Cultists being the 'default', I'm looking at how the other two compare:
Militia:
- with Sigil and Vox Caster, decent chance of having better Ld.
- can take twice as many Flamers.
-- can take Grenade Launchers instead, which isn't too bad for objective camping - or for when you don't want to discourage enemies from charging your cannon fodder and walking into a trap.
- can take heavy weapons. When objective camping out of sight, a couple of BS5+ Mortars will force an MEQ to take a save every turn
Mutants:
- cheaper and can be fielded in Conscript-size blobs (but more expensive than Conscripts).
- probably worse Ld without babysitting.
- no +1A CCW option.
- throw a CP at bad mutation rolls and you've got nearly a 20% chance of T4 (YES), and 36% chances of +2M (good) or +1A on charge (eh, they're basically getting back what you lost by not taking Cultists).
Both:
- worse WS & BS
- can take a Covenant. For quad Flamer blobs, Slaanesh isn't bad; for gunners with four grenade launchers, Tzeentch is pretty good.
-- BUT this means making your Warlord a Renegade Commander, do not commit to this as an army building project until we know what your Legion Tactics will require and what Legion Warlord Traits will do
- can be babysat by Enforcer for Commissar-level resistance to morale
-- Enforcer is a very cheap potential Summoner
- can't gain re-rolls from CSM heroes or benefit from CSM psychic powers. Cultist blobs accompanied by Dark Apostles can be pretty good
- frag grenades. Meh, BS5+. Not bad in Cities of Death.
- if you're segregating these guys to retain Legion Tactics, they bring the option of bringing along a cheap Sniper unit; eventually, there'll be some benefit to pure Renegade detachments as well
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