Hey, thanks for the feedback
There's not a lot of love for the spore fields! I can't honestly say I've used them before, but they seem like a very attractive use of 270pts to me... (thanks for the points catch
btw!) I think they'd help deny a lot of overwatch by charging the same unit as a metamorph/acolyte squad and dying to ensure the charge happens. Just the thought of 18
MSUs (over half of which have the chance to respawn) would be very disruptive to a lot of my lists! I guess there is the opportunity for friendly casualties, but there'd be no reason I'd be forced to charge with them if it wouldn't benefit me. They can always be saved for a turn or two later...
@timeshadow - thanks for the points clarifications! A Magus would be nice. Either that or more metamorphs anyway!
@blaktoof - good analysis, thanks! First turn charges are pretty strong, even if there's only about 4 happening turn 1 / turn 2. The idea would be to overwhelm one area of the board (ideally the one with the best chance of gunning down my
MSUs). If there were no good areas to deploy, any units that didn't get a six could always hide in the backfield and return to the shadows the turn after. Could set up some more instant charges on T3/4 anyway. I really don't think getting T1 is that big of an issue. I'd just reserve everything but a few spore mines to prevent being tabled and bring everything in T2

And I'd certainly find it fun to play. I like the dynamic of return to the shadows too. Could be interesting late game.
@axis of entropy - I'd drop a sporefield and use the points for more metamorphs or maybe a doting throng.
@timeshadow - do you think more deep-striking troops are needed? Admittedly the cult units aren't obsec, but they do the same job as the rippers pretty well. Not sure what I'd do with an
ADL. I guess zoanthropes are an option though.
@blaktoof again - what kind of ranged weapons would you advise?