- At this level of points, I would take only one character. I would take either a Warrior Priest or a Battle Captain, with some equipment for survival (Heavy Armour, Enchanted Shield or Dragonhelm). I am more inclined to use the Warrior Priest, to make better use of the Magic Phase. If you do take a Wizard, Fire is definitely the best lore for small games. In that case, you might also consider to give him the Ruby Ring of Ruin. Remember that the Lore Attribute also applies to Bound Spells. Edit: It is, as it were, a second Fire Wizard for 25 points. Of course, if you do not take a Wizard, you can still give the RRR to the WP or Captain.
- I should think that the Halberdier unit is far too small: they tend do die quickly. I would increase them to 20, and add at least a musician. That gives them a chance of being steadfast.
- As Warlord says, Archers are too expensive (at least in a small game). In bigger games, they are very useful as Wizard bunkers (but then a unit of at least 10).
- The HBVG can stand on its own. Although there is great synergy with the Master Engineer, in lower points games the points are better spent elsewhere.
- Even though they are not fast cavalry, Knights are a good alternative, as Warlord says. At lower level games, most armies will have difficulty in dealing with the +1 AS. Indeed, you might even consider using one of our best, if not the best unit: Demigryph Knights. A unit of 3 (perhaps with musician) would cost 174 points (184 with musician). But that may depend on the models you have.