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===Loadouts=== 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, the Sword of Anti-Heroes can be awesome if your opponents are still playing Herohammer. WYRMSLAYER SWORD or Venom Sword is now the cheapest economical pick * Good Armor. The Armor of Meteoric Iron gives a 1+ armor save and a 6+ ward save. Fullplate Armour with an Enchanted shield and Dawnstone Give a 1+ rerollable while on foot. * Take the Talisman of Preservation, HOLY RELIC, The Crimson Amulet, or SHROUD OF MAGNUS to make a character harder to deal with, especially if you're taking a Templar Grand Master or something equally nasty. *have some good Enchanted Item and arcane items that let you get another spell from a different lore and having a bound Light of Battle or Burning Head as always a good thing on a mobile hero. * 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 for 223 points. Magic banners will help you out tremendously. The Griffon Banner is great if you can afford it. Although, 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 a character in that unit. BANNER OF SIGISMUND is also a good choice for the discounted Stubborn. Some character in your army has to take an enchanted shield, it's 10 damn points for +2 to armour! A no brainer choice.
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