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AoS All Around Best 1K Army List

@Aginor my bad. When I said rippers based list I meant to say deepstrike (it was just that a lot of the deepstrike 1k list I saw has rippers).

I'm assuming that a summoning list in 1k is just slann, astro and 420points of bodyguards? There were a few lists like that in this thread like killer angel's razor/ripper wombo combo list but I'd still like to hear what you'd run in a 1k summoning list. I read a thread somewhere else where someone did slann, astro, eotg but that's 640 points right there and doesn't give you a lot of options to spend the other 360.
 
@Killer Angel I did not know that they lose the hit bonus if the horde gets thinned out. I just assumed that as long as they start with the horde, they retain the bonus throughout the match. Good to know.
 
Lots of people suggesting using rippers rather than terradons, Just curious why that is? The Terradon seem to have more to them on paper?
 
Lots of people suggesting using rippers rather than terradons, Just curious why that is? The Terradon seem to have more to them on paper?

Rippes (especially in a shadowstrike starhost) are great Glass Cannon



and now that we're on it, here y'all can find a Bat Rep with a test on a 1000 pts list. Just some food for thoughts.
 
I play Terradons a lot.
Rippers are awesome, but Terradons are better for harassment (ranged weapons), and they make people nervous because their bombs have some mortal wounds potential.
IMO it is fair that they are a bit cheaper.

If you play them with Javelins and summon them they can even shoot in the turn they are summoned.
 
Do we feel a bastiladon is still worth it in low point games? 1000-1250?

With the objectives changed to most models within 6 and LoST being less reliable it feels like a could better field 4 razordons en 20 skinks. Especially when playing a slann, and possibly an engine aswell.
 
Do we feel a bastiladon is still worth it in low point games? 1000-1250?

With the objectives changed to most models within 6 and LoST being less reliable it feels like a could better field 4 razordons en 20 skinks. Especially when playing a slann, and possibly an engine aswell.

Actually, given how much mandatory for us is to play a Slann+Astrolith (420 pts), a Bastiladon would take us to 700 pts. With battlelines, there's ittle room for something else at 1000 pts.
For this reason, I tend to leave the Basti in the box, summoning it if there's need to stop some nasty enemy's unit.

that said, nothing stops you to play Slann, Astrolith, Bastiladon, 2x10 skinks and 4 razordons (which is pretty threatening), and then proceed to summon the bodies you may need.
 
Bastiladon is convenient CP-wise, while smaller models like razordons are not. Plus some units (eg blob of skinks) can benefit from the higher number of men, and having skink priest or Starpriest on the field from the first turns is always useful.

So for me the basti-in-da-box to be summoned at need is a solid choice.
 
My thoughts aswell. I play a Slann+Engine for the summoning in a 1250. Why do people use the Astrolith?
He costs much more than he can gather summon points. And the +1 to cast doesnt really feel handy anymore. Rerolls to hit isnt always great. But maybe depending on the list. My list now is:

Allegiance: Seraphon

Leaders
Slann Starmaster (260)
Engine of the Gods (220)

Battleline
10 x Skinks (60)
- Meteoric Javelins & Star Bucklers
10 x Skinks (60)
- Meteoric Javelins & Star Bucklers
10 x Saurus Guard (180)

Units
4 x Razordons (160)
3 x Kroxigor (160)
3 x Ripperdactyl Riders (140)

Total: 1240 / 2000
Extra Command Points: 15
Allies: 0 / 400
Wounds: 80


Guards protecting the slann and engine centrefield. Also gaining a buff if a Warden get summoned. Krox+skinks on the left. Razor+skinks on the right. And ripperdactyls just somewhere as an hammer. Thinking about great rememberer to have 55% chance on the teleport and move for the rippers. Or teleport the rippers and razordons in their backfield.
 
Why do people use the Astrolith?
He costs much more than he can gather summon points. And the +1 to cast doesnt really feel handy anymore. Rerolls to hit isnt always great. But maybe depending on the list.

Now that you don't have to lant the astrolith in the hero phase but you can move it, the range of the reroll is solid and you can have it affects mamy units. Global reroll is huge.
Plus, unless you are using endless spell to increase your number of castings, the d3 bonus granted by the astrolith is the main way to obtain 24 SP in your 2nd turn, which can be decisive.
 
Was calculating with that today. Switching the saurus guard.

What would use advice to put back?

1)Skinks for LoS + Cogs + balewind
2)Starpriest (to cast cogs) + cogs + balewind
3) Astrolith bearer

Really want that t2 bastiladon.
Option 1, if you fail one of the 2 you will get max 23 points.
Option 2 seems solid, just no LoS. If both succes. You’ll get 32 point t2. So you could summon the skinks aswell for LoS. Only fragile if you dont have the first turn. But can easily adept to opponent, fix it with other units.
Option 3 also nice, but decent odds you dont get 4 CP.
 
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