Ok. Here goes. First game finished.
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As luck insisted, the Cult beat their Guard opponents, but that was mostly due to some extreme luck in the deciding stages of the game (a “moved” Hydra rolling twin sixes on two (paper-maché) marauder bombers spring to mind, or four out of five (loyalist) LemanRuss tanks failing their saves in a single assault).
But, luck aside, let me start with a few thing that sprung to mind on the individual units.
1. Characters. My favourite part of the list. The one critique is that it was omitted to state
what models can be upgraded. I mean, can I upgrade a LemanRuss or a Superheavy with the magus? The MW-firefight weapon is pretty lame when you stick it on a ff6+ BroodBrother so the difference is rather massive. Same goes for the broodlord, as once more RAW says I do not have to add purestrain in order to be able to include him. Love the Patriarch, though it surprised me a bit he is not a leader. Fearless is perhaps too much, but it would really save his bacon from dying from a sad little blastmarker.
2. Genestealers. Lovely, as always. By far the best unit in the game and they (have to) compensate for most of the weaknesses in the army. As it should. O, the “infiltrate” option is awesome.
3. Hybrids. Adore them, though the difference with broodbrothers is way too big for my taste.
4. BroodBrothers. Characterful, but borderline useless. The 6 on ff makes then quite limp (and the 5 in cc is too easy to avoid). The demagogue seems useful only for his ‘leader’ skill (and weaker than the demagogue of the Chaoscult list), though I do not see ppl shooting at them much once they get to know them better. Returning them to “guard-stats” would resurrect them as a viable option. Even the ChaosCultists are superior (and fire twice as many shots, be it poorer ones).
That being said, the Flavour text in the Chimera-entry hints at all Brothers being pro’s, so that might need changing as well when they remain at 5+/6+.
5. FireSupport. Even when fluff tells us that broodbrothers have nerfed stats because they are not professionals, these are said to be the professional guardsmen. Sadly, the stats tell a different story. Even when keeping the brothers nerfed to 5+/6+, I had expected the teams to remain on a Guardlike 6+/4+ (just like TraitorCult Firesupport).
6. Liktor. Does not work for me. More accurately: fluff makes me wonder if it belongs in the list at all.
7. Sentinel. Pretty standard (which is non-too good). I feel it should be exploitable, due to the possible additions and their scouting rule, but I have yet to find a good exploit. Will put more effort into in in the coming weeks.
8. Civvy vehicle / Chimera. Neither is
really viable, as the transported units do not shoot or FF well enough to deserve a ride, let alone a shooty/f -ride.
9. Basilisk / Russ / Hydra. Awesome, as they are in all armies. The simple fact that they have rugular guard stats make them a mandatory backbone.
10. Superheavies Piss poor, but fun. I am rather miffed that in contrast to the superheavies they are based on, as they do not have decks to fire from for the poor schmo’s that hide inside (not that they would hit much of course). Combined with the higher price when bought as transports, that sort of disqualifies them (as transports). Though the rules do most of the damage ofcourse, as my dream of an inner circle charging 30 & 40cm from the safety of their holds is sadly not allowed by the rules
11. Genestealer Ark. Too strange for me. Sorry.
12. PDF-Bomber. Compares extremely poorly with marauders (“more manoeuvrable” the fluff claims, but again, the stats disagree ->FighterBommer?). Sadly, though I understand they should not be too cheap (activation wise), I would expect a much larger flock of them for 200points. For this price a Marauder statline without armour and or as a F/B would be more accurate and that was perhaps not the idea.
13. PDF-fighter. Same as the bomber, especially as both bring a single aa6+/50 points (be it the bomma has a nifty turret), but the bomber can actually
bomb something and the fighter sucks on
all fronts. Virtually eliminating any reason to include it.
Points on pointso If 6 brothers are 75, that makes the demagogue 50 pnts. Making him equally expensive as a broodlord, but based on a much crappier statline and with less upgrades. Seems a tad harsh. I never felt like I had to protect him.
o 6 purestrain are 150 pnt (25/gs), so you’d expect 3 extra to cost 75, not 100.
o Love the magus, even at 100pnts, but as I mentioned, I feel a restriction is on order as to what he gets to piggyback on (otherwise might as well start modelling a special Russ and Heavy or at least a Hybrid). I really think he might benefit from his own base and statline, just like the Patriarch. Or at least `hybrid`-only.
o 3 extra Tanks cost 200, but IG generally seem to pay 175.
o Basic tank platoon in 400/6, IG pay 650/10 and that includes a vanquisher. Close, but again, more expensive than Guard.
How did it play out on its first outing?
So far
as it should, but that might be me.
I feel rather dependant on genestealers to disrupt the opponent in the initial stages of the battle (and they are quite good at that). Basically, genestealers run the show with Russ and Basilisk support with hydra cover. My opponent did all he could to eliminate Patty (->fearless would have saved the poor bugger btw) because of the blastmarker-rule. Again, nice flavour and a serious danger for the army for the small bonus he gives (rally+1). Good to see him be hunted, feels right. Other than that, most of the army either has teleport or scout or garisson, which is a nice odd feel. Only basilisks and armour start in the deployment zone. Brothers are quite useless, I field them in hopes of proving myself wrong, but so far Hybrids are a lot better.
Perhaps: “Though must have at least as many brother units as hybrid units” as a rule for the amateur-companies, to keep them in the army?
Anyway, cheers & let the disagrrements roll in. I´ll keep you posted of the other outings.
Cheers,
B