This makes perfect sense... Well there is some odd feel to it what with space wolves and gw being firmly planted in my head but that should pass. Lol for now I will probably go with the simple commander version of Stryker as you said until I get a bit better at painting cygnar models and develop some skill with the game.
Thanks for all the help.
Edit: list revision.
Commander Stryker- -6(kinda)
Stormblades w/ 1 stormgunner and officer&standard upgrade-9
Yep, sounds good, though I have no experience running infantry as of yet. They seem a little more complex than Jacks, so you might need to have someone show you how they work, or take a careful look through the rule book (Infantry rules are only in the main rule book, the Quick Start rules only have Jacks). As DoA said, Infantry are paper - they die easily if you're not careful, but they can get a lot of attacks out there.
So, I borrowed a friends Cygnar book, and I'll try to give a few tips on what you have - it will help me understand how Cygnar work too, for when I go up against them
Firstly, you'll have decent range over your enemies. If you use Strykers "snipe" spell on your Stormblades, and keep them within 5" of the unit leader (for Electrical Arc rule), they'll have a 10" range with their normal shots, at Pow 14 - enough to really hurt even heavies. Most heavies can charge 7.5" (9" with a reach weapon), so with careful positioning, you should be able to get a round of shooting out in saftey. Your Storm Gunner will have 16" range and POW 16, and if he hits, other shots from his unit Autohit that target - so get those shots out first! With your standard Bearer, your attacks also get a 3" blast, when they directly hit! Blasts won't hurt Jacks much, but they can devastate infantry. When they get in close with the enemy, dispel Snipe on them, and try using Blur - the extra Def will keep them alive for a lot longer.
Unless you think your caster is threatened by something, I'd try putting the Arcane Shield on your Ironclad, and using it as bait. The extra armour will probably help him survive when he gets charged, but he'll still probably take quite a bit of damage. After that you can use his hammers special attack to try to knock down enemies, and move up with your Storm infantry to waste whatever came in - using the stormblade officers "Assault" rule will allow you to shoot AND melee when you charge - if you can charge with most of a unit, you'll devastate whatever you charge.
Keep it near the Stormblades, but (as DoA said), don't be afraid to charge off with it - the free focus isn't worth dying for. With 3 focus on it, it's storm Blade will rip into anything it charges, just be careful that it doesn't get charged itself. Remember it's "electoleap" rule, which will let you waste a few infantry, or perhaps put a little damage on a caster or solo hiding behind the front line.
Keep him safe and back, watch for assassination runs, or enemies trying to snipe him out. If he gets up near the front lines, use his Disruption pistol to keep one of the enemy heavies from getting any focus. The use of "Earthquake" at the right time can really mess with enemy plans.
Watch out for:
Enemy feats that would slow or stop your force - those Storm Blades are very vulnerable if the enemy can just walk up to them.
Units with thresher or other attacks that can rip into infantry.
Feats/abilities that will snipe out your caster. There are lots of spells/feats/units that ignore free strikes, and will allow enemies to just walk past your front line. Make sure to check your enemies cards to see what sort of shenanigans he can pull off, so you don't get caught with your pants down