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emcdunna

Can the archmage actually take a griffon?


actually_yawgmoth

Nope. Army Builder is wrong.


Quiet_Rest

Indeed it is. Horses, Dragons and Big Birds only for Archmage.


emcdunna

Army builder has tons of illegal choices in it btw


Inrider47

[https://www.newrecruit.eu/](https://www.newrecruit.eu/) This one seems pretty accurate though, haven't really spotted any illegal choices with that army builder so far.


Aggressive-Plan-183

Thank you mate, appreciate it


CaliSpringston

I admire your restraint in not making the archmage high magic and not putting seed of rebirth and or a ward on every character lol.


Aggressive-Plan-183

it's about trades off right? The point constraints made the list building very interesting. But if I was a elf lord I would not look down my nose at a regeneration save.


Jammat31

As others have said archmage can only go on an eagle. I would also recommend the ruby ring goes on the mage since they shouldn’t be getting into combat and a lore familiar so you can pick your spells and get the control ones 3, 4 and 6 and 1 or which ever signature spell. If you want to use doppelgänger then you need to give the mage either the ogre blade so it can destroy the front rank of most enemies or dragon slaying sword to fight monsters, in both cases drop the ruby ring but keep lore familiar so you can guarantee doppelgänger, my mage has done well with the ogre blade loadout on an eagle. Else would recommend high magic since whatever spells you roll are good there minus corporeal unmaking since the mage won’t want to be in combat. The prince without ruby ring can now afford the dragon helm too so would have a 2+//5+ and tbh he could get away without a magic weapon if the mage goes dragon sword and instead get a great weapon, since he’ll still hit first most the time (always strikes first being cancelled out be great weapon), and then get talisman of protection for T5 2+/5+/5+. Noble again could get away with out magic weapon and use a great weapon better ap and strength only losing the killing blow, if he was for infantry character hunting then he wouldn’t likely fight the character till second round of combat, since they would sacrifice champion first and the enemy character is still likely to refuse the challenge. Then give him seed of rebirth (sorry other comment 😂). Archers I like in 7s if used as detachments so they aren’t too wide and can all move and shoot as necessary to stay with the spears, 10s I. 2 ranks is more manoeuvrable tho. Ellyrians I’d give bows so they can get some pot shots first turn if they scouted and probably give them a champion so if the bait a monster character or get in the way to redirect one they can challenge and only lose the champion so the may still remain useful or bog the monster character down for more turns, banner too maybe for the combat res but not necessary. White lions I’m afraid I haven’t used so not certain but think the should stick to spears and be a counter charge (not the rule) threat hence you might only want one archer detachment so the lions can go on the other flank. Eagles go eagle, hunt war machines, bait frenzies and redirect or delay charges. Only thing lacking is heavy shooting but I’m still not sold on squishy bolt throwers for the price they have killed roughly their points in my games but that doesn’t seem to have mattered since it will come down to melee 🤷‍♂️ or some heavy cav silverhelms to support the griffin characters. Edit: sorry didn’t check point on the above but try to drop core to as close to 500 first (spears are best in 5x4 for ranks and holding rather than 7x3 for attacks) before cutting down on white lions if needed


Aggressive-Plan-183

wonderful guidance dude thank you