I'm one of those 'glass half empty' people, so apologies if any advice that I give sounds overly negative, it's not because I'm having a go, it's just I prefer to focus on areas to improve upon. As always, please feel free to disregard anything I say, it's your list and you should play it anyway you want, but it might give you something to think about.
1) Leadership 8 Army, you will probably not have a good time taking leadership 8 tests, I advise you to consider ANY of the other generic Lord options in addition to a Level Four. As it stands, you have no where to hide your Level 4, you might want to consider a bunker sitting behind your main units, because as it is, he'll get challenged out or focussed out first round of combat that he fights, and (assuming you are planning on just regrowth-ing your unit) this is probably the last thing you want!
2) Lore of Life is OK I suppose, although ifyou are facing Ogres a lot then you might want to consider taking Shadows or Death. Pit of Shades/Purple Sun will be invaluable against them. Shadow has some great debuffs, and gives you access to Mindrazor as well, which isn't the be all and end all spell, but it is rarely a terrible thing to cast.
3) You don't have a Dispel Scroll. You don't NEED a dispel scroll, but you certainly won't regret taking one. Also, seeing as you only have a Level 4 as your magic defence, you might want to consider the earthing rod, unless you fancy chancing a Dimensional Cascade on your General.
4) If you are going against Ogres a lot, your current core choice will have a horrible time. If you haven't really run into Mournfang cavalry before, you are fairly likely to in this campaign. They'll smash those units, neither of which can really hurt them. Unless you Mindrazor, because that solves a lot of problems! You might consider binning the Swordsmen, in favour of some detachments for your halberdiers.
5) Inner Circle are core, not special. You will probably want to take a Musician, without it, you will run into some problems.
6) Demigryphs are pretty cool, but the Preceptor should really be the last thing you pick up after a Standard and Musician. He doesn't add much, and that unit will find it really hard to win combat without the rest of command. A four might serve you better, if you don't mind shelling out for the extra box, but you can also run two threes if you can find the points.
7) Cannons are always useful, two isn't overkill or cheesy, it will help you deal with things your infantry can't handle.
8) Helblasters are fun, but work best with an Engineer to re-roll that one artillery dice. You don't have to take them, but they can stop them blowing up, which is not good!
Apologies again if I'm being overly negative or critical, it's not intended to cause affront. I'm sure other people will give you lots of good feedback as well, it's just what you want to take on board that matters!
Best of luck with the games.