Sure, I can expand a bit on these armies. I haven't ran the Fast army list myself. It should be noted that Salamanders and Chameleon Skinks are pretty much default in any list I run. They are invaluable IMO. Slann is also invaluable. Whether offensive or defensive, they are a central part of your army. Low point games can constrain your points, but when you have 275 available for a Lord, get one of these guys.
TRADITIONAL ARMY:
I call it traditional because it's usually what you see people using. It also happens to be the army that Game Workshop shows on a lot of their LM stuff.
Consists of mainly core units. When I run this list, I shoot for at least 2 units of 20+ saurus screened by 3 or more units of skinks skirmishers with at least one skrox unit and a Slann. If you can afford Temple Gurad for your Slann, great. The skinks move up in front of the saurus and attempt to pull enemies out of position. I like to think of it in terms of an MMORPG where you get aggro on an enemy to pull them out of the pack. With a unit of skirmishers, this is usually done by taunting and annoying them with tons of poison shots. If the enemy charges you, you can simply flee and effectively pull them out of position to ruin the enemy battle line. Conversely, if they ignore you they will slowly be whittled down in numbers until they either break or are nice and squishy for your saurus and skrox to finish off in tandem.
If your opponent focuses magic and shooting on your skink skirmishers, oh well. Not such a bad deal since they are cheap. If he doesn't, great! His troops must really like the feeling of poison coursing through their veins, or lack thereof.
If you are tight on points you can use the skink cohort instead of the skirmishers. This unit will be harder to move around but can provide excellent screening from shooty armies.
Strengths: Versatile. For me this list gives most people a hard time.
Weaknesses: I dunno. I'm pretty happy when I run this list.
SKIRMISHER ARMY:
My personal favorite.This army can be used to wreak confusion about the battlefield. The core consists of solely skink skirmishers backed with Terradons, chameleon skinks, and Salamanders. Razordons lack the movement to be effective in this list, due to their march or fire rule. It's good to have at least one fighty unit. I like the Ancient Steg with his Giant Blowpipe or a few Scar-Vet cowboys to clean house.
There are 2 ways to use this list, and both can be used in the same battle. The first way is to constantly re-direct the enemy units. Taunt them with your poison shots, flee to pull them out of position, do it again. If you are up against a shooty army this won't work as well. Fortunately most baddies like close combat so this tactic will be ok 75% of the time.
The second way to use this list is by swarming. If you think about it, all your skirmishers except Terradons have a range of 24" (move, march, shoot) Just be assured to get poison shots, so double tap sparingly if you are running blowpipes. With this decent range, the idea is to swarm a single enemy unit with several of yours (salamanders too!). You can run behind it, beside it, in front of it, whatever. Get a decent amount of units within range and blast away. In my experience this will break any normal unit due to the sheer volume of attacks. It's kind of fun to suddenly see 6-8 units hone in on one block. Especially a nice chunky horde... mmmmm... Roasted poisonous goblins anyone? Arli's avatar reminds me of this tactic.
Strengths: POISON! Mobility, range, confusing.
Weaknesses: No solid close combat units, low Ld, confusing. Lol. (you might forget to move a unit or two sometimes)
Major Weakness: People hate playing against this army. It can be annoying.
SAURUS ARMY:
An excellent themed army. Very heavy hitting compared to most infantry especially if buffed with Light or Life. This army is similar to the traditional army, though you now swap out your skirmishers and skrox for some purely heavy hitters like Cold One Riders or Kroxigor. And yes, I know krox are not saurus. If you want to stay with the theme then a Carnosaur will do nicely
This army works like a grinder. Anything that comes if front of you gets pummeled and broken. I find that using the oblique flank tactic works best in this list. That way you have the edge of the board protecting you while you roll into the flank of your opponent. Set up the army in an "L" shape to accomplish this. Cover your weak flank with hungry toasters (Sallies)
Strengths: Close combat.
Weaknesses: No poison, Slow, No range. The Slann will be hard pressed to buff everyone.
FAST ARMY:
Like I said, I haven't ran this list yet. The idea is to pick units with high movement like Krox, CoC, Stegadons, etc... Skinks or Skrox will have to take up your core requirements. With fast troops you will likely get into charging range first, so it's good to have some strong hitters in your combat units. If anyone has ran this type of list, please share your thoughts.
Strengths: Fast, heavy hitting.
Weaknesses: Expensive units, Slann will be left in the dust.
DISCLAIMER: This is my opinion and how I have been using these lists. Please point out any flaws or tips to make these lists run a little smoother.