Okay, first playtest over, very successful. On the whole the Example Invasion Force list plays pretty well. I've written up notes to go in the new revision of the draft and am making the following changes based on posts here and what I found. I've also answered the suggestions below.
Roy Langa wrote:In the Rogue Trader Genestealer force, the Cult could gain access to mutants and scum that had no genetic link to the Genestealers but followed their hatred for the planet's government. These were considered expendible by the cult leaders so coulbe be used as a large 'blob' unit with little ranged options (focusing mainly on combat). Perhaps give them bomb collars too (similar to the Hybrid drones you've written about).
Yes I have all of the original publications and the Drones were my attempt to incorporate this idea into the army. I also have the "Lost and the Damned" list from Eye of Terror which details Mutants and stuff as well. I considered making use of a few of these ideas, but they would duplicate what is already covered by the Drones. Prior to the playtest, I thought these guys might be a bit overpowered, but they were perfectly fine.
That said, I do like the idea of a unit based on the old Familiar models. I've made a few using Ripper heads and tails, so I'm still looking at some kind of idea here. They just need a role in the army that isn't already covered.
Roy Langa wrote:
Also in the Rogue Trader force, there was the 'Oracle' which was basically the Patriarch at the height of his power (just before the Hive Fleets arrive). Perhaps an upgrade could be available for the Patriarch, sacrificing speed and combat abilities for strong psyker abilities.
Like this, great idea. I didn't want to have any of the Chaos stuff from the original list, but a "two powers a turn" upgrade would suit perfectly.
Roy Langa wrote:
Another idea, how about 'Younger Patriarchs' - essentially Genestealers from the same generation as the Patriarch (or an early Purestrain breed). Tougher, multi-wound stealers.
Nice idea, but actually I found you really don't need to increase the power of the Stealers in my playtest, plus it wouldn't fit with the backgroound written on the biological cycle of the Genestealer.
Roy Langa wrote:
The only other ideas are maybe force switching based upon HQ choices? A broodlord would be a Patriarch when it hits land with an 'Invasion Force' that could make all Genestealers Troops. A magus would be the cult when its grown a large foothold on the planet, making 4th Generation Hybrids troops?
Not keen I'm afraid, sorry. The Craftworld Eldar codex of years ago played around with the force selection like this. I think the balance switch the retinue stuff offers, themes the army just fine.
Roy Langa wrote:
To be fair though, its a pretty solid idea at the moment, though I'd maybe consider removing the 'Orders' system as Cults usually run the risk of being seen as Imperial Guard with a few Genestealers.
Good call. This is now gone.
Veteran Sergeant wrote:One thing is though, I think the Broodlord and Patriarch entries should be combined. I know they are "technically" different, but really it's all but official that the Brood Lord is the current 40K generation version of the Patriarch. It's just that the Tyranid fluff doesn't currently include the Cults.
I kind of agree with you on this, but I'm not combining them. The reason is that I think it would create one very clunky listing the
HQ section and the choice of Invasion Force or Coven is determined by the Broodlord or Patriarch pick. Of course you can also take both, which has its own advantage.
Veteran Sergeant wrote:
Expand out their Force Organization to make it possible to include Imperial Guard units if the army takes a specific command selection of a subverted PDF officer. Instead of the "military commander thrall", make him his own unit (and thus an HQ choice) with the requirement of a Magus (who is the human looking infiltrator that is controlling him) Then you have a more varied and flavorful army list. People can play psycho cultists, or subverted military, etc. Plus it also forces a choice on the cult player. Also makes it a bit closer to the GC list from 2nd Edition.
Again, I kind of agree. In the revision we have a new "Chosen Thrall" option, which will provide some unlocks, but I don't want the army to become too "
IG + Stealers" as that may open up the list but it locks the modelling into a specific set of plastics. Plus, I really like the retinue element as it means you have to construct your force along certain lines to get all the options. The
IG options in the list are intentionally a little less powerful than the
IG codex and actually as I found last night, they play really well.
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Things I've changed from the playtest.
Maelignaci. These little critters are absolutely devastating at 12 points per model and perhaps too cheap. I've upped them to 16 points per model as the Hit and Run ability is utterly terrifying when the drop in alongside a pack of Stealers. The Maelignaci are a smaller unit, but the ability to pick and choose using Hit and Run is frighteningly good.
Added a few more weapon options to the Transport Vehicles.
Bio staff properly listed.
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Things I'm looking at:
Magus Coven option.
New lesser animal/hybrid (see above comment on Familiars)
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New draft up soon as I've added all the extra stuff. Thank you so much for the suggestions, really really appreciated and helpful whether they go in or not. Any that do, well, drop me a message with your details and I'll add you to the credits.