the carnosuars i think you mixed up shield of the old ones the killy one is now also the more durable one so no one will take the scarvetran on top of that all of there problems are still around they are big fragile monsters that cant hurt anything the. rend does help
ASTROLITH BEARER good lord man this guy was mandatory before before but now he is the best heo you can feild out side of the slann hands down if he is not on the feild you are doing things wrong dang 110 saurus warriors turn 2 is crazy now that they are good dang
Well I made that design change as I think it's ridiculous that the more seasoned warrior goes in with less protection that the regular old veteran. I have changed the points costs for each to represent this that an Oldblood is 300 points but is killy and tough while the vet is only 220 as a killy unit but not as deadly so you could spam him more.
I find it funny you love the Astrolith so much he's basically the same as he is now (which is still ludicrously good) just adding the mechanic for my summoning but glad you like him.
chameleons noooo nonono the only reason any would take them was the zero range teleport they are baaaaad range combatants and the buffs don't fix that if you realy want to nerf the teleport at least drop the delay otherwise they would be shelved never to be seen again
salamanders the range is great! and for the price the damage is good 6 of them is just wooooow
razors remove ither the 4+ or the once a turn on over wach otherwise the same as abouve
trog rend good damage is still bad abilitiys are still bad why isn't he a hero?
bastiladon is still way to expensive for what he does ether buf his atacks or drop his price to 200 the fix to sotek is good
kroxagore oh they need way more help then that the rend is nice but backwerds the moon hammer is for hords and they don't normaly have good saves jaws is at least legible now but .5 mortals a attack is not good
terradon and rippers mostly good but you do not need to make them even more fragile with swooping dive the only reason rippers are any good is those rerolls and they already die like no tomorrow
I have made the points changes to the battleline as you have suggested. I have also added a rule to the chameleons that when they damage a unit it halves their movement and forces them to charge on a 1 D6 that might be enough utility to make them viable or at least useful
I love salamanders, razors have the overwatch ability currently so I don't see why to remove it its a fun thing but the salamanders can have way longer range shooting as a balance
Trog isn't a hero now I am unsure as to why we could make him a hero but perhaps he can be cheaper even more. Thinking about it it's probably to clear up our Hero selection because we already have a ton of heroes and the trog would just bog it down even more.
Bastiladons are the tankiest mofos around and we still can give them save rerolls I don't think it'll be good to change their points cost they are one of the best behemoths we have at the moment. I like that you like the Ark change.
Kroxigors could be given more attacks but I gave them synergy with skink handlers to reroll their hits and wounds to help them out.
Terradons and Rippers are fragile but their swooping dive ability was meant to make them super vulnerable. I would like to think this would force people to attack with Rippers immediately as you can't wait and also limit the mass charges of multiple units because you only pick 1 unit to fight first then the second one is probably dead.
battalions firelance thunder quake are good
sunclaw and eternal are meh the 12" range on eternal make it really hard to be where you need to but the buff is good
shadow strike is wheridly complicated and probably kills rippers making it impossible to drop inside of an army which is why it worked the teradon buff is ok
dracothian is verry expensive costing 1010 points to run
I have changed the points around for the sunclaw and eternal to make them potentially more interesting. Shadowstrike is a currently weird battalion rippers being able to drop into the middle of any army is not going to stay around it just sadly isn't. GW would have to lose their minds to keep it as is everything is become 9" but potentially with a bonus which is what I gave them. I made it complicated also to help Terradons since the battalion before helped Rippers way more than Terradons so I was trying to balance it out. Besides I don't think it would be the end of the world to see more Terradons running around.
As for the dracothian I have decided to remove the eternity warden and make the cost a little cheaper so the running cost is now 820 points. Still expensive but the ability to teleport 4 times turn 1 can be bonkers and you're running most of the units in the battalion anyway.
I have made some more tweaks to the summoning rules, have you had time to look at it?