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Lets take a look at our magic banners and see whether we should be using them and on whom/what.
All magic banners need to be compared to the war banner. It is the staple and a +1 CR bonus is just awesome. Of course you could be taking a war banner already and want something else.
Lets first look at the banners.
Standard of Ariel - Fear and MR 1 only available to the BSB. This would make the eternal guard a menace however the BSB would be left defenceless. I think I would rather have a living BSB giving stubborn than to cause fear.
Banner of Mid Winter - Unbreakable for 1 turn. It looks great on paper, but only the EG and WR can take it. The WR are too fragile to be taking charges so that leaves the EG. Odds are your EG are going to be stubborn on a 9 and probably have a BSB re roll too so the unbreakable doesn't give much benefit. On a BSB it could be interesting in some wardancers however the BSB isn't likely to survive the charge.
Banner of Dwindling - 1 less die on a flee from breaking. The WR don't really need this bonus however it can be potentially deadly on some EG. Even if we break cavalry we still need to run them down. GR, WR, and the eagles help, though this banner could be a great surprise and allows the EG to operate without the help of the fast units.
Banner of Zenith - 12" march block. On paper this looks like our best banner. However GR cannot take magic banners and I'd be worried about giving some GG scouts a banner to start with. The WR could make great use of it for sure but I think I would rather they have +1 CR. I've never had much of a problem getting within 8" of the enemy to march block. We dont' have to do it to the entire army anyway.
Banner of Springtide - Stand and shoot regardless of distance. This is definately for the GG. Most people don't like them to have banners but if you're giving them one should you give them this as well? This one comes down to psychology. Will the opponent approach you closely so that you cannot flee or stand and shoot? Assuming 12 GG ranked on a hill you'll get 4 wounds (3 against 5+ AS) T3 targets. Is that enough extra wounds? It will likely bring down a rank and give you +1 CR anyway. Ultimately the question would be, should I just get 2 more GG? I would go with the 2 extra models.
Glade Guard - Springtide, but it might be best to get some more models.
Scouting Glade Guard - Nothing
Eternal Guard - War Banner or Dwindling
Wild Riders - War Banner or Zenith if you don't have a lot of quick flankers or infiltrators.
BSB - Would be better off with some defensive equipment or Asyendi/HoDA.
I suppose in a lot of ways these banners can seem like a waste compared to a war banner, but you can only take one war banner. The WE banners just give us a few more tricks up our sleeves that, when played right, can be very decisive.
Last edited by Cyric the Mad; May 24th, 2007 at 23:30.
Between these two posts, that's a fair summary of the pro's and con's of the available banners.
I only really use one of them, the Banner of Dwindling, mostly because it's the one that has an effect on the game on a regular basis. Most of the others are fairly hit-or-miss. They either pay for their value, or they turn out to be a waste of a hero choice and/or points.
All have uses, but most rely on knowing what you'll be up against and what tactics your opponent is likely to employ.
It has yet to be proven that intelligence has any survival value. - Arthur C. Clarke (1917 - 2008)
Standard of Ariel
Pretty good if u wanna give units magic resistance (1) within 12" especially vs magic heavy armies, its always handy having free dispel dice ontop of divination orb and your dispel dice
Banner of Springtide
Could be used if you have your characters sitting in a GG shooting magic bows/arrows