Skirmish is tough. Most of our stuff doesn't work too well there IMO. I have used Saurus Knights and Terradons led by a Starpriest though, and made third place in a Skirmish tournament that way.
Like @Aginor said, Seraphon suffer in Skirmish. Our strength lies in our Allegiance abilities. On top of this most of our units are only strong when they have their numbers buffs. However, skirmish is one of the few places that Suarus Guard Shine. If you want to build a pure Seraphon list then I suggest 4 or more guard with the Skink Starpriest as your general. Terradon's also outshine Riperdactyles in skirmish. If you need ranged units then bring SCE Judicators or Hunters. Skinks are really only useful to tie up units and then retreat. Don't expect their shooting to get any meaningful work done. I would try something like this: Allegiance: Order LEADERS: Skink Starpriest (16) - General - Command Trait : Bright Soul - Artefact : Cursed Tome UNITS: 4 x Saurus Guard (16) 2 x Terradon Riders (16) -Starstrike Javelins 2 x Skinks (2) -Meteoric Javelins & Star Bucklers TOTAL: 50/50 Renown WOUNDS: 16 Make Sure you include your various units Full Command. The saurus' drums affect all other like units within 6" of them.
OH MY GOSH LOL. I looked at another post with Crowsfoot and when I came here to type I wrote the wrong name lol.
Unfortunately I haven’t used it but it looks like a great list. I trust LizardWizard he is really good.
I used the above build and things went well. We had the Fog of War Skirmish match which forces you to place units randomly and, after that randomization, his positioning felt better than mine. I went first (my 9 units versus his 13). Picture of initial deployment (I still need to paint some dudes). I have a skink and a skink starpriest in q1, 3 saurus guards and a terradon in q2, a saurus drummer and a terradon in q3 (I mistakenly thought I could use the drummer across units, thankfully my opponent had me double check the rule and found my error) and a solo skink behind the rock on q4. Looking at this now, we made an error in allowing his dudes to deploy the middle as that was a no-deploy zone, but meh. I mostly positioned, though not optimally as I wanted to fly by and drop a bolder to begin the game, but realized that wasn't an option by turn 2. So t1 I tried to consolidate. His t1 he consolidated. I win the roll for t2 and make him go first. He moves forward, and I use this as an opportunity to attack with a Terradon after throwing a javelin (all other possible charges failed), trying to kill a 2-wound boar boy. The attack fails and he gets 3 units to attack back with, the terradon survives with one wound. I get to go first for t3. I cast a bolt to kill an orc. I immediately do a move of retreat by moving past his mass of dudes and drop a boulder on the boarboy, killing it. A skink runs in, throws a javelin, and kills another orc. The other terradon rider thew a javelin and kills another orc. No other charges seemed good at that point (though I should have made one more). He does a Bravery check against his 6, rolls a 5, and loses 3 more troops. At that point, I have killed 7 of his 13 troops. He gets a turn to complete the round, but I basically won there. We play out his turn and he is able to kill the one terradon with a wound and also kill a saurus he charges. This Skirmish felt weird compared to the last one I played. Taking 9 troops might have been suboptimal with this wincon, especially with how it forces your troops to scatter at the beginning; however, it went very well for us.