Same, lol! I do want to see how the new edition turns out, but there's also nothing stopping me from continuing to play 2nd edition with my friends if it turns out not to be fun.
They've basicly said as much in one of their posts: There's two important bits: first they mention initial sizes of units are going to be a bit different. And second, they mention that battleline can only be reinforced twice, allowing them to go up to 3 times their MSU. Right now most max sized battleline units use 4xMSU. So it seems likely that unit sizes will change.
that also means you can't run salamanders in groops of 3 any more 2 seems to be the limit for non battle line
But SW and Skinks comes in the boxes of 20 and 24. Dire Wolfs comes in 10 and in LoN they were in min size of 5, now 10 (as far as I remember). Like in the boxes.
those don't hurt as much. even i don't take krox in bigger groups then 3 and 6 is about as big as you ever want taeradons to get
I used to field them in big groups of 9 (no moon hammers) along with 10-20 skinks (for +1 to hit) with javelins in FoS. They're good objective grabbers/holders.
they can be but i find they do best as heavy support. that and the new coherency rules means they would be waisted in 9s
Another thing that gives me pause on my own thought is that I doubt GW wants to make skinks go to base-20 or so. That would let us field a blob of 60 which would be disgusting with a priest and Starpriest
I would really like it if they did adjust the MSU of most battleline so that you could at least get to 40, but as @ArtoriusaurusRex says, a lot of the new rules seem designed to stop lists like Skink spam, so I doubt that they'll give us that option, but who knows? While I'm certain that Thunder Lizards will still be a pretty good list, anything that relies on buffs (like our troops) are going to become next to useless with the size restrictions and also only being able to benefit from 1 CP per turn. 10 Skinks or Saurus are *extremely* lucky to get even 1 wound through on a 4+ save due to how bad their attack profiles are unbuffed. Even 20 Saurus will have a hard time dealing with something like 5 Orruk brutes unbuffed. At least the unit alphas will be able to spend CP so we don't have to waste heroes babysitting 10-man units. Until we see more rules, things look pretty grim for armies that like to buff weaker warscrolls.
Hmm, I might be missing something, but where have they stated that a unit can only benefit from 1 CP per turn? I've heard the rumors regarding that buffs can be capped, but this is not the same thing. Or am I missing something? Edit: wanted to quote a part of the post above by Kilvakar but managed to fail with that.
No worries. It was stated in the Warhammer Community article that talked about core battalions and reinforcement rules: "The new ruleset allows each unit to benefit from only a single command ability at a time, so you’ll see a lot more synergy with multiple units working together, instead of budding generals putting all their eggs in one basket. You won’t feel quite as compelled to ‘max out’ every unit to make them effective." This is a clear statement of them wanting less focus on buffing single units and more smaller units just running around fighting. However, most of our strength comes from stacking buffs on our otherwise relatively weak warscrolls to help them hit above their weight. While we'll still be able to stack non-command ability buffs like the Starpriest's staff, a lot of our buffs are based on command abilities, hence why we generate so many.
it can be found in this artical hear right at the end https://www.warhammer-community.com...atched-play-army-building-in-the-new-edition/ The new ruleset allows each unit to benefit from only a single command ability at a time, soyou’ll see a lot more synergy with multiple units working together, instead of budding generals putting all their eggs in one basket. You won’t feel quite as compelled to ‘max out’ every unit to make them effective.