You quoted everything I said as being
@Erta Wanderer. Just an observation
Ah sorry, I copy paste the quote command back in when splitting posts like this into responses, must have used the wrong one
@Canas it kinda feels like you have specific units that you want to be strong in the way in which you want to wield them and will just make up any reason why it should be that way. Like, the fluff argument for Skinks has no rooting on AoS or Fantasy. There is no part in the Seraphon book that says the majority fighting force of Seraphon is Saurus.
The whole idea that Saurus are specificly bred for war, while skinks are the artisans, priests, and various specialists seems to be fairly important in our fluff. I base the idea on that. After all, if you're going to have a subrace who are literally born to be battleline-troops why would those not be the core of your army?
You also only seem to consider a unit as doing something if it kills an other enemy unit. Even with Summoning your argument seems to be that if our units were good in the first place then we wouldn't need to summon.
Like, it feels as thought you dislike things that are utility units and only want things to be good if they are killing. Maybe I am way off base. Wouldn't it be boring if all our units were just another version of how to best kill enemy units. I do agree that more than just Razordons and Ripperdactyls need to be good at killing things. But Skinks and Chemeleon Skink do exactly what they are suppose to do by design. Sure, everything in our book would be better if it harder, hit more, rended more, had a better save, and more wounds.
Yes and no. Utility focused units are fine, but I dislike it when it's used as an excuse to keep them extremely weak in combat. Now obviously a utility unit shouldn't also be a combat monster, but it shouldn't be completly harmless either. Skinks for example in a group of 10 are harmless to the extent there's simply no point in killing them if you don't have to. Even a 6+ save unit doesn't have to fear them. I'm not saying 10 skinks should be a terrifying threat, but at the very least you shouldn't be able to outright ignore them.
Apart from that I also think that utility focused units should still activly participate in the game, the easiest way of which is by having them participate in combat. They don't necesarly need to be super effective, but they need to at least provide supporting fire, or at least activate abilities during multiple phases during the game. Their activity shouldn't be limited to "and now I do my supportive thing" each hero-phase or "cuz I stand next to this guy he gets a re-roll". They need to either provide some supportive fire, so they do something usefull in the combat/shooting phase or give them supportive abilities that require some kind of active play during multiple phases, the eternity warden jumping in front of the Slann is a good example of this, he actually gets to use his support at multiple points in the game instead of just blowing his entire load during the hero phase and then doing nothing for the rest of the turn. The easiest way however to keep a unit "active" throughout the game is by allowing it to do significant supportive fire.
every thing our army does is old world just memorys of what was it has more effect on our army then any one else. so the only time it happened was all the time? yaaaaa fun that. quote (Instead of just being an unorganised horde that crushes the enemy under weight of number) unquote poor choise of words there.
The point is that they're
not an unorganised horde when used in an actual army, so no perfectly fine choice of words
the storm priest is just the old master of the skies updated to work with AoS rules and the priest keyword nothing new there.
I'd count that as something new as it's a non-existing unit.
Also, sticking to the currently existing stuff will pretty much guarantee you're going to keep several of the issues we currently have. As an example you will not be able to turn skinks into halfway capable troops if the 1 warscroll is responsible for a melee version, a skirmish/objective grabber version & a horde unit version. It's simply too many different things for one unit and will make your balancing wonky.
As for the units:
Eternity warden: I'd drop alpha warden and give him a good ward-save.
Guard: depends on what you do with their battalion. Also your sworn guardian rule is a bit odd. Based on what you've written there on a 5+ they take 2 damage instead of 1 when an allied hero is wounded? Why do they take more damage?
Warriors: I'd drop the larger pile in. Probably not worth the additional pointcost.
Rippers: Either allow us to place more toads (say a toad shows up each hero phase), or allow us to move the toad more efficiently. That or just completly remove the toad and solve it a different way.