Mark the Warriors with
MoT over
MoN. It adds the same 12.5% protection against
BS shooting, adds a 6+ save to canon/bolts, AND you still get that 6+ save in combat with the halberds.
Same with the Knights.
MoT gives you the same 12.5% protection against
BS shooting, but also gives a save against canons etc which are the bane of your small knight units. Plus you get a 6+ save in
CC while still having frenzy

. I love to do the
MoT + BoR combo.
Having started in 7th with a cav list of
WoC and expanding outward, I will say the same thing about the marauders. They are less useful in 8th. Take 1 unit with LA/axes/
MoS and use them to vanguard and block enemy vanguard or to march block / harass units. If you want to take flails make a 2x5 unit and
MoK them and get into
CC soon as possible.
The disc EH are interesting, never ran one myself cause mainly I associated disc with keeping sorc alive and dangerously moving around. Basically gives you like pegasus riders
lol. One thing though is I would drop blood of tzeentch on the lord. It was amazing in 7th, not so amazing in 8th when you get +5 to cast on a Lv4
MoT lord. In my experience you just don't fail to meet casting values....and an enemy will rarely borderline dispel. They will want to stop stuff like pandemonium and will throw a guaranteed amount at it. Then other stuff they will just shrug and let happen. You could also take the bronze armor instead of charmed shield + talisman and get a 3+ non magical ward save, and with dropping blood save enough points to add something else.
Warrior blocks need to be 18 if ur running 6 wide. You have to take into account you might lose 2-3 each turn from shooting, and you won't be in
CC till turn 3 if your opponent is smart and avoids them. So you need to be able to lose 6 and still get your max attacks in.