Well, if you have the warriors in a pack of 30+ you of course get their "ordered cohort" perk, essentially now instead of hitting on 4+'s they hit on 3+'s, and they have an extra attack with their clubs/spears. Put them with a sunblood and you're laughing. So say you have spears, it's not uncommon to have 20 warriors in range for an attack, that's 41 attacks with the spears, rerolling failed hits, you'll average about 18 wounds. I like to play them with a skink starpriest to give them the "summon starlight" spell and then another wizard to give them mystic shield, suddenly they're at 4+ save and they're pretty hard to hit.
My army build changes depending on my opponent. At the moment I'm playing against chaos dwarfs quite a bit, their artillery is vicious from a distance but very weak close up. So, skinks, lots of skinks, two/three units of 30-40 with spears/blowpipes and moonstone clubs, ripperdactyls, skink starpriest (shadowstrike starhost), a stegadon and then various bits and bobs, maybe a carnosaur, some more heroes like a skink priest, bits and bobs. As you can set up a battalion all together, I often get the first turn. It's pretty crucial to get the first turn. Set up the ripperdactyls in the clouds, then the skinks on either side of the stegadon, as far forward as possible. The skinks get "stealthy advance", 2d6" move before the game starts, if I roll lower than a 6, they move, if I roll 6-8, they move 6", if I roll 9-12 they move 9-12". Now, if I get less than 6 in my roll (unlikely, but does happen) I still have d6" extra move from my stegadon, that usually gives them enough move to get somewhere. Then they have an 8" move, by the time they use that, they've usually moved about 16-20", often they're close enough to get a ranged attack in with their javelins, because there's 30 of them, they get +2 to their hit rolls, so they're hitting on 3+'s and wounding on 4+'s, because I've used the "trap is sprung" perk from the battalion, they get to reroll 1's, so they do quite a bit of damage, they sometimes manage a charge. If they get the charge, the artillery is the target, that can't do much against all those skinks, you get maybe 8 wounds in with them, you lose a few skinks, but then in your opponent's turn, if you play house rules like I do, they can't fire at units they're not in combat with, so your monsters and heroes are pretty safe and they just keep running on in or playing defensively.
Then you've got the ripperdactyls swooping from the sky and doing nasty things (average about 18 wounds) and you have a stegadon coming up in the rear that your opponent forgets all about because they're surrounded by skinks. I'll often bring a carnosaur too and that comes in and does loads of damage. It's very offensive, very bloody, you lose a lot of skinks, looks cool and it's great fun.