Howdy folks! I'm not really a Lizardmen player any more, since I've been playing DE for the passed... 8 or 9 years, but i still have my lizards and i whip em out every once in a while, and this is my go-to list at the moment. Its nothing spectacular, but imo its very solid and i have had lots of fun games with it. Maybe some one wants to try something similar out and find it useful Lords Slann Mage Priest (General and Battle Standard Bearer) Focused Rumination, Gleaming Pennant, Lore of Life (Goes with Temple Guards and provides a very VERY solid centre of the army. He is very cheap considering what he can do both as a wizard and as a general.) Old Blood Crown of Command, Armour of Destiny, Obsidian Trinket, Great Axe, Cold One (Goes solo and charges the biggest most dangerous unit he can find and keeps it locked down) Core Units 15 Saurus Warriors Full Command, Hand Weapon, Shield 15 Saurus Warriors Full Command, Hand Weapon, Shield 11 Skinks & 1 Kroxigor Full Command, Javelin, Shield, Great Weapon (This is used as a flanking unit. It's very fast and adds a bit of punch if charged in the flank to support the saurus) 10 Skink Skirmishers Blowpipes 10 Skink Skirmishers Blowpipes Special Units 16 Temple Guards Full Command, Halberd, Shield, Light Armour, Standard of Discipline (Provides the Slann with Ld 10 [according to how i understood teh FAQ] and is generally very tough, especially when buffed with life magic) 12 Cold One Cavalry Full Command, Spear, Shield, Huanchi's Blessed Totem (Very expensive and very powerful unit. Decent in combat even after turn 1) 5 Chameleon Skinks Blowpipes (Sniping warmachines, duh!) Rare Units Ancient Stegadon 2 Giant Blowpipes, Javelins (Very hard to kill for regular infantry, and if left close to the Slann, its Ld10, Stubborn, Cold Blooded with re roll... The Blowpipes shouldn't be underestimated either. Don't forget to heal him with the Slanns lore ability)
Re: Tsunami's Army I would drop the cold one cavalry and add another unit of chameleons and beef up the saurus some. Or add 4 more TG. I would also take javelins on the skirmishers. Blowpipes are good, but if you march and your target is still at long range, you lose the poison ability (because you need a 7 to hit). With javelins, that is not a problem.