I've found that the best list for 800 pt games is this one. I'll explain my choices at the end, and if anyone has anything better, please share so I can improve my competitive list.
LIST
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Lords & Heroes
>Tetto'Eko (185)
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Core
>30 Saurus Warriors (360)
>>Spears, Full Command
>12 Skink Skirmishers (94)
>>Patrol Leader
[*]
Rare
>Salamander (80)
>Salamander (80)
OR
LIST
[*]
Lords & Heroes
>Tetto'Eko (185)
[*]
Core
>30 Saurus Warriors (360)
>>Spears, Full Command
[*]
Special
>7 Chameleon Skinks (101)
>>Stalker
[*]
Rare
>Salamander (80)
>Salamander (80)
WHY
I choose to have Tetto'Eko because he's a great magic character, and because he gives vanguard to D3 units. I play aggressively, and being up in my opponent's face quickly is a major advantage to me, as well as allowing my Salamanders and Skinks to get a free march up and fire first turn, doing some serious damage (hopefully) with either the Sallies or (Cham) Skinks, as well as being a useful replacement option in case of anything. Getting the scouted Chameleons closer to shoot isn't all that vital, but if the enemy has war machines like the Empire/Dwarves you were worrying about, you might want to maximize chances to hit at close range with the 14 shots you get and miss out on moving up the Saurus or Sallies.
The magic spells he gets (Loremaster) is really good as well for the gunline (Comet of Cassandora being highly reliable with Tetto'Eko), area-of-denial for any unit (CoC) and magic missiles to take out pesky knights with a Urannon's Thunderbolt which is great at taking out giants/monsters in a turn or two or to help the Chameleons/Skirmishers out a little. The buffs are a must for the Skinks' shooting (especially the bubble version) and Curse of the Midnight Wind is good for keeping your Saurus unit in with a chance.
Saurus with Spears are my favourite option, since you get more attacks if you get charged. You're only M4, so with or without vanguard you're probably going to get charged, and the spears really help.
Skink Skirmishers are good for almost anything short of combat, they're monster hunters, lone character killers, and war machine destroyers. Why miss these guys out?
Chameleon Skinks, see above, except with Scout. What's not to like?

Sure, there's less of them, but they're going to be hitting similar amounts due to the better BS.
Salamanders are the perfect counter to hordes, hard combat units you can break down to make it easier to chew with the Saurus, and heavily armoured things (like knights!) Just aim for the flank. With two separate ones you can always get around things, redirect if you have to (although Skirmishers are better), and flank.
You may have noticed that I prefer to keep to only 3/4 units (you can put the two Sallies in one unit if you want) And this is so that I can get as many of them vanguarded as possible since it's advantageous to move everything or most things due to the reasons I've stated above, and a lot of units will make these options more difficult.
Plus, I have kept to units under 100 pts. This is to make sure that if something dies (with the exception of the ChamSkinks) the opponent will not have enough victory points to win. Killing a 100 pt unit and then delaying/running away is a horribly annoying coward's tactic that people use in these kind of tournaments. (I've suffered more than my fair share of these things happening to me.) Through my experience and mistakes, I've come up with this list + tactics. What do you guys think, and I hope this would be of help to OP although it's a year late xD