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why do wolf priests not grant feel no pain


masterchief4312

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Would be nice if next time they added it as an upgrade like rune priests with master of runes.

 

But by reading the ragnar books you see that when they are planting the gene-seed and other organs that the iron preists and wolf priests take part in the surgery unlike normal chapters where it's just the apoc. Also when space wolves take the gene-seed from fallen brothers they just punch into the chest cavity and withdraw the seed.

 

I just want to know why ulrik went from having a frost weapon in the old codex to having a normal power weapon in the current codex. Or why Bjorn only has 3 I.

just wondering why wolf priests dont grant feel no pain to the squad but regular apothecaries do. arent wolf priests supposed to be chaplains and apothecaries all in one?

There is indeed only so much awesome your allowed to pack into 100pts.

 

The Wolf Priest is already on thin ice, along with his good friend the Rune Priest.

just wondering why wolf priests dont grant feel no pain to the squad but regular apothecaries do. arent wolf priests supposed to be chaplains and apothecaries all in one?

There is indeed only so much awesome your allowed to pack into 100pts.

 

The Wolf Priest is already on thin ice, along with his good friend the Rune Priest.

 

So they should have upped the points or given it as an option, for an appropriate points cost. I'd readily pay another 50 points for my Wolf Priest to grant his pack FnP, that's the cost of one of those Blood Angels "Hurr I can hide in a Land Raider" bubble medics.

I think that would come down to game balance, 10 Wolf Guard, with Prefered enemy and Feel no pain would be gross, or giving him saga of the hunter, and sticking him in a fenrisain pack with attatched Wolf Lords on Mounts, so now they get improved cover, Feel no pain, and if they all charge the same target prefered enemy.
just wondering why wolf priests dont grant feel no pain to the squad but regular apothecaries do. arent wolf priests supposed to be chaplains and apothecaries all in one?

There is indeed only so much awesome your allowed to pack into 100pts.

 

The Wolf Priest is already on thin ice, along with his good friend the Rune Priest.

 

So they should have upped the points or given it as an option, for an appropriate points cost. I'd readily pay another 50 points for my Wolf Priest to grant his pack FnP, that's the cost of one of those Blood Angels "Hurr I can hide in a Land Raider" bubble medics.

 

Yeah- and how much screaming and rage was there over that facet of the blood angels? Is it not currently one of their stronger abilities? Is it not the only thing that helps keep them alive as they jump pack accross the battlefield? Arent they 1 wound models with expensive upgrades and no invulnerable saves?

 

The cost of such an upgrade would probly be around 100pts on a Wolf Priest, simply because of how much more survivable he is.

I think that would come down to game balance, 10 Wolf Guard, with Prefered enemy and Feel no pain would be gross, or giving him saga of the hunter, and sticking him in a fenrisain pack with attatched Wolf Lords on Mounts, so now they get improved cover, Feel no pain, and if they all charge the same target prefered enemy.

 

As said, I was mistaken with the Thunderwolf, nothing can join a unit of Thunderwolf, unless it is riding a thunderwolf. Though you could say something simliar about Blood/Sky/Swift Claws.

 

 

That being said, I agree, Blood Angels and Dark Eldar, the two most potent sources of feel no pain either boarder on or are completely psychotic. Feel no pain is rarely about being hard (Harker excluded, though he's just really hard for a human and is more noteable for his other abilitys.), but it's either about being so mad/angry/extremely determined. Lone Wolves get it because they suffer such mental truma at the loss of their pack that they do become mentally hard, determined and is probably numbed mentally to the pain rather then simply very angry. Blood Angels get it because they either fall to their madness or are inspired into madness by the presence of Sang Priests.

 

Dark Eldar get it from their highened sensations, but also because they are actually absorbing souls which makes them supernatural warriors essencally. Both are also glass cannons that would be more then happy to pay out for feel no pain, because they are all or nothing unlike Space Wolves, which can easily field numberious hard lists without endangering armour size.

 

I don't think most other codexes compare to that, unless they geninuely can't feel any pain (Plague Marines, Necrons) or are nuts (Orks during an Wagggghh). We may be wild, but I don't think space wolves are crazy in the sense that they lose their sense of self and that any toughness is displayed in their base stats. I don't think a Wolf Priest could inspire a Space Wolf to that point, if so, it would probably double the cost/ add an extra 3/4 to the Wolf Priest to take it.

Yeah- and how much screaming and rage was there over that facet of the blood angels? Is it not currently one of their stronger abilities? Is it not the only thing that helps keep them alive as they jump pack accross the battlefield? Arent they 1 wound models with expensive upgrades and no invulnerable saves?

 

The cost of such an upgrade would probly be around 100pts on a Wolf Priest, simply because of how much more survivable he is.

 

Yet the capability to grant an entire Power Armoured army Feel No Pain AND Furious Charge apparently isn't too much of a stretch. I fail to see how affecting one pack can have a parallel drawn with affecting potentially several units with "goodies". Especially when they can remain hidden inside one of the heaviest tanks in the Galaxy and still provide such benefits to everyone within a whole six inches. They're also 50 points a model and three for one Elites choice, which is a damned good bargain if my maths is right.

 

To be fair personally I would prefer to see the Wolf Priest taking more of a medical role in our Codex, as I believe a Space Wolf should have little need for a spiritual leader or someone to force them to fight that bit harder. It just smacks a little when the Guard medic who's been doing his job for a few decades maybe is technically better at patching people up than a trained Astartes. Though this is for that wonderful thing of balancing so I guess I shouldn't complain too much (Though I would have still liked an option, or even something less powerful actually related to healing)

Space Wolves already have a mighty fine codex... no need to get greedy now. I'd gladly support the give-FNP-to-squad Wolf Priest if CSM Tacticals get 2 special weapons and bolt pistol/cc weapons.

 

We don't need no stinkin painkillers. Let the apothecaries run around injecting battle brothers every time their tummy hurts. A wolf priest has more important things to do, like smash the skulls of enemies. :)

 

I think you're on to something here!

Yeah- and how much screaming and rage was there over that facet of the blood angels? Is it not currently one of their stronger abilities? Is it not the only thing that helps keep them alive as they jump pack accross the battlefield? Arent they 1 wound models with expensive upgrades and no invulnerable saves?

 

The cost of such an upgrade would probly be around 100pts on a Wolf Priest, simply because of how much more survivable he is.

 

Yet the capability to grant an entire Power Armoured army Feel No Pain AND Furious Charge apparently isn't too much of a stretch. I fail to see how affecting one pack can have a parallel drawn with affecting potentially several units with "goodies". Especially when they can remain hidden inside one of the heaviest tanks in the Galaxy and still provide such benefits to everyone within a whole six inches. They're also 50 points a model and three for one Elites choice, which is a damned good bargain if my maths is right.

 

To be fair personally I would prefer to see the Wolf Priest taking more of a medical role in our Codex, as I believe a Space Wolf should have little need for a spiritual leader or someone to force them to fight that bit harder. It just smacks a little when the Guard medic who's been doing his job for a few decades maybe is technically better at patching people up than a trained Astartes. Though this is for that wonderful thing of balancing so I guess I shouldn't complain too much (Though I would have still liked an option, or even something less powerful actually related to healing)

 

And see personally I would rather they had an extra attack and I5. Id pay an extra 30-40pts for that without blinking.

Ok, not sure how well I can explain this but I'm going to try.

 

Wolf Priests provide preferred enemy against either Infantry or Monstrous Creatures has an invuln save, makes the unit he is with Fearless and is an HQ choice with several options to make him harder to kill.

 

Sanguniary Priests provide FNP and Furious Charge can take some upgrades and is an Elites choice with no invuln save to speak of..

 

They are different entries in different codexs.

 

There was a bit of a Blood Angels Craze at my LGS when they first came out, and yes, Blood Angels can be nasty. But if you play well it will not matter. Instead of complaining about how Blood Angels get something on the turn they charge why don't we don't consider how we can reroll ALL missed hits every round of close combat and our Priest can last longer, has more damage potential, and also grants Fearless to the unit he is with.

I think it was an oversight :cuss although FNP would be nice against Orks and Guard. But why complain about it, we haven't got it, we just need to work around it and pray to Russ and the Emperor more for making more armour saves ;)

And it gives us wolves something to hope for next Codex :)

I've also been bugged by this. As it is now, I've never considered using a Wolf Priest in any of my lists as I feel a Wolf Lord or Rune Priest adds more to the army. Had the Wolf Priests been able to give FNP to a unit I would include one in every game I play, just imagine one leading a Wolf Guard unit in Terminator armour with some Storm Shields! But as others have said, it's probably a balancing issue and reflective of how different armies play.

 

The only reason I would include a Wolf Priest in my list is because I like the models. Maybe I should try them out? They might surprise me I guess.

 

@ wysten

Only characters also mounted on a Thunderwolf can join Thunderwolf Cavalry unfortunatly.

 

Ahh, I figured I may have missed something there. My bad.

 

Actually it seems like I've missed something. Looking throught the Codex the only mention of characters joining Thunderwolves refer to the Thunderwolf Mount upgrade for ICs.

Unit type Calvary for TWC. If you want to lose their abilities you can throw a foot slogger in there but it would be rather counterproductive.

 

Thing is, Cav only move as fast as infantry until they are within charging. So it would probably be a fair practice to foot slog the wolf priest until the point they have to charge. Cue feel no pain with the ability to hop into a Grey hunter squad when needed. Very deathstarish, but it could work a bomb by making thunderwolf tough, and later on the need to travel such distances tend to be reduced.

 

 

I thought it was a bit strange though, it does not say that on the Thunder Wolf entry, but rather on the equipment entry. I don't like how codexes force me to flick around several sections to gain all the rules information.

How about the FNP & Preferred enemy Wolf Priest with 15 Berserk charging Blood Claws and one unhappy Wolf Guard babysitter ;)

 

With ragnar nearby to give them furious charge, even if it is only once per game.

 

How could I of missed that :P I'm going to ban myself from ale for one hole hour :)

Although a balance issue I would rather have the wargear a Wolf Priest is supposed to have be represented in the game. Wolf Priests are supposed to be a cross between Chaplain and Apothecary so I want to see this in a game!

 

The obvious balance to it (because having access to so many HQ choices poses a potential problem) then they could easily have made them an Elites choice? I'm sure people would still take them if they had all their abilities now and Feel No Pain? Hell if that doesn't work then they could have just been a Wolf Guard upgrade or some other balancing mechanic could be implemented.

Elites choice would be interesting, but it could be prohibitive and strange. Wolf Priests are men with great experience that can even give advice to a Wolf Lord and is recuited streight from the ranks of Long Fangs exclusively (to my knowledge). That makes a Wolf Priest very capable of command beyond the station of medic and Spiritral Leader and commands some serious respect rather then an elite. Elites tend to be reserved for the ultra killy squads and other commendable personal that don't fit in HQ, the Wolf Priest sounds very much a HQ due to their importence.

 

As wolf guard upgrades they would be harder to kill since they would have to kill the squad first. Though to be fair it would be more limited as to what it could fit into, it's also the sort of units you would generally see him in anyway.

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