Firstly, thanks a lot for playing with the list. I've barely had a chance to play with it myself, so all playtest info is vital!
What I liked
- Inner Circle is very Iconic (especially with Extended Family and Patriarch). I would even go as far as to limit the Patriarch to the Inner Circle only.
Definitely happening in the next version.
Inability to get a mass of units into combat without the enemy coming to me. In effect it was playing out like a shooting gallery with most things being easily broken after setting up for a charge. Without a lucky turn of events in winning the initiative (roll of a 6 against a roll of a 2), the game would have been over 2nd turn.
To an extent, this is unavoidable. GS Cult armies are never going to be that big on ranged firepower, and have to swamp with numbers. It's always going to be a horde approach.
- IMO the list needs teleporting Genestealers: I am not talking about a 0-1 restriction either.
Yep, it'll be available as an upgrade in the next version.
- I see no reason why the list could not have a (restricted 0-1 if required) Baneblade and/or Shadowsword to add to the infiltrated/captured items. It would be simpler to add these type of items that to look for mutant beasts. Unsure if I would initially take it, however it would be a nice choice to consider.
The only thing that stopped me putting Imperial Superheavies in was the desire to avoid the army being "guard + genestealers". Ideally I'd like to find a better alternative than just putting baneblades in, but I agree it's an option if I can't come up with something better.
- Purestrain Broods being able to take 2 upgrades (Broodlord + Purestrains).
Awkward to do from a list design standpoint; I could make Purestrains a core formation (1 per brood brothers formation)?
- I do not see the point of restricting Core formations to 3 upgrades. While unlikely to take any more than that for any force I take, I cannot work out why this rule is in there. Is there some mega combo at 4 upgrades that made 3 an acceptable choice?
It's just a carry over from Imperial Guard. I can happily drop the limit, though it does make funky ork-like mega-formations a possibility, and the list becomes harder to balance.
I feel that while work has been done to make the list feel like a Gene Cult list, not enough attention has been given to the thought of how this list will be competitive in a tournament situation. With the emphasis on assault (am I wrong here?) there appears to be little in the way of insertion principles to get units into assault situations.
Agreed, my primary aim has been to get the feel right, and to ensure the list isn't initially broken-overpowered. Any suggestions will be taken on board.