1. Blood Claw assault pack. Why the move 35cm? Normal assault marines have 30. Also one might cosider using the unit size of 6. Eight is pretty high for jump pack marines (due to TSKNF).
I actually wasn't aware that they WERE a 35cm move (Shows how close attention I payed here!) I had thought they only had a normal move-speed for Jump Packs. I'll see about getting that fixed.
2. Blood Claws. Why is the assault pack cheaper than regulars? Same number of units (if rhinos are excluded), but assault pack has jump packs and better move. Also the cost of 60 is hard to balance to 100 point costs, so it would be better to aim at 50 or 25/75.
I think this one was because he based the original price on the price of Space Marine units of that kind, and just scaled how many there were. Then added the extra 100 for a leader character. I'm not entirely sure on the cost on these. But that appears about right. I'll try to get them fixed.
3. Scouts. You've made the scouts rather good. +1 CC and FF. And teleport. Why? They now resemble more like special forces than what marine scouts tend to be.
The Wolf Scouts are not like normal Scouts. In other chapters the Scouts are their entry-level troops, people not entirely Space Marine yet who are basically green recruits. In the Space Wolves those are the Blood Claws. In the Space Wolves the Wolf Scouts are the step between Grey Hunters and Wolf Guard, usually. They're akin to Space Marine Veterans in terms of position in the army, but dedicate their skills to the dangerous tasks of working far behind enemy lines. Months, sometimes even years, between returns to the Chapter's main lines. Working to disrupt enemy supply lines, and ambush the enemy when and where it hurts them most. Hence, they're extremely adept at appearing when and where they need, and pouncing on the enemy's throat at the worst times. We gave them Teleport and increased melee ability to represent the ability to work themselves into positions other Marines would never be able to get to and their elite combat status.
4. Iron Priest. Reinforced Armour. Does this character wear terminator suit? As the reinforced armour is pretty hefty upgrade.
If you look you'll notice the Iron Priest can only be fielded in vehicle packs. I gave him Reinforced Armor to represent his ability to fix the vehicle he's riding in, hence the only way to destroy it is to actually destroy it beyond his ability to repair it. The reason behind this was two-fold. One, it didn't feel right to me for normal Space Wolf leaders to ride around in tanks to battle. And two, most of the leaders didn't feel like they did anything all that useful for tanks. Most tanks don't get involved in Assaults directly if they can help it, so Inspiring, Commander and Supreme Commander are both a bit of a waste with them. Hence I felt they needed a leader who was actually useful to have, since they were required to blow the 100 points on a leader.
5. Cost of exterminators and hunters. Why the odd 60 and 70 point cost? Same reasoning as blood claws. And if the hunter is same as normal marines, use the marines cost (75pts)
The Exterminator is 75 each when fielded in a squad of 4 (Plus squad leader). I'm not sure why the upgrade is only 70 each. I'll get it knocked up to 75 each, though, if you want. The Hunter is a bit of a price break (10 points) because the Wolves have no access to interceptors at all. Hence the Hunter is their only air cover. If folks feel the 65 point price is too cheap (Possible) I'll get it shifted back upwards again.
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