Thanks for the replies and I did mess up on the Saurus' numbers, it was just two units of 10.
My thoughts on game one were that he rolled alot of poisoned rolls with his skinks and was able to shut down a good bit of my magic. At the pivotal moment in the game my snake eyes on winds of magic hurt because I had plans to replenish units and start grinding him down, something that didnt come to pass.
Game Two
Keep in mind that with no pictures all references are as if you were looking from my point of view.
With so few of models not a whole lot changed, my deployment from right to left was the corpes cart hugging my skeleton unit in the center-right and my dire wolves more to the left but still within march range. His was his saurus on the far right, Saurus in the middle, and the skink priest sandwiched between the two. The skirmishers deployed right to the right of my corpse cart which I was thankful for because I wanted my Dire wolves to do something this game (which they didnt really...kinda )
The Vampire got Raise dead and the priest got Comet of Casandora and A thunderbolt that does
D6 str 6 attacks that made me worry for my corpse cart.
I got turn 1
VC turn 1
Marched my Dire wolves up to fairly close to getting the flank on the center Saurus, the skeletons zoomed straight down the center wheeling a bit since most of his army was on the right side and the corpse cart followed behind and faced the Skirmishers. With magic I had intended to create a unit of zombies between the corpse cart and the skirmishers but my magic was dispelled until i rolled a

for two dice invocation and was done with my phase.
Lizards turn 1
This sees the Saurus in the middle turn to have a stare off with my dire wolves and the Saurus on the right moving up a little and turning to prepare a charge on my skeletons. The skirmishers light up the corpse cart but thankfully he rolled less six's than in game one and I made my armor/regen saves. Magic saw him get irresistable with Comet of casandora and roll

But sadly only losing one level and the spell he cast (had been hoping he'd just lose both), the Comet is placed down by my skeletons and corpse cart and that's his turn.
Vc turn 2
The comet goes and hits the corpse cart and the Skeletons, I lose 4 skeletons but the corpse cart makes it's saves (whew). my corpse cart declares a charge on the skirmishers and they stand and shoot but yet again I make the couple saves I need to (go Corpse cart!).My Dire wolves remain still and my skeletons move up to look like a juicy charge target for the right Saurus unit. Magic sees my skeletons brought back to full and a unit of about 12 zombies forms to the right of the combat with the skink near the board edge, my reasoning for this was that if my corpse cart lost combat at least i'd have a backup plan for killing the skinks. But on the combat the skinks cant get enough hit sand wounds with my T4 and I make some saves, then rolling 7-8 attacks for the corpse cart and killing a couple skinks, since I charged combat res was enough to make them fail their break and run off the board. The corpse cart pursued to the point beside the right saurus' flank, so no charge for them unless they worked for it.
Lizards turn 2
The Saurus on the right declare a charge against my skeletons and make it. The saurus in the middle march towards my Dire wolves and the skink priest moves up a bit to keep near the Saurus and way from my corpse cart. Magic sees a magic missile go towards the corpse cart shaving off all but 1 wound, the plus is that this was another irresitable force and the skink loses a wound and the rest of the power dice (it was saving some for Diadem of powers use). Combat goes well for the Vamps, the Vampire challenges the unit champion and he accepts and then dies for with 1 overkill. The Saurus kill only about 4 skeletons (rolled a couple 6's for armor saves) and the Saurus lose 2-3, the Lizards win that combat by a little and it continues as a stalemate.
VC Turn 3
I realize that the dire wolves will die if i charged so move them towards the saurus t anle them for a flee that wont send them off the board (they were facing away from the side board edge as it was) and my corpse cart moves ack near the combat with the Saurus while my zombies move up to set up a charge against the skink priest. Magic sees my skeleton unti brought up to full strength again and my Zombies brought to about 20-23 ( loving unholy lodestone). Combat goeswell for me as the vampire turns on the rest of the Sauruc, killing 2 and my skeletons killing a couple more. His hit backs cause two wounds on my vampire and with my 3+ save i fail 1 of them bringing him down to 1 (uh oh). But I win the combat and he fails his break test. On to his turn!
Lizards turn 3
A charge is declared on my dire wolves, i flee as a reaction and roll a whopping 4 inches, they are then caught and killed

Poor dire wolves. His Saurus then reform to face the flank of my skeletons....not good. Magic sees him try to magic missile my zombies but i dispell it with all my dice (he had no other spell to cast). By a stroke of luck I wipe out the remaining 3-4 Saurus with my vampire and skeletons and reform to face off against the other unit! Good...good
VC Turn 4
Skeletons charge the Saurus and Zombies charge the skink(both make it easily). Magic sees the skeltons brought up to full and the bound spell fizzling on the corpse cart. Combat goes well with my vampire getting 2 overkill (plus the wound for the kill) on the champ and my skeletons killing 3-4 with good rolls, he kills 4-5 skeletons but I win by a good chunk with resolution (it's my ranks that did it) and he fails his break test to be overan. The skink priest is then mobbed by zombies and the game is over with a Vampiric Victory!
This game went much better for me but they both were informative and fun, will give thoughts on the second game later. Thanks for the replies Dakkites.