Most brett armies at 2400 have a damsel with MR1 and a prophetess with MR2, The ability to hide them in the middle of the second rank of a lance unit is huge with the MR stacking with the base blessing ward save in those two units. Note however that while the MR stacks with the ward save, it does not stack with another MR. Most common magic set up is life and life or life on lvl 4 and beasts on lvl 2. Wyssans is huge for bretts, as is lore of life giving them flesh to stone and restoring wounds on characters with the lore attributte. Even with MR2, a unit will only get a 4+ ward save to spells with S4 or less or with no strength value, like dwellers, certain death spells, and certain lore of metal spells.
Banner of Defense is common on an all-ciomers army on a command bus lance unit because of the vulnerability to bolts and cannons. It gives a 4+ ward save but it explicitly only to ap;plies to S5 or greater S magic missiles and regular missiles (shooting attacks). [One time I played a guy that said it applied to all shooting attacks and all magic missiles and direct damage and then stacked it with the MR2 of the prohpetess to claim a 2+ ward save. Huge issue after the tournament ended over that and other things ha did.]
Silver Mirror is a dispel scorll that does a S6 hit to the casting model as well. Very useful for putting a wound on a skink priest.
At 2400, you might run the slann with the extra channeling attempts and channeling staff for more power dice and just save one for the basti to throw at the end of the turn.
His army, BTW, was quite non-optimal. Bretts, even with an old book, are suprisingly competitive with the standard magic set up discussed above. Men at arms are really not commonly taken over smaller units of peasants with longbows behind stakes protecting the standard two trebuchets. Trebs are really effective against the saurus and TG blocks with S5 and can deal with the big monsters if they get direct hits and the "hole" is rolled on the beast not the skinks on top in the case of stegs. BTW, I just run my son's old Gonder Ttrebs from when we played Lord of the Rings and some of those can be had cheap if he is patient on ebay and elsewhere.
If he has trebs, you really want to run chameleon skinks to scout and march and shoot those trebs as soon as possible and to force him to counter that threat.
The key to dealing with bretts is to use those skink skirmishers as chaff units to take charges far enough in fromt of the temple guard and saurus units to allow the saurus, cold ones, characters on cold ones, and TG to counter charge in your turn. If the skinks flee, he is likely to redirect into the saurus and TG units if within range to charge them and his movement is a lot better than yours, so you will likely have to take the charge. Unless he has men at arms that get into combat range, you gain nothing by being wider than five models in each unit.
Salamanders with their breath weapons are also effective in that he gets only a 3+ AS and 6+ ward to those wounds and the fire template can run down the side of the unit. The sallies also double as effective chaff and redirectors and flanking models to pin units in place. Krox (play ogres with great weapons if you want) cut through their units pretty effectively as well.
At 2400, a skink priest is a nice addition to give you more S to punch through armour and threaten his army. I feel that lore of metal is too unfair for bretts to fight, so taking the loremaster with all the signature spellls or life or high magic loremaster on the slann is a standard choice in an "all-comers" list he should expect tot face. High Magic will give you the chance to swap into a lore of metal spell or a lore of death spell during the game and wandering deliberations will give you the lore of metal and lore of death signature spells, which will both be issues for his army until his knights get in combat. Frankly, even using the lore of meteal spell that permanently reduces his armour save is an issue for bretts given their reliance on the armour save and blessing to survive combat. Once in combat his S3 units will have a lot of trouble wounding your T4 and 4+ AS saurus and TG and 2+ AS cold one blocks unless he ungrades a unit to questing knights or grail knights or boosts S (the reason for a damesl with beasts in his army) Bretts players usually feel LM armies are a bad matchup for them because they have the magic to counter them, the fast skirmishers with poison shooting to threaten the brebs in a few turns, the S to cut down their AS, and the larger units with T$ and greater AS to hold up once in combat with the knights and you have the chaff and redirectors to hold up his knights and countercharge them.
BTW, glad to see you play fantasy. It has a much larger unit structure and has unique complexities over 40K.