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AoS Maximum mw output list

Skink

Bewilderbeast

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I’m trying to build the highest mortal wound output lizard list that I can, and would like your thoughts.

HEROS

Kroak casts soulseeker to increase range
Comets (3-6 mw)
Deliverance x3 (12-18 mw)
Tempest (3-9 mw)

Skink starpriest (moves forward turn1 with soulseeker to get Kroak’s spells into the opponent in the first hero phase casts burning head (2-4 mw) and serpents into screens (3-9 mw depending on the size of the screen)

Skink starpriest (stays in pyramid) casts cogs for a total of 9 casts in the army. Average mortals from pyramid (2-6 mw)

astrolith - because he’s awesome

BATTLELINE

Skinks x10
Skinks x10
Saurus guard x5 (for Kroak)

OTHER
salamanders x2 (4mw shooting)(2mw combat)
Chamo skinks x10 (3-4mw)

By my admittedly super basic calculations this has an average output 34 - 62 mw at long range

this doesn’t take into account mortals from the starpriest staffs and leaves 305 pts still to be spent. My goal is to push out an average of 50 mortals per turn.

Let me know if you see places for more efficient mortal output and what I should do with the final 305 pts, as well as any other thoughts.
 
Allegiance: Seraphon
- Constellation: Thunder Lizard
- Grand Strategy: Prized Sorcery
- Triumphs: Inspired

Leaders
Lord Kroak (430)
- Spell: Stellar Tempest
Engine of the Gods (265)
- Artefact: Fusil of Conflaguration
Saurus Astrolith Bearer (150)*
Stegadon with Skink Chief (305)*
- General
- Command Trait: Prime Warbeast
- Artefact: Arcane Tome (Universal Artefact)
- Weapon: Skystreak Bow
- Universal Spell Lore: Flaming Weapon
Skink Priest (80)
- Universal Prayer Scripture: Heal
Skink Starseer (145)

Battleline
5 x Saurus Guard (115)**
10 x Skinks (75)
- Meteoric Javelins Celestite Daggers & Star Bucklers
10 x Skinks (75)**
- Meteoric Javelins Celestite Daggers & Star Bucklers

Units
2 x Salamander Hunting Pack (240)**
- Reinforced x 1

Endless Spells & Invocations
Chronomantic Cogs (45)
Lauchon the Soulseeker (55)
The Burning Head (20)

Core Battalions
*Command Entourage - Magnificent
**Hunters of the Heartlands

Additional Enhancements
Artefact
Mount Trait

Total: 2000 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 97
Drops: 10
 
I’m slightly in love with the souped up stegadon, please correct me if I’m wrong, but making him a wizard means i can teleport him with soulseeker and fire Kroaks spells through him, effectively increasing Kroaks range by 15”. I’m also thinking I’ll switch the starpriest with a starseer to give the chief 3d6 for his charge
 
Dang nab it! The stegadons base is more than 3” across so he can’t ride soulseeker!
 
I will give a list like this a try in the coming week or two in a friendly match since my local league is over and there is a month break from the next one. The adjustment I will have to make is just the EotG since I only got that model, instead of the Chief I will run the Starpriest. My idea is to teleport with the Luncheon or whatever the name is the Starpriest into the enemy as deep as I can, 9" away hopefully, and unload all the spells possible. And, once that is done, and all the spells are cast, teleport the dude back at the end of move phase with Starborne. I predict some mediocre damage, and it will not be effective against most armies in my local meta, but it seems like fun stuff.

EDIT: Just realized the Luncheon says no movement is available for the model that teleports... Does that mean our Starborne teleport doesn't work or does it still work?
 
I’m trying to build the highest mortal wound output lizard list that I can, and would like your thoughts.

HEROS

Kroak casts soulseeker to increase range
Comets (3-6 mw)
Deliverance x3 (12-18 mw)
Tempest (3-9 mw)

Skink starpriest (moves forward turn1 with soulseeker to get Kroak’s spells into the opponent in the first hero phase casts burning head (2-4 mw) and serpents into screens (3-9 mw depending on the size of the screen)

Skink starpriest (stays in pyramid) casts cogs for a total of 9 casts in the army. Average mortals from pyramid (2-6 mw)

astrolith - because he’s awesome

BATTLELINE

Skinks x10
Skinks x10
Saurus guard x5 (for Kroak)

OTHER
salamanders x2 (4mw shooting)(2mw combat)
Chamo skinks x10 (3-4mw)

By my admittedly super basic calculations this has an average output 34 - 62 mw at long range

this doesn’t take into account mortals from the starpriest staffs and leaves 305 pts still to be spent. My goal is to push out an average of 50 mortals per turn.

Let me know if you see places for more efficient mortal output and what I should do with the final 305 pts, as well as any other thoughts.

Lauchon's move happens at the end of the hero phase. Pyramids MW output is just going to be entirely dependent on how many units your opponent shoves near terrain. Could be 0 could be a lot, but banking on 2-6 per phase is questionable IMO. Most efficient MW output is probably going to be just starpriest + curse from an eotg onto something with msu knights or 30 blocks of skinks.

You could hypothetically lauchon forward and teleport back (teleports aren't a move) but as the lauchon move happens at the end of the hero phase and specifies you can't move, and the teleport happens at the end of the movement phase, there's essentially 0 actions you can do in between those two actions.
 
Lauchon's move happens at the end of the hero phase. Pyramids MW output is just going to be entirely dependent on how many units your opponent shoves near terrain. Could be 0 could be a lot, but banking on 2-6 per phase is questionable IMO. Most efficient MW output is probably going to be just starpriest + curse from an eotg onto something with msu knights or 30 blocks of skinks.

You could hypothetically lauchon forward and teleport back (teleports aren't a move) but as the lauchon move happens at the end of the hero phase and specifies you can't move, and the teleport happens at the end of the movement phase, there's essentially 0 actions you can do in between those two actions.

where do you see that Lauchon move happens at the end of the hero phase? That changes the whole concept of the list.

also you’re absolutely right about pyramid damage, All of the damage in this list is highly variable (inconsistent) I’ve found however with 3.0s recommendation for 8pieces of terrain on a smaller board, your opponent often doesn’t have much of a choice

do you have a method for reliably getting curse to work? I’m thinking now that the EOTG is a priest, he has a better chance of surviving long enough to make it happen
 
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where do you see that Lauchon move happens at the end of the movement phase? That changes the whole concept of the list.

also you’re absolutely right about pyramid damage, All of the damage in this list is highly variable (inconsistent) I’ve found however with 3.0s recommendation for 8pieces of terrain on a smaller board, your opponent often doesn’t have much of a choice

do you have a method for reliably getting curse to work? I’m thinking now that the EOTG is a priest, he has a better chance of surviving long enough to make it happen

It's a predatory endless spell, and all predatory endless spells move at the end of the hero phase. Check the endless spell rules in your GHB/core rule book.

Eotg is definitely your best bet for curse, but priests are also cheap enough you could run a couple and just hope one makes it in range haha.
 
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It's a predatory endless spell, and all predatory endless spells move at the end of the hero phase. Check the endless spell rules in your GHB/core rule book.

Eotg is definitely your best bet for curse, but priests are also cheap enough you could run a couple and just hope one makes it in range haha.[/QUOTE]

yup… well …. Back to the drawing board, thanks for pointing that out
 
yup… well …. Back to the drawing board, thanks for pointing that out

I mean you can throw one celestial deliverance through the portal if you wanted. But yeah, theres really no way to first turn celestial deliverance unless you have bottom and they just walk into range.
 
What about the rock drop by the Terradon to add some mortal ?
Eotg has curse now+ (depend on you roll) Can give some mortal around
The serpent staff with curse Can be deadly on 30 skinks

It's not a lezard but Gotrek is one of thé best answer in v3
 
Ok here we go,

Allegiance: Seraphon
- Constellation: Thunder Lizard
- Grand Strategy: Prized Sorcery

- Triumphs: Inspired

Leaders
Lord Kroak (430)**
Saurus Astrolith Bearer (150)*
- Artefact: Fusil of Conflaguration
Engine of the Gods (265)*
- General
- Command Trait: Prime Warbeast
- Artefact: Arcane Tome (Universal Artefact)
- Universal Spell Lore: Flaming Weapon
- Universal Prayer Scripture: Curse

Skink Priest (80)*
- Universal Prayer Scripture: Heal
Skink Starpriest (130)**
- Spell: Tide of Serpents
Gotrek Gurnisson (435)**
- Allies

Battleline
10 x Skinks (75)**
- Meteoric Javelins Celestite Daggers & Star Bucklers
30 x Skinks (225)**
- Meteoric Javelins Celestite Daggers & Star Bucklers
- Reinforced x 2

5 x Saurus Guard (115)**

Endless Spells & Invocations
Chronomantic Cogs (45)
The Burning Head (20)

Core Battalions
*Command Entourage - Magnificent
**Battle Regiment

Additional Enhancements
Artefact

Total: 1970 / 2000
Reinforced Units: 2 / 4
Allies: 435 / 400
Wounds: 102
Drops: 4


I’m not sold on Gotrek as a strategic choice, but the goal is to squeeze out as many potential mortals as possible and he fits the bill.

Id like to know your thoughts, where you see room for more mortals, and if I’m doing something illegal
 
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