Didn't see a topic already, thought I might chime in. Can't comment on the SC's, but I suspect its the usual story of 1-2 decent options and a whole pile of meh-to-silly choices. Generic characters seem to always be better in the new army books.
Looking over the reviews and builds people are starting to make, I don't think there will be a huge change required for our already effective builds;
Slann is still a must-have. You'll need magic to take down the Hexwraiths, the Grave Guard Deathstar (it's still largely intact), Spirits, Cairn Wraiths, Banshees etc. And of course for nuking the Mortis Engine/Coven Throne/Terrogheist should they bring one. Light and Shadow are both strong choices, which you take depends largely on your opponent's build. If you can, Double Slann and take both (their combat Lords are generally going to stomp our Saurus heroes anyway).
Old-Blood can still work, you'll need to think carefully about his item selection. If you have Lore of Light on the Slann, you can take Burning Blade/Piranha Blade and buff him to I10/ASF so he can duke it out with the enemy Vamps. If you take Shadow, Sword of Swift Slaying/Hornet will be essential so you don't get assassinated before you can swing. Getting Armour of Destiny/Talisman of Preservation is a good choice, maxing out armour won't help against Vamps and Death/Metal sniper spells will still get you if you don't have ward.
Scar-Vets will badly need Light buffs or ASF swords if you are going to duke it out with Vamps. EOTG is great, 5+ ward against Mortis Engine soul sucking and his gun magic helps and the S5 on 'Burning Alignment' lets you kill off his Ethereal units without too much difficulty. Plus the Ancient Steg is great for breaking apart Skeleton or Zombie tarpits, they're unlikely to hurt it and you can outgrind them with Impact hits and Thunderstomps. Obviously a charge of last resort, and Varghests/Terrogheists/Crypt Horrors will still wreck your face (same for Vamps and Death/Metal sniper spells).
Saurus are going to die hard, even with Light buffs you'll probably get dragged under by sheer numbers (with 'Nehek' being AOE, their cheap horde formations just keep staying Steadfast). Skinks are pretty close to useless, the big monsters have Regen (albeit low but it can get buffed by Mortis Engine) and lots of wounds, so blowpipe sniping is hard. Blowpipes can still be good against Vargheists and Crypt Horrors (provided you hit Crypt Horrors with a flaming attack first). Trade your Core to buy time for the Slann to unleash magic to obliterate the hordes.
Temple Guard need substantial buffing to swing combats. Again, like with Saurus, I seriously doubt their ability to outgrind the Skeletons or even Grave Guard. You'll cut down things like Vargheists, maybe even the big monsters. The big blocks of never ending undead are going to be tough though. Magic will be crucial to whether you face down a pitiful remnant or an unstoppable wave.
Salamanders are once again worth their weight in gold. You can focus your magic elsewhere, whilst these guys annhilate the Grave Guard Deathstar and Skeleton horde blocks. Expect the Vamp player to slam Ethereal or fast movers into them to kill/shut them down, but even 1-2 turns of flaming will cause so much carnage. Focus fire to achieve best results, if you let the Vamp player have even a few left of a unit he'll just multi-cast 'Nehek' until they're back to a useful size.
Looking over the reviews and builds people are starting to make, I don't think there will be a huge change required for our already effective builds;
Slann is still a must-have. You'll need magic to take down the Hexwraiths, the Grave Guard Deathstar (it's still largely intact), Spirits, Cairn Wraiths, Banshees etc. And of course for nuking the Mortis Engine/Coven Throne/Terrogheist should they bring one. Light and Shadow are both strong choices, which you take depends largely on your opponent's build. If you can, Double Slann and take both (their combat Lords are generally going to stomp our Saurus heroes anyway).
Old-Blood can still work, you'll need to think carefully about his item selection. If you have Lore of Light on the Slann, you can take Burning Blade/Piranha Blade and buff him to I10/ASF so he can duke it out with the enemy Vamps. If you take Shadow, Sword of Swift Slaying/Hornet will be essential so you don't get assassinated before you can swing. Getting Armour of Destiny/Talisman of Preservation is a good choice, maxing out armour won't help against Vamps and Death/Metal sniper spells will still get you if you don't have ward.
Scar-Vets will badly need Light buffs or ASF swords if you are going to duke it out with Vamps. EOTG is great, 5+ ward against Mortis Engine soul sucking and his gun magic helps and the S5 on 'Burning Alignment' lets you kill off his Ethereal units without too much difficulty. Plus the Ancient Steg is great for breaking apart Skeleton or Zombie tarpits, they're unlikely to hurt it and you can outgrind them with Impact hits and Thunderstomps. Obviously a charge of last resort, and Varghests/Terrogheists/Crypt Horrors will still wreck your face (same for Vamps and Death/Metal sniper spells).
Saurus are going to die hard, even with Light buffs you'll probably get dragged under by sheer numbers (with 'Nehek' being AOE, their cheap horde formations just keep staying Steadfast). Skinks are pretty close to useless, the big monsters have Regen (albeit low but it can get buffed by Mortis Engine) and lots of wounds, so blowpipe sniping is hard. Blowpipes can still be good against Vargheists and Crypt Horrors (provided you hit Crypt Horrors with a flaming attack first). Trade your Core to buy time for the Slann to unleash magic to obliterate the hordes.
Temple Guard need substantial buffing to swing combats. Again, like with Saurus, I seriously doubt their ability to outgrind the Skeletons or even Grave Guard. You'll cut down things like Vargheists, maybe even the big monsters. The big blocks of never ending undead are going to be tough though. Magic will be crucial to whether you face down a pitiful remnant or an unstoppable wave.
Salamanders are once again worth their weight in gold. You can focus your magic elsewhere, whilst these guys annhilate the Grave Guard Deathstar and Skeleton horde blocks. Expect the Vamp player to slam Ethereal or fast movers into them to kill/shut them down, but even 1-2 turns of flaming will cause so much carnage. Focus fire to achieve best results, if you let the Vamp player have even a few left of a unit he'll just multi-cast 'Nehek' until they're back to a useful size.