mango2 wrote:
I dont know much about the list but I do like the concept of teleporting genestealers vs lictors. lictors just dont seem right to be but genestealers coming up through sewers and the like is very easy to picture.
I think I'm probably going to go in that direction. Personally I think lictors fit fine, but others seem to disagree, so I'll probably replace them with teleporting genestealers.
mango2 wrote:
I think the difficulty with GC is to make them different from just being 'purple imp guard' which can be difficult
Yup. The first idea I had with the list was to allow upgrades for support formations in order to get away from that feeling, and so allow some weird and wonderful formations.
mango2 wrote:
Generally cult armies are on the defensive they are happy building their nest until the fleet arrives
Not sure I agree with this. This army list represents a cult in full planetary rebellion, trying to break all resistance before the hive fleet arrives. That's not all that defensive.
mango2 wrote:
- pay points for light fortifications and booby traps (no heavy fortifications just light and mild booby traps to represent non experty fortifications and booby traps/mines)
Interesting, but probably not something I'm going to go for at this stage.
mango2 wrote:
- maybe they can garrison different units than normal or maybe their deplyment zone is further onto the board?
I'm considering a special rule to allow just about anything to garrison.
mango2 wrote:
- in attacker/defender scenarios maybe they are always the defender?
Again, I disagree with your reasoning on this one.
mango2 wrote:
- they always get to choose the side of the table to deploy but they always deploy 1st
Too scenario dependant.
mango2 wrote:
- At start of game some units start with a blast marker from sabotage/ambushes. They are crappy troops performing those ambushes so no damage is done but the formations have already come under fire. Maybe the army gets these for free, or maybe it has to pay for them? dunno
I'm not in favour of automatic bonuses at the start of the game. I'd rather represent their sneakiness etc on the board where the opponent has a chance to counter it.
mango2 wrote:
- Maybe each turn formations of brood brothers have the chance of growing as more civvies turn up and add to their numbers?
A bit too oblique I think.