Obviouslly, you'll get some different opinions on these questions, but here's my input:
youknow12 said:
Long story short, I played about 5 years ago and am getting back into warhammer. I misplaced all my old armies and so I am starting over with lizardmen.
I have a few questions and would like everyone's input.
1. Do most people take spears with saurus warriors automatically, or is it situational?
This is really just a matter of personal taste. In 7th, it seemed like spears were practically automatic, but in 8th, both spears and HW&shield can be good choices. I run one one unit of each, but I admit that is mostly based on the models I have rather than any tactical decision.
youknow12 said:
2. How viable is having a lot of 10man skink skirmisher units to just shoot poison and hope for 6's?
I think its great, but it depends on your opponent. As cyanhawk pointed out, even poison shots aren't much good against a well-armoured enemy, but nothing beats skinks for taking out high-toughness, low-armored foes, like monsters. And even if your opponent doesn't have any particularly juicy targets, skink skirmishers can be great harassers since their extra mobility means they can often stay out of Line of Sight. Sure the enemy can reform and shoot back, but any effort they expend fighting your cheap skink unit is a bonus for you since they are not shooting at anything more important.
Note that both blowpipes and Javelin & Shield are viable choices for skink skirmishers - there are several threads pointing out the advantages/disadvantages of each.
youknow12 said:
3. I imagine I will be playing mostly 1k games to start, how many heroes, and which do you prefer to play with in these games?
Since Saurus are tough by themselves, I think Lizardmen can be successful with fewer heroes than many armies. At that size, I would probably only take a Skink Priest for some magic/magic defense and trust my troops to do the fighting. A Scar Vet general would not be a bad idea, but I don't think its necessary. You probably shouldn't consider Skink Chiefs in most games.
CAUTION: If you do go light on heros, watch out for ethereal enemies. I recently played in a small tournament where 2 of my 3 games were against Vampire Counts. The ethereal Wraiths tied up part of my army for the entire game since I couldn't touch them without magic weapons.
youknow12 said:
4. For cold ones, is having a 2nd rank an uncommon thing?
It depends on how you plan to use them. With 2+ ranks, they can fight many units on their own, and can provide very heavy support in a combo/flank charge since they will disrupt enemy ranks. BUT, this takes a lot of points, and to be sure of success you will probably need more than 10 models to account for any losses you take on the way to combat.
For me, the best way to use Cold Ones is in 5-man flanker units. They won't disrupt ranks, but will still hit hard and will provide plenty of combat resolution from kills. And a unit like this can cost less than 200 points and will be less of a target for enemy shooting.
Note however, that Cold Ones are becomming less popular with most players, although they can still be effective.
EDIT to fix horrendous typos.