I have been thinking about the idea of overwhelming force rather than speed. There have been good points made about the speed not being as protective as I thought. Therefore I give you a 2000 point list which is all the magical nonsense.
===
All the wizards [2000 pts]
Warhammer: The Old World, Empire of Man
===
++ Characters [971 pts] ++
General of the Empire [188 pts]
- Hand weapon
- Full plate armour
- Shield
- On foot
- Bedazzling Helm
- The White Cloak
Wizard Lord [210 pts]
- Hand weapon
- Level 4 Wizard
- On foot
- Talisman of Protection
- Wizard's Staff
- Daemonology
Master Mage [110 pts]
- Hand weapon
- Level 2 Wizard
- On foot
- Wizard's Staff
- Daemonology
Master Mage [110 pts]
- Hand weapon
- Level 2 Wizard
- On foot
- Wizard's Staff
- Daemonology
Master Mage [140 pts]
- Hand weapon
- Level 2 Wizard
- On foot
- Wizard's Staff
- Ruby Ring of Ruin
- Daemonology
Master Mage [110 pts]
- Hand weapon
- Level 2 Wizard
- On foot
- Wizard's Staff
- Daemonology
Captain of the Empire [103 pts]
- Hand weapon
- Full plate armour
- Shield
- Battle Standard Bearer
- On foot
- Dragon Bow
++ Core Units [599 pts] ++
30 Veteran State Troops [275 pts]
- Hand weapons
- Light armour
- Sergeant (champion)
- Standard bearer [Banner of Iron Resolve]
- Musician
15 State Troops [90 pts]
- Hand weapons
- Halberds
- Light armour
- Detachment
15 State Troops [90 pts]
- Hand weapons
- Halberds
- Light armour
- Detachment
12 State Troops [72 pts]
- Hand weapons
- Halberds
- Light armour
- Detachment
12 State Troops [72 pts]
- Hand weapons
- Halberds
- Light armour
- Detachment
++ Special Units [430 pts] ++
25 Empire Greatswords [305 pts]
- Great weapons
- Full plate armour
- Count's Champion (champion) [Shroud of Iron]
- Standard bearer
- Musician
Great Cannon [125 pts]
- Great cannon
- Hand weapons
____________________________________________________________________
The idea is to deploy the wizards a bit like regimental batteries alongside the infantry. So it would deploy as
The idea is that the detachments are fairly far back and thus make them difficult to charge. The wizards are slightly behind the front line and offer fire support for the main combat blocks. Each of the main combat blocks get 2 master mages in fire support. The chance of you pushing your way through a level 4 is 45% so it is reasonable to assume that each Level 2 will cast roughly 33% of the time (sometimes they don't get the spell off and sometimes it is dispelled)
The idea I think is to try and force the opponent to charge the combat blocks. I'm thinking the general goes with the halberdiers and the BSB with the greatswords.