jimmyzimms wrote:
Incidentally in EW there's a special ability called tactical genius which grants boosts to the strategy roll. Seems fitting for a space marine captain, veteran of a thousand battles yada yada yada
jimmyzimms wrote:
And wreck all external balance or we going to take aspects and nerf amour and get rid of triple retains? After that, orks!

There's probably a need to of had more granularity in the dice as 1/2 hits is a wee bit weak. The problem is always that they are generalists and they don't work well in EA.
It works though tacticals are probably worth a free or discounted captian.
Good points Jimmy, though in this
gratuitously fluffy exercise, the obvious answer is to adopt the same approach as for the Harlequins.
In the post-Heresy fluff, the marines are only deployed as the mobile strike force of the guard. Basically these uber troops should only form a portion of an IG list - less than 50% of the army points total. Where the marines have more formations the supreme commander is a marine, otherwise the SC is an IG chap. And the upgraded Terrminators only get to play when at least half a marine company is in the field (whatever that means

) so in practice they would only hit the table very rarely, in very large games of 5000 points and more.
Finally, since the current marine unit and formation costs are balanced, perhaps the upgraded Tacticals would be roughly 75-85 each or 450-500 points per basic formation, while the "uber" (and very rare) Terminators would be at least 100-125 each, also 400-500 points per formation. We can keep the transport options, other upgrades and capabilities the same and we're good to go . . .
As a "fun" list, not a competition one 