Hi, I'm new to the site; been reading it for a while but holding off on actually starting an army until 8th ed, just gaining a sense of how the army work from the tactica and army list threads posted around here.
There have been some updates on Warseer which really change how things read. Firstly, EotG seems definitely out -
All from Avian (confirmed):
25% max characters (includes mounts)
.
On the heavy troops not marching, we have:
* - Rumoured to be something like this:
All infantry and cavalry models (i.e. smaller than ogre sized) with a passive non-magical save of 3+ or better cannot march move. I.e. heavy armour and shield would allow you to march, as the +1 HW & shield is only in combat.
Brettonians and Dwarfs will be exempt
Now this means characters might be ok if youthrow on a magic shield depending on how it works. If not, putting a Saurus Scarvet on a cold one in a unit of saurus will actually
slow the unit down to 7" a turn.
All of this pales a little into insignificance next to the realisation that Temple guard have a basic save of 5+ scales, +1 armour, +1 shield... Which means Temple guard will be crawling around the table at a maximum rate of 4" a turn.
With regards the second rank Slann: we may not have the issue because the current rule is that characters may only attack if in the front rank (or base contact) regardless of equipment etc. It may be that tyhis rule remains unchanged to avoid characters hiding in a unit, unable to be singled out but still capable of attacking.
If not, the Slann is going to be very odd. Our special rules mean that for all intents and purposes a Slann in TG is not really in combat; they can still cast spells, still have LoS over the combat etc - all of which would be very strange if it can also attack in the combat it is not really in. I do wonder whether the Terror ability will be worth it on a Slann now to get the basic +2 combat res for the unit though.
On the subject of TG, aside from the movement issue, there is supposedly a downgrade to stubborn, which could really hurt.
Stubborn
* If you are only engaged to the front and have more ranks than the opponent, you are Stubborn. - Avian/Harry
The biggest news to me is the multiple ranks thing. This actually really hurts Saurus as it stands.
# Infantry models in the second rank can fight, with a maximum of 1A per model (with whatever weapon they have). - Avian/Harry
# Special rules apply as normal.
# Spears +1 rank as normal, but one attack only (fighting in 3 ranks).
So Saurus get two attacks from their front rank, 1 from their second, one from the third. That works out at exactly the same number of attacks, but now you need three ranks instead of two, and with missile fire and attacking last even should you charge, this means 4 ranks required to have a chance of getting full attacks.
Worse still, while Saurus are downgraded slightly, everyone else gets a decent boost. High Elves aren't worth complaining about because of the serious reductino to the usefulness of ASF, but Executioners in two ranks without losing attacks from casualties? Every single attack unit without spears doubles in damage potential, more if they would normally have struck second. Any single attack spear unit increases in power by 50%. High Elves increase by a notional 33%, but in practice will only benefit from this in blocks 4-5 deep instead of across the board. Greatweapons and halberds in single attack units, for my money, do best out of this change as it stands. Our TG get an extra attack each (Slann-screen excepted of course) but really pay for it in other ways.
Finally, the warseer rumour on ranged attacks will not affect our skinks at all:
Units armed with bows, short bows and longbows fire in two ranks. Units armed with handguns, crossbows, anything else fire in 1 rank - Avian and someone else, so I'm considering this confirmed now.
We have javelins and blowpipes, no bows.
There are of course positives: Kroxigor units getting a rank bonus at three wide, +1 combat res from fear, attacking in two ranks with full attacks and gaining a crush attack (Ogre impact hits perhaps?) makes them by far the biggest winners I can see. Oh, and Salamanders of course.
Only other thought is that if Pit of Shades survives the transition with the change to partial hits, that thing could destroy saurus armies by itself.
These are of course all rumours and should be taken as part of a whole package rather than individually, but there's a lot worth thinking about and several changes more harmful to current favorite units on closer reading than perhaps at fisrt glance.