Yea, Streamdragon has about the right of it.
-Halberds w/
Mok are really good to hack apart armored and tough enemies (3 attacks front rank + 1 support for 4 Str5 attacks at I 5 per man in the front rank). Also, putting shields on them is nice; even if they don't get to use them in melee they can expect a LOT of shooting, and things people point at them will often drop a 4+ save to 6+ or remove it, so the extra pip of armor can save a few 16+ point models.
-Sword & board w/
MoT are just dead hard. 3+/5++ is slowed hard to drop in melee, and you still get 2+1 supporting attacks at Str4 I5 per man.
-AHW w/
MoK: not so much. You get 4+1 attacks per man, which is only a 25% increase in attacks vs. a 16% better chance to wound and 16% better chance to go through armor on ALL your attacks with the halberds. It just doesn't really justify itself for the same price. Looks pretty neat though.
-Great weapons w/
Mok: Yay
Str 6! Boo I1. Boo paying extra points for +1
Str and -4 I vs Halberds. I just don't see the point of great weapons on
WoC. Marauders, oh yes, but not
WoC. It seems to me that most big things have 5-6 T with no/little armor (most monsters seem to be naked or have a 4+ save) and low I compared to
WoC. So you gain a 16% better chance to wound and 16% to go through armor they probably don't have at the cost of swinging after the big thing gets a chance to mash you and T-stomp you, and pay 1 point per model for the privilege? Not so fun.
Flails would be awesome though...
I personally run 18
WoC with halberds, shields and Flaming Banner and sometimes
MoK, with piles of marauders.
GW marauders with
MoK are really mean for their points, though
WoC are meaner and more survivable.
Also, they are called "units" for reference