Hello all I've been trying to craft some competitive lists and the Thunderquake Starhost has some great force multipliers. I understand that some people love Salamanders, but are Razordons secretly underrated? Here's an example: Unit of 3 Razordon's (180) in the Thunderquake Starhost 3 wounds each, 4+ save (reroll), 10 Bravery, 8 inch move Average of 21 shoots, 3+ to hit (re-roll 1s when near Skink Handlers), 4+ to wound (reroll because of formation) = 10 to 14 wounds on average. gain -1 rend if within 6 inches of target on a 4+ you can "overwatch" any enemy unit that charged one of your units and ended 3 inches away. heals 1 or D3 wounds per round thanks to formation In my opinion their biggest weakness is their range, but they seem to A) fit the play-style of the Thunderquake formation and B) seem cost effective for some shooting and occasional overwatch. In my head you run this with two Bastiladons, a Engine of the God, a Slann and some large skink units to screen. What are your opinions?
Actually, they heal 1 or D3 wounds x3 as the rule states each model from the starhost heals. Unfortunately, you can't reroll their missile attacks as you only declare they will be swift or savage at the start of the combat phase so I'd still go with three salamanders over razordons. It doesn't say how long this effect lasts, but the wording seems to imply it's just for the combat phase.
Hello! Sallies and Razors may seem similar, but they cover different roles. The furst ones excel against monster or elite troops (costly, high armored targets), while the second one like to mow down chaff and low armor targets and are more resilient in CC. The reason why people tend to like more Salamanders, is because their niche is usually more useful.
So to recap about the formation, you miss out on the first round of shooting, but after that it lasts from combat to combat phase. Interesting.