To add:
- In smaller games, it is best to limit oneself to a single character, preferably one that will provide the biggest boost to the whole of the army.
- So, one could either go for the Warrior Priest, or go magic heavy by taking a lvl 2 Fire Wizard. How is that magic heavy? Because there is a neat little trick: if you equip him with the Ruby Ring of Ruin, you'll be basically adding a lvl 1 Fire Wizard for 25 pts. And thanks to the Lore Attribute, "if a direct damage or magic missile spell from the Lore of Fire is cast at a unit that has already been hit by a direct damage or magic missile spell from the Lore of Fire in the same Magic phase (even if the spell was cast by a different Wizard) the casting Wizard adds +D3 to his casting total"(BRB p. 492).
Note also that "All of the spells in the Lore of Fire are Flaming Attacks." That means that the Wizard will cause Fear in war beasts, cavalry and chariots (as well as other effects against models with the Flammable and Regeneration special rules, which may or may not be your enemy).
- Give the Knights full command, since at 10 pts each, it is a bargain. The champion gives you an extra S6/S4 attack (compare Sword of Battle: 20 pts), and can challenge a dangerous character. The musician gives you the possibility of swift reform, of victory in case of a tie, and +1 to rally. The standard bearer gives 11 CR (compare War banner: 35 points).
- A musician may come in handy too for the Outriders.