Firstly, I appreciate the exhaustive replies.
2000 Pts - Empire Roster
Arch Lector (1#, 177 pts)
1 Arch Lector, 177 pts (General; Hand Weapon; Great Weapon; Heavy Armour; Shield; Barding; Always Strikes Last)
1 Van Horstman's Speculum
1 Warhorse
Wizard Lord (1#, 165 pts)
1 Battle Wizard Lord, 165 pts (Level 3 Wizard; Hand Weapon)
1 The Lore of Beasts
Captain of the Empire (1#, 93 pts)
1Captain of the Empire, 93 pts (Hold the Line; Battle Standard Bearer; Hand Weapon; Full Plate Armour; Shield)
Captain of the Empire (1#, 91 pts)
1 Captain of the Empire, 91 pts (Hold the Line; Hand Weapon; Lance; Full Plate Armour; Shield; Barding)
1 Warhorse
Warrior Priest (1#, 69 pts)
1 Warrior Priest, 69 pts (Hand Weapon; Heavy Armour; Shield; Battle Prayers)
Battle Wizard (1#, 65 pts)
1 Battle Wizard, 65 pts (Level 1 Wizard; Hand Weapon)
1 The Lore of Fire
State Troops (127#, 705 pts)
77 Spearmen, 705 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Spear; Light Armour)
25 [Det] Halberdiers (Hand Weapon; Halberd; Light Armour)
25 [Det] Halberdiers (Hand Weapon; Halberd; Light Armour)
Militia Troops (10#, 70 pts)
10 Archers, 70 pts (Hand Weapon; Bow; Skirmishers; Volley Fire)
Militia Troops (10#, 70 pts)
10 Archers, 70 pts (Hand Weapon; Bow; Skirmishers; Volley Fire)
Militia Troops (10#, 70 pts)
10 Archers, 70 pts (Hand Weapon; Bow; Skirmishers; Volley Fire)
Knightly Orders (11#, 305 pts)
10 Inner Circle Knights, 305 pts (Musician Mus; Standard Bearer Std; Barding; Hand Weapon; Lance & Shield; Full Plate Armour)
1 Inner Circle Preceptor (Hand Weapon; Lance & Shield; Full Plate Armour)
11 Warhorse
Outriders (5#, 120 pts)
5 Outriders, 120 pts (Musician Mus; Barding; Hand Weapon; Repeater Handgun; Light Armour)
5 Warhorse
Composition Report:
Points of Lords: 342 (0 - 500)
Points of Heroes: 318 (0 - 500)
Points of Core: 1220 (500 - Unlimited)
Points of Special: 120 (0 - 1000)
Points of Rare: 0 (0 - 500)
Total Roster Cost: 2000
I've made some adjustments, having put some thought into it.
I agree with the General, he was originally in there because I ran out of room in heroes, but dropping the banner and making the Arch Lector a cowboy, as you've all suggested, freed enough points. Although I have reservations 'bout my general in the hammer, I'm willing to give it a whirl.
Regarding magic, I've invested in a lvl 3, and kept the 1. Not that I've got any experience with magic, but I'm thinking lore of beasts and fire, respectively; the idea is make them waste dispel dice on the beasts, then pray 'n pump dice into the fireball. (Not that I think that's a viable strat per see, but after the first time I hope to force the opponent to be conservative with dispel and make mistakes as I shake up casting order. Or roll a 1 & a 6 for power dice, and 2's for miscasts...
)
Observations would be delightful.
Regarding the attachments, I agree they're dangerous, but I'm attempting to use them force my opponent's maneuvers. No one wants a face full of angry anvil, nor their ears full of halberds, so they'll go after the halberds. I hope to secure the knights' flank, and rely on hesitation over bullet lunch or steel tea cakes on the other.
Naturally, flyers will probably still skull-molest me, but I'm hoping to chump block with archer screens.
I like the HBVG, but I'm not willing to commit the extra necessities to make it... well, reliable isn't the right term, but you understand. I can appreciate war machines, coming from dwarves, so I'll keep mulling over the cannon.
Thanks again for the tips and attention.