Enemy: Heavy AD - Rammus, Malphite, Amumu
~ Rammus' passive naturally scales from armour, giving him higher auto attack damage
~ Malphite has the ability to slow auto attack speed of enemies
~ Amumu's ultimate renders those enemies affected unable to attack or move for two seconds. Additionally his ability, Tantrum, reduces physical damage received by a flat amount (calculated after the reduction from armor), and the ability's cooldown is reduced by 0.5 seconds for each time Amumu is hit by an attack.
Enemy: Heavy AP - Galio, Mundo
~ Galio naturally scales off of Magic Resistance
~ Mundo has amazing HP regeneration, something that is hard to counter for casters, especially seeing as if they have no anti healing spells (such as katarina), the only feasible counter is the summoner spell ignite.
Enemy: Heavy AoE - Maokai
~ Maokai has an damage reducing AoE
ult, a great way to counter enemy AoE
spells
Enemy: Tanky Team - Cho'Gath, Mundo
~
Cho'gath gets seriously beefy if his
ult has been used well. It can give
tanks a big surprise due to the only
tank having true damage.
~ Mundo with his health regeneration is going to be a very hard guy to take down if the enemy lakes high DPS. His Infected Cleaver ability also deals magic damage equal to a percent of the target's current hitpoints, making him an effective harasser and damage dealer against many tanks.
Enemy: Low mobility - Singed
~
Singed has extremely impressive mobility and can be an amazing initiator / disruptor with his move speed, AoE slow and fling.
Enemy: High mobility - Shen
~ Shen has a global ultimate that
can directly counter enemy global ultimates, such as TF's and Pantheon's, shielding the target they are attacking and teleporting to their side to assist them.
Enemy: High CC - Alistar, Mundo
~ Alistar's ult removes all CC when cast and can be cast through stuns, silences, and the like.
~ Mundo's Burning Agony ability reduces the duration of stuns and slows on Mundo by up to 35% at level 5.
Friendly: Heavy AoE - Amumu, Galio, Nunu
~ Amumu has an AoE root, which sets up
AoE ultimates on your team perfectly
~ Galio has an AoE taunt that damages. Nearly as good as Amumu's root, perfect for setting up AoE ultimates
~ Nunu has a -devestating- ultimate if used correctly. In combination with some AoE CC, his ultimate slows and burst huge damage if allowed to channel to the maximum.
Friendly: Lack CC - Alistair, Cho'Gath, Amumu
~ Alistair is a CC machine, his
stuns/knock backs are not effected by
any CC reduction
~ Cho has heavy CC, with his AoE knock up and silence.
~ Amumu has a stun with a relatively low cooldown (however it is a skillshot) and an AoE root, with a pretty large radius
Friendly: No jungler - Nunu, Amumu
~ If you need to jungle as a tank,
Nunu is probably the best roamer and
jungler combined, Amumu is the second
most capable jungling tank.
Best initiators - Amumu, Malphite, Rammus, Shen, Singed, Galio
~ Amumu - Bandage toss into the enemy, and initiate fight with ultimate
~ Malphite - AoE stun, with a good range, and an auto attack speed debuff
~ Rammus - Roll into enemy carry, stun, taunt them into your team
~ Shen - Shield, AoE taunt.
~ Singed - Flip a squishy into your team and AoE slow the enemy
~ Galio - Flash and ultimate into the enemy
Oh course the tanks I have mentioned can fill the role of tank vs any type of team, only they are specialised in the areas I have mentioned.
Use Q to last-hit as much as possible, but not at the expense of speed (much, a second or two is probably ok). The faster you clear the jungle, the more experience you've earned, and the more gold, which leads to potency faster than Q-stacking alone.
Additionally, you'll be able to assist your allies more, possibly picking up Q-stacks from lane minions and enemy champions, as well as forcing/protecting turrets and dragons.
Best Answer
I have a rune page with armor yellows for when I know I am running against an AD mid. With solo Q you never know what you will face.
For example yesterday I faced a Talon mid as Veigar and I ran armor yellows. I was able to out-trade him and get an early game advantage. ( of course I underestimated his lvl 6 burst and we ended up being pretty even throughout most of the game :) )
For rune pages in general it really does depend on the champ so I would take any answer here with a grain of salt.
But in general I think that flat mana regen is almost always better than mana regen per level. This is because mana regen for most AP champs is most difficult in the first 6 levels. By the time you get to the point where per level runes are better you should have blue buff and potentially have items that compensate. In the first 6 levels you want enough mana to harass and out-damage your opponent.
The other thing to consider is potentially going flat magic resist blues in order to out-harass your opponent (of course only if you are facing an AP champ). An early game CS advantage is extremely important so that magic resistance can really make a difference. And just as above with mana regen, flat is a good choice to get the upper hand in the first 6 levels.
For quints movement speed is often the best choice on many ap-mid champs. This is especially true when facing an opponent with skill shots (Karthus, Morgana, Anivia, etc). More movement makes it easier to dodge those skill shots which can be the difference between winning and losing the lane. Movement speed quints will sometimes make you faster than the enemy jungler making it easier to escape ganks.
I wouldn't worry too much about the enemy team composition when considering runes. It is most important to pick a rune page based on your lane match-up.