I'm a modestly experienced WMH player, but haven't tried CoI yet. I own a fair amount of Privateers (as my secondary faction, after Khador), and thought they should be fun in CoI. The list that I'm thinking of is:
First Mate Hawk (Commander) -4 Solo Sea Dog Pirates  -8 Unit -Mr. Walls -4 Command Attachment Dirty Meg -3 Solo -Buccaneer -6 Light Warjack
What do you think? Do light 'jacks have a significant role in CoI, or would I be better off with something else (if I dump the Buccy, I would also cut Meg)? With 9 points, I would probably take Ragman and... I don't know, 2 Riflemen?
Played my first game last night, against a force of Bile and Bloat Thralls. Fun fact: I HATE BILE & BLOAT THRALLS! I narrowly squeeked out a win, due mainly to the casualties my opponent took due to Purging, rather than any tactical brilliance on my part.
The Buccaneer didn't get much work done until the second-to-last turn, when- with Boost/Add'l Die cards offsetting crippled systems- it killed a Bloat Thrall. It's main effect was intimidation value (my opponent clearly did a lot of maneuvering in response to its' proximity), but I'm not sure that's enough to justify taking one over Moar Doodz.
Next time, I think I'll try: First Mate Hawk (Commander) -4 Solo Sea Dog Pirates  -8 Unit -Mr. Walls -4 Command Attachment -Riflemen  -6 Weapon Attachment Bloody Bradigan -3 Solo