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AoS 1000pts ShadowStrike

Discussion in 'Seraphon Army Lists' started by TribalFox, Feb 17, 2019.

  1. TribalFox
    Jungle Swarm

    TribalFox New Member

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    Hi,

    I'm a new Seraph players and I need advices on my list, built from the battleforce (please excuse my englissh, i'm french ^^)

    1st:

    Engine of th God
    Skink Starpriest

    10 Skinks
    10 Skinks
    6 Ripperdactyles
    3 Razordons

    What do you think about it? I need advices especially to help me choose an artefact. The Engine of the God will certainly be my général.

    I have another list I like, in the same idea

    1 Slaan general, great rememberer
    1 Skink Starpriest

    2x10 Skinks boltspitter
    6 Ripperdactyle

    Balewind Vortex
    Geminid

    1000pts

    Same question, wich artefact for my heroes? Ignax scale is a good choice for my slaan?

    Which one you find the strongest to learn the seraphons pssibilities?
     
  2. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Welcome to Lustria Online!

    This what is use for 1k Seraphon:

    Allegiance: Seraphon
    - Mortal Realm: Ghur

    LEADERS:
    Skink Starpriest
    (80)
    - General
    - Command Trait : Master of Star Rituals
    - Artefact : Gryph-feather Charm


    UNITS:
    6 x Ripperdactyl Riders (280)
    40 x Skinks (240)
    - Boltspitters & Star Bucklers
    10 x Skinks (60)
    - Meteoric Javelins & Star Bucklers
    4 x Razordons (160)

    BATTALIONS:
    Shadowstrike Starhost
    (180)

    TOTAL: 1000/1000
    EXTRA COMMAND POINTS: 1
    WOUNDS: 84

    1k Shadowstrike is hard to beat. Be aggressive. This list works best on objective based battleplans where you can use your Rippers to kill their objective holders and then gain a large lead early.
     
  3. TribalFox
    Jungle Swarm

    TribalFox New Member

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    This list looks Great! But isn't it a con not to have more than one héro? This list doesn't use his 2 artefact and does it have enough héro, needed in some battleplan?
    I also don't understand the javelin on the unit of 10?

    Don't worry, I plan to be agressive! Thanks for the advices
     
    LizardWizard likes this.
  4. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    You don't need the extra hero. However, it is a bit sad to waste an artifact.

    This list works extremely well though. I have taken it to 4 1k 5 round events and have yet to loose a game with it.
     
    Paradoxical Pacifism likes this.
  5. GuaDan
    Kroxigor

    GuaDan Well-Known Member

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    I think that is the best 1k list we have access to.
     
  6. TheCrux
    Saurus

    TheCrux Member

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    This list looks great. If you don't have access to razordons like I don't, what would you recommend? Trogladon?

    Also, do you let the opponent take first turn mostly, so you can counter with the rippers?
     
  7. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    If you don't have Razordons then just buff up the size of Skink units. You could also take some Chameleon Skinks. Maybe bring the Saurus Astrolith Bearer.

    I pretty much always take first turn. I normally kill whatever my opponent biggest threat is. Then I try to keep the enemy tied up in their territory while I score objective.
     
    TheCrux and Paradoxical Pacifism like this.
  8. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Unless I am playing against another alpha strike list I tend to go second.
    But if you sense that your opponent could do anything significant in his first turn I would also recommend going first.
     
  9. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Going second is almost always preferable. However, if your opponent makes any mistakes in their deployment phase then Shadowstrike has the necessary tools to take advantage of those misplays. As a result I find that in the overwhelming majority of my games I am electing to go first.

    Players will frequently castle up in hope of weathering the initial ripper strike. This allows me to tie up a significant portion of their army if I elect to take the first turn. If not castling then sometime they will make the wrong assessment about my desired Ripperdactyle target and leave it over exposed. The last misplayed I often see is an over zealous attempt to zone their field to prevent the alphastrike. This can often leave their army spread thin and creates a plethora of opportunities that can disappear if you allow them a movement phase.

    -Hope this was helpful.
    I know that theorycraft is often difficult to conceptualize and is conveyed through vague abstract thought due to the sheer volume of variables.
     

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