The Never-Victorious Army
Warriorsx24; Shield; FC
Corsairx13; FC; H.Bows; Dualies for Champ
Ridersx8; Champ & Music; X-bows
Sorceress Wiz2; Horse; Staff of Sorcery; Talisman of Protection
Sorceress Wiz2; Pearl of Infinite Bleakness; Sacrificial Dagger
Assassin 2nd H.W.; H-bow; Rune of Khaine; Touch of Death; Black Lotus
Master BSB; Scourge; X-bow; SD Cloak; Banner of Hag Graef; H. Armor
Dreadlord X-bow; Shield; SD Cloak; Cold One; Armor of Eternal Servitude; Deathpiercer; Null Talisman
The name really sums it up; in the last year of play, my W/L/D stands at 2/19/3. The wins were the first matches my group played at 1000 points and named chars (Lokir kicked ass and took names); and the draws were incomplete matches ended before an obvious winner was reached. My primary opponent plays Dwarfs (generally 3-5 Arty, 1-2 units of gunners, an anvil, and some tar pits), though I occasionally get matched up against High & Wood Elfs. With a track record as stated, I'm eager to consider any advice that can be offered for increasing the survivability of the troops.
The spear act as the Core of the army; they're the central block which the rest of the army situates around. My B.S.B. is attached to this unit, giving them ASF (useful for giving them a fair chance against the HElves), and providing a handful of S4 AP attacks to help boost CR. The Sacrificial dagger Sorc also goes with them to boost her summoning as needed and the morale of the unit via the Pearl. 50% of the time I'll add the assassin to this unit as well again to add CR via mulching troops or as a player killer in challenges. The other half of the time putting him with the smaller unit of Corsairs to keep them guessing.
Flanking one side of the spears are the Corsairs, with the Witch Elves a few inches behind them. This screens the witches advance from missile fire and blocks them from doing anything stupid Frenzy-wise. They rarely charge, instead hammering with their bows when they get in range and shooting if they get charged. When enemies get close they move from wide 'archer' formations to a small 5x2 block (reforming on an angle if possible to give the Witches shared LoS on their attackers).
With the Witches a few inches back, they get a range of options, helping the spears or corsairs as needed, or, should the corsairs bite it fast under cavalry or an organ gun volley, counter charge threatening units.
On the opposite spearflank is the CoK unit, with the Dreadlord general attached. Even when they don't fail Stupidity (even with the Dreadlord's Ld9, my poor luck averages 3 failed Stupidity tests a match), the unit hovers a bit back from the main battle line, giving them room to maneuver to flank, as similar with the Witch Elves.
The hydra, sadly, has become a target, and rarely makes it to combat. The two early wins had the hydra charging the flank of the enemy gunline and simply walking down the line, overrunning from one fight to the next. Since then, it has become the primary focus of Flaming, Multi-wounding artillary. At this point, I simply keep him for Shock & Awe value. Centrally located, it gets mulched quickly by concentrated fire, and on the flank, it takes half wounds from nearby arty, and usually doesn't see combat till round 6.
Harpies and Riders are fairly obvious in their purpose. In theory they skirt behind terrain to cross the board, then fall upon gun crews, knocking their damning weapons out of commission. Instead, they generally eat organ gun and rifle fire as they move into position with one unit being destroyed, the other fleeing the board, and the last making a charge at half strength.
The 2nd sorceress generally joins the Riders, making them a good option for taking out gunners/archers through spell and missile fire; assuming they survive getting within range without fleeing.
Edit: The army build is the latest evolution of a continual tinkering process of keeping what works, and scrapping what hasn't. Also, the Corsairs are occasionally dual wielders.