I really like the update, especially some new units like the Priest of Sotek and Cuchlan Riders that have some really nice models out there but no official rules. It's amazing the amount of work you've put into this, and I think it's defintely the most comprehensive rules revision I've seen . Some thoughts on the rules in general:
- Jungle Swarms are still overcosted, this update is an ideal opportunity to fix that
- Southlands looks good overall but it might be nice to add in some more special rules or unit options. For example you seem to have a problem with Culchan Riders and Horned One Riders filling similar roles, maybe Southlands can't take Culchans but can take Horned Ones and vice versa
-Saurus Calvary might be a bit undercosted, as they become very spammable. Spending less than 250 points to get 10 Cold one riders seems a touch too powerful. I might make them 25 points a model, or maybe 26
- Coatl seem to be in a weird spot, as they can only cast one spell and seem to want to be a combat monster but have terrible combat statistics outside of their thunderstomp. Thunderstomp doesn't even make much sense for a Coatl anyway. I might make them a little more fighty and have a special arcane lighting attack in combat
-Adding clarification on Predatory Fighter rules could be a good move
-Making special kinds of poison that Chameleon Skink units could choose between might be interesting, maybe something similar to the Wood Elves' Shadowdancers dances?
thanks for the feedback and your praise! It is truly appreciated
Could you please give me further details about the following?
- how many points should the jungle swarm cost, in your opinion?
- why do you think that horned ones and culchan cover similar roles? The former is for melee and aim to be a more agile version of the Suarus on cold ones, while the latter are for ranged attacks. Am I missing anything?
-saurus cavalry: I might have discounted it too much, however, consider that they come without spear (which is an expensive optional add-on)
In regards to the making differences between Lustria and Southlands and creating exclusive units for the latter, I thought about it, but decided against it: it would probably mean that this troop risks never being used and it would be a waste
- Coatl: I imagine it to be more of a support troop, flying around and casting (either damage spell stuff or buffs/debuffs). It is not intended for fighting. I don't think Lizardmen would need another "big dinosaur" stomping around, while an agile support unit could provide more help. However, I understand that casting only once per round can be a bit underwhelming. Also, as you say, it makes no sense that it can stomp, although the rulebook mentions that also tail-swipes etc as stomps...
What could be an option is offering an upgrade that allows for more casting per turn (e.g. twice a round?). Also, I was thinking about another upgrade allowing for using High Magic as well, besides the already listed lores.
- Could you please advise about which kind of clarification is needed for Predatory Fighter? What am I missing?
- could you please provide more details about what you imagine for chameleons?
One thing that I am always on the fence about adding to basically all lizardmen troops is 'Forest Strider'. As they live and fight in the jungle (which is by far more intricate than any forest) it would make totally sense. On the other side, I am worried about making Lizardmen too good