Hi, thanks for the ideas. I'm hoping to get a game this week and I think I'll go with:
General,
Wizard
Hero on Griffon
Hero
As has been said, this command is fine. Obviously if magic items are allowed then give the SoM to the hero on a Griffon, a dispel scroll to the wizard, and I don't usually bother with any items for the general. And of course if you've painted the model, then the War Altar of Sigmar is a no-brainer for the wizard, and since its a chariot upgrade you can still take it at the WW.
4 Halberds
4 Crossbow
Personally I'd knock these both down to the minimum of 2. It saves you 200pts that you are otherwise going to pretty much just have sitting in your deployment zone doing nothing, or will be sent out and dispatched by your opponent in no time at all. Spend the points on more knights instead...
5 Knights
You want more than that if you can find the points...
2 Pistoliers
I never bother with Pistolers, as for 15pts more you can get a unit of knights which have a much higher survival rate in combat. Especially when used together with your knights, they are actually a liability in combat as your opponent can focus his initial attacks against the pistolers, therefore making it easier to take your knights out in rounds two and above of a combat...
Saying that, they might prove a useful support to a Steam Tank adding their close-range firepower. I have yet to try this tactic, but the unbrigade-ability of the ST does make using it rather tricky...
2 Flagellants[/quote]
You're only allowed one of these at 1700pts I'm afraid...
Spare points on a magic sword (I know I can't use them at the WW)
Don't forget skirmishers or the WAoS, both are handy little ways of soaking up left over points that most other armies don't have...
Anyway, where's your artillery gone? Whilst I know it can be very vulnerable to attack by enemy flyers, you can actually use this to your advantage by using your artillery to draw your opponent into comitting his flyers early in the game, therefore removing the threat that they possess to your combat brigades when things get up close and personal...
Brigages would likely be:
3 Knights
2 Knights 2 Pistoliers
2 Flagellants 2 Halberdiers
2 Crossbow 2 Halberdiers
2 Crossbow
I'd be aiming to have the top three brigades moving agressively while the others pootle about trying not to die. I'll let you know how it goes.
Bri
If you are going to take Pistolers, don't put them with your knights. As I've said pistolers actually make your knights more vulnerable to attack due to their lower saving throw. So by costing you the first round or two of combat, it then hands your opponent a bucket load of dice to take out your knights from pursuit bonuses...
My prefered cavalry arrangement is to mass them all together at the begining of the battle behind my infantry line, and then split them into two (or more, if I've got 9+ units) seperate brigades to swing around each flank, with the larger brigade being my main focus when it comes to attacking, and the smaller being there as a backup, or possibly a first wave attack.
Unless there are plenty of places for my infantry to hide, I will leave it protecting the artillery. And of course on deployment I will ensure that my artillery is at the centre of a continious line, flanked on either side by crossbowmen as they key to fighting off a first turn flyer attack is to kill as many of them as you can with S&S alone. I've actually seen HE Dragon Riders bounce off my cannons having been reduced to half-wounds in this manner before...