Lords / hero's: Ive allways stuck to a single prince, icon bearer, priest and high priest.
The king is nice, but it draws away magic from the army, which is around 50% of the support you will get.
You will want a cloak of dunes for the high priest, so he can move where needed and avoid units.
The icon bearer and prince sit in a block of 18 tomb guard, giving you a nice hard hitting rank & file unit to play with.
Core: 2 small units of horsemen with bows.
These are simply used to block march moves, get in the way and stop charges from going off.
Other than that the units are wasted.
i allways take 2 units of 20 bowmen, simply because hitting on 5's means you will get some damage done at long range.
I usually only take a single block of 25 skellies (spears) since they arent much to rely on.
special: the unit of 18 tomb guard (as above)
a tomb scorpion is allways a win, as it provides you with a hard hitting monster which can hunt down small units and lone wizards. (also works for hero level human / elf characters)
a Single unit of 4 ushabti work well, but will need a priest near by to top up thier wounds, they will become a target pretty quickly, so its worth keeping them close to a priest to avoid losing them to cannonballs.
I allways take a unit of carrions.
Thier flying movement makes them worth it alone.
The fact that they arent bad in combat is an added bonus.
Use them to hunt down warmachine crews and lone characters.
They should also do for picking at weak skirmish units and blocking march moves.
Rare: This is up to you, but either option works out well.
Screaming skull catapault: Allways take skulls of the enemy as it makes it 100x better.
Its great for thinning out units and doing damage to monsters.
Keep a priest near by so you can cast the incantation on it for 2 shots per turn.
If you want to take 2, then it may be worth keeping both priests near them, but still close enough to support and restore units.
Bone giant: They are just nasty.
Unstoppable assault means you will be doing a fair bit of damage.
It can negate rank bonus, so charging in with carrion, then a giant to the side will help you win.
Thier high strength means they can hunt other monsters if needed, but avoid the stronger ones (dragon ogres mostly)
again, you will need a priest near by, since its a large target and will end up catching most of the enemies missile and magic fire.
so you will need to keep restoring his wounds.
If you take 2, you can run them together to act as a heavy hammer, meaning they will support eachother and wont need another units help.
With 2 you can charge cavalry, since you will be negating a fair amount of thier save.
And yet again, with 2, you will want your liche priests near them.
If they dont need healing, use another incantation to get them another round of combat
Hope that helps.