Thanks for the comments guys.
I played the game on Monday, my oppo had four fighty characters (2 x OB, 2 x SV - All comboys), Tetto and a Priest for Heroes/Lords, Core was all skinks (2 blocks of 25/26 cohorts inc poison and a couple of 10 figure skirmisher units), a unit of 5 chamo skinks, 2 sallies (each with extra handler) and 12 cold ones (split into two units). One of 6 plus the characters, and another of just 6.
It was a really easy going game although we started late unfortunately, so didn't get the full game in.
We played the Meeting Engagement (the scenario where we deploy diagonally and have to roll to see if units arrive - Any roll of 1 means they start in reserve).
I had two units in reserve (the saurus block and a skirmisher unit) , while he had only one, his cham skinks.
Overall, I learned (and re-learned, the hard way) some lessons:
1. I can see how rippers are good, but going into the front of a unit just isnt the right thing (In the game I 'had' to charge them into a salamander to stop it getting shots at my saurus block). The combat took a couple of rounds but eventually the rippers died.
2. Never charge a monster into combat unaided - There was however a rationale here - To protect the flank of my cold one bus - It was a damn expensive bit of chaff though (In the game I took the decision also to get the benefit of impact hits, this was combat against the character bus and despite this the lone steg handled itself quite well. However in the final turn we played (T3 I think) it lost combat, failed morale and was run down despite rolling 11 on the dice!
3. Skirmishers just can't be ignored - Even by higher toughness stuff like us. Invaluable.
4. The builds for the OBs and the SV were awesome. They didn't take a single wound all game. If we had continued, it would have been very interesting - Having run down the steg, the character cold one bus was open to all three characters charging it individually (they were seeing off the cohorts). His characters looked to have been built to attack (sword of battle etc) whereas mine were mainly defence in terms of armour / ward saves. With two of them using Great Weapons, and the third being hit on higher rolls due to Fencers Blades and Glittering Scales it would have been close.
5. Magic was pretty much a breeze. It did help that Tetto dropped to Lvl 0 on T2 or 3, but even before then I was stopping the spells I wanted to stop (and didn't see a comet all game!). He tried a bubbled Savage Beasts but having been stomped by that spell the last time we played (he was Brets that time) all I had to do was hope that it wasn't IF'd. It wasn't so I used the cube against it and didn't roll a 1 (phew!). Against higher level wizards I might struggle but I felt I controlled the magic in this game.
6. Never miss an opportunity - I had the chance to use Amber Spear against Tetto - Potentially gaining 185 points easily - I decided not to and cast a different spell. Mistake I think.
7. Don't leave vulnerable skink priests alone and out in the open. Lucky for me I only lost one, but it could have been a lot worse. (When I started playing WFB again in 2013/4 I made this mistake time and time again. In this game I reverted back to my bad habit)
When we called the game I had lost by about 3/400 points I think, but it could have been a lot closer if we had been able to continue. He would have lost some fleeing units (they were on table when we finished unless he rolled either double 1 or 5) and my saurus block was getting into a position to support the characters if needed.
Got to say while I like playing the chap on Monday (really relaxed games, if we miss something and as long as its not too far passed, we go back), I've never beaten him, yet. Will keep trying though.
In response to @airjamy - The lvl 1 skink priest was there because I didn't know what else to spend my final 65 points on!
I've tried them before and they've done ok. I was initially a bit worried about taking such a large block and, like you said, an opponent dancing around them, but so far I'm happy with them - I did have them stand up to a Doombull and 6 Minotaurs, albeit with the help of Wyssans.
Yes, skinks were with Javelins - Sorry, should have said so.
I took 7 cold ones simply for maths, with the 3 cowboys, I had a unit of 2 rows of 5. I never thought I had OCD, but thinking about it, I do like all my units to be even blocks when starting a game so who knows...?
Ancient Steg - I see your point, like you say, 10 points for something non-magical used once or twice a game? Situational, and in this game I didn't have the right situation. I took the sharpened horns as although I knew I would be fighting lizards, I obviously didn't know his list. I was expecting a steg of somesort and/or a basti. In the end, he took neither.