That being said, I wanted to start some discussion and get some input as to how to best utilize the Greatswords and design the army around them (2000 points). I'll start with my thoughts.
Pros: Greatswords have the best infantry army we can field at 4+. They have high strength attacks (5), they are stubborn with high leadership, and they have decent weapon skill. They can also take a magic banner.
Cons: they are toughness 3, and have ASL, so they could take a beating. They are also a special selection, and are nearly twice as expensive as halberds.
The pros initially make me think a hoard is the way to go. Lots of quality attacks, stubborn if things go poorly. Of course, the points costs start to add up, and with support, you can end up in Deathstar range very quickly. Either way, I am thinking the plan should be 30-40 in a hoard.
Next, I think we need a magic lore to support. A level 4 battle Mage is probably necessary for magic defense and to ensure we get the spells we want. But which lore?
Fire: all offensive. Only buff is +1 to wound. With str 5, Greatswords are wounding toughness 3 on 2s and toughness 4 on 3s. Just not a good enough lore to compliment the Greatswords.
Beasts: only one buff that helps the Greatswords (all the rest buff characters), though it is the signature spell. Wyssan's does boost the toughness, which addresses an issue, but the extra strength isn't really needed. Curse is a helpful spell in keeping the Greatswords alive, but I just down think this lore has enough to really support Greatswords specifically.
Metal: enchanted blades +1 to hit looks good, and glittering robe will give Greatswords a 2+ armor save. Plague of rust isn't terrible, but not great either. On the plus side, we could take Gelt in this list. The +6 to cast should mean more spells go off with less dice. And lore master gets all spells.
Light: Pha's and speed of light both make Greatswords harder to hit, both in close combat would mean weapons skill 4 or less enemies need a 6 to hit. Speed of light also boosts Greatswords chances to hit, and Timewarp adds not only extra attacks, but makes them hit in initiative order, though it is still pretty low. All of these are great for the Greatswords, and have fairly low casting costs, so more spells per magic phase. Other spells are useful, too. One issue though is no spells that boost wounding power of other units.
Life: addresses the toughness issue, and can keep bringing the Greatswords back. With the exception of dwellers, a very defensive lore. This could be ok, as it would let the Greatswords out grind an awful lot. Not sure i feel it though.
Heavens: iceshard, harmonic, and curse all look helpfull. Iceshard and curse make the Greatswords harder to hit (together about on par with Pha's and speed of light), and harmonic helps hit, wound and stay alive. 3 very useful spells. Only problem is I am not sure about the rest.
Shadow: miasma is very good, and signature. Enfeebling looks pretty good. Withering and mind razor aren't bad, but address areas that are already strengths for Greatswords. Could help other units perhaps.
Death: soulblight and doom and darkness seem usable, but kinda meh for this. Just not the type of list for this lore.
Base on this, I think choices are lore of light or heavens, with life a distant 3rd.
So, what do you all think? I'd like to discuss this a bit, then move onto the rest of the army.