Hi Galak,
OK - you've convinced me that it isn't top of the line design, but I still think that it is OK and quite playable. That being said - it could be made better.
>bad game for casualties will DECIMATE this team.
A bad casualty game will decimate any team. Apothecaries only save max. 1 guy, so this is like a lot of the other teams.
>The other 2 are supposed to your Line of Scrimmage players to replace >the Mummies.
The inference is that you shouldn't put them there, because they are not mummies. Put some zombies on the LOS. This is a new team and not the undead team, so the fleshies shouldn't be played like mummies.
As for the werewolf:
I think that a very fast ST3 player with fang and frenzy looks very lethal and werewolf'ey. Sure, catch isn't about 'berserk-death-rage', but 2 out of 3 ain't bad.
But admitted, my judgement may be biased here. I hated the 2nd ed. werewolf team for being completely unbalanced - and besides werewolves are solitary creatures, not BB material. The "wereclans" are from white wolfs gameworld, not GWs.
So precedence hasn't done much for me. I so no particular need for giving them ST4 or AG4.
Frankly, I like the new werewolf better than Chaney, they catch could have been tackle, or something else.
OK,
all that being said, I can see how a few changes would make this roster better.
Why doesn't fleshies have Regen? They're reanimated - in fact, they are homemade zombies. Big nasties with Regen and Thick Skull would be very nice.
Perhaps to bring the number of non-regens back to 4 (like the old team), the team could be 0-2 ghouls, 0-2 weres.
That would be a weakening - but then again, fleshies with regen would make up for it.
Other than that,
whats not to like
So - what does your test version look like?

Martin