I sent an email to GW FAQ team about moving/pile in and how it works with hold the line.
I think wizards went up because of the Endless spells and the shift to magic/summoning. They probably just did a Game Wide boost to magic, so they figured to balance it they would increase points. But yeah it sucks.
As far as Battlemage wizards, Realms of battle, which do you thing FP excel at or prefer?
I personally thing Jade/Life, Amber/Beast, and Shadow.
Jade-Lifesurge is good for the healing and 6+ extra save. Put this on Guard with shields, 4+ reroll 1s, 6++
Amber/Beast-Wildform would be great on a horde of Guard, 30x greatswords. Sadly not on ranged weapons.
Shadows- Mystifying Miasma would be great also on an anvil unit. The -1 to hit would make your guard even more sturdy.
Fire- A better Arcane Bolt. Could be useful if you could spam these, and wizards were cheaper, good for sniping monsters and characters with high armor saves.
Heavens-Chain Lightning, good if your fighting clumped up units, especially if you target a character or buff model that your opponent has daisy chained all his other units to, effectively could hit the entire army. Only issue is you have to roll a 6 to get the chain effect.
Metal- Final Transmutation used to be awesome in glory days of 8th, but only 1 model (instead of every model in unit or D6 models makes this eh) Better off with arcane bolt. Could be good IF you managed to Transmute a Character or monster with 5 wounds and got a 6, but its a big risk.
Light-no battleshock test, eh...we already have plenty of buffs, rerolls, immune to battleshock on 1,2 not really useful.
Death- Soul Steal, eh, you could roll low and not do any damage at all. With your bravery at 6+6 roll, you have to hope for opponent to roll low, likely not going to be taking out any characters either. Much like Metal Final Trans, very gambly.
As far as list go, I was looking at something like this. Battalions have too much of a tax on sub optimal units it seems, such a shame. I wish they would let each character have an artifact, but i digress.
General, Indomitable, Stately Warbanner, Sigmarite and Shield
100
Battlewizard- Amber - ally
120
Battlewizard- Jade/Shadow - ally
120
Guard x40, Sword and Shield
280
Greatswords x30
360
Crossbows x30
300
Guard x40, Sword and Shield
280
Guared x10 Halbadiers and shields
80
Handgunners x10
100
Pistoliers x5
130
Pistoliers x5
130
2000
Alternative: *Drop Amber Wizard and add Knight Azyros (reroll hits of 1 with 10") and add Endless spell Shackles.
Pistoliers grab objectives and run around on the flanks. I form 2 Great Companies, 40x Guard, with 30x Crossbow behind, with 30x Greatswords on flank for anvil; supported by Amber wizard. 2nd Company is the 40 gurad, halbardiers on flank for hammer, with handguners behind. Shadow/Jade wizard and general go in the middle to provide buffs to units as needed. Leaning towards Shadow, as he can grant -1 to hit, combine with General Hold the Line, and Amber buffing the Greatswords for hammer unit when enemy charges me. If they don't charge the get pelted by 30x crossbows.
Thoughts?