INC: MASSIVE WALL OF TEXT, be warned

EDIT: made it a bit more readable by adding bullet points..
What they should be:
- Skinks: light skirmishers. Currently lacks meaningfull damage (seriously 1 hit per round of shooting in a group of 10 is pathetic...). Beyond that they're actually more or less fine.
- Chameleons: light ranged troops, ambushers/semi-assasins. Currently too squishy, too expensive and doesn't take either of the assasin or the ranged theme far enough making it excell at nothing. Right now it's just a weird unit you use to teleport onto an objective at the last moment.
- Skink handlers: light support troops. Currently fine given what we use them for. Combining them with salamanders/razordons into 1 "unit" like how a dwarven cannon + cannoneers is 1 "unit" would be absolutly brilliant though. Preferably also in such a way that you can't easily kill the handlers to massivly weaken the razordons/salamanders. Also should probably have more uses. Also, kudo's for the genius who gave them their eyestabbing rule. Excellent way of ensuring that a small supporting unit with terrible stats is still capable of attempting to defend itself in a halfway meaningfull way.
- Terradons: light skirmish cavalry. Currently mostly fine, the bombs are a tad awkward though and needs some love to make up for powercreep
- Rippers: light to medium shock cavalry. Currently mostly fine
- Knights: medium to heavy line cavalry. Currently almost fine, lances need a rework though and needs some love to make up for the general powercreep.
- Warriors: medium to heavy line infantry. Currently does not fullfill it's role in the slightest. For some reason made into a cannonfodder horde unit
- Guard: super heavy elite infantry. Currently far too squishy. Offensivly mostly fine though, even weirdly powerfull with the batallions D3 damage.
- Kroxigor: heavy monstrous shock infantry. Currently massivly undertuned, the death bite thing can be outright detrimental in certain situations & the moon hammer is too dependent on a horde to function (give it a minimum amount of hits at least..)
- Bastiladon: super heavy behemoth. Currently not as sturdy as it should be. Lacking offensivly as well especially in melee. Powercreep is very noticeable for him.
- Stegadon: medium to heavy behemoth. Surprisingly squishy, bow lacks in volume of attacks, melee is mostly threathening on the charge. Blowpipes have the same issue as the moonhammer. Overal weirdly tuned.
- EoTG: medium to heavy support melee behemoth, buffshrine. I'd like to see it do more with the buffs/debuffs instead of the several random damage effects it has. Other than that very much the same issues a stegadon has.
- Carnosaur: medium to heavy shock behemoth. Needs mount traits. Undertuned. Again, noticeable powercreep issues.
- Troglodon: light to medium support shock behemoth. Undertuned & the supportive power is underwhelming. Why isn't this a hero? What is it trying to be?
- Razordon: medium to heavy monstrous artillery, anti-infantry focused. Currently mostly fine, needs some love to make up for powercreep. Also I feel the handler bonus should just be baseline.
- Salamander: light to medium monstrous artillery, more anti-armour focused. Needs better range, needs multiple attacks for a smoother curve. Handler bonus is an even bigger issue here as they already lack range.
- Skink priest: light-medium support ranged hero, buffer/debuffer. Priest. Currently lacks prayers, ranged attack is underwhelming, utterly incapable of defending itself against even the most minor of threats also falls over to a stiff breeze. Make it a vaguely capable combatant, improve it's ranged attack & give us some prayers already. And have him help with summoning
- Skink starpriest: light-medium support ranged hero, buffer/debuffer. supportive wizard. Priest Currently somehow worse of a combatant than the regular priest as it doesn't even have it's ranged attack... Also give some alternatives for the venom in case there are no applicable targets. otherwise the exact same complaints as the priest. At least we have a spell-lore now.
- Skink starseer: medium support ranged hero, buffer/debuffer. Main battle wizard. Priest. Leader. Currently just all sorts of terrible.
- Slann: medium support ranged hero, buffer/debuffer. Main battle wizard. Leader. Currently too focused on our summoning. Give it some reason to actually cast spells. Also, give him some ranged attacks so he gets to do something outside of the hero phase (or make it worthwhile to send him into melee)
Summoning
should be divided up amongst the slann and various skinks instead of all be loaded into the slann. I don't think "summoner" should be a seperate role in the current state of the game.
- Eternity warden: super-heavy support melee hero, bodyguard. Untertuned, powercreep issues. Also, maybe allow it to guard things other than a slann.
- Oldblood: super-heavy support melee hero, leader. Currently far too weak offensivly on foot (and on carno the mount does most of the work..). Supportive ability is underwhelming as well in all its forms.
- Sunblood: super-heavy melee hero, champion. Currently mostly fine, needs some love cuz powercreep but at least it's actually capable of punching something unlike our other heroes... Especially lacks reliability compared to similar heroes from other factions
- Scar vet: super-heavy support melee hero, leader, champion. Currently mostly fine, needs some love cuz powercreep. Especially the one on cold one is in a suprisingly good place.
- Astrolith bearer: heavy support melee hero, buffer. Another hero that's a weirdly bad combatant... Could use some more focus as well. Right now it supports hit-roles, wizards & summoning, pick one to be really good at instead of being mediocre at all. Possible solution allow us to pick a specialised icon or something.
As a general remark: most of our stuff is undertuned. Many of them try to fullfill too many roles at once, or have too many disconnected effects. Only a handfull actually do what they should, and even then they're often undertuned.
We don't have assasins.And we don't have any proper horde unit (or at least, shouldn't... we don't have anything like skavenslaves or grots where the main tactic, in fluff, is to have your opponent run out of ammo...) Other than that I don't think we really miss any role.
As for the classifications:
light/medium/heavy/super heavy indicates how heavily armoured a unit is
Shock troops are your classic hammer, usually a bit more squishy than their counterparts but with greater damage.
Anvil isn't really a seperate role as you can use anything that holds the line as an anvil. Hell you can use a literal anvil as one.
Line troops are your general purpose troops that are supposed to switch between tasks depending on what's needed. They form the core of your army.
Monstrous classification indicates the unit in question is particularly big and savage making them generally stronger than their non monstrous counterparts. This usually gives them some freedom as they can just as easily break an enemy line as they can hold their own (after all, can't really trample them with a cavalry charge..)
Skirmishers have decent ranged harrasement but won't outgun proper ranged troops. In exchange they have more mobility.
Support ranged X means they have supportive effects (e.g. a buff) and are capable ranged combatants
Support melee X means they have supportive effects (e.g. a buff) and are capable melee combatants.
Leader heroes focus on leading your troops using buffs or re-positioning tools forming the lynchpin of your formation
Bodyguards focus on protecting your troops (and other heroes)
Champions go around murdering stuff in glorious combat
Wizards throw around spells, generally more damage focussed than priests
Priests throw around prayers, generally more utility focussed than wizards
The rest I assume is selfexplanatory
This enough of a giant wall of text?