Here's what I generally run:
Total Points: 2500
Lords (204pts)
Marshal (204pts)
Army General, Blessed Armour of Frederick the Great, Divine Icon, Great Weapon, Seasoned General, The Winter Cloak
Heroes (676pts)
Captain (147pts)
Battle Standard Bearer, Dragon Maltle, Plate Armour, Shield, Talisman of Greater Shielding
Captain (168pts)
Axe of Battle, Dragonfire Gem, Pegasus, Pistol, Plate Armour, Shield, The Black Helm
Inquisitor (115pts)
Crossbow, Locket of Sunna, Lucky Shield, Plate Armour
Preacher (121pts)
Great Weapon, Mithril Mail, Ring of Fire
Wizard (125pts)
Dispel Scroll
Level 2 Wizard Apprentice
Path of Shadows
Core (655pts)
Heavy Infantry [parent](235pts)
Champion, 30x Heavy Infantry, Musician, Seasoned Soldiers, Swap Shield for Halberd
Standard Bearer
War Standard
Heavy Infantry [support](110pts)
Champion, Hand Weapon, 20x Heavy Infantry, Musician, Standard Bearer
Heavy Infantry [support](110pts)
Champion, Hand Weapon, 20x Heavy Infantry, Musician, Standard Bearer
Light Infantry [support](200pts)
Musician, Seasoned Soldiers
20x Light Infantry
20x Handgun
Special (825pts)
Artillery (125pts)
Volley Gun
Artillery (110pts)
Mortar
Artillery (100pts)
Cannon
Imperial Guard [parent](300pts)
Champion, Musician
30x Imperial Guard
30x Hand Weapon & Shield
Standard Bearer
Banner of Discipline
Reiters (95pts)
Musician
5x Reiter
5x Brace of Pistols, 5x Light Armour
Reiters (95pts)
Musician
5x Reiter
5x Brace of Pistols, 5x Light Armour
Rare (140pts)
Arcane Engine (140pts)
Arcane Shield
The general idea is to set up in a refused flank, and allow the enemy to come to you. Keep your support units near your two parent units. The handgunners should be even with and within 6 inches of the general's unit (the Imperial Guard, ideally). The army must be compact to deal with grinders and elite infantry. The army works together as a whole. Parry combined with the Arcane Altar means even the most elite units will need 5's to hit your swordmen and Imperial Guard, and if your wizard can get off some timely Shadow Miasma to reduce weapon skill by d3, your halberdiers and even your handgunners will be completely safe, while a lucky Mind Razor will turn your support units into grinders in their own right. Your handgunners can attract charges, which should make you happy, since as long as they are within 6" of a parent unit they can use that parent unit's ranks for steadfast, which still seems to catch people off guard. This is why you keep them forward, so you have those lovely counter charges. Shoot stuff til it's close. Use your reiters to delay and block individual units. Defeat the enemy piecemeal. If they allow it, combined charges with halberdiers and support units of swordsmen, or imperial guard with support units of swordsmen will be devastating. Static combat resolution will win you victory because your own soldiers will be well protected in melee. This is an all comers list. If you know your opponent, tweaks are easy.