Copied this feom FB!
To be honest I thibk we aregoing to be verystrong next eddition
As of now we are seing more amd more seraphon armies close to thetop tables.... Now with point reductions and summoning and multiple command habilities our sinergies get evem better.
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So for all the boys that havent seen the copy of the new rules ill make a quick post about whats new.
For the mods ill already say i got permission to post this as all the books are able to be viewed as open copy in GW stores. if I still break any rules I'll take the post down.
But now we will first talk about point drops! Our units in general didnt see a lot of point changes (RIP kroxigors) except for the batallions which is going to make quite a few of you very happy.
The Oldblood on Carnosaur, Saurus knights and Saurus guard all dropped an amazing and game changing 10 points. The stegadon dropped 20 points but worst of all, our skinks lost their max unit points reduction.
All the battalions from the previous books are in this one, with a minor tweak to Fangs of Sotek. the battalions on the other hand got a major buff. While the shadowstrike and heavenswatch starhost still cost 180 points, Our thunderquake starhost got dropped to 120 points! Fangs of Sotek is dropped to 70 points and gives a new ability. The ancient warlord ability is changed that you now get 1 extra command point at the start of the battle. But the biggest boy of them all is that the bloodclaw starhost, which presumable lets you use free command abilities, is dropped to 150 points! I might have forgotten one or two but in general all battalions seemed to have dropped. The cheaper ones generally stayed the same.
Next up command traits and artefacts. All the traits and items are once again the same in name and nature, but they have some minor tweaks to them. I will only write down the ones that are different
Arcane Might: Reroll a failed unbinding or casting roll
Disciplined Fury: Reroll hit rolls of 1 for melee weapons.
Mighty War Leader: Roll a dice in each of your hero phases,
on a 5+ you get a command point
Artefacts
Light of Dracothion: One time auto dispell a spell within 15".
Incandescent Retrices: Same stuff but your hero heals D6.
For allegiance abilities the only change we got is that our spells add an extra 6" if your casting is 10 or more. This seems more reliable as you can put a slann on steroids and just slap stuff globally.
Summoning: Im going to try and recreate the list as close as i can remember it but dont hold me at gunpoint for any mistakes.
6 points: 10 Skinks, Salamander, Razordon, Handlers
12 points: Terradon, Starpriest, Ripperdactyl, 10 warriors, Sunblood, Eternity warden, Oldblood, 5 Guard, 5 Knights, 20 skinks, Skin (star)priest.
18 Points: 20 warriors, troglodon, Engine of the gods, Kroxigor (RIP), Chameleon skinks
24 points: Carnosaurs, bastiladon, stegadon
This is all about 80% certain as i had only an hour to look it in and its 2 hours later as im writing this down. For shits 'n giggles ive already looked into some lists
With the points drop for knights it could actually be (more) viable to use a firelance starhost. The 40 point drop, if you take 20 knights, helps paying for a new endless spell called Chronomatic Cogs. This spell lets you add 2" move to your army and either add 2 to charges or reroll charges (i didnt look that much into it). Add to this your constelation and you have an army that can crash 2x 10 man units of knights into the enemy turn 1 with a 3" charge. Another fun one could be with the fangs of sotek, giving you a 10" move turn one without marching. If you have an engine of the gods that somehow rolls 3 6's you got lizards sprinting 20" in a turn or 40" if they march.
This is all i could write down, hope it helps some of you lizardbois out