When I wrote this article
10 years ago(!) it was for an entirely different rule set. It produced a lot of conversation, of course back then blogs didn't have comments so everyone was PMing me.
Things are different now! No more traits, some additional skills, and just recently the MVP change means your saurus will shoot up!
I was going to write a long entry on what I thought about skills, but to be honest things have changed on fumbbl. Increased "help" articles and participation in the forum means anything I write would be superfluous. So I am thinking instead to focus on skill planning.
Skill planning is something I really enjoy. I don't like developing my side re-actively. I get an idea for the game style I want to execute and I run with that. I decided my current lizardman side would be frenzy-heavy. I the the mass st4 allows for some fun with that. So this is how it looks. They are all normal skills, though I hope for two doubles within the first twelve to take dodge.
S1: Block, Frenzy, Mblow, Tackle, Sfirm, BreakT
S2: Block, Frenzy, Tackle, Sfirm, Mblow, BreakT
S3: Block, Tackle, Frenzy, Sfirm, BreakT, Juggernaut
S4: Block, Mblow, Tackle*, BreakT*, Shadowing*, Sfirm. *take DT if possible, drop shadow
S5: Block, Dodge, Guard, Mblow, Sfirm, Tackle
S6: Dodge, Block, Guard, Sfirm, Tackle, Mblow
Skills per order taken
1: block 5, dodge 1
2: frenzy 2, tackle 1, mighty blow 1, dodge 1, block 1
3: guard 2, tackle 2, frenzy 1, mighty blow 1
4: mighty blow 2, stand firm 3, break tackle 1
5: mighty blow 1, stand firm 2, break tackle 1, tackle 1, shadowing 1
6: break tackle 2, stand firm 1, mighty blow 1, juggernaut 1, tackle 1
This allows me to really see how I will be at random stages in development. Of course they won't skill evenly, but its useful to try to predict your needs before they arise. And yes, planning for 2nd and 3rd skills a lot more important than 6th, which rarely happens!
Specifically, the love of frenzy (and the SF that sort of follows) has meant that I am very short of Guard (only 2 as third skills... and with a lot of frenzy this could be a problem). Short of Break Tackle (zero for any saurus with 3 skills). There is also zero grab which is handy combined with frenzy. One might even argue I am short of MB.
And you can also see from the skills how each Saurus will play. 5&6 are the obvious LoS blockers. 4 is the catcher chaser. 1-3 are my experimental frenziers, which I'm not claiming is optimum, but how I want to see them develop.
Hopefully this gives a general idea how to skill a lizardmen. Block is obvious (not a huge fan of wrestle but if you want to take tackle and break tackle next, sure) and from there: guard, break tackle, tackle, mighty blow are all incredible. Stand firm, frenzy, juggernaut, Grab(meh) are all reasonable. Shadowing probably isn't great but I like having something to put pressure on fast sides charging down the end zones, even if it is just the threat of it. It's also underrated in blocking battles.
But the real point is to encourage thinking of your sides development. Is there a game style you want to focus on? No need to be inflexible of course, but if you have a sheet to plan from, you can hopefully anticipate your needs.