Allegiance: Seraphon

Slann Starmaster (260)

- General
- Trait: Great Rememberer 
- Artefact: Gryph-feather Charm 
Skink Starpriest (80)

- Artefact: Prism of Amyntok 
Engine of the Gods (220)

Engine of the Gods (220)

Saurus Astrolith Bearer (160)

10 x Skinks (60)

- Boltspitters & Star Bucklers
10 x Skinks (60)

- Boltspitters & Star Bucklers
10 x Skinks (60)

- Boltspitters & Star Bucklers
10 x Skinks (60)

- Boltspitters & Star Bucklers

5 x Chameleon Skinks (120)

5 x Chameleon Skinks (120)

5 x Chameleon Skinks (120)

6 x Terradon Riders (240)

- Sunleech Bolas

Shadowstrike Starhost (180)

Endless Spells
Balewind Vortex (40)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 110


This list plays with the summoning aspect its main purpose is to summon as many Skinks as humanly possible to simply cover the bored and all objectives and win by outmanoeuvring  your opponent. (there are 40 skinks in this list i recommend having another 20 to 40 to summon)


Great Movement         

Great Summoning          

Hard to snipe important characters (i.e Slann starmaster)          

Great for multi objective games   (3 or more objectives is the sweet spot) 


Games that involve heroes with artefacts or wizards taking objectives means a lot of your units aren’t doing anything

Mortal wound out put is unreliable 

Barely any rend

Very little resistance 

Low Damage Output

10 drops

Allegience Ability

Lords of Space and Time: use this to teleport 20 man skink units that you have summoned from an engine of the gods to cover an objective (if you roll a 5 or 6 the unit can move as normal) or use it to teleport an engine if you to a flank these units can hit very hard and if you fail the roll it can still be useful with its engine roll. also use this on an astrolith bearer once teleport-ed you can then use summoning points to create an attacking force on a flank (this also applies to an engine roll)

Conjuration points: use these to summon as many skinks as possible you know you can get at least 10 a turn so try and teleport another 10 man skink unit near a summoning point (slann or astrolith) then replace it when it comes time to summon.

Artefacts, Command Traits & Abilities

Glyph Charmed Feather: this on the slann with 10 skinks near by means that in the shooting your slann is -2 to hit (you can make this -3 with the summon starlight spell) meaning you slann will generally be pretty damn safe most of the time which allows you to keep summoning more skinks be sure when deploying to leave enough space between your skinks and your slann to put a balewind vortex while still being close enough to give him the look out sir rule (as mentioned above feel free to replace the skinks that are around your slann then summon more in)

prism of amytok: nice tool for if something scary gets near your slann more of a mind game then actual damage so be sure to let your opponent know it exists. 


Slann Starmaster: your most important unit keep him alive at all costs use him to summon skinks and deny the scary spells that come out. also dont forget his command ability that makes things fly use this on a 10-20 man unit of skinks then teleport them charge them into a enemy unit then pile out of combat (using wearer fighter special rule) over the top of the enemy you just charged

Engine Of The Gods: another good sorce for summoning or mortal wounds as you have two of these don’t be afraid to teleport one on a flank use is engine roll then charge into something to clear the way.

Skink Starpriest: part of the shadow strike be sure to keep him in a position to use the trap is sprung special rule and the summon starlight spell

Other Units

Skinks: your main bread and butter use these to swamp objectives don’t count on them doing any damage try to aim them at chaff units as they have better odds of chipping away (maybe making the difference between holding an objective or not)

Chameleon Skinks: these price skinks can often win you the game they have multiple uses one very good use is taking out 4 to 8 wound heroes dropping down 5-15 models and letting lose with the damage often does enough to take out important buffers or heroes that can take objectives the other important use for them is taking objectives they can be set up zero inches away so if there is some objective being held that your normal skinks just cant get to set them up as close as you need to be to grab it back.

Terradon Riders: these guys are mainly damage dealers if there is a big unit of chaff or a hero who is gonna cause trouble drop down these guys 3″ away throw a bunch of Sunleech bolas then charge and do a bunch of damage.


Shadowstrike Battalion: have your two 10 man skink units on opposite sides of the table when the game starts do your 2d6″ advance forward gaining your bored control before the game starts

The trap is sprung special rule is great for doing some extra damage be sure to pick the unit that you want your terradon riders to attack so that they can re-roll 1s with there sunleech bolas

Magic, Endless & Realm Spells

Balewind Vortex: more summoning points giving you the ability to get 13+D3 each turn is a huge boon and can help you overwhelm your opponent (be sure to have your slann as far away as possible one corner of the table ideally so that it cant be denied or unbound.

Summon starlight: giving -1 to hit is amazing i mainly use it on units that i think are going to be targeted the astrolithe bearer is a good choice as he will be near some skinks meaning he is -2 to hit in the shooting phase an engine you are about to teleport to flank and charge is also a good choice Slann is your last choice as he already as -2 making him -3 is mainly unnecessary as a 6 will always hit.

In-Game Guide

set up your two engines your skink starpriest your astrolith bearer and and your slann in one corner (have your engines as far forward as you can while still gaining the benifit of your slann for the extra dice) put one unit of 10 skinks surrounding your 4 heroes so they all have the look out sir rule then spread out your remaining skinks around the table to cover as much of it as possible. come your turn teleport and summon as needed taking out danger units with your terradon riders and chamelon skinks. and swamp those objectives.

Honest Goblin