Allegiance: Seraphon Leaders Saurus Oldblood (120) - Suntooth Maul Saurus Scar-Veteran on Carnosaur (240) - War Spear - Artefact: Coronal Shield, Prism of Amyntok, or Blade of Realities Saurus Scar-Veteran on Carnosaur (240) - Greatblade Saurus Scar-Veteran on Cold One (100) Skink Starpriest (80) - General - Trait: Master of Star Rituals - Artefact: Incandescent Rectrices Saurus Astrolith Bearer (160) Battleline 40 x Saurus Warriors (360) - Clubs 40 x Saurus Warriors (360) - Spears 10 x Saurus Warriors (100) - Clubs Units 1 x Salamanders (40) Battalions Bloodclaw Starhost (200) Total: 2000 / 2000 Allies: 0 / 400 Wounds: 141 The idea behind this army is to teleport a buffed up unit of 40 saurus forward with a daisy chain back to connect it to the Astrolith bearer for full re-rolls to hit, and to get the reform from the Oldblood command ability, so it can get to 6" away from the enemy, then charge, re-rolling any 1s for the distance from the Scar vet on Cold One's command ability. Because the Saurus are in a large unit, they receive +1 to hit, so with 2 carnosaur scar vet command abilities, every hit roll of 5 or 6 adds 2 extra attacks, allowing each Saurus that is within 1" to make nearly twice their normal number of attacks (after accounting for the re-rolls to hit from the Astrolith), giving each Saurus warrior close to 8 attacks on average with full re-rolls to hit and double damage on some of the bite wounds from the Starpriest's venom staff. If 30 models are able to make full attacks, they can put out an average of ~128 wounds before saves with clubs, or ~111 wounds before saves with spears, that's an average of ~4 wounds per attacking model. Even if the opponent has gryph hounds and a large amount of shooting, you can teleport + reform to 7" away without triggering their Warning Cry ability. The starpriest and Astrolith can be dropped to add something else to the list, like a Bastiladon or other missile units to snipe characters.