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Just a couple. Would probably be good to get some diversity - see how they do against other anti-large things. There's probably not many reasons to test numerous times on the same test, given it's an ability that's not going to miss vs. infantry units it's the size of, deployed from a critter in the middle of it. It's fairly clear that it turns the tide for the bastiladon momentarily against an otherwise poor match-up and can do a decent amount of damage, even against decently armored opponents. It also is an excellent applicator of a particularly potent poison to every single unit near it - other units that engage will benefit from the bastiladon equally. If you have them engage in pairs in a siege gate mosh pit, you can turn an area into an effectively near-continuous no-gone for infantry.
Given that the tier at which you'll probably use these in campaigns (seems to be the biggest deal for Nakai, who does not have to build a temple of sotek so they can be a 4th turn recruit), they're going to be an absolute menace to the skaven, peasant spearmen, horrors, or skeletons and zombies you're going to be crashing them into, but the question is obviously how long they'll maintain relevance.
Good job being negative, while also being wrong.
"it's better" wasn't the thing in question, it's how much more cost effective it is compared to alternatives that's the cool conclusion.
"The 2x expensive variant is >3x as good" is the conclusion that makes doing this type of research worth while. Maybe it was only 1.5x as good, for 2x the cost, so not worth it, except to save army space, you don't know until someone does something like this.
The temple of Sotek is, indeed, something that makes them a bit trickier to utilize. Further campaign experimentation has made me see this additional downside's immediacy.
The campaign user who definitely gets the most out of them immediately is Nakai, who does not build temples of Sotek and can just rush them out straightaway, receiving them potentially as turn 4 recruits (first turn, build monster recruit building; second turn begin recruitment; etc.) A trio of them is awfully nasty when the low-tier Cathay spearmen is the main thing opposing them.
Probably still pretty good for Tehenhuain, Gor'rok, who spend a lot of early game fighting skaven; I could see it getting some degree of value with Oxyotl doing a "I can't see him behind all of the dinosaurs" strategy, using the Ark of Sotek as a compact but particularly threatening frontline beast and as a gate-breaker since propensity for skink use makes sieges a little bit of a weak point for oxyotl.
I wasn't expecting it to be, like, the worse at melee, or barely better or something, but the degree to which it is effective is something that did surprise me. The more opportunities to cast, the more the discrepancy between it and the other bastiladons you might utilize in melee grows. Over the course of a 3 casts getting effectively triple the damage from the poison.
It gets a bit more interesting with solar engine v. ark of sotek. The best conclusion for that is that as long as you have good line of sight and allies aren't engaging with the enemy, solar engine is probably the play. Ark of Sotek will be a much better melee companion for other troops.