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Possessed does not cause terror. You may not want to run a possessed at all because mandatory dual wield leaves a lot to be desired.
Marauders can build as parry tanks if they get the correct mutations (extra face, no left arm mutation). Be prepared to send them on a different path.
Mutants without arm mutation make great archers. Mutants with left arm mutation get sacked. Mutants with right arm mutation can go for armour or, more likely, dodge tank. Low leadership might be a problem.
Darksouls excel as damage dealers with geat axe. Parry tank is an option but requires weapon skill 19 which is only available late game.
Yes, I can only emphasize that.
I would even go so far to say, that cultists have the opposite charateristics.
Sisters are weak in the Offense and excel at Defense, where Cultists excel at Offense and are weak in the Defense. So - for them the best defense is a good offense.
That does not mean that you can't have some good defensive units.
A Mutant with the right mutations can be one of the best melee resist tanks in the game.
Possessed are very tricky, I would suggest to not use one straight from the start, because they are very difficult to keep alive until they are high level enough - but then they can be killing machines. So its probably best to hire a level 7 one, once it becomes available.
Don't forget the cult-specific skills:
Blood offering - for even more damage
Attracting Lure - which may cause enemy units to flee (and to trigger the free attacks, against fleeing units...)
I would also suggest to mix 1-2 Brethren into the mix. I doesn't hurt to have some units that
are able more flexible than Darksouls and they may give some protection for your Magister.
I would slightly disagree, one does not simply plan their first cult builds.
While generally, mutations dictate ones steps, that isn't always the case.
Eventually, you may do some chaos lord themed bands, that have special rules or restrictions. A Khorne themed band using LGT Darksouls and Brethen, for example, is not exactly worried about mutations throwing the plan off.
A Tzeentch warband I have been working on, using more than the usual number of spell casters, may similar not care, due to all heroes being casters (I am thinking Magister, Doomies, and a couple traitor Necromancers as well) due to all the melee being hench. I cannot over stress the difficulty on this one thou, since it takes so much gold and time to build a spell caster compared to a hero, due to having to build both skills and spells up for them (as well as additional healing time due to all the extra open wounds effect off doomies spell curse).
I would say the planned cult builds, are the more advanced class, simply not the beginner class.
For Cult Builds 101, one does not simply plan a cult build. Cult Builds 202, is exactly that thou.
I named them Tzeentch's Traitors. Every member is given a story of betrayal (either them betrayed or the traitor), that caused them to join cult.
Hench have rather basic stories such as betrayed by a woman which causes a tragedy. Mostly former guards, tax collectors, tavern keepers, etc. turned brethen. A fair share of those guilty of patricide, fratricide, or some other betrayal resulting in homicide. There is even a former marksman, who murdered another in the barracks over a pair of socks. Reasons all vary, but all can be considered a betrayal at some level.
The spell casting heroes, have the more intense and detailed biographies of their betrayals. These aren't the petty betrayals of the henchmen thou. No these are the dark tragic ones, that betray the very gods, and are spread as stories throughout the empire. The artist, who mixed the blood of murdered apprentices into his paints, the fallen priest who secretly sacrificed people to the chaos gods, the high up servant that poisons and entire noble family, etc. We are talking the truly depraved, who were rewarded power from Tzeentch for the sheer level and lasting ripples of their betrayals.
1 Cult heroes are their main dps sources. If you want to be efficient they are not here to tank, their job is to deal with everything stupid enough to get in range as quickly as possible.
2 The spawn is...... a beast. I do not play with big guys normally, but this one is worth it. It can solo a warband with the proper mutations/skills at lvl 10.
3 The leader is probably the best support spellcaster in the game when it comes to hurting people. Weapons of destruction is retardedly broken, do not expect to have red pills on this guy. Stick it to a cheerleader role, a bit tricky to level at the start but it's possible.
4 The tanking. Early it's the darksoul, it can't reposition because it's crazy (cool vs undeads/demons btw), that's why your heroes must kill quickly, to free them and allow them to move. Later on either rats through reputations, keep the Darksouls for more dps or you can be creatives with a front line of heavy armour archers in overwatch.
5 Range. Don't bother.
After that you will have to deal with the mutations. It's quite random, but most are workable at the start. Do not invest too much skill point in them pre lvl 7 as long as money is tight.