I think Kyle could have run it through a spellchecker or something before he submitted it as well.
A few comments and suggestions for Kyle - I'll do these point by point...
Terradons:
- Handgunners don't work very well against Terradons. It's 6's to hit at any range greater than 12", and let's face it, with a 20" charge range, Terradons won't be coming close. Stick to magic, or if you get a good shot, drop a mortar on them. They're only toughness 3 after all.
- If you start doing stuff like putting characters with war machines to combat Terradons, you're already dancing to the Lizardman player's tune. That's bad. Best thing to do is, as you said, keep them near your army and keep something nearby that can easily turn and get rid of them. Pegasus Captains and magic are fantastic for this.
The important thing is not to get too focused on keeping your war machines alive at all costs. Have a plan to deal with Terradons, but if you're spending more than 100 points to combat 3 Terradons worth 105 points, you're doing something wrong.
Against Saurus, flanking is the key. State troops will not beat Saurus warriors in a frontal charge, and even if they do win, probably won't do enough CR to make failing a break check a certainty. An empire army with lots of infantry should outnumber a Lustrian army by 2 to 1 - make use of that! Deploy your units in a solid wall, and keep detachments near the parent units. The Lizard player will not be able to spread himself wide enough to prevent flank charges by detachments - flanks will open up, and you need to be ready to take advantage of it. Even if you have to let the Lizard player charge you, by all means do so if it means you can get a detachment into his flanks. I wouldn't bother with trying to get units off to the side of the field, just use detachments. That's what they're for anyway.
Stegadons and Carnosaurs - I've never met a Lizard player who takes these against the Empire, unless they want their Stegadon to draw cannon fire for a turn or two (it can work, but it's an expensive way to do it). As Kyle said, Cannons.
Skinks - These little guys are the lifeblood of any Lizard army. Expect to see Chameleon Skinks hunting war machines or lone wizards, and normal Skinks to be harassing the flanks and marchblocking. If you use knights against Skinks (and you should) a unit of 5, no upgrades is more than enough. A pegasus captain can work well also - it's 7's to hit him with single shots on a stand and shoot, provided he charges from more than 12" away, so he's not going to get hurt by some wildly aimed blowpipes. Just be wary when going after skinks with knights that you're not going to be overrunning into a forest or some such other difficult terrain, or that a failed charge leaves you in range of some Kroxigors. A unit of skinks is a cheap price to pay to be rid of armoured knights. Expect to see skinks used as harrassment troops and bait.
Slann - It's a waste shooting at these guys - 4+ ward save normally, and against the Empire gunline, it would be a brave Slann indeed who'd leave home without a 2+ ward save. Expect to see this guy with a 2+, an extra spell (for a total of five), and the ability to store 2 dice, just like the Rod of Power, only, he doesn't have to roll for it.
If he's in a unit of Temple Guard, they'll probably have a standard that makes it -1 to hit them and the Slann, and if the Lizardman player goes all out, his Slann will have a fear causing banner. You do not want to let a unit like this hit your Greatswords, or any of your units for that matter. Because the unit is stubborn, it's hard to break - re-rolling 3d6 and checking on an 8, so try and whittle it away with shooting or combat.
If there is a unit of TG with a Slann, concentrate on killing the rest of the army as well. That single unit will cost up to 1000 points, so the rest of the army will be tiny. Take it out, and then concentrate on the Slann. Superior numbers will overwhelm him eventually.
Kroxigors - Keep your knights and Steam Tank away from these boys - it's like a Lizardman chainsaw once they get into combat. Shoot if you can, but if you have to fight, once you get past the first round of combat you should win. They strike last, and are only toughness 4. 3 wounds each though.
Salamanders - Whatever you do, don't send Flagellants at Salamanders. Without any armour, they will die so quickly you'll think it was the apocalypse they were raving on about. Keep your state troops clear as well - it's 4's to wound, and they only get a 6+ armour save. The best thing to do is focus on the skinks, not the Salamanders. It's worthwhile trying to drop a mortar on them, or a few magic missiles - anything with strength 3 or more has an excellent chance of killing skinks, and once they're all gone, it's a monster reaction check on a 5. Odds on they'll fail, and be in a bit of trouble.
Make no mistake, they are nasty as hell, but as with the Terradons, don't lose focus. The last thing you want to do is look up from the corpses of 3 salamanders to see 40 Saurus warriors about to impact on your lines.
I should also mention Cold One cavalry, since they were never mentioned in the article either. You'll sometimes see a unit of these consisting of 5 knights and a Scar Veteran as well. They usually have the banner that gives -1 to hit them with shooting, can charge up to 14" and cause fear. While expensive, they work similar to Bretonnians in that they will destroy pretty much any unit they impact against. Armour save is not that good however - 3+ standard, and handgun fire will make that 5+. This is one unit you definitely want to shoot before they hit your lines, as the amount of damage they can dish out is obscene.
I'd sum up the key to beating Lizards in one word - Knights.
The Lizardman army has good counters to war machines, shooting and hand to hand footsoldiers, but struggles against heavily armoured troops. Provided you keep them away from Kroxigors, you should be able to destroy anything you hit.