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From the experences I've had playing vs. lizardmen, it seems to me that the "Serpent" strategy is the most effective one at this points value. Armies become big enough that you can use mobility to strike where you want to without the whole army getting on top of you. So I wanted to see if this is true by posting my brother's "serpent" army and seeing if people have found this to be true.
Saurus Scar-Veteren- 115 pts
BS of Itzl
2 Skink Preists- 230 pts
2 dispel scrolls
16 Saurus Warriors- 192 pts
20 Saurus Warriors- 270 pts
3x12 Skinks- 216 pts
6 Cold One Riders- 230 pts
3 Kroxigors- 174 pts
Stegadon- 235 pts
2 Salamanders- 130 pts
Only advice now is this: Drop two Cold One Riders and upgrade both skink priests to level 2. Undoubtedly your scar-vet is going to be joining the cold ones and there is no reason to have a 7 unit wide cavalry unit. It won't get in all of its attacks against a 4-wide units (many ranked warriors) and it severely loses mobility because of how large it is. Plus have 2 Extra power dice and 2 more spells makes a huge difference as 2 lv1 mages won't be able to do much...
it's a good list. A few things:
I'm not a fan of Scar-vets on Cold Ones. Plus what Bruiser117 said, a 7 wide Cavalry unit isn't nessecary.
I'd just give him the Charm of the Jaguar Warrior. Then he can also do minor tasks (like cleaning up small irritating units of scouts etc.) on which you don't want to waste your units, nor you can ignore.
Give the 16 Saurus unit full command, or at least a standard and a musician.
The Skinks are fine. I'd just swap 1 of the unit for a 10 strong scouting unit with blowpipes.
All hard-hitters are good, no comment on them.