So the ruleset for third edition has been released, and a lot of the synergies we're used to will longer be viable. - Modifiers being capped at +/-1 and hordes limited to 30 models means Skinks lose fair bit of their output - New coherency rules reduce the effectiveness of Skinks as a screen, and how easily we'll pile mobs of Warriors and Knights into combat - Salamander squad size capped at 2, meaning we won't be quite as efficient at LoSaT'ing and melting key targets - No stacking of command abilities has big ramifications for Thunder Lizard and Koatl's Claw - Thunder Lizard and Koatl's Claw also suffer from the loss of warscroll battalions (extra attacks given by Thunderquake, extra rend given by Sunclaw) With these changes (and many others) in mind, how do we think our strong lists will be looking in 3rd edition? While we don't know what our points costs are at this stage, I think we can start identifying which units have potential and which can be written off. I myself am thinking Kroxigors might start sneaking into more lists - while the extra attacks from a Thunderquake are sorely missed, their warscroll is decent at a baseline level (2" range means they're usable in 6's) they otherwise aren't punished by other changes coming with 3rd. The new universal prayers also make our Priest even more useful, handing out mortal wounds on 6's to hit. We'll be able to stack this on the units that already benefit from the Starpriest's venom staff (Skinks, Knights) for another damage boost.