Slann
Killer Angel
Prophet of the Stars
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THUNDERQUAKE STARHOST
UNITS REQUIRED:
1 Engine of the Gods (EotG) OR 1 Troglodon
2 Stegadon or Bastiladon (any comb)
1 unit of Kroxigors OR 1 unit of handlers + 1 unit of razordons / salamanders
Minimum size cost: 910 pts (Starhost, Troglodon, 2 x Stegadon, handlers + 1 sally) - just for the record... it's bizarre, but it makes you realize that this starhost is costly
nearly max size costs: 1150 (Starhost, EotG, 2 x Bastiladon, handlers + 4 razordons)
It makes little sense to list the stats of the units of the Starhost; i'll give a little summary of the main abilities, we'll see later how to put them at use, with the different settings of the Starhost.
EotG abilities:
Engine of the Gods. To be reliable needs a Slann and possibly Curse of Fate.
Troglodon abilities:
Primeval roar (gives -1 to bravery); Drawn to the screams (+3 to charge if wounds with spittle)
They are both good leaders, with different abilities. EotG works more in combo with the other behemots and Slann, Troglodon is more a "lone wolf" that can somehow deep strike
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Bastiladon:
you know it; one of the best tank in the game with its save 3+ that ignores rend and ward save 4+ vs mortal wounds; comes in two flavors (the shooting and the snake spammer), that work in totally different ways. Slow but relentless.
Stegadon:
a cannon on steroids when you need shooting. Then, you point it in a direction and unleash the charge.
The skink Alpha's ability is pure gold, blessed by the Old Ones.
Kroxigor:
a usually suboptimal unit (tailored against hordes) that shine in this starhost. A pity that brute power is what we don't lack.
Salamanders / Razordons
this is not the place to discuss about the merit of one unit above the other one. They can offer a truly solid shooting support, be it with few shots with high rend ahd high damage, or with a hail of spikes that counts on numbers.
The Starhost gives:
- in the hero phase, each model of the starhost heals one wound. 1d3 wounds if within 10" from a Slann
- at the start of each combat phase, the EotG or the Troglodon, can declare if the Starhost's units are swift (re-roll failed charge and hit rolls) or savage (re-roll failed wound and save rolls); units must be within 8" of EoTG/Troglodon to receive this effect, and the effect lasts 'til the next combat phase (basically, you won't have it only in the shooting phase of your first turn, if you start first)
HOW TO MAKE IT WORK
With such a large number of options, it really hard to explain the "right" way to play the battalion. There is not a single one.
Of course, especially with the new GHB, a Slann is almost a must have: not only our favorite Flying Frog brings a lot of powerful support, but it will exploit the healing ability of the Starhost, a thing we are desperately in need of, if we are playing with Seraphon Allegiance and cannot have as allies empire's mage.
The Slann should probably be your general, given that you are already using 3 behemoths and they will be your hitters, so things as oldbloods on carnosaur may be at risk of overlapping roles. You're free to experiment, but I'll consider a Slan as general (things are already complicated this way, I don't want to open too much scenarios)
Considering the amount of heavy units we have, imo there's little need to have a double teleport: imo it's better to have the Slann as Great Rememberer, to have all the magic support you need (especially Curse of Fate).
Main Dinosaur: EotG
You will probably want to keep nearby your Group of behemots and the Slann.
The Slann and Curse of Fate will let you optimize the effect of the Engine, and you'll basically have a big threatening block of behemoths that will (probably) form the main force of your army, advanging and healing.
You can shape the Starhost in different ways:
EotG with 2 Bastiladon.
a slow moving block, almost immortal, that shoots everything within a solid range (especially if you're using 2 solar beams and point to the d6 mortal wounds of the Engine).
EotG with 1 bastiladon and 1 Stegadon.
the same as before, as stegadon can shoot too, and can charge whatever approaches your moving castle.
EotG with 2 stegadon.
eheheh.... even considering the support unit, the Starhost will have a move of 8"! It will be a really fast group of dinosaurs , and your Slann can easily keep up if runs.
You have many ways to grant re-rolls of 1s to hit (alphs skinks, Slann's constellation), and if the units are Savage, you can re-roll saves and to wound.
Again, the "setting" depends on what you want to accomplish
EotG with 2 Steggies and Razordons?, steggies and razordons already reroll 1s to hit, tnx to Alpha skinks and handlers, so you'll probably want the hunter constellation, to gain +1 to run and charge.
If you are more in need to fight in a static way, then support your Starhost with an Astrolith bearer. WIth savage, you are going to re-roll all: to hit, to wound, saves (pretty solid) and you can pick the constellation that gives+1 to cast spells.
THe triple reroll can be huge with a large unit of kroxigors, but you cannot fail even if you are bringing our small shooters.
Keep in mind that, with a single teleport, you can do little wonders with razordons: they shoot at 12", so you can teleport them and shoot 8d6, re-rolling 1s (with the right constellation).
Side note about Bastiladon(s): the kind of equipment you assign to them makes a big difference:
Solar beam is made for mid-long range shooting, so your Basti acts like a shooting tank.
Ark of Sotek spam mortal wounds in a short range: the more the enemy units, the better; you can keep it in a defensive position, to act as scarecrow and guard objective, or you can use it offensively: drop (possibly with teleport) the basti near the core of the enemy's army and let it do its work, supported by the healing of the starhost.
Main dinosaur: Troglodon.
Troglodon i certainly our weakest dinosaur, and the divining rod is useless ('til we have a Slann), but it can be a nice hunter.
You have your starhost block... but when you see an isolated target you can unleash the troglodon.
Use the "swift" ability, buff Trog with Curse of Fate and Teleport it at 9". d3 shots of noxious spittle at rerollable 3+, and wounds at 3+. With curse of fate, there are good chances to have it wound... at that point you can charge with a +4 (+3 of "drawn by screams" and +1 from Curse), rerollable.
WIth the hunters constellation you'll have another +1 (taking you to a 4 rerollable, or a 7 rerollable in case the Spittle doesn't wound), which should grant you a solid chance to make the charge.
In melee, you'll deliver 6 bite Attacks at 4+ rerollable / 2+, for 2 damage each), plus 2 clawed forelimbs.
Heck, if you plan to do so, you can as well take a Starpriest and go Serpent Staff upon it.
If Trog is wounded, teleport it back near the Slann and heal it d3.
IN case you want to go heavy on dinosaurs, you can indeed consider also a Carnosaur and some knight (hello firelance starhost!).
At that point, you can stack maluses to bravery, tnx to Stardrake icons and primeval roar, before using carnosaur's blood roar.
Stardrake icons, primeval roar and Dread Saurian are the most terrifying thing I can think of. At that point, feel free to use a double teleport slann and wipe away elite units just scaring them to Death.
EVALUATION:
Power level: medium-high.
You need to invest a lot of points in this starhost, but you'll have a battalion that can (and will) be the main bulk of your army. Support it with magic, place some battleline to screen ad take objectives, another 2-3 utility units and you should be golden.
Problems can arise if the enemy kills some key unit (the Slann, or the EotG), that can cripple the starhost, but you will still have the other dinosaurs, and a couple of bastiladons is not a thing to laught at.
The goodness of the battalion depends on the setting and on circumstances (especially when playing with scenarios and objectives), but at its worse, it will just be a medium power level.
Low points game (750-1000)
Sadly, you simply cannot play it at low points games...
Mid points game (1250-2000)
It cannot be played at 1250 (unless you got suicidal tendencies)
Around 2000 points you should be fine. you will have the Starhost, the Slann, the battleline and you'll still have points for something else.
High points game (2250-2750)
Great. You can field a fully geared Starhost and support it with anything you need, for max versatility.
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