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Reasonable Commissar

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  1. Greetings, fellow followers of the dark gods, I am having a hard time justifying ever taking the War Cry Cultists (any flavor) in a competitive AoS game when Marauders just offer so much more. One of the most obvious reason is that Marauders do have Mark of Chaos (MoC) which enable them to benefit from variety of buff that is available to a Slaves of Darkness (StD) army, while cultists do not have that key words and have no buff character unique to them to compensate. Just for example, Marauders near Undivided heroes ignore battle shock and have 6+ save after save (FNP 6+). Second reason is damage out put. Each Marauder (axe and shield) pumps out 2 attacks, in large unit (which is what you should take) that is 2 attacks hit on 3+, wound on 4+, -1 rend. While the only cultist unit remotely close is Iron Golem with their 1 melee attack, 1 range attack. All other flavors of cultists just do less than 2 average attack per model, most doing just 1, when marauders can reliably do 2 above average attacks. Third reason is the utility. While each cultists unit have their own unique rule, Marauders offers -1 bravery banner, minimum 8‘’ charge, 5+ save with shield. That 8'' minimum charge range is just nuts, while the -1 bravery is icing on the cake. These are the main reasons I believe rules wise Marauders are just leagues better than cultists. The only cultists I can think of any use is Iron Golem, with their 4+ save and reroll save when not moving and 8 bravery, for camping objectives. I really like all the cultists models, and hate the decade old Marauders, but I currently just cannot find any reason rule wise to use cultists. My current plan is just to run a Ravager horde with 40 Spire Tyrants count as Marauders and summoning units of free Iron Golem and other cultists for distraction and objective grabbing. Want to hear what you guys think, did I miss anything nice about the cultists?
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