This list is designed to use and abuse the most annoying unit in the game; The Seraphon Skink!
Lords of Space and Time – Standard Seraphon teleporting tricks.
Roll 1-2 on teleport = Unit can’t move
Roll 3-4 = Unit can teleport but not move.
Roll 5-6 = Unit can teleport and move.
Artefacts, Command Traits & Abilities
Slann – Give him Great Rememberer so he can teleport two units (or teleport the same unit twice if one fails)
Slann – Give him Incandecent Retrices to help keep him alive. He is critical for the EoTG rolls.
EoTG – I am giving one EoTG the Betrayer’s Crown incase I face a horde army. teleport this guy into the horde to insta kill 1/3 of the horde and then stomp 3D^ on the rest.
Scar-Vet on Cold One – I give him the Sword of Japan to be my assassin. He only has 3 attacks, but on a 4+ he gets another 3, and on a 6+ another 3. When it rolls well, he can obliterate.
Slann – Always take a Slann. He will sit in the middle of the 4 EoTG and collect summon points, allow EoTG to reroll shooting saves, and help pick better EoTG rolls.
EoTG – These are surprisingly good Hero units. With support from the Slann, they have a pretty reliable chance to either summon 20 skinks in or do D6 mortals at 25″… each.
Scar Vet on Cold One – Part of the Battalion tax to get this list to 1 drop.
Firelance and Draco Tail – Not all that useful other than allowing the entire list to be a one drop.
Magic, Endless & Realm Spells
Turn 2 and on – Move each wave forward towards objectives as you replenish your numbers and add move via the Slann and EoTG.
Remember, the objective here is to flood the board with bodies!! Get to summoning!!
A perfect game could summon in the following:
Total = List (40), Slann (80), EoTGs (400)
A true SKINKPOCALYPSE!