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Cry of the Wolf priests ><


whitewolfmxc

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As topic, wolf priest has been taken most of its customizable past >< i can stand the attacks go down from 4 to 2 , but No wolf claws for WOLF priest ??? way to go Phi lol

 

and what happened to our apothecary side of the priest ??? no healing potions or anything that plays that role

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As topic, wolf priest has been taken most of its customizable past >< i can stand the attacks go down from 4 to 2 , but No wolf claws for WOLF priest ??? way to go Phi lol

 

and what happened to our apothecary side of the priest ??? no healing potions or anything that plays that role

Fenrisan MAN either DIE or FIGHT ON IGNORING THE WOUNDS

 

but seriously, wth, where is apothecary?

I agree, Wolf Priest should be able to heal. It is just unfluffy.

 

After all how we recruit a lot of new members is by having our wolf priests save warriors who are about to die in tribal/kraken battles who fought valiantly. Ah well, we got alot of other great things. They probably did it for balancing. Could you imagine 15 blood claws and a wp charging out of a Land Raider with the abilities like fearless, preferred enemy and Feel no pain? It would be too awesome.

I agree, Wolf Priest should be able to heal. It is just unfluffy.

 

After all how we recruit a lot of new members is by having our wolf priests save warriors who are about to die in tribal/kraken battles who fought valiantly. Ah well, we got alot of other great things. They probably did it for balancing. Could you imagine 15 blood claws and a wp charging out of a Land Raider with the abilities like fearless, preferred enemy and Feel no pain? It would be too awesome.

and instantly gets more haters than UM :)

Personally does not bug me as much, cause I don't use WP either way. However I think they did it to bring the WP more in line with the Chaplin rather than just making him a no brainer HQ for those who would otherwise use Apoth/chaplins.

 

Frankly I'm more upset about the nerfing of the Ven Dred and no longer having it as an HQ, but even whit our HQs altered I think we still have enough of the 'spirit' of our HQ heavy army to feel like the old dex

 

If nothing else, more incentive to find cover where you can.

Personally does not bug me as much, cause I don't use WP either way. However I think they did it to bring the WP more in line with the Chaplin rather than just making him a no brainer HQ for those who would otherwise use Apoth/chaplins.

 

Frankly I'm more upset about the nerfing of the Ven Dred and no longer having it as an HQ, but even whit our HQs altered I think we still have enough of the 'spirit' of our HQ heavy army to feel like the old dex

 

If nothing else, more incentive to find cover where you can.

 

I think they were trying to stop the potential of 7 venerable dreads on the field at a time if it was HQ/Elite.

Sure is would be 1155 points to do that but it would be sooooooo worth it and awesome.

Its not about that really. we aren't talking about a problem wiht balance, but a problem with 'keep the space marines all together'.

 

Face it, we have to stay at least somewhat in line with a really bad dex. Someone dropped the ball for the nellas, and many of oru chagnes are made to make us like them. Unless I am wrong the Wolf priest still has the fang, and sadly that has to be enough.

Special healing balms, fluffy or not, is the stupidest idea ever. No feel no pain sucks, but I'm happy to see the concept of a belt of magic potions and herbal remedies is gone from our dex.

 

Why is that? Most of the things that work against Daemons and other warp entities work specifically becasue of the placebo effect and how that affects the warp. Besides most medicines for the majority of human history were derived from herbs and balms, many of which we still use today (Aspirin being a big one)

 

Two things you have to remember about the balms. 1. if Orks can make their guns shoot better or cars go faster simply becasue they are so stupid that it happens, fenrisian faith in the potions of the wolf priest can help ensure things work. 2. They very well could be made from plants that would kill a normal man, but once you gain an adeptus immune system and body structure become like the chemicals in a med kit.

Special healing balms, fluffy or not, is the stupidest idea ever. No feel no pain sucks, but I'm happy to see the concept of a belt of magic potions and herbal remedies is gone from our dex.

 

The name was only how we call "medicine" or technical term used to treat the wound, so the other codex apothecary is just using "magic" to heal thier wounded ? of course not, its just how we name the stuff we wolves used . And remember the Fang of morkai that the wolf priest carries in fluff is supposedly a surgical tool for getting gene seeds from the dead or operate on them , again its not "magic" just because we named it after a part of an animal.....

seriously , how unbalanced or hard will it be to add back in healing potions , ignoring any first failed saves each turn , once per turn ??? come on its not game breaking or hard to use ...........

 

4 units with FnP for example ? 10 man squads with no t5 , but more man then pms and counter charge and i4?

 

half the changes in the SW dex are there just because , if the fluffy stuff was let in the SW list would be too over the top. 12 man slots in rhino? that would turn in to 11 man sw squads . 2 specials, one fist, one MotW , one WG with combi weapon and power weapon and a HQ with combi [and if healing balsams where there FnP], would end up with SW just as liked as they were in 2ed.

Yeah, this is really the only gripe I have with the codex too. Just seems very...unfluffy not to have some sort of Apothecary ability with the Wolf Priest.

 

New Apothecaries/Medics give feel no pain.

 

Can you think for a minute about all the FNP wolf armies out there ? Termy squads? Otheer wolfguards, big blood claw squads...

 

Its clearly a balance issue methinks.

we all arent suggesting feel no paint to the unit guys , its giving us back what we had in last codex which grants us ignoring one failed save per turn , thats it

 

its far from unblanced , it only saves 1 guy each turn (and not even the WP himself) and thats only if you get a save from it and also doesnt work in close combat.

 

we arent asking to be the same from other chapters , we never have . we just ask to be more close to fluff while still being balanced

 

again for those who arent clear of the old rules , healing balsams Does Not = feel no pain.............

While I'm irritated about how the Wolf Priest has been weakened (in terms of statlines, and especially in customization), I agree with the removal of the healing balms and potions in terms of balancing it (up to 4 FNP wolf units? Ouch ;) ). It would have been nice to see some kind of referral to the fact they are the healers of the chapter though.

 

I it just me or has le leman russ exterminator been ommited from the dex?

 

Yes it has been removed from the codex. Ah wells, can't win them all.

Personally does not bug me as much, cause I don't use WP either way. However I think they did it to bring the WP more in line with the Chaplin rather than just making him a no brainer HQ for those who would otherwise use Apoth/chaplins.

 

Frankly I'm more upset about the nerfing of the Ven Dred and no longer having it as an HQ, but even whit our HQs altered I think we still have enough of the 'spirit' of our HQ heavy army to feel like the old dex

 

If nothing else, more incentive to find cover where you can.

 

I think they were trying to stop the potential of 7 venerable dreads on the field at a time if it was HQ/Elite.

Sure is would be 1155 points to do that but it would be sooooooo worth it and awesome.

Simple, make it a 0-1 choice under HQ. Or you could just have a little box next to it that says "One Venerable Dreadnaught may be chose as an HQ choice, *even* this may not be used as a compulsory choice".

Special healing balms, fluffy or not, is the stupidest idea ever. No feel no pain sucks, but I'm happy to see the concept of a belt of magic potions and herbal remedies is gone from our dex.

 

Why is that? Most of the things that work against Daemons and other warp entities work specifically becasue of the placebo effect and how that affects the warp. Besides most medicines for the majority of human history were derived from herbs and balms, many of which we still use today (Aspirin being a big one)

 

Two things you have to remember about the balms. 1. if Orks can make their guns shoot better or cars go faster simply becasue they are so stupid that it happens, fenrisian faith in the potions of the wolf priest can help ensure things work. 2. They very well could be made from plants that would kill a normal man, but once you gain an adeptus immune system and body structure become like the chemicals in a med kit.

It is this simple: I cannot buy herbal treatments as being effective battle field treatments. Placebo effect or not. Neither could Phil Kelly, apparently.

 

I will submit that post-battle, they probably helped speed up recovery considerably. During battle? No.

Special healing balms, fluffy or not, is the stupidest idea ever. No feel no pain sucks, but I'm happy to see the concept of a belt of magic potions and herbal remedies is gone from our dex.

 

Why is that? Most of the things that work against Daemons and other warp entities work specifically becasue of the placebo effect and how that affects the warp. Besides most medicines for the majority of human history were derived from herbs and balms, many of which we still use today (Aspirin being a big one)

 

Two things you have to remember about the balms. 1. if Orks can make their guns shoot better or cars go faster simply becasue they are so stupid that it happens, fenrisian faith in the potions of the wolf priest can help ensure things work. 2. They very well could be made from plants that would kill a normal man, but once you gain an adeptus immune system and body structure become like the chemicals in a med kit.

It is this simple: I cannot buy herbal treatments as being effective battle field treatments. Placebo effect or not. Neither could Phil Kelly, apparently.

 

I will submit that post-battle, they probably helped speed up recovery considerably. During battle? No.

 

Again I would also like to point out that said potions and herbs could be perfectly effective as 'normal' healing agents and simply have a 'magical' stigma on them because of the culture. We are talking about a game where the only mechanics humanity has view it as a religious cult full of magic and boil everything down to little spirits that live inside of the machines, using their bio-mechanical AI as 'proof'.

 

The majority, or at least the vast minority, of our modern day drugs are made from processed plant and animal parts. Many of them come in the form of Balms, ointments, ingested liquids and the like, and for the wolves it could be potions and balms made out of plants and animal parts that speed up their healing quickly.

 

Then again I think its best to go back to the old axiom "Fluff is fun, but don't take it too seriously"

 

Its just like people not wanting to use canis because he does not 'fit'. This whole thing is a joke setting made more serious either to get more sales or because the people currently heading it really don't understand it was one huge spoof, or are too uptight to care. Just sit back, enjoy the game as it is, and if all else fails put some glitter in a BA players flesh wash. Its hilarious!

They do reference it quite heavily. It says in the Fang of Morkai entry that they are fearless because they know the Wolf Priest will tend to their corpse, to return the geneseed.

 

"Bio-mechanics and chirugy" Sounds like an apothecary to me...

Exactly.

 

Also, feel free to buy a Wolf Banner on a GH unit with WP and pretend that the re-rolls are his rather than banner-bearers <_<.

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