I think that if they go with Lizardmen as Tide, they should go bigger, not simply going for similar stuff, and not make it in the same game as Vermintide 2 (Or 3) but rather keep it on it’s own game balance:
Jungle Swarms: those are not infantry, they should be something different, like an AoE or part of spells (See Priest of Sotek, Bastilodon with Ark of Sotek and High Priest of Sotek)
As for the real infantry:
No real equivalet to the Slaves/Thralls
Skink Cohort: Clanrat like
- Hand Weapon: Mace, 1h Macuahuitl, Copper Dagger
- Hand Weapon & Shield
- Spear
Skink Skirmisher: Ungor like
- Bow (With or without Poison)
- Javelin
- Blow pipe (Preferable to be kept for Specials)
Red Crested Skink: Stronger and more dangerous, but still kinda weak (Think Norscan Marauder)
- Great Weapon (Hammer; Axe)
- Hand Weapon & Shield
Saurus: Closest being Beastmen Gor or somewhat Elite (Low elite, so Mauler like)
- Hand Weapon: Mace, 1h Macuahuitl, Sword
- Hand Weapon & Shield
- Spear
- Spear & Shield
Uber Elite: (Chaos Warrior)
Now Chaos Warrior have 1 or 2 equivalent in the LM roster:
Temple Guards: Heavily armoured and blessed, they are the one that stand while other falters
- Halberd
- Hand Weapon and Shield
The other is less comparable but would work better like that:
Kroxigor: Brutes, trading brain for brawns, armed with simple clubs they still are force to be reckoned for
Other elites:
Red Crested Chief: Berserker
Specials:
Adding to that:
Ratling Gunner: Razordon, Overgrown Lizard who can launch spines via their over musculated backs
For the Skink Priest, they can go with Fire, Heaven, Light, Beast, Death, Shadow and Metal
Monster should be the Dinosaurs