a total of 8 spells. BSB joins the Spearmen (run 8 wide/4 deep). The Standard of Balance is great. Fought against DE, who a Dreadlord leading a unit of Frenzied Corsairs, sat and waited for them to charge the Spearmen, which they did. The look on his face when he was told he had no Hatred and no Frenzy was a moment that will stay with me forever....
It plays well against offensive armies, however against a static army it lost heavily as I had to move at my opponent. It was TK, with 2 horde units of 30 Skellie Archers, Khalida, a Casket, a Bone Giant, 3 Swarms and a Catapult. The poisoned shots were the bane of my force, combined with Khalidas Irresistabe Force shooting incantation and her Staff which kept pinning my Spearmen unit (despite them having a 3+ ward against it in one turn). That was his only bound item so he was chucking 5-6 dice at it with me having to dispel other incantations and the casket as well, with me usually having about 3-4 dispel dice per turn on average.
Well if you're having trouble against a static army, try cavalry and more bolt throwers. Against war machines a couple of 5 man shadow warrior squads can deal with the crew, then help the final push from behind. Trap them with flanking and if they run they are killed instantly. But tomb kings are a pain in the butt for high elves whatever you take.
Your list looks solid, if a little shabby. Normaly people don't take a champion unless you are giving him a magic item that benifits the unit. Archers shouldn't have any command at all, as command only affects combat and they have a long enough range without marching with a musician. Light armour is fine though, especialy against other archers. I usually don't take skeinsliver, but take it if you want. Dragon armour isn't of a lot of use, but take it if you know you will be up against armies with flaming attacks. Otherwise take heavy armour to save a few points. If you are up against a large amount of shooting then consider floriaths robe for your archmage, it is extremely useful for a 45 point item.
So, to summarise:
-champion from all squads
-command from archers
+/- floriaths robe
+/- split the shadow warriors up into 2 5 man squads if against war machines
Also, reconsider the archmage. He is 360 points, which could all go <POP> with some bad rolling.
"Victory is sweet, blood is sweeter." - Aun'Vre
I'd add some punch in this list as all of your units are quite "light".
To free up some points, consider dropping the Standard of Balance on your BSB, unless you play the same opponents every time. I would also drop the Archers either completely or at least drop them to 10 models. I like to run my Spearmen more defensively, more ranks, less models in the front rank, so you might want to drop a couple of models, but if it works for you, stick to your tactic.
I don't know what to add for some more punch, but it certainly is lacking IMO.
5000p. High Elves
I take champions so I have someone to throw in the way of an enemy character who wants my mages/BSBs, plus the extra attack is always useful. The Archers fight in 3 ranks of 5and the Standard is there as sometimes I give them the Banner of Eternal Flame. They managed to beat a unit of 20 Corsairs in combat thanks to the musician (he didn't have one so I won by 1) and then ran them down. I have only ever played one person who hasn't taken Champions for the reason you stated. Plus it's aesthetically pleasing to the eye.
The Archmage I have above is one of several variations I play with, another being as follows:
Archmage - Lvl 4, Foliarths Robe, Talisman of Saphery, Silver Wand.
Plus the whole going *pop* thing? Thats the risk of taking any magic user. Plus with the Throne of Vines the odds of him going *pop* are lessened thanks to the "ignore miscasts on a 2+".
Yeah, it is a bit light.
I've been considering dropping it, I used it as a one-off as I was playing a friend who plays DE (we mostly do DE vs DE).
I tend to play defensively with my High Elves, sitting, whittling them down with shooting and magic, then taking their charge or counter-charging.
The plan is to build up my Core units first, then building up the Special and Rare. The plan is 2x 32 Spearmen (8x4), 2x 20/25 Lothern Seaguard and 2/3x 15 Archers.
I've been thinking I might drop the Archers/cut them down as I was thinking of bumping up the Phoenix Guard to 20 and using them as a bunker for my Archmage, as he currently sits in the Seaguard unit.
That's a good approach, but as I said, I reccomend more ranks and fewer models in the front rank of the Spearmen. I know it's pretty good to dish out all those attacks, but wider frontage also means more models can hit your Spearmen, and they are REALLY fragile, so fragile that what you might gain on a few more attacks are lost because the enemy hits you back with more.
IMHO, better to go with more ranks because they are the cheapest we have, and hence our best bet on a Steadfast unit.
5000p. High Elves