I took an abusive magic/shooty army of death against Luke's Lizardmen, mainly to test out the blunderbusses and magic system as much as possible. My list was:
High Priest, 2 scrolls, extra initiative item
bsb, black gem
2 daemonsmiths, with 2 scrolls total and the extra dispel dice thing
3 units of annihilators, command
20 warriors w/ chaos armor, shield, bound magic missile banner
2 hobbo wolfrider units
4 bolt throwers
5 bull centaurs, chaos armor, shields, gw
daemoneater
hellcannon
Luke had approximatetly:
slann w/ becalming
engine of gods w/ lvl 3 skink
bsb saurus
bound flying saurus guy
big saurus unit
2 skink units
big temple guard unit
terradons
krox
saurus cav
Report:
I had brought a gun to a knife fight, which was ok. My list was probably the most abusive I could think up in short notice. (I wrote it on the fly). The game ended in a massacre for the Dwarfs of Chaos on turn 5, with no Lizards on the table, and me losing just a unit of wolfriders, the hellcannon, and my bsb. Luke had never gone against the RH Chaos Dwarf list, and had no idea of what blunderbusses did in those rules or how much havoc they could cause. He walked into "the valley of death" with his infantry, and none survived.
Thoughts
Magic:This was my first game using the new magic setup, and I though the power level was about right. I liked that there is only 1 direct damage spell, so you really cannot cause that much actually direct destruction unless you go max magic. I think the movement spell is too good, if only because multiple wizards can cast it. Magic had little real effect in our game, partially because Luke had a ton of dispel dice, and I rolled like crap. I do think that daemonsmiths are too cheap- they should cost at least as much as a level 2 wizard, maybe more, with all their abilities; fear, good combat, casting. I would also suggest that perhaps the Daemonsmiths should know only 1 random spell, not 6. Having access to so many spells makes them much more effective that normal hero wizard.
Blunderbusses: I used the trial rules in the Annihilator thread (str4, AP, fire in 3 ranks). They were WAY to good. They did all the real damage, and they were able to kill anything within 12"; terradons, krox, temple guard, saurus, skinks. They felt seriously broken, and I think the blunderbuss rules are the biggest problem we face in this book. How can we make them useful and desirable, but not make them vomit-inducing? I'm not sure. Some afterthoughts at the bar were: str 3 AP, or fire in 2 ranks instead of 3, or only let them fire in ranks if they do not move.
Bull Centaurs: with Chaos Armor they get a 2+ save, but still move 8"/16", making them the second fastest heavy cav unit in the game, behind silver helms. Is this a good idea?
Bolt throwers: should cost 35 pts, same as the gobbo ones?
Everything else: solid.