(( Morning Kobe001,
Okay, just some quick thoughts about your army. Sorry if some of these seem obvious.
1) Are you including any command models in your units? In smaller-point armies, you can get away with not including command; however, I would suggest at least musicians in all your units. The ability to try for a Swift Reform is huge.
1-A) Standards can go either way. In the Knights, the standard opens up the option of having a magic banner. Yet, in the Demigryphs, with their units being smaller in size, if you fail a Break test, you auto-lose the banner.
1-A-1) Still, to me, I like starting with at least +1 to CR, due to the banner.
2) At small points games, a Steam Tank is going to win you zero friends. And, it will be a very difficult unit for enemy units to deal with, as the high Toughness, 1+ Armor Save, and multi-wounds make it a beast.
2-A) Still, if you want to free up some points, you could swap out the Steam Tank. You do lose offensive potential in doing so, but it does open up points for characters, a second unit of knights, pistoliers, or other, fast-moving units.
2-B) You could also swap the Tank for the Hurricanum. It has the mobility to keep up with your cavalry, offers a spot of magical offensive power, and can help your units from being "Knights of the Rubber Lance"… and it also frees up some points to use elsewhere.
3) Are your Demigryph knights Lance-and-Shield or Halberd? I prefer Lance-and-Shield, as I feel the 1+ Armor Save is boss. And, most of the damage comes from the Demigryph anyway, so the rider should maximize his armor save.
3-A) Still, if you go Halberds, you get a swath of Strength 5 attacks, 1+ Armor Save as you move into melee, and a 2+ Armor Save in melee.
4) For characters, I would suggest a mounted warrior priest and a battle standard bearer.
4-A) You will be magic weak defensively, with only the Priest, as you'll be limited to one attempt to dispell each turn from the Army dispel, and you'll have no access to a dispell scroll.
4-B) But, you'll be able to power-up the Warrior Priests prayers, as most of them can be successfully cast on 1d6. With most magic phases giving you seven power dice, you can 2d6 Prayers.
4-B-1) Keep in mind that Flaming weapons cause Fear to some troop types, and the protection aura from the Prayer is melee only.
4-C) I also find Priests are very good at keeping your knights from having a bad charge, due to their Hate ability.
5) The BSB opens up your Empire Leadership fantastically, and makes you highly resilient to Fear, Panic, Terror, and Break Tests. All this for fairly cheap.
5-A) And, if you're feeling gutsy, you can equip your BSB with a magic banner, and have him "jump" from unit to unit, using the magic banner where it would best augment your battle line.
6) If you do decide to use a mounted wizard, you might be able to go thin, and get a level 1 wizard. Our mages are fairly cheap, and at low point games we might be able to have a wizard over other armies not.
6-A) Alternate to that, since our mages are fairly cheap, you might be able to get a rare Empire-Magic edge by upgrading to a level 2 wizard… but that uses up most of your current available points.
6-B) As for Lores… I'm more fond of Beasts than Life. To me, Life just doesn't offer enough on its own, unless you get Throne of Leafy Green Stuff. And, in order to really use Throne of Weeds, you need to be Level 4… where you get a good chance to get the Throne of Vines and Flowers, as well as some spells to use it with.
6-C) Beasts, in contrast, offers a solid signature spell, is made easier to cast on your units (so your lower-level wizard will have a better chance of success), as they're all animal-types, and has a good mix of augment, damage, and hex spells.
6-C-1) Plus, it has "Curse of Anheir", which is one of my favorite hexes in the game.
Anyway, just some thoughts. ))