junkstar wrote:
That was my point on another site its looking more like IG with benefits. Personally if you want survivability for units make them
a. Bigger.
b. Cheaper.
c. or a mixture of both.
The Ark is missing and why have Lictors now gone to 4?
Having Imperial Navy over PDF fliers has in essence changed it from PDF to IG, whats next TL support?
Fluff wise cults infiltrate PDF and Hive worlds, therefore the arms/equipment would be limited for example they have basic russ' yet have a DS Silo? seems to be a rather large pendulum swing.
The 'fanatic/suicide bomber' is a nice addition, however will the unit using them get a BM when they push the button? Having them hit on a 4, would prefer to see them hit on a 3 with first strike capability MW.
As to mobility perhaps the Argus Lighter or civilian transport (flier)to allow them to exploit the battlefield more? along the lines of a gunship with stubbers just to drop troops or genestealers in the rear for example?
Would also like to see more FS capability, it the psychic, rending claws etc etc all scream at me FS
Hey Junkstar, thanks for the post - I'll go through your concerns in order
1. Guard with benefits - the cult needs options, this is a base that we will build from and will be changed by the new army book coming out for 40k.
This list is in line with the last official Cult list release in 2nd Ed. 40k.
2. The Chaos Lost and the Damned list is already a bigger & cheaper horde list, I think working this list towards a cheap base units and strong hitting engagement/close combat will be the first aim
3. The Ark's exclusion is an oversight on my part, I'll be updating the list soon, but regarding the Ark - I want to look at basing it off an Archeotech/Ordinatus design - not changing the too much on the established, but swapping the Psychic Amplifier to 45cm Ignore cover, Disrupt and perhaps increasing the DC to 4 or a single void shield
4. Lictors increase to 4, this is because units of 3 squishy things break when a single unit is shot and killed - making them too easy to remove from the game. With only a single bc attack each, they need a bit more weight to accomplish anything.
5. Imperial fliers - trying to provide units that match existing models. One aim of any list design is to use the range that is/was available. Inventing new units requires the player not only to source new models, but invalidates their existing.
6. The 3rd and 4th Generation stealers do infiltrate and psychically control the PDF/Mob/Gangers/Cultists. I think Leman Russ are a fair inclusion as they are the most heavily mass produced tank in the universe and PDF would have access.
I understand the Silo is a stretch, but the list needs something that can threaten a titan and its not unreasonable to expect a planetary defense network including intercontinental missles - even North Korea has silos...
7. I've already written into the fanatics rules that any unit dying through self-sacrifice does not count toward the combat. They come with Infiltrate and First Strike on a Macro attack.
I'll keep it to CC4+ Macro for now until tested further.
8. A flier is a good idea - a way to deliver the clawed goods to the enemy. I'll check existing rules for ideas and trial them in a later list.
9. First strike is already present on the Purestrains, Broodlords, Patriarch, Lictors and Fanatics - its a fantastic ability that can really dictate combats - putting it on Fire Fight as well might result in a few too many combats being resolved before your opponent can act, resulting in sour grapes and poor user experience. Restricting it to the claws of nids might be the best for now.
I'll be uploading a cleaned up list tonight putting fearless back on the Patriarch (Oops!) and bringing the Ark back in.
I'll also look to put Tunneling inplace of Teleport to represent the cult undermining and infiltrating the battleground.
- Kendall