Posted 19 April 2008 - 08:24 PM
1) You're wasting a tonne of points in spells and equipment.
Spells: It isn't worth spending points on more than 3-4 spells on any given caster (plus maybe 1-2 counter spells if you want to take those), why? Because most games will only last 4-5 turns and often in turn 1 you'll be out of range.
Remember that Lanarch has a 30 inch ranged attack with Marksman/1 an excellent RAV of 6, and the ability to re-roll one of his shots if he misses, he is an excellent ranged attacker even if he runs out of spells, so loading him up with any more than 3 offensive spells seems a waste to me. 2 Arcane Blasts + Chain Lightning and a single Counterspell is what I would look at putting on him, try it out ans see how it works, if you don't like it try another combo (Take Scare instead of Fear if you want that type of spell as it has an AOE).
Regarding Dehenis, I think Cure 1 is wasted on her, take a couple of bigger Cure spells (a 2 and a 3), and if something needs to be cured a single point use Healer (no range, but it is handy), there is nothing wrong with two Hold Spells, but remember you've got to get close to use them so you need Dehanis to be in a troop that is going to be up in the fighting, and Lanarchs troop doesn't seem like it is that kind of troop.
Equipment: Wow have you gone really overboard on this!
Familiars are nice, but in general you can buy 1-2 decent spells for the price of a lesser familiar, and far more for the price of a greater. They are useful, but with Lanarchs' CP 9 already, I think you're safe with a Lesser familiar, but if you see the merits of a Greater Familiar it isn't a totally off the wall choice. But remember if you drop the number of spells he is carrying you won't potentially get as much out of a Familiar as you would have.
Dehenis can't take a Greater familiar, she is a cleric, and is restricted to a Lesser Familiar or a Holy Symbol, given her excellent CP I'd say just go for the Lesser familiar.
Now, onto Magical Weapons and Magical Armour, the thing you really have to remember when dealing with this sort of stuff is, 'What else can I buy instead of'. In most cases Magical equipment is not as cost effective as taking additional models.
For the cost of Eawod and Caerwynn's magical ranged weapons you could be fielding an additional 2 Vale archers, that means (using Marksmen) 4 more attacks a turn, and 2 more ranged attack re-rolls. Even just dropping their Ranged weapons to lesser ranged weapons will get you one Vale archer. All that being said, if there are any ranged attack characters in the game that deserve and can make use of a ranged weapon upgrade it is Eawod and Caerwynn. Perhaps a good idea might be give one of them the upgrade, and have one without, and compare how they go during the game. In any matter, you'll probably get most effect out of your upgrade by sticking to Marksman and avoiding critical shot, the more attacks you use it on the more cost effective it will probably end up being. But there will be times when a critical shot will be appealing in the case of an undamaged enemy character or something.
I'm not adverse to Arnise taking GMA at all, her DV isn't great, but do consider that for the price of the upgrades you've given to the troop (I dislike the notion of the whole group having magic weapons) you could field 2 more Deathseekers, that equates to 8 more damage tracks your enenmy will have to deal with, and 6 more Warmaster attacks, to me that is huge, scrape a few more points together and you could upgrade one of your Deathseekers to Irith as well.
2) You aren't taking advantage of your armies Faction ability as much as you should.
By this I mean you should have more archers, and truthfully you should have archers spread over just about the entire army, even if it is just 2-3 ranged attackers per troop. Sure Shot is your primary ability, and while you can't rely on it solely, it is your greatest asset.
3) You are playing into your opponents hands by attempting to beat them at their own game by taking very few 'big nasty models' (at least in the case of Dwarves and Korbolas) rather than playing a style that suites your army. The problem is, your big nasty models aren't even close to a match for the high DV Dwarves of the massive attacks of the Lupines.
You need more models, and you need more troops, Dwarves and Lupines are very costly and you have cheaper models at your disposal so you need to try and use this to your advantage, truthfully at 1500 points you should be fielding 25+ models in my mind even with all your characters. To make all the ranged attacks and Magic you are investing in meaningful you have to keep the enemy from overrunning your back lines, this means protecting them by holding them up with your own melee models. Even if you use poor quality models the enemy has to stop and deal with them, and that gives you time to whittle your opponent down. If you don't outnumber your opponent by a fair margin he'll be able to mow down your front line and attack your Archers and spellcasters quickly.
Make the alterations I've suggested to squeeze a few more points out of your build and add a few more archers and Deathseekers to your build. If I was betting I'd say it still won't be that cost effective, as it stand you've just put so many points into costly characters and if you want the build to be more well rounded you'll have to trim a few to bolster your numbers and include at least one more troop to gain a better initiative advantage.
I'd be looking at something like:
Nirodel + Lesser Familiar + Cure 2x2
Vale Archers x2
Saproling Warriors x4
Larnach + Lesser Familiar + Chain + 2xArcane Blast + Counter
Vale Archers x2
Vale Warriors x5
Vale Archers x2
Vale Archer x1
=1498/1500 (if you are playing 1501 add a Luckstone)
I've included Niriodel instead of Dehanis, but if you still like the Hold spell idea drop Niriodel, take Dehanis, but include her in Arnise's troop instead of Eawod's, you'll have to drop a Vale Warrior or two to field the Hold spells.
There's nothing I wouldn't do to win. But I never hurt anyone for any reason other than sticking a dog's skull on a stake.