Is it too soon to call for winners and losers?
Ok, my imperssions.
Losers
5)Astrolith
He was a must-have in any shooting list before. His appication changed drastically and he is a key component in some lists, providing magical bonus and some additional protection. I just think, he should be about 100-120 pts for what is he doing now.
4)Chameleon Skinks
They weren't that popular before, but had some interesting utility. They didn't get better, lost their gimmicky ability, but cheaper only by 20 points. They should be same as 10 skinks, tbh. BUT. Coalesced lost their mobility, so now chameleons may be useful for stealing backfield objectives from weak 5-10 man units. Looks like Starborn don't need them at all, but I may be wrong.
3)Ripperdactyl
No comments. Destroyed in seconds. But they are pretty cheap and coalesced can have some benifit from them. With Chief they may even do some descent damage to low save units. But I think, that terradons will outclass them. They are faster, don't need to engage in combat and deal mortal wounds.
2)Guard
They've lost everything for an additional wound. They only use I can find for them is a unit of 5, defending Slann.
1)Eternity Warden
The only thing he could do is not done by Guard, but they do it better. And he takes leader slots, which we are tight on now. His CA is oldbloods, but worse. He is required for a battalion that you will never take. I converted one at the end of 1.0. Will use him as a Guard Alpha for Warcry.
Nerfed and buffed simultaniously.
-) Bastiladon. Got worse against mortal wounds and high rend, but way better vs no or low rend. Lost rerolls but always shoot 9 times and can do it twice. Significant price drop. I want to run them, since I love them. But, must admit, he is way less appealing in competitive games now.
-) Troglodon. Got better, but price-hiked. Actually, fighs worse than he used to. Spells and stuff are nice but slann can do the same but better for the same points. Jack of all trades, good at nothing.
-) EotG. The ability is worse and costs more now, but way better stat-wise and can put up a fight. Still a descent support unit.
-) Slann. Lost his summoning abilities, which he was taken for and CA is worse. But spells are better and he can generate CA, has decent artifacts and essencial for some lists. Kroak is better in most cases, I'm afraid, but not in every single one. Slanns are not going anywhere.
-) Skinks. Yes, wary fighter were their best ability. But don't forget, that they are our cheapest unit and got better save and melee weapons. The main problem is their low leadership in coalesced armies. Instantly, dread saurian has its use. Btw, in shadowstrike TH they can hit one chosen unit on 3+, if priest commands them. 80 shots, hitting on 3+ may also rereroll 1's. And every 6 to-wound is a mortal wound, if starvenom applied.
Winners.
5) Warriors
Now you can easily make them a centerpiece of an army. With proper support they hit like a truck and decently defended. Unfortunatley, they aren't flexible, like skinks were (and is) and not a great battleline filler and still meh in small units.
4) Salamanders
Unlike saurus, you will probably want them in any roset. They will melt anything with 5+ save or worse, devastate 4+ sv units and deal great damge to 3+ saves. And they are as good in melee (literally, if coalesced or TQT). Very expensive, but they worth their points. Not too survivable, unfortunately, and may flee, if coalesced, but you can play around it. Worse than Razordons against etherial, but etherial is not as popular as it used to be. 1 unit is autochoice in any build, imo.
3) Starseer
He is cheaper and all of his 3 abilities is very important for us. He gives CP and CP is critical now. He allows a unit a 3d6 charge, which is very good, when teleporting or deepstriking. Finally, his spell is awesome both offensively and defensively. You can skip this guy in magic-heavy lists (can, not must, you still want him) and a must-have against high armor enemies and for protection
2) Starpriest
This guy is going in any single list. His best ability is free and very strong offensively. He is a cheapest way to unlock Skinks lore and you always want 1 or 2 spells from it. There are no situation where you don't want him. Warscroll spell is still decent
1) Priest
Very cheap and very good support character. You may even want two of them, because his best ability is a bit random, but you want it to go off as often as possible, because it increases both mobility and saves. Combine with Seer for effective turn 1 charges. And command ability is basically oldblods, but for skinks. Shooting units will benifit from it a lot.
I just looked through all the warscrolls and realised, that most of them got better. Like only 6 units really suffered (above+scarvet), some changed or got a little benifit (above and razordons, kroxigors, etc.) and some are real winners (above +kroak, knights, Carnos) etc.
We may have to learn everything anew, but I'm absolutely not doom and gloom anymore.
P.S.: But really, how should we fight Naked Dorfs? I have ideas against OBR, Slaanesh, Rats and Ghouls. But Naked Dorfs... This thing scares me.