I picked up seraphon for the dinosaurs. as for my fixes; Saurus knights and warriors need a flat 4+ save. Better saurus combat Skinks need to be more Killy Rend on our dinosaurs Mount traits
I really like summoning, but I agree that there should be a different way to go about it other than making the Slann do nothing but sit there and accumulate points.
I like your idea of subfactions, but I would say kroxigor / saurus / skinks are the subfactions and give them more specific rules and synergy for each. Get rid of the useless battalions and make faction specific ones. Based on that idea it would be nice to see an elite kroxigor type army where the battalion gets bonus's MWs or saves or special spells that can't be taken if you have anything other than Kroxigors and beasts, a basic saurus army where the battalion gives buffs to knights/warriors and focuses on rank & file type of gameplay, and skink battalion that gives bonus to heavy beasts based on how many units of skinks/starpriests you can field similar to a shadowstrike or thunderquake.
A small fear has surfaced. One that makes little sense from an army lore standpoint, but the recent stories about the Seraphon have only fed the small fear. What if we don't get a plastic Slann kit? What if that means they're no longer a model on the table? What would that mean for the army? WHY? Of course, that's just a pessimistic thought.
You mean like how the Slann was dying in that Malign Portents story? I don't know, that wouldn't make sense at all if they were to remove them. I think that story was just showing how Skinks and Saurus could act independently if they needed, and how there were still spawning pools on the temple-ships. I really can't see them removing the Slann. I personally don't think they'll remove any units at all. I don't think we're going to get any new units either, but definitely not going to lose any either.
GW has been consistently been surprising me with some of their decisions. If they did remove the Slann, there would no doubt be a shock, but I don't think they would leave us without something in that void. What that might be, of if it will even happen, is sort of the fear.
I'm pretty new to the lore/game - but isn't he our main (only?) reliable general? Not to mention all lists I see online have him as general.
That they are seeing as taking any othe general choice weakens Seraphon significantly. There's little to no chance they would phase out the Slaan at least lore wise... Theres still plenty of finecast models in new army books example being yeti from mawtribe so a highly used and lore established one such as Slaan should be safe. Would be nice to see a new plastic slaan/kroak kit or even just a new kroak model and utilize the old model as a new generic Slaan mummy unit.
the slann have been dying for 3 decades now just becouse one is sick does not mean the rest will die GW just seems to like races that are "dying" out the eldar for one.
meh, we've got kroak who's literally too busy killing daemons to die. So even if all the slann technically "die" that wouldn't necesarly mean we'd lose em. We'd just get more mummies. And with how much undeath GW has been pushing out lately that wouldn't even be all that weird..
I'm definitely looking at saurus buffs for sure. For a unit type that fulfills the role of heavy infantry/heavy cavalry/close combat hero, I'd expect warriors to be more self-sufficient (i.e. not as reliant on warscroll battalions or buffs to be able to give out and take punishment), guard to actually act as a proper, well... guard unit (stormcast protectors come to mind with their special ability), knights to be a more effective hammer, and the heroes overall need to be more combat-oriented in their auras and abilities. As for skinks... for a skirmish game, skirmishers could do with more to make them an interesting light infantry choice rather than just ablative wounds or objective grabbers. Perhaps separating ranged skirmishers from melee skink cohorts might be in order, and maybe some further synergies with kroxigors and the big dinos (i.e. said units count as flying for the purposes of moving, running, or charging through a skirmisher unit), but beyond that I have little further to add on their account. Updated kroxigors (models and warscroll), improved rend on our bigger monsters... I'd also welcome a shift to more plastic kits as well. Bringing back the sacred spawnings feels like a bit of a stretch at this point, but it could make for an interesting subfaction set-up if it's not revolving around emphasizing one aspect of how the faction plays. Speaking of, fixing how celestial convergence points are gained and how summoning is done. It honestly feels like a tax to spend points on a slann just to have him do little more than sit nice and pretty on his palanquin for most of the game. I would also very much like to have more viable strategic options available that aren't just some rehash of "summoning spam, skinks and teleport". I don't have anything pertaining to warscroll battalions in mind right now. One thing that a friend of mine suggested on the topic was the return of scaly skin as a faction-wide special rule for resiliency issues. His idea is that the rule would prevent an opposing attack's rend characteristic from reducing a seraphon's armour save to less than a 6+.
don't natural 6's succeed anyway regardless of modifiers precisly to prevent modifiers from making it impossible to hit/wound/save? Or was that just hit and wound rolls?
Rule of one for successful and failed rolls are this:. Unmodified 1's fail to hit, wound, & save. Unmodified 6's always succeed to hit and wound, but don't always save. There would be no need to give my Skinks their precious starbucklers if they did.
You guys have a lot of interesting things to say. I’m going to give my opinion on the Slann. Model wise, our Slann and Kroak are really good. If they were updated to plastic, they wouldn’t need to change much except for the skink sitting next to them. But for rules and lore, a lot needs to change. I’ve said this before on other threads, but I think it’s worth mentioning here. In the old world, When the Lizardmen had temple-cities and spawning pools to defend, it felt like there was more at stake. Here, you had these perfect warriors, designed by gods to fight the Daemonic servants of evil. When they fell in battle, those centuries they could have had ahead of them are gone. Now, the Slann can just bring them back to life after every battle. There also doesn’t seem to be a clear limit to their power. What’s stopping them from teleporting into the middle of the enemy army and summoning a hundred Carnosaurs? Speaking of summoning, which is usually the reason people bring the Slann in the first place, doesn’t it seem weird that the most powerful wizards in the world only use their special ability by NOT casting? What happened to blasting enemies with swirling vortexes of lightning? Or when Mazdamundi decided to move the continents back into place with his MIND and accidentally destroyed a dwarven empire!?