In addition: if we get something similar to the current Red Corsairs rules (if I remember correctly these are the chapter that gives run and charge as well as additional cp if you run 3 units of CSM, right?) then I see some big chances for CSM crowd armies. 2 wounds, better chainsword, run and charge, additional cp, ObSec equals in one really good unit.
I've been doing something like this with Creations of Bile and Macrotensile Sinews. So far, 5-man squads in small games that can steal objectives out from elites. The drawback vs Red Corsairs CSMs it requires a strategem, but it also adds +1 to advance and charge to a unit that already has +1 to move, making them 3" faster. The strength buff and 1 powerfist also makes them able to compete with a 5-man squad of Terminators as long as they get the charge. Im not sure yet if that will be more or less viable when we see wounds increase and weapon changes.
Red Corsairs seem almost broken this edition. +3CP and advance and charge is very powerful, and basicly the go-to if you want to add a second detachment. Throw that on a unit with ObSec
, and ObSec
becomes very relevant. The way I interpret the rules, you even gain net CP
if you have a detachment of them with 3 CSMs and your warlord is from another detachment.
I think the faction rules you play are going to push the decision on your troop choices a lot. If I remember correctly, Alpha Legion and Iron Warriors have strats that make cultists much more useful in ways that make up for their not having the Legion Trait. Factions like Red Corsairs and World Eaters, on the other hand, I would think you would almost definitely want CSMs and Berserkers over Cultists. At the present, factions like Word Bearers or Night Lords it might be a little more iffy since there is no in-faction incentive to take either.