HEAVENSWATCH STARHOST
UNITS REQUIRED:
1 Skink Starseer
2 heroes from: skink starpriest, skink priest, troglodon
3-6 units from: skinks, terradons, ripperdactyls, Bastiladon, Stegadon, EotG, kroxigors, hunting packs (salamanders or razordons w handlers)
As for Bloodclaw, you can have a so great variety of units that you cannot really list a size cost.
However, the heroes alone will cost something between 360 pts and 460 pts. The Starhost itself costs 200 pts
The Starhost gives:
- the trap is sprung. The Starseer select a unit, all of your Starhost's units will reroll 1s (to hit and to wound) against that target
- Celestial surge: each monster heals one wound in your hero phase
This probably wants to be the definitive Starhost, when it comes to skinks (a surprise that chama skinks weren't included) and it's a solid option for all skink-based armies.
the abilities are nothing new or unique, but it's a sort of selection taken from Shadowstrike and Thunderquake, which is not bad.
Considering its cost, my advice is to maximize the number of unit, thus play it at 2000 pts.
Now i will try to briefly analyze the single units.
Starseer: your leader. Curse of fate and dice rerolls. Our strongest generic caster, after the Slann.
Starpriest: your second main caster. shield or starlight, pick it!
Priest: useful for reroll saves, it depends on your strategy. With rerolls, even his shooting works.
Troglodon: this one is interesting because (even without a Slann so no arcan vassal) can act as "assault support" that heals: 180 pts thing that you can "risk" because the trog is not the key unit it is in the Thunderquake.
Skinks: one of the best battleline units for all Order. If you plan to field skinks in goups of 10, consider to take them outside the formations: to give rerolls of 1s to 10 skinks is a vaste of a slot, so insert them if you pick a horde.
Terradons: they fly fast, harass the enemy, pick objectives. Solid unit.
Rippers: imo not so great in this starhost, as they already rerolls to hit and to wound, so "the trap is sprung" is wasted
Bastiladon: I don't need to talk about it, right? With this starhost, it heals. 'nuff said.
Stegadon: the starseer will give it curse of fate, so great to teleport and charge, rerolling all 1s. Devastating. Plus, shooting at a target rerolling all 1s is nasty
EotG: if you don't play also a Slann, it can suffer the limited amount of dices rolled
Kroxigors: could be handy agains hordes, that you don't want to grind with your dinosaurs.
Razordons: the handlers could be wasted, as you don't need to reroll 1s, but it's always a good support unit
Salamanders: with handlers they shoot at 12, rerolling 1s. It's something I would consider.
HOW TO MAKE IT WORK
The possibility to pick the combinations of troops you want, gives you an enormous flexibility in the composition of the army itself.
A good army should have movement, melee, ranged shooting and magical support.
Movement: skinks are fast and you can choose also flyiers, so that's covered. Teleport helps further our cause.
Magic: your heroes will give you a solid magical support. If you don't field a Slann, you won't have the double teleport, but you can still count on a couple of casters, with dices rerolls and covering a large portion of the battlefield with unbinds. And can pick a command trait for skinks, which are not bad.
Along with the Starseer, I consider mandatory the Starpriest and then you can choose between the priest or the troglodon.
You can pick up to 6 other units, so let's see the other "roles".
Melee: You can count on rippers but, most of all, you have stegadon and bastiladon. That heal themselves. Consider to take a couple of dinosaurs.
And Kroxigors are a nice alternative.
Shooting: the dinos will already give some shooting, so with a unit of sallies or razordons you should be fine.
In the end, this starhost gives you what can be considered a full-fledged army, that stands by its own, without requirement of external support, and this is not a small thing.
EXAMPLE (2000 pts)
Starhost (200)
Starseer (200)
Starpriest (80)
skink priest (80)
1 x 40 skinks (200)
6 x Kroxy (320)
Stegadon (240)
2 x Bastiladon (560)
---
2 x 10 skinks (120)
this one is just an example to show how this starhost let you field a full functional army, with different tactical approaches even with this single example.
EVALUATION:
Power level: mid-high / high.
It's a fully fledged army, that gives you a large flexibility, covers all roles and supports itself with bonuses and automatic healing.
You can lose, but the starhost gives you anything you need... the only possible downside is that you are locked with 3 heroes that are just for support.
And last but not least, another thing that makes this Starhost so great, is that if you are planning to field an army with also sauri and a general on carno, you can cut down the units of this one, and use it as super-strong support. The possibilities are truly numerous.
EDIT: in the following post,
@Canas has developed further considerations about the Starhost, which are all on spot. If someone is interested in playing the Starhost, i suggest to read also it.