Sorry, yesterday was a madhouse in here.
You've got a ton of points in characters
- So let me know what you want to include, ie "I love my griffon"
Working of your first list I'd make these changes
- consolidate the free company into one unit of 24
- Change the Halberdiers to 60
- and one of 40
- 9-11 IC knights with a WP
- keep the Alter drop the Sepeculum, enchanted shield, heavy armour thats a 2+ save, he doesn't have the same role as before. I'm not sure if you've ever played against or with a couldron of blood, he is very close.
He gives you a 18" general, who doesn't need to be in combat to buff his troops.
- BSB, full plate, shield, dragon helm, dawn stone 2+rr. with parry
- Drop the level 2
- Drop the Mortars
- use the points for a detachment of 20 swordsmen for the greatswords
- drop the second hellblaster and second engineer for hopefully a steam tank
- Drop the hunstmen for 2 x 5 man archer detachments on the 30 halberdier unit
These changes should give you a longer battline of infantry. With a far more capable mobile component.
Deploying the HBVG in your battleline, and cannons behind your lines, with the the lumincark, and War Alter. None of these need to hit, so they can remain behind your lines.
Stack the fast parts of your army on one flank, and use the point between fast and infantry as a pivot point or sorts. Use the Griffon, Knights, Demigryph and stank to defeat his vangaurd, and get into his back lines. Giving him two options, advance and ignore your fast stuff, or slow up his advance in the face of your shooting. If he slows advance, if he keeps coming forward move backwards, and deny him combat. The more turns he has to think about his decision to elave your cav and stank without a fight the more likely he is to turn part of his force to deal with them. Once he breaks up his battle line your battle line has an advantage.
This is all strategy though. Tactics will be determined by what individual units he deploys, where he deploys them etc. For instance If he deploys his trolls on a flank, stack the opposite flank. And make killing the general a priority. If he deploys them centrally, focus on slowing the movement of the trolls, as he won't leave them behind to be ganged up on, but soulfire buffed knights.
In terms of magic, you have the War Alter to buff you in combat, hatred, hammer of sigmar, and 5+ wards will be enough to tip combats. So choose a lore that will supplement your non-combat phases, metal, fire, death, shadow, beasts. With the list suggestions I would chose shadow.
Mostly we're looking at withering and Miasma. Miasma for dropping movement, withering combinded with flaming HBVG will help thin out trolls.
Or Metal, for +1 to hit and armour piercing, plague of rust to with shooting. Transmutation of lead to tip combat outside of the Alters, Aoe. By making detachments into combat units you extend the range of your buffs.
6 Dicing hammer of sigmar nets you:
30 S4 hatred, re-roll to wounds, and 18 s3 hatred and re-roll wound
Its not amazing but 75% hit rate, and 66% - 75% wound rate.