So now we know the rules, we know the warscrolls, everything. After having reviewed it quite a bit, done mathhammer, theocrafting, checked out podcasts etc. I have some thoughts on the new book and especially want to hear some opinions on specific warscrolls and their use. I am loving the new coalesced, and it is exactly what I wanted from Seraphon, so disclaimer will be that my opinion might be biased in that direction and my judgement will heavily weigh into that playstyle. This is also just opinions and I really want to hear other perspectives too. So here are the warscrolls I have a hard time seeing a place for, or am puzzled about: Old Blood on foot: This guy is just a worse sunblood. The sunblood giving +1 wound against an enemy unit opens up some nasty tactics at least and also deals more damage and has better synergy with some artifacts. So why use the oldblood? Eternity Warden: Oh boy, what is the point here, he is is an old blood on foot, but he can soak slann wounds. His command is the same as old blood but only works on saurus guard, another +1 to hit, which is so bad with many other sources of +1 hit, entirely pointless in a Koatls claw army too where you'd probably see the most saurus. Scar Vet on cold one: 3 attacks with 1 damage. That is all this guy can muster, lame grot wizards hit harder than this fellow. Is this scar vet someones handicapped cousin? Command ability is another lame random battle tome generator thing, with no unique mechanics or flavor, he at least had a purpose with a unique command to knights or mounts or something, but no. Saurus Guards: They got that 1 wound more, but what did it cost... everything... good saves are gone, good synergy with the eternity warden gone, battalions are gone. They don't even have a higher bravery stat than saurus warriors. for 90 points you can get 10 saurus, so the same number of wounds, but especially as coalesced with 2 bites each, the number of bodies will win. If there are 15 or more saurus, each saurus will be almost on par with 1 saurus guard which costs twice as much. Ripperdactyls: While not as bad as others on this list, they just seem rather meh compared to Terradons now, both are ultra light skirmishers, and none of them got enough hitting power to use as anything but an annoyance. The Terradon just does that job much better now I think. Shoutout to the hero version as well. By the skin of their teeth mention: Razordons - these guys got some more range and a stable stand and shoot for half the shots instead of 50/50 chance, fine. They suffer from the same damage output but with a huge skink handler tax. Salamanders just hit SO much harder for the same point cost, around 3 times harder! I like both units now, 240 pts for 3 + handlers is expensive, but decently durable and they hit very hard in melee, where Salamanders win again due to having a jaws attack! So these are some of my toughts about the internal balance of the units in the book. I guess some of them might shine a bit more in a Starborn army, such as Saurus Guards when the +1 jaw attack is not in the equation, but mostly I feel the mentioned units all have better alternatives to pick in all situations. I would love to be proven wrong though, or hear if anyone got other units they would add to this list.