I have formed this list to offer a very fast and hard hitting answer to some of the nasty
DE and daemon lists out there - would value your thoughts.
Make the General potent:
A Lord with virtue of heroism is just not going to stand up to a dragon or hydra, let alone a greater demon on his own - no chance of using a magic weapon makes him impotent and too fragile to risk.
I feel the following combo could be better in the dragon/hydra killing fields. He flies in with support from a paladin with the large creature killing blow and a unit of peg knights to give numbers in the attack.
He rerolls to hit and wound and always wounds on a 3+ = this is going to hurt anything out there. Always target the dragon rather than the mount to avoid inevitable high save and wards - win through
CR
Add a flying paladin large creature killer to support the peg knights
If the paladin supports the lord he can attack first in case the killing blow comes off. At the very least a additional 3 S6 attacks will come in handy and makes a total of 11 pegasus knight flying units on the table.
If not he can join a unit of peg knights in attacking lone large creatures such as treemen, vargulfs, hydras etc - from the flank in the case of the hydra or in support of a knight attack.
To accomodate the Paladin with large creature killing I have had to sacrifice have a trebuchet or bowmen - a heavy price. Now I am an expert at estmating ranges 9and have some tips if you need them, but the reality is both units are often overun or run away through panic
Change instead of a unit of errants or knights consider a smaller unit of grail knights with better psychology characteristics
The best way to deal with a hydra is 5 abreast not in a wedge - that way you attack both handlers as your frontage means the knights on the ends cannot attack the hydra. 5 grail knights gives you 10 S6 attacks from guys immune to psychology at all times whereas the errants have the impetuous flaw, take panic checks when terror causing nasties are near etc, and need an errantry banner to access S6.
In a wedge and with champion they muster 2 more horses at S3 but 1 less knight attack and are S5. Also, 5 knights are easier to move around and may be underestimated next to 2 bigger blocks.
As an asside, if you come up against ethereal units these guys will have 10 S6 magic attacks before the scythes come back in-bound so a unit of 5 wraiths would be taken down to 1 or potentially eliminated
Points
1 Lord
Grail vow
Royal Pegasus
Virtue of Audacity
Sword of ladies champion
Gomril great helm
1 Paladin
Royal pegasus
Virtue of heroism
Lance
Grail vow
1 Damsel
2 scrolls
Barded Warhorse
1 Damsel
2 scrolls
Barded Warhorse
1 Paladin
BSB
Barded warhorse
Shield
Lance
Valorous Standard
Virtue of Duty
7 Knights of the realm
Musician/standard
Warbanner
3 Pegasus Knights
Musician
3 Pegasus Knights
Musician
3 Pegasus Knights
Musician
5 grail knights
standard
musician
War banner
8 knights errant
musician/standard
Total points 1999