Simple list, but seemed to work very well for me with the new rules. Being able to teleport 2 units a turn feels very powerful in objective based games. Yesterday I played on the scorched earth scenario against mixed order army, which lacked good allegiance abilities due to being mixed, but consisted of powerful units regardless, such as multiple kurnoth units, treemen, dryads, waywatchers and stormcasts. The board control offered by the teleports is very nice, which goes without saying. Anyway, here is my list which I would love some feedback on to tweak it towards the better. Maybe even going for Thunderquake instead is better in the long run. Leaders (General) Slann - Great rememberer, resurrection item - 260 - outside of battallion Starseer - 200 Skink Starpriest - 80 Skink Priest - (the new "dispel scroll" item from seraphon) - 80 Battleline Skinks (20) - 120 Skinks (10) - 60 Skinks (10) - 60 - outside of battallion Other Units Ripperdactyl Riders - 140 Behemoths Bastiladon (lazer) - 280 Bastiladon (lazer - 280 Stegadon (Bow) - 240 Battallions Heavenswatch - 200 TOTAL 2000 Noted weaknesses where I'd love opinions for improvement -I can't help feeling like a Slann with Heavenswatch forces too many heroes to play the battallion. The nice thing is you'll have access to the good spells even if you pick rememberer as command trait, and you'll have plenty of Arcane Vassals when needed. -The model count is fairly low - I'm sure most of you would run way bigger skink blocks. -Playing ripperdactyls outside of shadowstrike naturally makes them weaker, but I do have to say It's not that bad anymore since you can still port them- Perhaps even get off the charge due curse of fates and starseer rerolls helping with the teleport table.