Except that if you look at their weapon list you will see that the CC weapon used by oblits is a PF too. And they are stronger than Termies that's why their CC DPS is a bit higher (but still pathetic).An regards to cc its the shooter termie that should get good cc not oblits as in the text for terms at the bottom is this nice little line
"effective at most unit types in close combat...."
this would of course tie into there power fists which are clearly visable, the role as invisaged for shoota terms is excellent anti infantry ranged, combined with reasonable infantry cc powers, while that for obliterators is excellent ranged against all targets, if you go by the text descritions which were there from original dow, this is what there about.
GK prove that a unit with good CC and descent ranged dmgs aren't OP (if we except the over the top daemon dmgs). So I would like to make oblits reversed GK with better ranged than CC, higher life but no psychic power. And normal termies too.
I am not for giving oblits daemon armor as it would mean that oblits would have a lesser armor than termies which isn't right cause oblits are meant to be less but tougher than termies. And right now they just have +100 HP. A bit more costy oblits with moral back is all they need to compensate for the buffed CC and lascannon.
About GL cultists vs guardmen GL there is more to consider :
- Guardmen GL outrange cultists GL so if you use a spotting unit you can easily destroy a cultitst force with few losses cause of the low HP and reinforcement time of cultists.
- Guardmen GL are more damaging than cultists GL but they are also a bit more costy and cultists can get more GL by squad with HW upgrade.
- Also the cultist GL rush is an all or nothing rush cause it slows a lot the chaos tech cause no matter what, you will need a temple in T2 if you want to make any other infantry than cultists that really don't scale as well as guardmen (and you also need a temple to make AC in cultists squads). And armory+temple is a lot more costy for chaos than tactica+bunker for IG. And it also relies on a very low life platform so it's a very risky (but rewarding if you outplay your openent) move.
So if you want to nerf cultists GL go for it but just a bit. No FoM and maybe a minimum range (but lower than GL guardmen cause of lower max range) and that's all (setup time is overkill). Or you'll make it a never used weapon cause of plasma gun.



) could be very hard to deal with. But now that they are hard capped to 1 it's not the same deal : no ranged mass of T3 units anymore. As I already said MANZ and GK prove that a versatil hardcapped to 1 but more expensive unit isn't OP and they are only T2 so they have to face weaker units than in T3. 

