Lvl 4, Scroll, Barded Warhorse (in IC Knights)
Luthor Huss (in IC Knights)
BSB, FP, Sh, Barded Warhorse, Dawnstone (In IC Knights)
Captain, FP, Barded Warhorse, Luckstone, Charmed Shield (In IC Knights)
2x WP, HA, Sh, Barded Warhorse
2x 5 Knights, Musician
9 Knights, FC
9 IC Knights, FC
3x 3 Demigryph Knights, Musician
5 Outriders, Musician
Steam Tank
His list:
Slaughtermaster, Lvl4 (Maw), Greedy Fist, Fencers Blades, HA
BSB, Ha, Sh, 4++
Butcher, Lvl 2, Beasts, SCroll
11 Ogre Bulls, FC
10 Ironguts, FC, standard of discipline
5 Leadbelchers, Musician
8 Maneaters, Pistols, Swiftstride and Scout special rules, Musician, Dragonhide banner
1 Ironblaster
1 Thundertusk
On to it!
Deployment
We had the same number of drops, which made for a very entertaining and tactically important deployment phase. I placed first, dropping my small knight and outrider units, while he placed his three kitties. I then placed my DG units, while he was forced to start placing more important stuff. Lastly I placed my big knight units and the steam tank. My plan was pretty straightforward (I'm still learning a LOT about tactics with this army). I intended to lock up his Ironguts with the STank, pick off his Bulls with some good charges, and mop up. I won first turn, and happily took it.
Empire Turn 1
Everything rumbled forward. The Steam Tank got out nicely in front of my line, poised to charge or be charged by his Ironguts, and with a nice cannon shot on his Thundertusk. Magic saw me generate 10 dice with 2 channels. I put Timewarp on the center unit of DGs (oh, my clever plan... you'll see!) as well as Speed of Light. I dropped a few wounds off of the maneaters with Banishment and Searing Light.
Shooting - ah yes.. my never-before-used Steam Tank one-shotted his Thundertusk. An unexpected, but delicious, beginning. My outriders, continuing a long long feud with my opponent's kitties, failed to wound a Sabretooth with 15 shots.
OK Turn 1
Ironguts charged the Steam Tank. Everything else moved up for shots or charges. He rolled up seven dice to my five for magic. He dumped six into a big version of Trollguts, and got the IF. Fair enough. Everything else was shut down.
Shooting - his Ironblaster came out of hiding and knocked down two knights from the IC unit. His maneaters and leadbelchers focused fire on the center unit of DGs and killed one.
Combat - the Ironguts managed four wounds on the tank. Not an auspicious beginning.
Empire turn 2
My excitement had me grinning as I declared a charge with my two center DGs on his Ironblaster, fully 21 inches away. With Timewarp still active and my movement doubled, I only needed a seven for the charge - well below the average for swiftstride. He opted to hold. I declared on his Leadbelchers in the temple with the vanilla knights. He held. I also declared with the rightmost DGs on his damn kitty, which was thoroughly blocking me. I planned on overrunning into his Bulls.
I failed my charge on the Ironblaster, rolling a 1, 2, and 3, on 3 dice. Ah well. The vanilla knights hammered home (no charge bonus to str in a building, though). The DGs FAILED their redirect and stopped an inch from the Bulls unit. This is where this army suffers... too spread out and not enough leadership. Ah well...
The Steam Tank did not misfire, and I generated 5 steam points. I put two into grinding, doing four wounds, and saved three for the steam gun. I figured 2d6 s4 hits was, on average, better than 1d3 s6... but I haven't done the math.
Magic was low. I dropped one maneater with Banishment, got the 5+ ward and Hammer of Sigmar up on the rightmost DG unit.
Shooting - The Outriders took 2 wounds off of the Bulls unit.
Combat - The Steam Tank did four wounds with the steam gun. He saved one. In return it took two wounds. Ironguts won the combat. STank is unbreakable. The vanilla knights did well, doing two unsaved wounds between them and their horses. They saved the few wounds the Leadbelchers did, and routed them. Then a funny thing happened. The Ironblaster and Maneaters failed their panic tests! The IB went right off the table, and the maneaters stopped right in front of my DG knights.
OK Turn 2
The Bulls charged my DG unit. I held, since otherwise I'd go off the table. He failed to rally his Leadbelchers OR his Maneaters. The LBs fled off the table. The Maneaters fled behind my DGs, taking 1 wound to dangerous terrain.
Magic saw him with 9 and me with 6. He went for a big Trollguts and got IF again. Grrr. I shut down the rest of his phase.
There was no shooting.
Combat - His Ironguts only put 1 wound on the Steam Tank. His Bulls unit took five wounds from the re-rolling DGs, but he killed the WP and did two wounds to the unit. With his charge, banner, and rank, he won by two. I failed the LD 6 to stay, and they ran (poorly) and were caught. The Bulls stopped short, however, because the hill had a cliff (which you cannot see on the map) and he couldn't move all of his pursuit roll.
Empire Turn 3
Trumpets blaring, the Big Knight unit charged the Ironguts. Everything else maneuvered a bit for subsequent turns. The Stank generated four steam points, misfired, and lost a wound but gained a steam point

Heh heh. Another Irongut fell to grinding wounds. I saved 3 steam points for the gun.
Magic - I rolled up 3 dice and channeled 1, for 4 to his 2. I drew out his two dice by one-dicing Hammer of Sigmar and Soulfire on the big Knights unit. He used his lvl 2 to dispel them both with one die. My lvl 4 then put light of battle on the big knights, which he scrolled.
Shooting, who cares.
Combat - He challenged with his Slaughtermaster, and I accepted with my champion. The champ did one wound. The SM killed him, but got no overkill (man are 1+ armor saves good!). The Knights did four wounds in spite of Trollguts (he saved four as well), and took four in return. The Stank only rolled four hits with the steam gun, and added one wound to the total. We won combat, but he managed to stick.
OK Turn 3
The bulls charged my Outriders, who fled a paltry 4 and were caught (I had some BAD swiftstride rolls this game). He rallied his Maneaters, who turned to face my DGs.
Magic was low. I stopped everything he tried in this round.
Combat saw another Irongut fall to the knights unit. My WP took a wound in a challenge with his lord. The Steam tank took one wound (one left!). Three more knights fell. They held.
Empire Turn 4
The Left DGs charged his maneaters, who elected to stand and shoot. In a ridiculous streak of good and bad luck, he hit the unit with six shots, and I failed three 3+ AS. One DG died. They passed their panic test. The center DG unit (2 left) charged the flank of the Ironguts unit. I kinda got myself all blocked up in the middle, as you can see. I still need a lot of practice with this many maneuver elements on the board. I went for 3 steam points for the Stank. I misfired and lost the ability to use the steam gun. I put all 3 dice into grinding and did another 3 unsaved wounds to the unit.
Magic - I only rolled up 3 PD again. I rolled low with 3 dice for Timewarp, and it failed to go off.
Combat - The DGs couldn't attack, because his Slaughtermaster was still in a challenge, and was on the flank they'd hit. In the challenge, the Slaughtermaster killed the WP, but only generated 1 wound. The remaining Ironguts killed another knight. The knights failed to get anything past their T4. Combat was a push. The DGs on the left flank took down another maneater in a flurry of beaks and claws. The maneaters bounced many of their attacks off the DGs armor, and we were up by 2 combat res when he decided to use the dragon banner. He rolled boxcars for hits, and did four unsaved wounds... enough to turn the tide. The last DG fled and was cut down by the swiftstriding Maneaters.
OK Turn 4
The maneaters charged the center vanilla knights unit, which fled ( I couldn't have the maneaters overrunning into the back of my IC unit). He failed the charge, but then charged the vanilla knights with a kitty, and his Bulls. They were caught and slaughtered. He charged by IC unit with one kitty.
Magic - he rolled up 9 dice to my seven. He cast Trollguts again with IF. The explosion took down two more knights, leaving me with just the BSB, AND the Steam Tank and did a wound on his Slaughtermaster and an Irongut. I removed the knight models that were in contact with his unit, leaving just the BSB only in base with his Slaughtermaster. No S6 attacks from the unit! I stopped everything else.
Combat - With no one left to challenge, the Slaughtermaster was in a spot of trouble. The Demigryphs, as if seeing this opening, did THREE wounds to him and he failed to regen two of them. In return, he only hit twice, and I made both 3+ saves. With the flank, we won combat by 3, and the unit fled. Neither of my units could catch them (again, my swiftstride rolls were TERRIBLE). The kitty was killed by the IC knights unit.
Empire Turn 5 
The IC Knights finally had a clear path. They charged into the bulls unit. The lone Knight remaining from the big unit charged the Slaughtermaster's unit and pushed them off the board. The DGs reformed and the vanilla knights moved well out of charge range of the Maneaters.
Magic - with the Slaughtermaster gone, I had a pretty good shot at getting stuff up. I managed Hammer of Sigmar and the 5+ Ward on my IC knights.
Combat - Luthor Huss declared a challenge. The enemy Butcher accepted. Huss added 3 to his WS, S, T and A, and became a monster. He slaughtered the Butcher, doing four unsaved wounds. The rest of the unit was no less deadly. The two captains, plus champion and six knights put out 14 S6 attacks. After re-rolls 13 hits wounded 12 times, and four Bulls fell. The horses did another wound. In return, the Bulls simply couldn't get past the 1+ 5++, failed to roll snake eyes, and were run to the ground. My opponent conceded.