Thanks for taking the time to reply, Perfect Organism.
@ Blood Ravens
Yeah I'll be changing it to units held in reserves get Preferred Enemy. As for the Sergeant upgrades to Librarians, I had debated doing up to 5 Librarians as a single
HQ choice, but after a long debate with another forum goer in another topic I created I decided upon the Sergeants being upgradable instead.
@ Black Dragons
Represent one thing? The rules represent multiple things, primarily their bone growths and their specialist Dragon Claws squads, hence why only certain squads count as having a pair of close combat weapons with the Rending and Shred special rules. Everything else represents those in the chapter with just normal, more minor bone growths. With that said, I may reduce the To Wound roll of 6 bit down to
AP 4 instead of
AP 2, as thinking about it now
AP 2 seems a bit excessive. May also add Red Scorpions to a list of their Desperate Allies.
@ Hawk Lords
Wasn't confusing to me, but let me clarify: yes, units without transports can still use Deep Strike. The rule which refers to Transports only refers to units which take a Dedicated Transport (as stated in the chapter tactic's rules). They need to be dropped inside of them for fluff and realism reasons (are you really going to want to fall to the ground outside of something that could potentially land on and crush you?).
@ Scythes of the Emperor
I thought I did give them something against other forces in the form of Monster Hunter and most of the rules from their secondary Chapter Tactic. However you are right, there is a lot there that is anti-Tyranid and its something I've been thinking about but have been unable to come to a conclusion on. As for why they can't be taken as allies: because their chapter is barely two companies large, they don't have enough members to adequately perform missions on their own, let alone attempting to dispatch squads to help others (also it was done for balancing reasons, since you can completely ignore one of their downsides by just taking them as allies).
@ Iron Snakes
I wouldn't at all say they're tougher. Sure they can take upgrades, but in my opinion that is balanced out by the fact that they still have to pay points to do so (and not at any reduced cost either). However I was toying with the idea of having it so no models in the chapter benefit from Independent Character, meaning when you take something in the chapter with
IC it has to be joined to a squad for the rest of the game. That might help a bit.
@ Dark Hunters
You may want to re-read the Outflank special rule in the rulebook again. Infiltrate and Scouts does not give the same benefits as Outflank. Outflank effects units coming in from reserves, so in this case it gives you more deployment options for the unit. You also have to remember that if they take a Land Speeder Storm they no longer benefit from Infiltrate, but will still benefit from Outflank.
@ Sons of Dorn
You have to remember that Red Scorpions can also re-roll failed Pinning tests. Them not being allowed to Go To Ground and not being allowed to take Camo Cloaks has more to do with their behavior in combat and not so much for the purposes of balancing. To be honest I personally think the Red Scorpions chapter tactics a wee bit underpowered/underwhelming compared to the First Founding chapter tactics.
As for the poison stuff it represents resistance to disease in an easy way without rules bloat. However, with that said, I am open to suggestions on how their disease resilience could be more accurately represented, so long as it doesn't create rules bloat.
@ Fire Lords
Once per game sounds good, will add it to a future update of Vol 1.