My own
suggestions:
BRB
Focus on combined arms and reduced efficiency of deathstars, magic and cannons.
In the section of how to create your army include the following:
Maximum amount of point per unit are 450pts not including characters. There can only ever be two characters in one unit (most deathstars just died).
Magic resistance work on all magical damage from spells, however their price is now: 20/40/60 and do not stack with a ward save.
Magic miscast table to be changed so spending a low amount of dice doesn't result in dimensional cascade.
@hdctambien mentioned (modified by me) the following:
Roll 1d6 + X where X is the number of dice you used to cast the spell:
2 wizard can't cast any more.
3-4 casting wizard takes s6 hit.
5 -6 s6 small template. d6 dice are lost.
7-8 all wizards take S6 hit. d6 dice are lost.
9 - 10 Wizard loses d3 levels and can't cast any more.
11-12 Dimension cascade.
Which is fairly reasonable. I changed it so even if you spend 5 dice there's a chance to die.
Dwellers bellow can at most do 2D6 (or 3D6?) hits (change casting value accordingly).
Purple sun can at most do 2D6 hits for every unit fully or partially hit (change casting value accordingly).
Look out Sir can be taken against both, ward saves can be taken as normally.
Additionally a vortex may never be cast in combat or into combat.
Change cannons to do D3 +1 wounds. Lone character can very easily die, but monsters will on average take 3 wounds and cannot be one-shotted. Shooting a character on monster is randomized (1-4 = monster, 5-6 = character).
The BSB reroll can only ever be taken in the unit the BSB is positioned in.
Fear grants a -1Ld modifier to the enemy. Should the test fail WS is reduced to WS1.
Terror grants a -2Ld modifier to the enemy and only work in close combat. Should the test fail WS is reduced to WS1 and ASL is gained. Units with ASL reroll successful to hit rolls.
Fear/terror needs to be effective without resulting in entire units leaving the board. I find that to be dumb. Terror units usually have a low initative and WS and thus benefit from being able to hit first, before they die. I'm not sure if the overall effect of reduced cannon efficiency, lower point units and change in BSB combined with fear/terror test is too powerful though. Monsters do need a serious comeback though.
Lizardmen army book:
A modified list from what
@Scalenex posted earlier.
Predatory Fighter can be gained from supporting attacks.
Lords:
Slightly reduce price of Slann.
Change price on disciplines.
We need to increase the incentive to pick the more obscure dicsiplines.
Oldblood needs a price increase somehow.
He's too powerful for the price paid.
Heroes:
Fine I think, maybe point increase of scar vets?.
Reduce spear price on both OB/SV.
Core:
Saurus warriors can take a magic banner worth up to 25pts.
Skink skirmishers needs to be changed so blowpipes are a more worth while unit.
Skink cohort is fine.
Skrox (should be an actual unit entry!):
minimum size of 10 skinks and 1 kroxigor. Minimum price = 120pts.
For every kroxigor you add you also add 10 additional skinks.
Skinks in this unit are priced at 5pts.
Skinks can be both musician and banner while a kroxigor can be a champion.
-1 To Hit against a the kroxigors.
You can only hit a kroxigor if you're in B2B contact with a skink that's in B2B contact with a kroxigor.
At 450pts you can at most have 4 kroxigors and full command.
Swarms are back to core
Make sure one can fill core with swarms so add a rule somehow.
Special:
Templeguards are fine.
Cold One Riders can take magical banner worth up to 50pts and spears cost 1-2 additional points.
Cameleon skinks appear to be fine?
Ripperdactyls change killing blow to ASF on units with the blot toad.
The entire role of a ripperdactyl unit depends on actually being able to deliver the attacks, however, unlike wild riders our guys don't have high initative nor ASF. They currently require a ridiculous amount of skills and attention to be worth it.
Kroxigors are fine.
Added PF for supporting attacks will do them good, combined with changed fear test they'll be better.
Terradons are fine? if the fireleech thingy is an upgrade that costs points it should be free.
Bastiladon base price lowered to 120pts, comes with Ark of Sotec. Can change to Lazor beam for 20pts.
Combined with core swarms and lowered price it's now more worth to take the ark.
Stegadon is fine, however allow skink chief to operate the bolt thrower with his own BS.
At 255pts I don't think anyone would actually deny us the chance of a bolt thrower.
Rare:
Ancient stegadon is fine, although change Engine of the God to 30pts.
Troglodon needs a price adjustment - I suggest 170pts and the channel staff to be included in the price. The PF roar can be used every time it's our combat phase (our turn), but may only be nominated to one unit.
The acid spit is changed to be a small round template that scatters D3 (or D6?) and do S2 no armour save wounds.
Salamander is fine.
Razor done to do armour piercing wounds.
All of those changes would be very welcomed in my world. They don't fundamentally change how our army work, but allow for more creativity without tipping the scale of balance. Ark of sotec bastiladon with core swarms is a decent synergy, troglodon is now more worth it as a support monster and have a good synergy with PF units. Ripperdactyls are now easier to use and CoRs are back to normal haha.
Overall all of those changes would make me very happy. We already have a very balanced book and I feel that those changes combined with the mentioned BRB suggestions would make for some great and varied army lists.
Some of this might come off as powerful, but we have to remember that other armies/communities should do the same. We need to increase the likelyhood of picking and facing the lesser used units and level the internal balance of all books.
The above mentioned are merely suggestions and I'm very open for discussions
