Whilst the Peltasts are somewhat generic, they're a solid design. However I don't think we have the problem they are trying to solve. The magic-resistant shield is good, but we do already have javelin wielding skirmishers in the Hussars. Javelins are shorter range than anything else in play and the extra stopping power they have is not worth it over an equivalent weight of arrows when the heaviest things the Demons have are Cryptarii. They'll trash a Cultist Shield Wall, but that should be a side benefit after taking out heavy Infantry/cavalry, not the main focus.
I'll move this over from Discord so as to keep the discussion readable in the thread:
Sure, javelins are short ranged, but that doesn't matter as much when you're advancing under cover of a spell-absorbing shield wall. And it's still an option that this unit has even if it's shorter ranged than archers may be, it still matters. Stopping power matters when the enemy has shields, and also it's OK to kill something a bit more. Javelins are a way to give an effective ranged option to a unit that doesn't spend all its training on using bows, and provide an option if the enemy does ever deploy anything nasty. They'll trash a cultist shield wall as a consequence of being better than cultist spears regardless, but everything does it's part of the plot. This unit, with javelins, spears, and swords, can capably stand against cavalry or hostile heavy infantry, but is more flexible than the pike unit I want to revise. If we revise cultist spears into chaff pikes then we do suddenly have the issue they're historically designed to fill, and even if we don't they give us a unique capability on the field; that being spell-resistant warriors with the ability to actually fight, without issues of cowardice, skill-less-ness, lack of armor, etc.
I guess my argument can be boiled down to: Instead of heavy infantry who hold the line and do little else, we can use pikes and a flexible, multirole unit that can affect the whole battlefield instead of being useful mostly for the dead center. We get more capabilities by far, a neat army composition not typically seen in ARs, and style points.
The loss of the incongruous sword definitely helps the Crabfolk and my preference remains "PLEASE NOT CATPEOPLE WHY".
Akhlut (Superheavy Cavalry): (1) m1895
Catspaws (Influence/crime against humanity): (3) TricMagic, m1895, Happerry
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): TricMagic, Happerry
- Use Amber Token (2): TricMagic, Happerry
Rain of Crabs (1): Quarque
Crabfolk Warriors - Clawstus Version (3): Kashyyk, Quarque, Madman