Salamanders return to 120, but become single units (no where near as good if you can't double up on buffs and teleports)
I could see this being ok. This would kind of solve the main issue people have with them, which is getting a buffed unit teleported onto a key target. But they'd still be effective in Coalesced. It's hard to balance things for one side of the army without making them useless or OP in the other half due to how differently Starborne and Coalesced play.
- Skink Priest goes to ~100
- Troglodon and Oldblood on Carno drop to ~235
I know the Skink Priest is good, but other factions have heroes that do the same things or better for a similar price. Maybe bump him to 90 to start, I don't like big point increases without testing.
Saurus Warriors become 2 wounds @ ~150 points, Knights go to 3 wounds for similar points, Guard go to a 3+ save
I'm going to agree with
@Erta Wanderer on this. Everything Saurus needs a pretty drastic rework. But I think they need an even more radical profile overhaul. Skinks should be as they are. Cheap but weak and easy to kill. They're supposed to be our chaff, not our main battleline. Saurus should be 2 wounds, 4+ save, -1 rend on all celestite weapons with clubs being either damage 2 or a better wound roll, and jaws with a better hit/wound profile. Yes, they'd be more expensive, but Saurus are supposed to be a "fighty" infantry. With hordes being neutered in 3e stats like these would at least make them worth taking in MSU. Guard should be 2 wounds, 2" range with polearms, 3+ save and have a built-in ward save. This would make them a good option for tanking and allow them to do something other than just be extra wounds for a Slann. Either that, or you could just give them the ability to take wounds for any Wizard or Priest or your General. Then they'd have a different niche of protecting all your heroes, not just one.
Knights also maybe get rend -1 on either the mount jaws or the rider weapons
Yes. Knights' volume of attacks was great in 2e, it does nothing in 3e with everything being on a 2+ or 3+ save. Without the Starpriest buff, they do no damage at all against anything that isn't chaff. It doesn't matter if you force your opponent to make 10 saves if they have to roll a 1 to take any damage. Knights also need a speed increase and should be 3 wounds.
Ripperdactyls get a 4+ save and Rend -1 on their jaws. 105 for 3.
Again, going to agree with
@Erta Wanderer that this wouldn't fix Rippers at all. They need a total rework. Better coherency rules, better toad rage rules, better everything. I'd vote for making them a true glass cannon unit. Make them fragile but very fast and very killy. Also, give them some of the Poomineth's flying shenanigans like being able to retreat from combat. Give Terradons the same ability, but make them more or less purely ranged focused. Keep the rock drop as a one-time ability, but design their stats so that you want to kite and shoot with them, not just suicide charge every time. Don't give them protection from ranged attacks, though. So our flyers would be hard to pin in melee but would be prime targets for ranged units. Also make the chiefs of either type make both flyers battleline if they're the general. Seraphon air force lists could be a thing!
Either Oldblood's CA (both versions) gets reworked to not be +1 to hit, or Koatls ability changes to +1 to wound on the charge.
Oldblood's CA isn't really a problem, since our units have pretty bad to hit chances to begin with. However, if we made Saurus troops better, then it wouldn't be as needed. But all our Saurus need a re-work, except the Astrolith Bearer. I'd like to see the Oldblood on foot be focused on buffing troops (not just Saurus), the Sunblood be an actual foot hero melee blender, kind of like what they tried to do with Eltharion, but with a bit more defensive theme since they're based on Gor-Rok with the giant shield and everything. And the Scar-Vet on Cold One be faster along with Knights, and focused on buffing and assassinating support characters.
At least two of the following go to rend -2: Carnosaur Jaws, Kroxigor Mauls, Ripperdactyl Jaws, Saurus Hero Celestite Weapons (with slight point increases)
Carnosaurs need to be our killing machines. Period. They need -3 rend jaws, -2 rend on claws, and the Oldblood's spear should be -2 rend. They're supposed to eat Stegadons for breakfast, so why does a Stegadon do much more damage than a Carnosaur *and* last longer in a fight? I've always supported making Carnosaurs much more "killy" than they are. They already die to anything that really wants to kill them, so just make them an actual threat in melee already! Especially to other monsters. The Oldblood needs his gauntlet attack to actually be threatening. Just make it do mortal wounds similar to the Stormdrakes. Right now it does nothing, but GW seems to think it's super OP, along with his +1 to hit CA. Make the Oldblood the big beast that we bring to kill important things, and the Scar-Vet the cheaper version that does less damage but has a different CA and better support abilities.
Kroxigors are actually really good, but I think they could use a flat 3/3 hit/wound profile, and keep the +1 to hit when near a Skink unit.
Ripperdactyls need a bigger rework, as stated above, but getting -2 rend would be a good thing.
Our heroes absolutely need more rend, or at least some of them do. Melee foot heroes in general without extremely powerful stats are kind of in a bad place in all of AoS. But with Stormcast heroes pretty much all having a standard 3/3/-1 rend 2 damage, I think that's a good base to shoot for.
Dread Saurian's Jaw is Rend -3. It also gets the Totem keyword back.
I just don't get why GW doesn't want Forgeworld models to be competitive. Aren't they the same company? Is Forgeworld the black sheep of the GW family or something? lol! The Dread Saurian is already more expensive than the Mega Gargants, has the same wound count, and does much less damage in combat while not being as tough and lacking the special rules they have. Is it just because GW thinks it's unfair that Khorne and Seraphon have a model that could possibly compete with a Gargant if it was actually statted competitively? Anyway, I agree. Dread Saurian needs a buff. It's an option GW refuses to remove from the game, so why not make it actually good?
And this last one I know is going to get some hate: Slann should lose table-wide unbinding. It is the number 1 thing my opponents have complained about, and I personally hate things that dont really have counterplay like that, sentinels lack of LoS, etc
Slann's boardwide unbinding is just about the only special magic rule we have left, and is the only way we can hope to stop armies like Lumineth, Kruleboyz, Stormcast, DoK and others with *much* better spells than we have from wrecking us with said spells. Slann are supposed to be the best wizards in the setting, except for the gods. If you're going to take away the boardwide unbinding and nerf endless spells (already done, people aren't taking them much anymore), then you'd need to re-work the Slann to give them something good to make up for it.