Here's an opponent's view of my battleline:
From my left (that's my hand)
Horrors, Bloodletters, Daemonettes, Bloodletters, Daemonettes
My flamers went up on the very far right flank, as did the Fiend.
The Furies went up the middle, behind his Cannon for a charge.
The Fleshhounds sat in the middle trying to draw a charge, and finally went off to my left to draw shots from the Quarrelers.
The Horrors eventually were charged by the Hammerers, and were wiped out.
The left units of Bloodletters and Daemonettes charged the Hammerers on the Bottom of turn 4, but essentially lost the combat but were still there.
At the bottom of Turn 4 my two units of flamers had engaged the Longbeards to stick them for the second Bloodletters and Daemonettes to charge on Turn 5 - but the game ended first.

So I have three goals -
1. Destroy the Longbeards in Close Combat
2. Shut down his shooting, specifically his Quarrelers so I can engage the Longbeards
3. Assassinate his General with Death Magic
What I did to pursue these goals -
1. Longbeards
First - I tried to whittle down the Longbeards with Magic and Shooting.
The Pink Horrors shot the level 1 spell at the Longbeards each turn, usually using 2 dice to cast from my pool.
The flamers shot the Longbeards each turn they were in range.
The intent was to remove as many ranks as possible, hopefully in doing so they'd lose steadfast.
The challenge - First, he had some kind of runic Wardsave giving a 5+ Ward against magic and shooting. Or something.
Second, range for the shooting and movement. At least once my flamers were hitting only on 7+.
Then they wound on 4+, minus the Armor saves...
Altogether - my plan to destroy the unit through magic and shooting?
Did not work. I probably removed 3 (?) models through 50 some shots, and only 2 successful spella.
[b]2. Shut down shootingQuarrelers - Previous post described that, I was happy not to be receiving 40 shots a turn by engaging in combat. I knew that once he did not break from combat on the first turn it was just a matter of time before he was shooting again. By the end of turn 3 he was done with combat, at the bottom of Turn 4 he was able to fire - but now he was all ranked up, so he only had 12 shots instead of 40.
I'd consider this a moderately successful as I minimized my damage, but was not able to beat his unit.
As for the War Machines - The furies charged and destroyed the cannon in Turn 4, and my second unit of Fiends charged the Grudgethrower on Turn 3, destroying it on Turn 4.
So, altogether I did mitigate his shooting, or removed the opportunity for him to create wounds with his units. I did deliberately make a poor strategic decision, more on that later.
3. Assassinate the General through Death Magic
Here are the spells I had -
Two HoT - One with 0 spell, and Spell 4 lowering Leadership. This was my primary caster. The other one had the 0 Spell and #5. He only cast once, the 0 Spell.
This was also not successful, I'm not going to complain about T6 L10 Dwarven thane. Completely legit, totally cool with it.
What I *should* have done was actually target the BSB. That would have been easier.
I did lower the General's leadership by 3 once, so he had a 7 for a turn - but that had no impact on any panic or CR checks. He dispelled it on his next turn.
I got the Leech off on the General twice, but did no wounds.
So, was Magic effective? Well, no.
But I'm a firm believer in creating opportunities to create wounds, the more opportunities, the statistics will eventually provide... as you'll see on the very last wound roll in the game.