I am playing a 2400 Point game against V C's next Monday, the main thing I'm worried about is taking on his Unit of 35 Grave Guard with Vlad and a BSB so they have Regen, and Hatred... They are virtually invincible... lol so would really appreciate some assistance in terms of idea's...
Firstly, lol, he's actually taking Vlad. Grave Guard with the Regen Banner on the other hand are sadface. Good news is, they have a big weakness.
12 Kroxigors
60 Skink Skirmishers
2 units of 25 Saurus Warriors
25 Temple Guard
2 x Salamanders
Slann
Carnasaur
3 X Ancient Stegadons 2 with EOG
2 X Normal Stegs
2 x foot saurus heroes
2 x foot skink priests
12 x Saurus coldones
Don't use Krox, they'll get ripped apart before they can swing (massed Killing Blow does that).
Skinks are good, I'd take about 40 of them in 10-man blowpipe units. Good for killing things like Varghulfs, and you can use them to delay any Ghoul or Skeleton Core blocks by getting in their way. Funnily enough, Skinks and VC Core are about as bad as eachother, it's just you get to shoot them up first. You can also flank charge the GG Deathstar to deny rank bonus (if he ignores you).
Saurus are good, 20-25 strong blocks can and will chew through the other units in his army (just don't try and engage the Deathstar with them). Take two blocks to fill out Core (add in the 3-4 Skink blocks and that should fufill Core requirements).
Salamanders are made of win, take both
Slann is god-tier wizardry, he's an auto-include in pretty much any list
Carnosaur is sadly highly vulnerable to magic (VC have multiple casters, and potentially multiple Lores), and his speed means he's also vulnerable to getting torn up by Varghulfs and the GG block. He's also stupidly expensive to field, so pass.
No way you'll be able to afford more than one EOTG, but do take one ('Burning Alignment' jumps to S5 against Undead), and 5+ ward on nearby units will help them live through enemy dakka magic (VC are like us, they don't really have ranged units, they supplement with hax spells).
Stegs are expensive, their gun is close to worthless, and like Carnosaur they'll going to be eaten by Varghuls, magic nukes and the Deathstar. Besides, you'll wanna spend your points on some TG in Special anyway.
Scar-Vets are good fighters, but you'll need to solve their abysmal Initiative. Sword of Hornet on one and Sword of Swift Slaying on another gives you two ASF dudes, or alternatively you could buff them+unit they're attached to (most likely Temple Guard or Saurus) with Light magic from your Slann.
If you need more arcane gear but you've already spent the budget for the EOTG Priest, maybe take another one for Cube or dispel scroll etc. I wouldn't field more than one extra though, Heavens magic isn't exactly stellar.
Cold Ones are incredibad, Temple Guard are superior in almost every way and cheaper.
Given your models, I'd field something along these lines;
Lords:
Slann w/Lore of Light, Focused Rumination, Focus of Mystery, Cupped Hands
BSB and General
(395 points)
Old-Blood w/halberd, Armour of Destiny
(203 points)
Heroes:
Level 1 Skink Priest, EOTG
(355 points)
Core:
(2) Standard Bearer, Musician, 18 x Saurus w/hand weapon+shield
(238 points each)
(2) 11 x Skink Skirmishers w/blowpipes
(77 points each)
Special:
Standard Bearer w/Banner of Eternal Flame, Musician, 23 x Temple Guard
(431 points)
Rare:
(2) Salamander
(75 points each)
2,399 points. That pretty much covers all your bases. Slann cast AOE buffs to make you hit first with re-rolls ('Speed of Light' and 'Birona'), his ranged spells do extra D6 damage because the enemy is Undead. Old-Blood attaches to Temple Guard and seeks out Vlad in single combat. Flaming Banner means the Grave Guard can't Regen your hits and Vlad is taking double wounds from the Old-Blood. Saurus and Skinks prevent flank charges on your TG block, while the Salamanders burninate.
o, id also recommend getting the skirmishers javelins. just my opinion, but the bs of 3 means if you move, your at long range and you multi shot, your at 7's to hit with blow pipes. if you took javelins youd only be at 5's because they are quick to fire plus you'd get a little bit of a save against shooting, parry in CC and the ability to stand and shoot regardless.
yes you give up the extra shot but at long range your not going to multi shot because you'll give up that lovely poison. another nice bonus is javelins use the strength of the user, so if your skinks HAPPEN to become S4

)), theyre even better.
Why pay points to give up flexibility? Sure, you're not double-tapping at long range (lol at 12", Fantasy you crazy), but when you do reach suicide drive-by range (6"), you can double-tap. Javelins are trash, Skinks don't win combat against wet paper bags (not even with Krox trying to help), so the parry from shield is meaningless. Plus, if you're taking Lore of Beasts to try and boost their Strength to 4, enjoy not being able to use the ultimate. Move up en-masse, drown the target in darts, double-tap when you reach point-blank range. Laugh when your opponent has to waste time running around the Skinks or killing them to get at your Saurus wall.