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I may be confusing two items since I don't have my book with me, but if Sacrement is what I think it is, it was broken by the changes to the magic phase. If its the one where she gives up her casting to generate double power dice- its broken. She now generates double power dice, but only she can use her power dice, and she can't do anything else in the magic phase (aside from MAYBE dispel I'd have to double check the wording) So she may generate 2 (or 4 with the level up) power dice, but you can't use them.
As for the BotL. Go War Banner. Warbanner + VoD is 2CR. Always 2CR. BotL is - (0-3) CR. Almost always less useful. So your 11+1 knight unit will be 1(outnumbering), 1 (VoD), 1 (warbanner), 1 (standard), 1 (BSB), 3(rank bonus) or a total of 8 static combat res. Versus their ranked up unit average- 3 rank, 1 standard- that's 4 knights they have to kill just to break even. And if you lose four grail knights you weren't winning that combat anyway.
If you want my advice, drop to 6 knights. Put your general on a horse. Make that unit of grail knights your hammer. 6 GK, 1 Damsel (with the Holy Icon for MR3), the standard bearer will have the Banner of Defense, a BSB with Duty and the warbanner. Now let him charge that unit with his general on the 'core. Challenge with any standard grail knight. Then watch him lose horribly on standard CR. Monstrous Mounts should be, and the smart ones are DEATHLY afraid of ranked up units.
I don't see a Grail Reliqaue in your list either. This is frankly tied for, or is the single best peasant unit in the list. As for the skirmishing peasant bowmen? Who cares if you have a forest or not. Its still -1 to hit them. If you get a forest great, if not rocks etc will do just as well.
20-25 skirmishing peasant bowmen will kill the manticore in two or so rounds of shooting. They will kill a reapeater crew in a turn or two. In fact lets do the math-hammer. Long range vs the Repeater thrower. We'll say you have 24 for easy math. 24 shoot, 8 hit- randomize- 3 hit crew, 5 hit Bolt thrower. Who cares if the BT hits wound. One probably will, of the three that hit the crew- 1.5 will wound. Bye bye bolt thrower.
Now vs the Manticore. 24 shoot. 12 hit if its a large target. 8 hit the manticore, 4 hit the rider. probably 2 wound, he armor saves at least 1. That's the frosting. Your cake is the 8 hits that just whalloped the Manticore. Its what, T5? You'll wound on 6's. with 8 rolls, you should get 1, maybe 2. No armor saves. Next round, or stand and shoot if he's smart enough to go after them first- stand and shoot, kill the manticore, and probably kill off his chances to complete the charge, being out of range.
Your monstrous mount fares little, if any, better. While your monstrous mount gets the blessing's ward save, he has a LOT more fire, and more accurate fire. To put it simply, your monstrous mount is dead on turn 1. Turn 2 if you hid him behind a hill or forest. The first turn he's out in the open and finally useful if you keep hiding him. Two bolt throwers firing the big bolt will both hit your mount. Your average isn't going to make two ward saves for your mount in one turn.
Further thoughts on the damsels. First you're facing dark elves. They're more likely to have more dispel dice than you have power dice. Second- they're damsels. While they can sit in the middle of the lance formation and count as fully in play, they still can't see. Which means you can't use more than 2/3 of the damaging spells in their lores. They're used solely for their Magic Resist. And, if you get really lucky the 2 spells they MIGHT get that are always useful and the two spells they MIGHT get that MIGHT be useful. That's one useful and one maybe useful spell in each lore by the way. Don't make plans for your damsels to cast. Never think they're going to get something off. Its a gravy train bonus if they do. Not something to generate tactics for.
5 is too many PK. 4 At most. 3 is ideal. I forget the wording agian, but I believe at 4 you can't rally the last one? At 5 you definitely can't. They don't deny ranks, they can't take anything R&F on their own. To be honest, I think PK are good at what they do, but are vastly vastly overrated outside that area. 8 MY is also a strange number. Either 5, or two groups of 5. I wouldn't rank them up. And 8 doesn't even give you a rank bonus, now, its groups of 5.
I also think you're vastly underappreciating Knights Errant. Impetuous is a good ability. I think the benefits outweight the drawbacks. Swap a unit or two of KoTR for peasants- a Grail Reliquae nice size.. say total Unit Strength 25 or so, and some skirmishing bowmen. 20-25. Swap another unit for KE.
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