Lord
Baltasar Gelt 400 Points

Heroes
Mage
Lvl 2, 2 D.Scrolls 150 Points
Heroes
Mage
Lvl 2, 2 D.Scrolls 150 Points
Heroes
Mage
Lvl 2, 1 D.Scrolls 125 Points

Core
10 Handgunners
Marksman, Long Rifle 105 Points
Core
10 Handgunners
Marksman, Long Rifle 105 Points
Core
10 Handgunners
Marksman, Long Rifle 105 Points

Specail
5x outriders
champ, long rifle 126 Points
5x outriders
champ, long rifle 126 Points
5x outriders
champ, long rifle 126 Points
5x outriders
champ, long rifle 126 Points

Rare
Steam Tank 300 Points
Steam Tank 300 Points

To summarise my plan :-
Sit and shoot with the hand gunners
Have the mages in the in hand gunners giving out a bit more fire power.
Having the outriders move into more "suitable" firing positions but also keeping them safe from charges.
Have Balster move up and unleash the pain of the lore of metal
Keeping it safe with the stanks going for 4 points of steam 1st turn always making sure they can't wound them selves, and generally shooting the cannon on them, wait till they get close enuf then charging with the spec impact rule they have then once in combat shooting the "tear template" untill the unit run.. I hoping that the only thing that can blow up my stanks are my own stupid actions

Thinking about getting a unit of hunters to disturb shade setup but meh