I spend way too much time tinkering, theorycrafting, and just in general building list after list. Now, I'm not a huge fan of the basic skink units, personally, and I'm not sure I see their value, even as the cheapest battleline unit in the seraphon toolbox. So I own tons of saurus and a lot of big beasts (and plan on adding more). I also don't have any slann, because I'm not sure they make up their points in magic (I usually find the magic phase a bit underwhelming even if I do get a spell or two off successfully), so I prefer the skink casters. All that said, I've got three lists which I think seem half decent. One sheer offensive, one defensive, and one more balanced, and I'd love to get some input on these. I come from a clan Skryre skaven background, and I'm still very new to playing Seraphon (though I've managed to get maybe half a dozen games with them so far), so I'm still getting a hang of how they play. (Note: I think I'm unhealthily enamored with giant monsters.) Also, they're kind of fluffy. Edit: I'm not against skinks or slann, I'm just not sure they're worth it compared to the other options available based on my limited experience and mathhammering. The Molten Host As their slann, Ana'akshi, had forseen, the host was needed. In the skies of Ghyran, red motes of fire twinkled...and then grew. So quick was their descent that the thunder of their arrival had not yet reached the battlefield before the shooting stars impacted the verdant earth - yet, despite the power of the impact, only small craters were left in their wake. Out of the lava and clouds of dirt and ash, the blazing physical forms of the Seraphon were formed. General Scar-vet on Carnosaur Leader Skink Starpriest Behemoth Bastiladon Bastiladon Troglodon* (I may switch this out for 3 kroxigar) Battleline 10 Guard 10 Guard 10 Knights 20 Warriors This list was one of my earlier ones, designed to be a sort of general list based on what I had available to me. I've got a bit more flexibility, and will have even more in the relatively near future. (I have another version of this list which drops the Warriors, one Bastilodon, and the Troglodon, for a couple more leaders (Sunblood and Old Blood on Carnosaur), to make use of the Bloodclaw Starhost. I'm also strongly considering changing out one of the bastiladons for the Dread Saurian.) The Eternal Bastion/Immovable Object Chaos was at the gates, but the portal to Azyr was just beyond their reach. Before them, Guard wreathed in celestial fire formed a wall, shields interlocked and weapons aflame, while the bastiladons bunkered down behind them, solar engines pulsing with daemon-destroying sunfire. General Scar-Vet on Carnosaur Leaders Eternity Warden Sunblood Starpriest Skink Priest Behemoths Bastiladon Bastiladon Battleline 10 Saurus Guard 10 Saurus Guard 10 Saurus Guard Battalion Eternal Starhost I wanted this list to hold ground and not give up an inch. The priestly buffs keep the Guard strong (while they do d3 damage to anything brave enough to charge), while the bastiladons provide fire support from the rear and the Scar Veteran moves to intercept where the fighting is hottest. I also have a version of this list that uses both the Eternal Starhost and the Thunderquake Starhost (by dropping the excess leaders to pick up the Troglodon and Kroxigar (and the points) needed for it). The Hunting Pack The war drums thunder is nearly drowned out by the stampede of clawed feet bounding along the ground. Like the hunts of ancient kings, the Oldblood rides alongside his retinue and his favourite bloodhound, the Troglodon, while the rest of the hunt takes the flanks, the knights each lead by a favoured Scar Veteran. General Oldblood on Carnosaur Leaders Scar-vet on Carnosaur Scar-vet on Carnosaur Scar-vet on Cold One Behemoth Troglodon Battleline 10 Saurus Knights 10 Saurus Knights 10 Saurus Knights Battalion Firelance Starhost This list has 80 points leftover, which is always an annoying number (and seems to happen way too often in my list building), so I was just going to shoehorn a razordon into this list. Ideally, the list is all about ground mobility, but probably includes waaaaaaaaay too many scar-veterans. But 60 wounds of knights should be decently hard to chew through, and it's all about getting charges off ASAP. I can't actually field this list yet - I need to grab two more starter boxes for the carnosaurs and another 15 knights. But I will, sooner rather than later, I think.