Got to watch it with the artillery and guns lines in aos. It either wins turn one or it costs you the battle. There is a great thread topic on balancing ranged combat in aos and it had me convinced that it must be employed subtly or bad things happen. See the wanderers and ko factions. Plus turn one charges leave it a bit flat. Mobility and shear number of dice are winning now. Thus, moles, haste runes, slow runes, and anchor units are what we need to ensure we get. Anchors we have, but a non machine behemoth would be great, like a rune golem or cave beastie. Something that can tie up the initial charge, soak the alpha strike, and allow us to trodge our little legs onto the objectives before we miss out on early turn victory points. Fluff we have due to a long history, we must pay some mind to crunch as well.