A couple of comments, based on your comments.
I am always tweaking my "Griffon" lists. In this set, I was experimenting with Outriders to see if they filled a niche I wanted them to fill. They did okay in TEG2, but they failed miserably in TEG3.
By the time TEG2 was over, I had taken out one unit of Outriders in my running list. Even before TEG3 was over, I took the other one out.
Grifter- just check out my Griffon BATREP thread to see how I win with the Griffon. Even with bad dice rolls in some games, I consistently win. As LSP pointed out, it is all about managing the battle and supporting the GS until they are joined in battle.
New Warrios of Chaos is currently my bane. As I mentioned in the beginning of TEG3, the new book is forcing me to adapt/change my list due to what I call "the monster flying circus." I think it is almost a sad state of affairs the "Warriors" of Chaos has now become "Fliers" of Chaos.
Adding a cannon or two is probably the easiest solution- but I always try to experiment with multiple ways to deal with a problem set (in this case, trying to lowball a "Coven of Light" theme with only 2 Wizards and Str5 Banishment and the addition of multiple Outriders). It was not enough. This army did okay in TEG2 but got rocked in TEG3.
I have some more ideas I am going to playtest against my son who is currently toying around with WoC- we have some epic battles on the weekends. I have tried out cannons before against the Flying Monster Circus and frankly they are not always reliable. As any Empire player knows, sometimes they are crazy good, but as often as not, they under perform. I think I am going to add one more cannon back into my list but I don't plan to it as "the answer."
On a side note- I have tried adding a WAltar and Demis as another combat block to spread out the combat power. What I found against a WoC list like this is the fliers ignore the Greatswords and go straight for the Demis. Demis are great...but they can't stand up to the flying monster circus. Even when I kept the GS and Demis as close together as possible, my Warriors opponents have enough speed to throw something in the way of the GS so they can't some to the rescue of the Demis. Points become really tight here too- the GS numbers have to be reduced and the WAltar sucks up a lot of points. Usually you have to kit out the AL too- so he doesn't become easy pickings.
All this being said, the Griffon Formation is not "dead/toast"with all the new fliers and monsters, it just needs the right support.
---------------------------------------------------------------
As far as this battle, you can read our Tactical Thread to get the play-by-play of why we did what we did- we spread out, but on purpose. Getting bunched up would have hurt. We have plenty of room to flee and maneuver and the GS was somewhat "protected" behind the hill and could benefit from the Idol's buffs- two of which would have taken away the fear of your Hellcannon plus D&D leadership bomb (Khorne & Slaanish). We took a calculated risk in not having our Gen and BSB centrally deployed and it did hurt us.
Plus, we put GS apart from the archers just to throw you off for bit. This game was all about trading space for time.
The Knights charging the BSB was a gamble, but I wanted one more round of freedom of movement for the tank and that was the only way I could see to manage it. Either the Knights held, or if they didn't and the BSB pursued, he would have hit the Archer screen behind and therefore couldn't charge the STank. I am not sure if TCW was thinking about holding up the tank with the BSB, but in my previous experience, the Flying Infinite Ward Save (OP, as Noght points out) especially with a GW, is a great way to hold up the STank forever and whack on it.
If this plan had worked- we had one more turn of magic and a cannonball on the DP to take him out. It was the best we could have hoped for.
But as you know- the Knights lost, the Archers panicked, and it allowed the BSB to fly into our Wizard bunker. Hindsight being 20/20, instead of using magic to ping off the Charmed Shield on the DP we should have nuked the BSB with Banishment, maybe killing him, used the Outriders to ping off the Charmed Shield, and then hope the cannonball took out the DP. Hindsight, of course, is 20/20.
Even losing the Wizard bunker, we still would have had one more shot at the DP to maybe take most of the magic users off the board, except the Outriders got a 2,2,1 on their charge on the Warhounds. That is just plain bad luck. Sure, we could have shot the Warhounds into Oblivion but I wanted to move the Outriders into a different firing position and they should have made that easy charge.
Like I said before, one bad turn against a nasty fast list like this is all it takes- and Turn 2 was as bad as they come.
Looking forward to more comments. Keep them coming!
HHG