thanks for the suggestion of the eternal starhost! hadn't realised it was so good. I am probably going to be getting an EoTG, 15 more temple guard ( 3 units of 10) an eternity warden and a slaan. not sure wether to get standard or kroak yet.
I can understand why you don't like points, I am not such a fan either, but my local games club uses them, so I go along with it. I think wounds is better, or just balancing it out between the players. you said don't get any skinks. does this mean drop the chameleons? I like to use them as assassins and get me a turn to rearrange my temple guard wall with them. so far my skinks have assassinated 3 wizards and 2 standard/totem bearers!
Oh god yeah, the Eternal Starhost is one of our best battalions and one of two that's necessary for an army (the other one's the Firelance Starhost for any Knight army,) it allows for a 2+ Save without any magic. The Warden was a must-have for the Guard anyway since he gives all Guard units within 5" a bonus attack which is quite massive, and it's rather easy to keep your Eternity Warden within 5" of all of your units to make sure they get every buff the Warden gives. With our Rend resistance, Guard become the best defensive unit in the game.
You should get Kroak because he's a damage dealer. Usually the Starmaster is the better choice because he gives a bunch of supportive abilities that we really benefit from, but the Eternity Warden as well as other heroes such as the Starseer and the Astriloth Bearer already give us all the support our Guard need, especially the Warden. What we lack with this build is an effective means of long-ranged damage, which is where Kroak starts to shine. Comet's Call can be used to snipe enemy heroes from far away to cut off support to the infantry, and once your innevitably surrounded by your enemy Celestial Deliverance begins to shine with up to 3D3 Mortal Wounds on every nearby unit. This power of Celestial Deliverance is massively enhanced by an Astriloth Bearer as it gives a bonus 8" range, almost doubling the average range of the spell and making into a real board-clearer if you're up against a hyper-aggressive enemy.
And no, I don't mean drop the Chameleons. They're good for any army, I meant don't grab any normal Skinks. We have four kinds of core infantry in our army, Guard, Warriors, Knights, and Skinks. You only ever want to dedicate to one of those.
Also I think I hate Clash Comp in particular now. Not because it embodies everything I hate about points systems, not because it embodies everything I hate about AoS points systems that misunderstand AoS drastically due to an archaic game-view that's an unfortunate relic from 8th edition, but because the tonnes of various spelling mistakes leave me feeling that whomever wrote this just isn't qualified to write anything that should be taken seriously, let alone a rule sheet. I mean good god, at least the other ones can actually spell!