Reminded me of a list I have that I want to try at some point
All the characters go in the unit, mages are on horses so they always move to the outside if the infantry drills wide. Some TO's have ruled Steed of Shadows works on unit type (and the unit type doesn't change if joined by a character). Not 100% I'm ok with that, but it would allow the unit to potentially fly about too.
The unit also has banner of Morr so could potentially get an additional -1 to be hit from a failed fear check
"Deathstar"[2000 pts]
Warhammer: The Old World, Empire of Man
General of the Empire, Great weapon, Full plate armour, Brace of pistols, General, Demigryph, Bedazzling Helm, Talisman of Protection - 250
Captain of the Empire, Great weapon, Full plate armour, Pistol, Battle Standard Bearer [Icon of Morr], Demigryph, Charmed Shield - 165
Wizard Lord, Level 4 Wizard, Empire Warhorse, Lore Familiar, 2x Power Scroll, Daemonology - 242
Master Mage, Empire Warhorse, Power Scroll, Crystal Ball, Illusion - 112
Priest of Ulric, Heavy armour, Charmed Shield - 68
Priest of Ulric, Heavy armour, Charmed Shield - 68
Empire Engineer - 45
Empire Engineer - 45
30 Veteran State Troops, Halberds, Drilled, Veteran Sergeant (champion) [Ring of Taal], Standard bearer [Griffon Standard], Full Command - 355
6 Empire Knights, Lances, Shields, Drilled, Preceptor (champion) [Charmed Shield] - 149
2 Demigryph Knights, Full plate armour, Barding - 126
Great Cannon - 125
Great Cannon - 125
Great Cannon - 125
On the topic of armour of destiny, I think the math is that a 5+/4++ Vs a 4+/5++ is better until you run into some serious AP then the 5+/4++ pulls ahead (so with a shield it would be at greater than 2AP) - I could be misremembering, but I took away from the discussion it's not really worth the points