The allowing of a template weapon by models that are flying without being reached by melee troops is very bad idea.
1. There is no hit roll needed for templates in affect. So if you have soulflayer and manage to off the the other sides missile troops and they happen to have no flying troops (IE FIRSTBORN) the game is over the soul flayer wins by default. I go on wait to dive for cover soulflayer just keeps breathing who wins? So much for strategy GEE wonder what the devout will field against non flying races now hard decision. Secondly as fast as flying models move it is very easy to pick off one missle troop warband or individual and then take off again.
2. IF SWOOPING it should amend to read if you fumble with swoop you take crashing damage and must spend an action to stand up.
3. SERIOUSLY think about templates and flying. Rule should read if they chose to breathe flame, vapors, ice what have you then they are close enough for models to take jab attacks at them from wait no charge bonus move into base to base then attack at an additional minus 2 for the hovering nearly out reach while breathing flame. This game isnt warzone (nearly everyone has rifles or guns) with range template weapons being totally different by allowing templates with impunity and invulnerablity from flying everyone should give up non flying races or play underground only.
4. Another rule possiblity you must roll to hit with airborne using rc (Flying models with templates) If you fumble u breathe on your own model. IF you miss the attack misses all models as it was badly timed.
5. If you going to adhere to template weapons attacking from air with immunity then elminate the 40 percent of missile warband requirement, also limit flying models to one type or unit per side peroid. This game is like chess with dice by putting templates in the air you going back to he/she who buys the cheesiest army wins by default.
If you disagree try the following set up:
1 first born chronomancer with set back, accelerate, and second chance
1 first born repulsar knight
5 firstborn long bow men
5 swordsmen
5 mace men
Devout
8 risen archers any type
1 necromancer any spells up to 40 pts
1 Soulflayer
5 swordsmen
5 greatswordsmen
All you have to do is elminate the first born long bow men keep your Soulflayer alive and you won the game all the rest of the "average" firstborn army is gone! And gee since the soul flayer can dive and climb like it wasnt 4 to 8 tons in weight that wont be hard. Oh wait we get the spell that works half the time to see the other persons army list. TO BAD that with the army restrictions the way they are it wont matter!
Lets see soulflayer in Devout army on ground is hard enough but you have chance. Flying bale fire model with range advantage with experienced players its over cards not need just see who dies first the longbow men or the Soulflayer the rest the game is pointless.
Lets see with 5 wounds size 5 with armor 22 versus 5 long bowmen with longbows damage 7 medium range.
Oh thats right lets see what happens when you give the chronomancer wither at its point cost one time use with a 4 actions Soulfayer (seen that one before by inexperinced firstborn player) you pray for a 20!!!!
The odds slightly improve versus crossbowmen till you add in the average devout archers on their side!!!
It's a no brainer every devout outside army will field soulflayers if they want sure win. Elves with dragonbane and archers might have chance.
I challenge any of you to try it with simlar force list against the devout with a ranged flying template! It might take the devout 1 to 2 game sessions to figure out the way to use it but after that its a no brainer. Might as well give dragonbane flying breath weapons now to.
While you are at it you need to change the Sons of Kronos only defense against something like that the spell Gust of Wind make it force flying units to the ground for one turn. Other wise their only chance is they took cursed sling stones.....
Overall swooping attacks are OK they can be dealt with.
Flamerthrowers from air with 40 percent missile troop restriction with some armies with no flyers way chessy. If you going to add that rule give every race air borne unit of some kind to deal with the new threat and/or new spells that can ground flyers ( NOT JUST MOVE THEM BUT GROUND THEM) for one full set of actions or for the remainder of the turn) that puts some element of strategy back into the game. Its proven fact in war when one side controls the air 100 percent they are 75 to 90 percent likely to win any open engangement just from air superiorty alone.
Lets see theres a Soulflayer terrozing the western borders of the Firstborn killing all the knights from the air what would the ONE KING do send about 2,000 crossbowmen with their crossbows concealed beneath firstborn cloaks so they look like knights. OR send 3 chronomancers 2 with wither and all with second chance and accelerate, so they can get the hell out dodge when the demon hag goes berzerk!!!!