I’m a big fan of running hordes, but you do need to make sure you have units you are happy to just dump on random objectives - which you’d have to use a halberdier horde for?
13 drops, of which 11 are scoring, is pretty low for 2475 list, esp when you don’t have a huge amount of speed/mobility?
I’d probably look to swap out a horde each of halberdiers and spearmen for 1 halberdier regiment and 2 regiments of spearmen.
Kingdoms of Men has the possibility to run really elite, but it’s also an army that really shines when kept cheap.
This is my 2,300 point army (16 drops) which utilises this mechanic. Don’t skip on the 90-point halberdier regiment, it’s dirt cheap and can do some damage while blocking chaff just well.
This army utilises 3 cannon which I do like but must be to your taste. Instead of the cannon, the army does work well enough with other units (troops of light cav for instance) but in that case I’d probably drop a few units for additional punch.
The single unit of beast knights are really good, but ordinary knights do well too in a pinch, provided you can keep them out of terrain.
The monster mounted duke is definitely more of direct threat than the baron version, but it really depends whether you can get the best out of the former?
If you are looking to run 2 of the latter, the giant is probably a better choice to keep than the mammoth (although I do quite like them).
You could just swap duke with baron and use points to turn a standard bearer into a wizard with the inspiring talisman, bane chant and another spell of your choice?
Thats for sure, but he is expensive.
I’d rather have 2 monsters with 8 attacks each than a single one with 10 attacks.
I usually play the budget variety of any unit. Sometimes, I regret it, but most often the fact that I have ~2 units more than most opponents really helps me out.
The trick is keeping them back before committing your troops. Once your first units engage, the fliers manouvre to threaten as many units as they can while keeping out of charge arcs/range themselves. This forces your opponent to keep units in reserve to counter your fliers. Then, next turn, you have to weigh the benefit of a flank charge to the threat of a reserve unit charging your flier.
Usually my fliers find not targets before the 3rd or even 4th turn.