Bolt Thrower wrote:
Quality post! Thanks for such thorough answers. I totally see your points on the reroll vs. ward save. <begins reviewing lists>
In your use of Life, if I may impose into your brain a bit more, do you have a method/sequence to your initial casts? For example, do you always try and get Throne in play first every turn you need to or do you try and draw out some dispel dice first? To me, it seems like so much revolves around throne that it makes me hesitate to use it. I know this may sound simplistic, but should throne not be in play do you still find life filling your army needs adequately?
Thanks! So, let's get to it.
Life and Throne of VinesThe way you deploy your dice really depends on what you're trying to do. Some of the time, Life spells get along just fine without Throne: against Str3 massed shooting/combat attacks, +2 toughness will be as good as +4. Against weak scouts, fast cav etc or units in woods, Awakening doesn't need to be Str6 to do damage. Dwellers itself (miscasts aside) obviously doesn't need Throne at all. For these spells in particular you can use Throne to draw dispel dice before getting them through, if they strike you as important enough in the moment.
If I've got the first turn and I'm seriously keen to get the hop on the other guy's magic phase in the early turns (and have nothing to regenerate yet etc), sometimes I've just chucked 6 dice at Throne and hoped for an IF. Otherwise, you might just want to take a more typical approach: pick a good target for your first spell as per the above, hope your opponent throws dispel dice at it and follow up with Throne.
In respect of its boosting abilities, Throne will typically be more important in the later turns when you'll need more toughness and regen for the big close combats and when tougher targets start coming in range of Awakening. At this point your opponent may well be keener to dispel it. To get the best use out of it in these instances, you really have to cast it first so all spells get the bonus. Remember Dwellers, however. You and your opponent know that, if he throws dispel dice at Throne, he'll have fewer dice to tackle Dwellers... If this fear prevents him from dispelling Throne, you can go ahead and enjoy your improved buffs. If he dispels Throne after all, he has fewer dispel dice and you can punish him by chucking a load of dice at Dwellers.
All the above obviously depends on how many power dice you get and when.
Thatguyoverthere wrote:
Why haven't you gone for shadow instead of life?
Basically because Life has miscast protection and I only have one caster. It also, as discussed above, compliments my particular list really well.
SpellArcher wrote:
jdswade wrote:
Ive never had any luck with chariots, as they always seem to get destroyed before they can do anything useful.
jdswade wrote:
Small units like this usually just get peppered by missile/warmachine fire until theres not much left.
I'd guess the theory is that the other guy can't shoot everything and with the Helmstar and the DP's racing towards him, these may be the priority targets.
Of course Seredain may have other ideas...

I do! But yes, target priority is a big deal. Against really shooty armies where I have to be aggressive, the chariot provides extra target saturation. I imagine most empire cannons (like the last one) would find it hard to resist. Still, if they're shooting the chariot they're not shooting my other units (and vice versa).
The other points all revolve around flexibility and unit combination.
The ChariotDepending on what army you're facing, the chariot can do a bunch of different things. It can cast an exclusion zone around your shooters or flanks; it can prevent scout deployment; it can combo charge with other units and tip the balance; it can make a second or third turn flank/rear charge to pile in the combat res on a unit already weakened; it can clear fast cavalry; it can take a cannon ball to the face for your knights (and can survive with 4 wounds); it can be a roadblock for a deathstar... It's just so versatile I can't bear to lose it.
Small Elite Units and Unit CombinationsApart from the fact that I can regen them, these follow all the above principles. If your army has a big block of white lions, it's a priority target. 12 White Lions or 14 swordmasters are often ignored in the face of the helm bus (which I love - each knight is harder to kill but individually less important) and surprisingly often, the 35 spearelf block- a template magnate. By contrast a small thin unit like 12 White Lions is less threatening and much harder to hit with templates. Shooting from crossbows etc hasn't been a problem so far, since they're target number one for my archers and repeaters.
More importantly, points I haven't spent on more elites can be spent on units which not only provide other targets but which complement the elites very well. I'll give you an example of a fight which happened to me recently to demonstrate the usefulness of unit combinations over single big blocks.
My 12 White Lions are facing 3 Kroxigor surrounded by a large cohort of skinks. Now, 25 White Lions would happily grind through that in a turn or two, but I haven't got 25 and I want to crack them in one. So, my repeaters and one archer unit fire a volly and bring down a load of skinks. The cohort now has only 3 ranks. The following turn my White Lions charge in together with my chariot: one half of the combo providing high-strength attacks to bring down the tough beasts, the other dumping a load of lower-strength attacks to make up for the fact that the lions only have 1 attack each. Every lion fights in 2 ranks and earns his points. The chariot, impact hits distributed like shooting, clears 6 or so skinks, who lose steadfast. The lions focus on the kroxigor, killing all 3, and the cohort is crushed and flees. The Lions don't want to pursue - there's a saurus block close by and they don't want to be flank charged. Here a single big lion block would have to make an either/or choice. Operating together, the 12 lions and chariot do not.
The lions stand and reform to an angle so that, if the saurus charge, they'll be flank-charged by the helms. The chariot goes on to run down the remaining skinks. The repeaters, meanwhile, have other fish to fry and reach out to weaken the enemy in another impending combat (swordmasters vs more saurus), as chosen by me. I effectively teleport a load of points from one combat (WLs) to another (SMs) in the blink of an eye.
Unit Combination - mini ConclusionThe point is that, just because you haven't spent more points on more white lions, it doesn't mean you can't use points spent on other units for securing victories for your white lion unit. Once a combat is won you can either rinse and repeat (softening fire, chariot/lion charge, regen on lions), or allow your points to go off and form other combinations with other combat units depending on the circumstances (this is also why I like cavalry characters- they're re-deployable). Against different enemy armies I can change my unit combinations in deployment to suit my needs and pick on their weaknesses, because I have several units with different strengths and lots of different kinds of attack. All this brought together can bring a High Elf list a level of flexibility which a few big infantry blocks simply wouldn't allow.