Agree. in a starborne shadowstrike rippers are better.
To pick terradons and place them on the ground… you can do it, but it seems a waste of the shadowstrike
Before, the rippers were the payload for shadowstrike. Now, I figure that (with FoS at least) the skinks are in play as well. Not for raw damage potential, mind you.
I see a viable strategy in dropping down 2 large units of skinks and a priest behind enemy lines and near an objective or two, ideally in cover if possible (and the priest behind LoS-blocking terrain). You could LoSaT another hero behind them also, like a starpriest.
If they ignore the skinks they will be in a fair bit of trouble. If they charge them, at least 1 of 2 units should be able to run using the FoS CA.
This still leaves the terradons (or rippers even) to zoom in and drop their payload/charge whenever.
And if you can wait on dropping the Skinks until a turn you go second, you can hopefully capitalize on a double turn.
As I write this, I am very cognizant of the fact that this requires a lot of good fortune in terrain placement, deployment, etc, in addition to really good tactical placement of units. But I kind of feel a lot of our combos now rely on some mixture luck and synergy.
Sample List:
Kroak - 320
Astrolith - 140
Starpriest - 120
Terradon Chief - 70
10 Skinks - 60
Shadowstrike - 170
Skink Priest - 70
40 Skinks with blowpipes - 240
20 Skinks with blowpipes - 120 (*if expecting a charge, you could make one unit spears and put it up front. The blowpipes can still shoot from behind them, but when they are charged the spears have a better chance of wounding)
9 Terradons - 270
3 Salamanders - 240
Realmshaper Engine - 0
Balewind (u) - 40
Bound Purple Sun - 60
Bound Geminids - 70
1990
You can play around with the endless spells and either bolster your battleline, add more support, etc. Just spitballing.
(edited because I can’t stop dreaming about skinks)