A pretty well-rounded force. It is a little heavy on Monstrous, large-model units which is to be expected from Seraphon/Lizardmen, but also has some multi-model units and a caster. Lots of synergy. Allegiance: Seraphon - Constellation: Thunder Lizard Mortal Realm: Ghyran Leaders Engine of the Gods (260) - General - Command Trait: Prime Warbeast - Artefact: Fusil of Conflaguration Slann Starmaster (260) - Artefact: Prism of Amyntok - Spell: Stellar Tempest Saurus Oldblood on Carnosaur (230) Battleline 5 x Saurus Guard (100) Stegadon (240) - Weapon: Skystreak Bow Stegadon (240) - Weapon: Skystreak Bow Stegadon (240) - Weapon: Skystreak Bow Units 4 x Razordon Hunting Pack (80) Behemoths Bastiladon (220) - Weapon: Solar Engine Battalions Thunderquake Starhost (130) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 87 Basically the Stegadons lead the fight, each capturing a point, or two capturing a point. These are backed by Razordons to help deal with swarms. A contingent of Starseer Slann, Saurus Guards, and an Oldblood on Carno aids as a mobile support force to help the center, left or right flank. Both an Engine of the Gods and Bastiladon wih a Solar Engine can stay in the center area to provide fire-support. Saurus Guards help protect the Slann.The Slann likewise helps power the Engine of the Gods, to get better effects on average and avoid the dreaded 2-3 rolls. Thunder-Lizard Constellation and Thunder-Strike Starhost really help. The Slann makes it so units in 18 inches heal D3 mortal wounds. This stacks with the standard Thunder-Lizard bonuses. Even if they are out of 18 inches of the Slann, which is likely to be rare - they still heal 1 wound. LOTS of offensive Spell-Casting Potential/Artefact Damage, etc. Have the Comet, the Stellar Tempet, the Prism of Amyntok, Fusil of Conflaguration and Sunbolt.All of this deals D3+ Mortal Wounds, or something akin to that. This really adds up and is hard to negate. Basically a well rounded army, leaning more towards the size of large model units vs multi-model units, but still keeping a balance. Able to take and hold objectives in order to score points and counter most threats without any glaring or obvious weakness. The extra healing is essential, along with the extra-wounds as it helps negate the biggest weakness, which is an enemy focusing heavily on mortal wounds and/or anti-large damage. Of course the Slann can use spells like Mystical Shield to help here as well.