I want to talk about so called "sub optimal" units and what we can do to use them to achieve a purpose.
I am gonna lend my experience with these choices and give my opinions.
First, Luminark of Hysh:
People usually want the hurricanum over the luminark because of the bubble +1 to hit, and thats a valid opinion, but when you get to playing games of at least 2500 pts you should consider taking both.
The luminark i find is very helpful for giving you that extra dispel dice (speaks for itself),
the ward save is nothing to snicker at (do you realize how many 6+ saves you can make? I am very lucky with these. You can easily give 100 infantrymen a 6+ ward for the whole game which on average saves you 16 deaths.
Also, the bound spell..... oh i love it. Who doesnt love a flaming bolt thrower? Plus you can visualize the LAZER BEAM just straight up frying people. Rerolling failed rolls to wound vs undead is good so dont forget to use it when it comes up.
Greatswords:
People generally find them too expensive, but against an army that struggles vs a LARGE number of guys with good armor, these guys can be tanks. I play them vs undead because almost nothing they use breaks armor besides things that ignore it completely. Greatswords will take nearly 1/2 as much damage from ghouls, skellies, zombies, dogs... and so on.
Also, Stubborn cannot be understated. Stubborn is unbelievable. Nuff said. Greatswords almost always die to the last man.
The greatsword is a beautiful weapon, again vs undead WS4 will often be enough to always be hitting thier guys on 3's, with both wagons behind this unit that means you always hit on 2's and you got a nice ward save to make your guys reasonably survivable (DO NOT EVER DISRESPECT A 6++ WARD)
Huntsmen:
In my last game my huntsmen blocked my opponent from vanguarding two units of dogs at me (who could have charged my artillery very early in the game). That alone was worth the points.
Do i wish that they were BS4 with longbows and had an option for ambush or an option for flaming attacks? YES, they dont get this but they should.
However, huntsmen are a very fluffy unit, but they can still pick off units with those bowshots. I have heard of them killing the last wound off a daemon prince.
Chaffing, flanking, warmachine hunting, vanguard stopping, oh and they get to shoot. Try these guys, very useful albeit not very killy. Essentially everything you want a unit to be able to do BUT kill stuff.
Swordsmen:
Many armies have low ws, or have WS3. When this comes to play it can really help to have WS4. Parrying is nice and can save you often. I like these guys as my detachments as they can hold out for a while, stay stubborn (the parent unit either has crown of command or is greatswords), and can cut people down too especially if you get a buff off on these guys.
These guys would totally be MVP if they werent so expensive. But then again, just ask yourself how much the measly cost matters to you. They probably are worth 6 pts but they cost 7. So a unit of 50 will waste 50 pts.
Spearmen:
All of our buffs are nice, mostly our infantry actually does stuff because of the magic buffing them and NOT because of their equipment. Stack hatred, prayers, wagons, augment spells.... and what you get is a defensive unit with decent armor, decently cheap, and you'll get to have 25% more attacks than halberdiers. When you use shadow magic (either lower toughness or grant mindrazor) then the halberds wouldnt matter anyway, and theres only a few ways to grant extra attacks besides spears.
So try these guys out too before you give up and just use halberdiers.
Witch hunter:
I will be blunt, only take him for the magic resistance on a big infantry block to protect against enemy magic, especially curse of years or other whole unit hitting spells.
He could technically take out a really weak wizard (who he accuses) but most wizards are tough nowadays.
anyways i will be posting more later but please read and comment!