For Infantry, I included General, BSB, two wagons and 2 spare wizards. The plan is to send forward the Halberdiers and buff them while they fight, then when they break, send forward the Greatswords with characters. Wizards are meant to stay out of the fighting.
Infantry Contingent
Arch Lector (General), Armor of 2+ Armor Save, MR3, Shield
Wizard Lord, lvl 4 Beasts, Pegasus, Staff of Sorcery, 4+ Ward
Captain, BSB, FPA, Shield, Sword of Anti-Heroes
Wizard, lvl 2 Fire, Warhorse, Power Stone
Wizard, lvl 2 Shadow, Warhorse, Dispel Scroll
60 Halberdiers, FC
60 Halberdiers, FC
60 Greatswords, FC, Standard of Discipline
60 Greatswords, FC, AP-banner
Celestial Hurricanum
Luminark of Hysh
Total 3381p
519p Lords
392p Heroes
780p Core
1440p Special
250p Rare
We need to make sure the Core is filled with knights and handgunners/crossbowmen. I consider Crossbowmen, might be a good idea, since they have 30'' range, over 24'' AP of the Handgunners. Depends, we start 30'' across from eachother the first turn, they WILL move their full move towards us, which should put them at 22'' either way.