Lizardmen are my favourite race in the setting and thus I spent many campaigns on uniting Lustria to complete the plans of the Old Ones and to stabilize the Vortex. And during that time, I've evolved a pattern of ultimate army leadership and positioning with respect to the lore of the Lizardmen. By that I mean what to name my commanders, what type of commander that one should be and also where to station him on the continent to reflect the lore. And I thought I would share my setup with you all, if you would like the inspiration.
Now first and foremost, I have 2 distinct types of armies refering to their range of use. They are either Garrison or Field Armies. Garrison Armies are connected to a specific city, like Itza or Hexoatl and tend to be more defensive and less mobile. Field Armies on the other hand are offensive armies that can range anywhere the campaign requires. As for the army compositions, I typically standardize them, but that's optional for you. Now lets begin, assuming you play either Hexoatl or Itza, the two primary Lizard cities:
Garrison Army - Mazdamundi: Obviously the Lord of Hexoatl should stay in his own city, but has a range to any of the nearby provinces (Forest of the Viper, Coast of Squalls, Settler's Coast). As he is one of the mightiest of Slann, he should be entitled to an army of blessed units.
Garrison/Field Army - Inxi-Hunizi: Inxi-Huinzi is a Skink Commander famous for containing the Norse at Skeggi and preventing them from expanding and has an affinity for Cold One Riders and rides a Horned One himself. So in-game, put a Red Crested Skink Chief on a Horned One and either have him range around Hexoatl or garrison Skeggi if you don't let the New World Colonies take it. Oh and give him poison attack stuff if you can, that's loreful for him, plus of course lots of Cold Ones and Horned Ones in his army.
Field Army - Tiktaq'to: If you can manage to bring home Tiktaq'to from the Southlands, he should also be stationed around Hexoatl. Obvious theme on his army.
Garrison Army - Slann Fire Mage Priest Pocaxaln: We have a named Slann Mage Priest from Pahuax and that is Pocaxaln. Specifically a Lore of Fire Slann, because during the Great Catastrophe, he tried to summon forth a "nova-blast of energy" to banish the Chaos attackers. Just ignore the fact that he failed and died during that battle and you're good to go! Standard units on him.
Field Army - Oxyotl: Oxyotl was spawned in Pahuax, but was thrown into the Realms of Chaos after the death of his Slann. He has since been all over the world, so he is less connected to his city than his Slann master. Just make sure to rescue him from Naggaroth before Taurox smashes him alright?
Location: TlanxlaField Army - Nakai:
This is optional really, you can send Nakai pretty much everywhere, but he was spawned in Tlanxla, west of Tlaxtlan, so if he's feeling homsick, you know where to send him.
Garrison Army - Slann Mage Priest Adohi-Tehga: Adohi-Tehga is the Slann seemingly in charge of Tlaxtlan and thus it makes sense to have him stationed close by. He doesn't have a specific lore per say, but he is of the Second Spawning, so make sure that trait is present when you recruit him.
Field Army - Tetto'eko: Granted Tetto'eko sticks around Tlaxtlan most of the time, but he seems to appear in battles outside the city, lets say more than Adohi-Tehga does. Obviously you'll run Mixu's mods here until we get him officially from CA. Make sure to have a couple of Coatl's in this army for that extra Tepok feel.
Location: XahutecGarrison Army - Slann Mage Priest Tenoq:
Just north of Xlanhuapec lies Xahutec, the City of Echoes. Unluckily, it houses a Chaos Rift, which regularly spits out Daemons, so be careful when retaking it. And when you do, its guarding should be the job of Lord Tenoq, who holds the inherited rights to that city. No special requirement beyond that.
Location: Huatl/The AwakeningGarrison Army - Slann Mage Priest Hua-Hua:
When you reclaim the Vampire Coast from the Pirates, first you should rename the capital back to Huatl. As for guarding it, in the lore Huatl is in the process of being rebuilt by forces and Slann from Xlanhuapec. Thus one of that city's names should be used for the army here on the coast. Hua-Hua might be the prime candidate, as the other Slann are **** at him for winning the debate on what to do with the lesser races. Other potential names would be Uxicuxi or Tenuchli, you're free to choose either one.
Location: XlanhuapecGarrison Army - Lord Huinitenuchli + Chakax:
Here is another one of Mixu's lords, plus a hero and you'll want to keep the prominent Lord Huinitenuchli in-and-around the City of Mists. You'll also want to keep Chakax and the ROR Star Chamber Guardians here for even more thematics.
Location: AxlotlGarrison Army - Skink Chieftain Hui-ixxen:
Axlotl may just serve in capacity as Itza's port province, but there is a named character from here as well. The Skink Chief Hui-ixxen leads the Red Shields regiment in the lore, a force of Red Crested skinks who joined Tehenuain's forces. In-game, you'll want to have a Skink Chief, on foot, leading lots of Red Crested Skinks (and other sotek units added by various mods).
Location: ChaquaField Army - Tehenuain + Skink Chief Poqenichi:
Chaqua is Tehenuain's home base, but he has campaigned all over Lustria in the lore, so you can place him pretty much anywhere. Keep him in the south if you want. Just make sure to attach a Skink Chief named Poqenichi to his army. Poqenichi was the standard bearer of the Skavenpelt Banner.
Location: Pillars of the Unseen ConstellationGarrison Army - Slann Mage Priest Tenuchli (+ Chakax):
Once you break into western Lustria, you can establish a couple of loreful armies on the coast. One is Lord Tenuchli (and if you want Chakax too) stationed at the Pillars. Tenuchli is subordinate to the Lord of Xlanhuapec, but you don't need another army over there, so you may as well station a Slann of your choosing, named Tenuchli, here. Here he and Chakax fought against resurgent Daemon Slaa'Ulaan. A pyrrhic victory at best, only Tenuchli and Chakax survived it, but its your best shot at a loreful army in this region.
Location: Sentinels of XetiGarrison Army - Slann Mage Priest Arexibo:
The other army on the western coast should be stationed at the Sentinels of Xeti. Lord Arexibo, originally from Itza, erected this celestial listening station, searching for messages from the Old Ones. If you can find a mod that re-adds Slann with Lore of Heavens, that might be the preferable lore.
Location: XhotlGarrison/Field Army - Kroq-Gar:
We all know the Last Defender of Xhotl, but that city is pretty easy to get back up and running again, especially if you play Itza. So send a scout over to the Southlands and bring Kroq-Gar and Grymloq home, easily done. But if you want him as a field army elsewhere, just pretend its ruined and send him elsewhere.
Garrison Army - Skink Prophet Ten-Zlati + Lord Kroak: This army requires the AOV519's Skink Prophets mod, which add Lord-level Skink casters and this for the simple reason that you need a lord to embedd Lord Kroak in. And that is not really Gor-Rok's job, no matter what CA says. Ten-Zlati is the Tiktaq'to of Itza, in fact he may just be an outdated version of Tiktaq'to, as they share names of their Terradon mounts, Zwup. But regardless, this is a Skink Priest who has touched Lord Kroak's mind and serves him closely. So get this mod, put Lord Kroak in his army and himself on a Terradon and you have the defense of Itza all set.
Field Army - Gor-Rok: As for the in-game Lord of Itza himself, he is better suited as a field army. Bring lots of tough Saurus warriors and smash all the rats you want!
Location: OyxlGarrison/Field Army - Lord Xlotc:
Believe it or not, there is actually a non-playable legendary Slann in the Lizard ranks by default. Lord Xlotc is the leader of the Wardens of the Living Pools, but in actuality he was a Slann of Itza, who defended the area around Oyxl from Luthor Harkon and his pirates. Xlotc beat him in a brutal war of attrition. So there you have the commander that should take up residence in Oyxl once you crush Clan Pestilens.