Against SCE shooting our saurus work relativly well. A lot of their ranged attacks have rend, so our shields take away a lot of their power.
Also, summon starlight, look-out-sir & mystic shield help. An eternal starhost would actually be amazing if the SCE for some inexplicable reason don't have mortal wounds. But then again, they're SCE so not gonna happen.
Beyond that the only thing I've found that really works is to horribly murder them before they can hurt you.
A good tactic can be bringing a shadowstrike and firelance starhost (or at least what goes in em seeing as the firelance bonusses are underwhelming for the most part) as the core of your army. The shadowstrike goes in as soon as your advancing melee force gets in range to be shot at, tying up their archers & hopefully killing a good chunk of them while the firelance advances quickly and can clean up the surviving archers with relative ease, plus the starpriest from the shadowstrike host is usefull for protecting and buffing your Knights so there's some nice synergy there.
For the shadowstrike, remember to bring chameleons to maximize the losses you can do with your initial ambush.
Another good trick could be to teleport or summon razordons near them when you use your shadowstrike's ambush for some additional carnage.
Beyond that, the thunderquake is kinda weak to shooty SCE. There's too much rend so everything apart from the bastiladons just get shredded. The decaying stats on the other big dino's in a thunderquake don't help either.
A good thunderquake approach could be: EoTG + 2 bastiladon + emerald lifeswarm + a slann. Hide the slann behind the big dinosaurs, heal with the Thunderquake bonus, the EoTG healing and the endless spell while your bastiladons shoot back. Then use summoning to throw fodder at the enemy while your thunderquake slowly advances. But if your Slann can't be hidden nicely, or your EoTG gets focussed down too easily this'l probably end up badly.
Another fun one could be to take a troglodon in your Thunderquake. Buff him up and teleport him into the archers to wreck some face and buy the rest of your forces some time to get close.
And your last option is to just bury your opponent in skinks with blowpipes. He can't shoot all of em if you bring 200.
Edit: I forgot, but this is about the one time our slann's command ability is actually usefull. Don't forget about using that.