Personally,
Lord
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Slann BSB
Skavenpelt Banner
Wandering Deliberations
Becalming Cogitation
Harmonic Convergence
Channeling Staff
Hero
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Skink Priest Lvl 1 - Lore of Beasts, Dispel Scroll
Skink Priest Lvl 1 - Lore of Beasts, Cloak of Feathers
Core
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25 Saurus Warriors with Spears
25 Saurus Warriors with Spears
10 Skink Coherts
10 Skink Coherts
Special
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21 Templeguard, Full Command with the Razor Standard
3 - Ripperdactyls
3 - Ripperdactyls
Baby Steg with Sharpened Hornes
Baby Steg with Sharpened Hornes
Ok here's the method to my insane list
1. Slann / Temple Guard Skaevenpelt combo
We now have a unit of 21 Templeguard that are Frenzy and have Armor Piercing, this should be able to deal with the Knights easy enough and possibly some units of Demigriphs.
2. Wandering Deliberations Slann
The reason for this over the Lore of Metal and High Magic is that the sig spells give tremendous benefits for this match up. Searing Doom from Metal and Spirit Leach from Death are both great at nailing down Demigriphs and the wonderful Skink Priests should get the angles you need to get the shots in. Plus Life's Regen will make your Temple Guard much better at dealing with this armor mess in Close Combat.
3. Skink Coherts
We need them, we need them to redirect and slow down as much as we can. It is imperitive that some portions of the Empire list reaches our lines a turn later then the other part, or are delayed. The more delays, the better.
4. Ripperdactyls
In this matchup, I think they'd be a dod send. Since those Knights of the Inner Circle have I3, they will simil hit with the ripperdactyle. That and so long as the Rippers charge first, the Knights will have a str 4 it to strike back with. Odds are the Rippers (privoded bloat toads are placed on them) should take down enough knights that even though the Rippers will be taken down eventually... they'll take down so many of the Knights that they won't be a real threat. That and if you manage to buff the Rippers, well there's a good chance they'll beat down the Knights and can be redirected at the Gryphs.
5. Steggadons
The reason I'm going for the baby stegs is I want the bolt throwers. As the enemy force is coming in, I want as many turns as possible firing bolts at either the Steam Tank or the Gryphs. Then when they come into range, then the Stegs can Charge.
6. Steam Tanks
Bascially every chance I have to fire off Searing Doom and Spirit Leach at a Steam Tank, well I'm taking it. Every bolt fired from my steg is heading towards a Steam Tank.
Otherwise the priority of the Stegadons and my Temple Guard will be taking down the Demi Gryphs. My Saurus with Spears will be aimed at the Inner Circle Knights
7. Skink Priests and Saurus
Main reason I'm taking lore of beasts is to keep casting Wildform on the Saurus blocks of 25. It's the best way to give the Saurus a fighting chance against the Demigriphs and the Inner-Circle Knights. Otherwise, a 25 block should be able to remain stubborn for a bit.
Ok there's my solution, and I'm quite confident it would work
