That turn 2 charge is why we redirect
Kind of feel like the scenario did you over there, with any other sort of deployment that game should be an easy win for you as he can't kill the Sallies if they get to go out on the flanks at which point they ruin the Bloodletters.
For the SKrox/Bloodletter match-up, there is a better way round it I think. Swift reform to go 2 deep (and many many wide), walk into range and throw a million poisoned javelins into him, then stand and shoot in his turn for another million poisoned javelins. Whittle them down with Salamanders first, and you should then be able to mop up the last few with the second SKrox unit if he has any left after the first unit is done with him.
Light magic would be also better I think, Life is alright if you want to play points denial but Light turns SKrox into monsters- WS10 I10 ASF SKrox with Pha's just don't die, especially against enemies like Bloodletters who only have one attack (and because you're going first the Herald gets knocked for 6 before he swings, so he's got maybe 10-15 attacks with no Hatred hitting on 5s wounding on 2s. Banishment and Burning Gaze would also destroy his chaff, draw out his dispel dice and worry the GUO from the outset.