uberChris wrote:
I have played the older version of this list several times and I have enjoyed it, but I have some concerns/suggestions:
- Scavenged superheavies: A successful cult would have access to workshops, STCs, stolen vehicles and at least some of the planets' armories. This would allow them to have a limited number of superheavies, they wouldn't have to drag a knocked-out Baneblade back to a chop-shop and make Ork like changes to it. The scavenged superheavy seems more at home in an Ork army list based on it's stats and layout. I would just allow limited numbers of normal I.G. superheavies.
- Cult bike formations: Some have suggested that bikes be added to the list. I think of bikes being more at home with goodguy/badguy marines and the Orks, not so much with a hive city cult.
- Genestealer Ark: This comes from a "semi-official playtest" 3rd edition 40K army list, written by a G.W. employee. This same list allowed the cult to field space marine Landraider and Predator tanks..."The Chimera chassis is commonly used" for the Ark, which means that instead of being a 3DC WE, it is an AV with 4+ RA against ranged weaponry and FF attacks due to it's shields and a normal 5+ save against CC attacks.
- Lictors: IIRC the 0-1 Lictor formation was originally 4 strong, not 3. I would suggest keeping it at 4, they were by no means overpowered in the games that I played. They are kind of fragile to begin with and strategy 2+ doesn't help. This is not a complaint btw, I'm just pointing out that they have a few strikes against them and reducing their numbers will hurt their effectiveness.
- PDF Fighters: Ah, the fighters of Mossinian fame - I realize that they are supposed to suck and that strangely enough is why I like them. I am at peace with their AP6+/AA6+, but I would change their AT6+ shot. I have played them with AT5+ and having a 1 in 3 chance of hitting per plane (which averages 1 hit per flight) is fine, but paying 150 points for a 5 in 6 chance of laying a blast marker on an AV just isn't worth it. The price wouldn't have to change either, Tzeentch Doomwings are much better and they cost 150 points.
- Hybrid weapons: In the 2nd edition Tyranid codex (and 1st edition Space Hulk), Hybrids had access to a wide array of special and heavy weapons. The heavy bolters that they currently have could be changed to "mixed heavy weapons" with AP5+/AT5+(AT6+?) @ 30cm. Sure the title isn't sexy, but it would more accurately represent their equipment.
- I like the Teleport upgrade, another option that would be very fluffy could be a Tunneller upgrade. It could be made available to only Genestealer and Hybrid formations as they are adept at stealth. In the fluff, the cult centers itself in cities/hive cities. Tunneller would represent those formations using the sewers and access tunnels (which is where the cult usually resides) to launch surprise attacks. To avoid abuse of the upgrade, a limit of 0-4 for example, could be placed on the upgrade.
- Support weapons: The 40K 2nd edition Tyranid codex allowed support weapons to be used. I would like to see Rapiers, Thudd guns, Tarantulas and Mole mortars (optional - mortars too high tech for cult?) added to the cult army list as upgrades. A player could give some shooty upgrades to a Brood Brother formation and deploy it in a position to support advancing CC formations. Note: I would also suggest that Hellhound tanks be added to the list as upgrades, I have played with them in the list and they added some much needed shooting, speed and FF to their parent formations.
- Basic artillery option: The cult could use more indirect capability. As a bridge between Basilisks and support weapons, I'd include heavy mortars from the Krieg army list. They are simple weapons that the cult could make in their workshops or steal from mothballed PDF storage. They would be a formation of 4 with limited upgrades such as Brood Brothers, Brood Brother fire support, etc.
+1 on everything above, except:
Do we really need the Ark if it were to be a Chimera?
Not a fan of "mixed heavy weapons" but the stats (assaultcannon) you write down sounds good, a lot better then heavy bolters.
To me the teleport option includes digging and/or sneaking. If we go tunneling we should take away the teleport option....
/uven