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==Tactics== First off, you need to properly kit out a champion to handle challenges; most armies you'll face are likely to have a champion bigger and nastier than yours. In order to survive and thrive in challenges, a character will need three things: * A good weapon. Good choices are the Runefang (15 points cheaper now), the Mace of Helsturm (sort of a Ghal Maraz-lite) and the Ogre Blade (+2 Strength). If you're looking for something more economical, and the Sword of Anti-Heroes can be awesome if your opponents are still playing Herohammer. * Good Armor. The Armor of Meteoric Iron gives a 1+ armor save and a 6+ ward save. Armor of Silvered Steel and the Armor of Fortune are also good choices. * Take the Talisman of Preservation or the White Cloak of Ulric to make a character harder to deal with, especially if you're taking a Templar Grand Master or something equally nasty. * My suggestion on a grandmaster is: Ogre blade, Talisman of preservation, full plate armour, shield, barbed horse. This will give him a 1+ armour save 4++ ward and strength 6 on every round of combat. Magic banners will help you out tremendously. The Griffon Banner is great if you can afford it, while the Steel Standard has your knights ignore barding penalties and allows them to reroll 1s for movement. The best banner for its points, however, is the Standard of Discipline. It boosts the Leadership of the unit it's in at the cost of using your general's Inspiring Presence; however, this downside is negated completely (and then some) if you put the general in that unit. Some character in your army has to take an enchanted shield, its 5 damn points for +2 to armour! A no brainer choice.
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