What are peoples thoughts on dealing with Knights now that they're common place?
Here's some maths vs T8 3+/5++ (in shooting),
Rocket Bikes + Captain:
- Shooting does ~5.5W
- On the Charge does ~15W
Axe Wardens + Captain:
- Shooting does ~2.5W
- On the Charge does (with -1AP strat) ~14W
Spear Guards + Captain:
- Shooting does ~2.5W
- On the Charge does (with +1 to wound strat) ~11.5W
Sword Guards + Captain:
- Shooting does ~0.5W
- On the Charge does ~7.5W
Land Raider + re-rolls:
- Shooting does ~7W
Telemon (w/ Culverins) + re-rolls
- Shooting does ~10W
Telemon (w/ double fists) + re-rolls
- Shooting does ~5W
- On the Charge does ~9.5W
As always, Bikes seem to be the answer but we'd need to get a couple of bike units into combat with a Captain to bring down a single knight. Facing a full army of knights could be a tad tricky.
For Custodes bikes would probably be the best way, just add as many bolter bikes as possible and a Telemon + CP Battery etc. I think you can only bring 1 Telemon though.
I also think that Knights will be a tough match-up for Custodes so playing the mission will be key.
greyknight12 wrote: For the FW options:
Caladius does 4 wounds from accelerator cannon+1.1 from bolt cannon (against a 5++)
Telemon does 2.8 from the Las storm, 3.3 from the accelerator culverin, 0.7 from bolt launcher,1.6 per plasma ejector and 8.1 damage in melee
Achillus does 1.7 from dreadspear+0.56 from the lastrum, 8.3 in melee assuming 4.5 damage avg (5.6 minimum, maybe a mortal wound)
For reference, a hurricane bolter does 0.56 wounds at rapid-fire, an axe or spear does 0.28.
Won a local 1250 tournament today, mix of chapter approved and BRB eternal war missions. My first actual tournament with the golden boys, and they did not disapoint.
My list: Outrider detachment
2x Bike captains, hurricane bolters, warlord had misericordia and SC, always gave them both 3++
1x Vexilla w/Magnifica, misericordia
3x3Vertus Praetors, hurricane bolters
Game 1: Up against a mech guard list: Tank commander (plasma sponsons), Executioner, company commander, a patrol of scions with plasma, taurox, and a bunch of guardsmen in chimeras. Front-line assault deployment, went first and pushed up the field and kept everyone within vexilla range (advanced him 4"). Took his shooting to the face and missed a bunch of saves, lost a bike squad+1 more from another squad. My next turn I charged in and wiped his tanks, scions, and a couple disembarked guard squads. Between overwatch and the vexilla the plasma russ was down half its hull points by the time I charged it. From there it was cleanup, I lost another bike from focused shooting but he conceded.
Game 2: 120 Ork boyz+a bit of artillery, 3 weirdboyz a painboy and bike nob. Dawn of War deployment, First turn again, wiped a choppa squad with hurricanes (outside of rapid-fire). I should have chosen second, but it worked out. He pushed 2 squads of shootas at me and Da Jump'd another one behind. No shooting to speak of, the vexilla is brutal on Orks. He failed one charge, 2 squads of shootas and the nob made it to combat and put down 1 squad and a wound on a different one. I backed the survivors out on my next turn and unloaded hurricanes into them. Charged with the unengaged bikes and a shield captain killed the nob with the vexilla's help. I ended the weirdboyz with my warlord next turn and he conceded with only his artillery remaining.
Game 3: 3 DE flyers, a wraithlord HQ, and 5 hornets. Hammer and Anvil deployment. I got first again, and charged headlong down the field (still within vexilla range). The vexilla saved me, and the eldar player rolled poorly. I lost 2 bikes from one squad and took 3 wounds on one in another squad. I chose to deepstrike the warlord, and threw everything at the hornets (the flyers had moved to my starting table edge) and killed all of them. He charged a squad with his wraithlord and whiffed, my next turn saw everyone charge the warlord and killed him. He moved his flyers back for one last salvo to try and pick off some of the single bikes, but I made all my saves or he missed. He conceded.
Small points work well for us, we don't lose a lot of effectiveness and don't feel bloated. The vexilla magnifica is a lifesaver and absolutely brutal against orks and stuff with "gets hot".
Briefing:
I am trying to join my Custodes with SM <chapter> forces. Yet, I haven't decided what chapter to joined them with.
Background:
I had few games with my pure Custodes and I found bikes to be too brutal and expensive. It take out all fun from playing tactical when you have 10 models on the table, and wiping multiple enemy units without hassle is also not that fair to the enemy. Sure, he learned now to bring as many anti-tank guns as possible and just shoot me down from multiple angles.
So now both armies are one dimensional, to perform best against each other. Nothing fresh, nothing new. That's why I decided to mix them with SM <chapter> and give them some more dimensions to play in.
Problem to solve:
Which SM chapter would work well with Guards?
Swarm of Crusaders with chain swords/combat knifes shielding them and joining in the CC? Re-roll charge sounds great.
Or maybe more shooty units? But again, they would be rather useless in CC when Guards reach the enemy. Ultras are great, as they can shoot when falling back. But I would have to pull back Guards as well to have any advantage of it.
Raven Guards with vexhila would give -2 to hit for enemy, great for long range support. Put 10 devastators, in two units and create a portable bunker from them. Place them behind cover and they will be indestructible.
Iron Hands with extra feel no pain save for being pure meat shield?
It'd only have 4 CP, but it seems pretty heavy and strong for the point range. I'd probably use 1 CP to give the IK the relic that makes him ObSec and count as 10 models when contesting other ObSec units.
Briefing:
I am trying to join my Custodes with SM <chapter> forces. Yet, I haven't decided what chapter to joined them with.
Background:
I had few games with my pure Custodes and I found bikes to be too brutal and expensive. It take out all fun from playing tactical when you have 10 models on the table, and wiping multiple enemy units without hassle is also not that fair to the enemy. Sure, he learned now to bring as many anti-tank guns as possible and just shoot me down from multiple angles.
So now both armies are one dimensional, to perform best against each other. Nothing fresh, nothing new. That's why I decided to mix them with SM <chapter> and give them some more dimensions to play in.
Problem to solve:
Which SM chapter would work well with Guards?
Swarm of Crusaders with chain swords/combat knifes shielding them and joining in the CC? Re-roll charge sounds great.
Or maybe more shooty units? But again, they would be rather useless in CC when Guards reach the enemy. Ultras are great, as they can shoot when falling back. But I would have to pull back Guards as well to have any advantage of it.
Raven Guards with vexhila would give -2 to hit for enemy, great for long range support. Put 10 devastators, in two units and create a portable bunker from them. Place them behind cover and they will be indestructible.
Iron Hands with extra feel no pain save for being pure meat shield?
Depends what you wanna do with your accompanying space marines,if you wanty a gunline, proably raven guard is best, iron hands might give you some durability... Imperial Fists might be an intreasting choice because they can handle any infantry that digs in in ruins.
It'd only have 4 CP, but it seems pretty heavy and strong for the point range. I'd probably use 1 CP to give the IK the relic that makes him ObSec and count as 10 models when contesting other ObSec units.
Doesn’t seem good to me where’s your cp farm?
Automatically Appended Next Post: Ravenguard are not very good. Your best choice is Deathwatch. They are very competitive.
It'd only have 4 CP, but it seems pretty heavy and strong for the point range. I'd probably use 1 CP to give the IK the relic that makes him ObSec and count as 10 models when contesting other ObSec units.
Doesn’t seem good to me where’s your cp farm?
Automatically Appended Next Post: Ravenguard are not very good. Your best choice is Deathwatch. They are very competitive.
CP IS the major drawback of it. That said, if you take a CP farm you have to either not take an Outrider of all Bikes or not take a Knight. Forgeworld beta rules aren't allowed so I can't slap in a Telemon/Caladius for anti-tank which also limits my long range heavy fire.
If I can slot it sufficient ranged anti-tank to deal with pairs of Leviathans, Tesseract Vaults, Tau in general and Mortarion, all of which I expect to see, then I'm all for adding it. But I'm stumped on ways to add that kind of long range firepower while having the room for a CP farm and the optimal Jetbike detachment.
My quick math says a Space Marine Battalion with two Relic Leviathans and 2 Devastator units (assuming you give them 8 lascannons, 1 missile launcher and 1 heavy Bolter) is about 1,321. So you still even have flex points. I wouldn't call it auto-lose at all
That said, whatever we think of it, it is still something I have fair odds of facing and need to be ready for.
Don't forget the Chaos version has no Relic rule either. They can just slap two in with no tax.
Guys, can you join FROM GOLDEN LIGHT THEY COME and VEXILLA TELEPORT HOMER for instant 92% charge success deep strike?
Scenario, 2nd turn
at the end of movement phase:
- Use FGLTC to teleport Vexilus Praetor 9" from the enemy
- Use FGLTC to teleport squad (10 guards )...
- ... use VTH to place them in 6" from Preator, but 3" from enemy.
- Shoot the hell out of them with 20 shoots on rapid fire from guardian spear
- Roll at least 1+2 to charge them.
Now, join it with Black Templars reroll to charge, deepstriking from the other side/another unit and you can pretty much dig in the enemy lines without worry about being shoot down to early.
Filq wrote: Guys, can you join FROM GOLDEN LIGHT THEY COME and VEXILLA TELEPORT HOMER for instant 92% charge success deep strike?
Scenario, 2nd turn
at the end of movement phase:
- Use FGLTC to teleport Vexilus Praetor 9" from the enemy
- Use FGLTC to teleport squad (10 guards )...
- ... use VTH to place them in 6" from Preator, but 3" from enemy.
- Shoot the hell out of them with 20 shoots on rapid fire from guardian spear
- Roll at least 1+2 to charge them.
Now, join it with Black Templars reroll to charge, deepstriking from the other side/another unit and you can pretty much dig in the enemy lines without worry about being shoot down to early.
Pretty sure the Vexilla has to be on the field at the start of the turn to use the Teleport Homer Stratagem. Don't have the book with me but I think thats the wording. So you'd have to wait an extra turn before bringing your big squad in and hope your banner guy doesn't die.
Yeah and theres no reason to use FGLTC for that combo anyway.
Take an allarus Vexilla with magnifica and drop him in the backfield turn 2. Works great if you have a flyer in your army to park by him and make him unshootable. Then turn 3 your termy squad comes in to counter punch whatever is moving towards him and to lock down the backfield.
If your running a squad of terminators, this guy is a must.
if you are going all in on the Allarus bomb you use the Allarus Vexila with the Praetorian Plate relic. This let's him start on the board and "Teleport" to a tagged character in CC i.e. a Shield-Captain on Bike.
Activate Praetorian Plate, transport Vexilla then use the Vexila Teleport Homer to drop the Allarus Bomb in CC. Then for added fun Unleash the lions.
X078 wrote: if you are going all in on the Allarus bomb you use the Allarus Vexila with the Praetorian Plate relic. This let's him start on the board and "Teleport" to a tagged character in CC i.e. a Shield-Captain on Bike.
Activate Praetorian Plate, transport Vexilla then use the Vexila Teleport Homer to drop the Allarus Bomb in CC. Then for added fun Unleash the lions.
Which works once, assuming your enemy doesn't read the relic and put two and two together.
And every time after he will simply retreat from combat with your selected character.
If you want to run Allarus just accept your going to have to gamble on a 9" charge from deepstrike.
Briefing:
I am trying to join my Custodes with SM <chapter> forces. Yet, I haven't decided what chapter to joined them with.
Background:
I had few games with my pure Custodes and I found bikes to be too brutal and expensive. It take out all fun from playing tactical when you have 10 models on the table, and wiping multiple enemy units without hassle is also not that fair to the enemy. Sure, he learned now to bring as many anti-tank guns as possible and just shoot me down from multiple angles.
So now both armies are one dimensional, to perform best against each other. Nothing fresh, nothing new. That's why I decided to mix them with SM <chapter> and give them some more dimensions to play in.
Problem to solve:
Which SM chapter would work well with Guards?
Swarm of Crusaders with chain swords/combat knifes shielding them and joining in the CC? Re-roll charge sounds great.
Or maybe more shooty units? But again, they would be rather useless in CC when Guards reach the enemy. Ultras are great, as they can shoot when falling back. But I would have to pull back Guards as well to have any advantage of it.
Raven Guards with vexhila would give -2 to hit for enemy, great for long range support. Put 10 devastators, in two units and create a portable bunker from them. Place them behind cover and they will be indestructible.
Iron Hands with extra feel no pain save for being pure meat shield?
You can go Blood Angels for more all in combat.
Ravenguard can make a more gunline approach (or also in their face thanks to SftS. Aggressors appearing infront of your lines). Are you shooting them or the bikes they will destroy you the turn after?
Deathwatch if you want to focus on Primaris marines.
Space Wolves might be nice when their codex finally comes. Could be worth waiting for that.
What you and your friend are running into is an inherent problem of Custodes. Its a very one dimensional army. Which is normal considering the amount of units you have access to.
X078 wrote: if you are going all in on the Allarus bomb you use the Allarus Vexila with the Praetorian Plate relic. This let's him start on the board and "Teleport" to a tagged character in CC i.e. a Shield-Captain on Bike.
Activate Praetorian Plate, transport Vexilla then use the Vexila Teleport Homer to drop the Allarus Bomb in CC. Then for added fun Unleash the lions.
There's a lot of ifs.
Praetorian plate is activated in the opponents charge phase. If they're paying attention, they can fall back so the plate isn't activated.
If your captain kills everything when he charges, again no luck.
If they kill your captain Praetorian plate is worthless, because you choose the only character it can teleport to before the battle starts.
If they swarm your captain such that there is no space within 3" of the Vexilla to teleport to, you can't do it.
If after you Praetorian plate teleport, they kill your vexilla, you're again out of luck. The Vexilla has to be in combat.
And finally, it's 3 CP and 1 relic for a one trick pony that still only gets your terminators in on round 2 at the very earliest, but more likely round 3. If it's not countered.
New to Custodes so forgive me if this question has been answered before.
I play Guard and am allying in some Golden boys. I always take a Guard Warlord - but am afraid now that the Knights have a Shieldbreaker missile and a Stratagem that can kill my little guy outright.
The Custodes’ “Shoulder the Mantle” stratagem allows me to pick a Shield-Captain from my army and make him the new Warlord “when your Warlord is slain”. The wording seems to imply the slain Warlord doesn’t necessarily have to come from the Custodes faction. I didn’t see any clarification in the FAQ either.
Am I correct in this?
Also, if my Custodes Warlord has the Superior Creation trait and takes a mortal Wound, can he roll for his 6+ Aegis then follow up with the Superior Creation (5+ FNP) if he fails the Aegis save?
Shoulder the Mantle indeed does not require your (dead) warlord to be Custodes.
And as per the Rulebook faq, abilities that let you ignore wounds do not stack.
So its either Superior Creation or Aegis but not both (obv Superior Creation is better)
Question 1. Am I the alone one to feel that the Victor of the blood games stratagem is not mandatory at all? 2cp out of ~8 is a lot. If he dies and my warlord, I'll use Shoulder the Mantle anyway. Question 2. In any case, can I use this stratagem on more than one character if i want? Has anyone done it? Question 3. Has anyone tried the warlord trait that let all units within 12'' perform heroic intervention? Since my bikes and captain will ride and stick together, it may be useful often.
There are some matchups where I expect my captain to do heavy lifting and be threatened so the re-rolls are nice.
Otherwise its probably to expensive. Remember your already re-rolling all your attacks because of his aura and to wounds when charging.
Its mainly about if you expect you will want to re-roll more then 2 saves with him during the battle
2)Its during deployment so the stratagem limit does not apply.
If you are using a guard battalion or brigade it is definitely worth it. I am switching over to two battalions and a vanguard so I will probably use it again.
What are peoples opinion on adding a Knight Castellan to a Custodes army (mostly bikes, minimal guard battalion) to provide long range firepower and a fire magnet to draw shots away from the bikes.
Ordana wrote: What are peoples opinion on adding a Knight Castellan to a Custodes army (mostly bikes, minimal guard battalion) to provide long range firepower and a fire magnet to draw shots away from the bikes.
stratigo wrote: It feels a bit of a bummer to take a knight outside a full warlord detachment and you are very low on CPs, but otherwise it’s a solid selection
Yeah that's the only problem, after pregame stratagems I only have 3CP left (1 if I take VotBG).
I could switch a Shield Captain for two more Bikes and save 2CP on relics.
Id indeed switch a captain for more bikes. Not worth the CP when your this tight already.
Id also just drop all the Misericordia's and spend the points on a few mortars. That 1 attack isn't going to make a difference and the mortars quickly add up to dead objective squads from your enemy.
Not sure if I would bother with the Paragon Gauntlet either.
stratigo wrote: It feels a bit of a bummer to take a knight outside a full warlord detachment and you are very low on CPs, but otherwise it’s a solid selection
Yeah that's the only problem, after pregame stratagems I only have 3CP left (1 if I take VotBG).
I could switch a Shield Captain for two more Bikes and save 2CP on relics.
The lower the points of the game, the more powerful Jetbikes are. Jetbikes at lower levels basically force your opponent to field a skew list while not doing the same to you because the Jetbikes themselves are such all rounders.
So yes, cram in every Jetbike you possibly can (you can also reference my 1,500 point list from 2 pages back or so, which is all Jetbikes and 1 Knight).
Thoughts? Haven't had mutch experience with Custodes at 1500pts.
Unfortunately, super-heavy Auxiliary detachments are excluded from the section of rules that allows Knight Lances and Household traditions, so you're better off making him a Freeblade to get some sort of bonus. Can still pay CP to give him the WL trait and relic of course
Ordana wrote:Id indeed switch a captain for more bikes. Not worth the CP when your this tight already.
Id also just drop all the Misericordia's and spend the points on a few mortars. That 1 attack isn't going to make a difference and the mortars quickly add up to dead objective squads from your enemy.
Not sure if I would bother with the Paragon Gauntlet either.
At the moment I only have the one mortar team (I know,i should be flogged!) and it's built using different Guard models than my current guard. Eventually I'll get round to building some mortars but for now I'll have to go without.
Also, I quite like the paragon gauntlet; it's a great Super Heavy killer now that they are common place.
Audustum wrote:
The lower the points of the game, the more powerful Jetbikes are. Jetbikes at lower levels basically force your opponent to field a skew list while not doing the same to you because the Jetbikes themselves are such all rounders.
So yes, cram in every Jetbike you possibly can (you can also reference my 1,500 point list from 2 pages back or so, which is all Jetbikes and 1 Knight).
Alas, much like mortars, I'm lacking in bikes: I only have 3 bikes and 3 bike captains, not enough for an outrider. Unfortunately I've made the mistake of deciding to convert my entire Custodes force, so after 6 bikes I'm running out of unique ways to customize them.
Spartacus wrote:Unfortunately, super-heavy Auxiliary detachments are excluded from the section of rules that allows Knight Lances and Household traditions, so you're better off making him a Freeblade to get some sort of bonus. Can still pay CP to give him the WL trait and relic of course
Any suggestions on what qualities/burdens to take? They all seem a bit lack luster to me.
Or perhaps I should stay with a household in order to use one of the house stratagems, such as the one that basically makes my knight a house Hawkshroud knight for a turn?
I’ve been thinking about adding a Telemon to my list in lieu of adding Knights, but I’ve noticed the Telemon cannot move out of combat and still shoot like a Knight, so it has a real potential of getting tarpitted.
Anyone have experience with the Telemon?
davidgr33n wrote: I’ve been thinking about adding a Telemon to my list in lieu of adding Knights, but I’ve noticed the Telemon cannot move out of combat and still shoot like a Knight, so it has a real potential of getting tarpitted.
Anyone have experience with the Telemon?
I do, it's OK, not as good as I thought it was going to be (I've taken it in a few games now and it has yet to kill anything, only wounded stuff) if you keep it with a Vexilla and Custodes Guard Guard then it discourages people from charging it.
Offensively it doesn’t look that scary. In close combat it only has 4 attacks, and shooting the best and cheapest loadout is with double culverins, but to get the 2+ shooting you can’t move, so it limits what you can do. Also, none of the weapons have a high damage profile. I think the Telemon is over-rated.
So I have the obligatory CP farm from IG, giving me 13CP total. Instead of spamming bikes I've gone for 1 squad of 5 backed up by a Captain, while the standard Custodians advance up the board supported by the Telemon.
The Telemon with Culverins is ok in a pure Custodes list or if you cannot spare another detachment for some heavy support.
But for pure competitiveness there are probably other options. Although if you are playing competitive why not just go Aeldari/Drukhari
X078 wrote: The Telemon with Culverins is ok in a pure Custodes list or if you cannot spare another detachment for some heavy support.
But for pure competitiveness there are probably other options. Although if you are playing competitive why not just go Aeldari/Drukhari
\
Mixed Imperium is, in my estimation, stronger than mixed eldar.
So I have the obligatory CP farm from IG, giving me 13CP total. Instead of spamming bikes I've gone for 1 squad of 5 backed up by a Captain, while the standard Custodians advance up the board supported by the Telemon.
Thoughts?
Why aren't you mixing the storm shields into the other units to give each Guard unit some more staying power?
@Valkerie
I would drop all the salvo launchers, and upgrade your foot captain to a bike one. The bike can do everything the foot captain does, but also has the speed to help out with an assault or reposition quickly. Plus, you don't really need the salvo launchers, we've done the math earlier in the thread showing that hurricanes are generally just fine and you've got the telemon for ranged anti-armor.
I agree with mrhappyface, I would mix the shields into the other squads. Personally I would also go for more smaller squads (3/3/3/4) so you can spread out more. Custodes are good enough individually that even a single guard can tear up a AM infantry squad, so keeping a big unit just becomes a bigger target and an over-concentration of offensive power into something that moves 6" a turn.
I think a couple of Salvo Launchers could be beneficial when you are bringing a Telemon for anti-tank. My ethos is that if you're investing into AT shooting you should at least be able to kill a tank per furn right? Otherwise just bring more bodies.
A single Telemon will fall just short of that statistically (roughly 11 wounds to T7 3+ or 8.5 to T8), so a couple of melta missiles should help you secure that kill.
Particularly vs T8, I wouldn't trust more Hurricane Bolters to finish off hard targets, even when you can get in rapid fire range.
Outrider
Bike captain, hurricane, WL, SC, auric aquilis
3x3 bikes, 2 salvo in each
Battalion
2x bike captain, hurricane
3x3 guard, 1 S&B in each
Terminator vexilla.
I haven't used it but that sounds nastyyyy for pure custodes. The -1 to hit usually encourages my opponent to shoot at whatevers not got it so that means slow stuff can actually get there. This woild also be absolutely disgusting in my local meta. The salvos. are in there for the ranged AT, if I dropped them I could take a culexus though.
Thoughts?
That would be disgusting, I'm so looking forward to the day that I actually get round to building another two bike units so that I can take a full detachment of them.
Yeah, dropping the Bolters for a Culexus might be an idea if you were to go up against Thousand Sons, Daemons, Eldar, GK, etc.
I'd also personally take a normal Vexilla with an Axe so that he has some offensive capabilities too (also helps when popping transports).
Outrider
Bike captain, hurricane, WL, SC, auric aquilis
3x3 bikes, 2 salvo in each
Battalion
2x bike captain, hurricane
3x3 guard, 1 S&B in each
Terminator vexilla.
I haven't used it but that sounds nastyyyy for pure custodes. The -1 to hit usually encourages my opponent to shoot at whatevers not got it so that means slow stuff can actually get there. This woild also be absolutely disgusting in my local meta. The salvos. are in there for the ranged AT, if I dropped them I could take a culexus though.
Thoughts?
Its nice for a pure Custodes list but suffers from the usual problems of a pure Custodes list.
And I expect it to get worse with the introduction of Knights.
Yes you can charge and poke a knight to death turn 2 but your going to lose models are a pretty decent rate and lose effectiveness before he runs out of Knights.
Oh I definitely agree that for it to be competitive it needs an ig battery, but for pure custodes I can't think of a better list. (Maybe a telemon list)
@mrhappyface that's a decent idea actually, I've just built mine as a terminator.
@Primark G I think putting the bikes in reserve wastes their initial shock. Having to come down in the deployment zone means you can't maneuver into a nicer spot elsewhere, or pop a first turn charge. Also, if I hide 1-2 squads in the sky, the other will just be shot off.
Tried a list similar to this today (still need 3 more bikes) and boy did it do work. A horde of DG marines got obliterated. He had over 40 of them, by T3 there were none left.The bikrs did all the heavy lifting, and salvo launchers are tasty against vehicles. Lot of fun.
I actually think the Hurricane bikers are costed ok.
Unfortunately it is not enough to just lower the points for the Terminators since they still lack movement to do anything worth their points.
My first suggestion would be to drop points and add a stratagem that allows their unit to redeploy via teleportation, basically copy and adapt Blood Angels - Upon Wings of Fire stratagem. THAT would make them worthwhile in my view, though i've never heard of them introducing new Stratagems.
But realistically change the Praetorian Plate relic to allow teleportation without the silly need of being close to the enemies in their charge phase. Then lower points on the Vexilla Teleport Homer to 1 CP. That combo might do the trick, partly at least. Still not as good as getting a BA like stratagem.
These units needs points reductions and/or amendments in various ways.
Trajann
Allarus
Bike Salvo launcher
All Vexilla units, too expensive and lots of redundant strats. besides being a standalone character the vexilla should be wargear in all units.
@Primark G I think putting the bikes in reserve wastes their initial shock. Having to come down in the deployment zone means you can't maneuver into a nicer spot elsewhere, or pop a first turn charge. Also, if I hide 1-2 squads in the sky, the other will just be shot off.
Reserving is better than being alpha striked and losing them.
X078 wrote: I actually think the Hurricane bikers are costed ok.
Unfortunately it is not enough to just lower the points for the Terminators since they still lack movement to do anything worth their points.
My first suggestion would be to drop points and add a stratagem that allows their unit to redeploy via teleportation, basically copy and adapt Blood Angels - Upon Wings of Fire stratagem. THAT would make them worthwhile in my view, though i've never heard of them introducing new Stratagems.
But realistically change the Praetorian Plate relic to allow teleportation without the silly need of being close to the enemies in their charge phase. Then lower points on the Vexilla Teleport Homer to 1 CP. That combo might do the trick, partly at least. Still not as good as getting a BA like stratagem.
These units needs points reductions and/or amendments in various ways.
Trajann
Allarus
Bike Salvo launcher
All Vexilla units, too expensive and lots of redundant strats. besides being a standalone character the vexilla should be wargear in all units.
Allarus Custaodes are a 2+/4++ 4 wound unit. with deep strike and OS. that's a phenominal unit, if custodes didn't have FGLTC they'd likely be a lot more popular. problem is, with that stratigium, your native deep strikers need to be cheap eneugh that taking them instead of burning the CP is worth it.
Just curious if anyone takes the Auric Shackles Relic on any of their Shield-Captains? It seems like a great Relic considering how often we match up vs other Characters, even Knights.
Is it still pretty much bikes or bust with the golden boys? They have such cool minis now. Keep wanting to pick some up. Did the FW units give them other viable approaches?
Eldarain wrote: Is it still pretty much bikes or bust with the golden boys? They have such cool minis now. Keep wanting to pick some up. Did the FW units give them other viable approaches?
FW beta rules (and they’re still beta) gave us anti-big vehicle: shooting/punching them with dreadnoughts or shooting them with a tank. Hopefully they get some points drops/rules updates, but the remaining models really have the interesting potential when they get rules:
Heavy ranged custodian guard
Flamer-armed terminators (with maybe a 3++?)
Dreadnought with a storm shield
If done well, any of those things would be very worthwhile to include.
Automatically Appended Next Post:
davidgr33n wrote: Just curious if anyone takes the Auric Shackles Relic on any of their Shield-Captains? It seems like a great Relic considering how often we match up vs other Characters, even Knights.
-1 attack isn’t better than +1 invul. Since you can have 2 3++ for a single CP (warlord and one other), spending an extra 2 CP to get a third relic that isn’t as good doesn’t make sense a lot considering the other things you can do especially when your CP pool is limited.
Eldarain wrote: Is it still pretty much bikes or bust with the golden boys? They have such cool minis now. Keep wanting to pick some up. Did the FW units give them other viable approaches?
At the top levels of competition. Yes, its bikes or bust.
Primark G wrote: I’ve seen a good number of lists that’s not all jetbikes... knew this would come up again.
I have too, but right now jetbikes are definatly the best choice. I expect GW'll address this, and I'm hoping they points discount Allarus custodes instead of nerf the bikes.
Primark G wrote: I’ve seen a good number of lists that’s not all jetbikes... knew this would come up again.
I have too, but right now jetbikes are definatly the best choice. I expect GW'll address this, and I'm hoping they points discount Allarus custodes instead of nerf the bikes.
I hope so as well. The Bikes aren't actually overpowered in relation to other Codices, it's just that non-Bike Custodes are underpowered compared to other Codices so the Bikes seem overtly strong WITHIN the Codex by comparison.
But if you just nerfed Jetbikes we'd drop down to below mid-tier unless FW saves us.
Primark G wrote: I’ve seen a good number of lists that’s not all jetbikes... knew this would come up again.
I have too, but right now jetbikes are definatly the best choice. I expect GW'll address this, and I'm hoping they points discount Allarus custodes instead of nerf the bikes.
They do need to nerf the captain on bike, but I hope the squads stay roughly the same cost
Primark G wrote: I’ve seen a good number of lists that’s not all jetbikes... knew this would come up again.
I have too, but right now jetbikes are definatly the best choice. I expect GW'll address this, and I'm hoping they points discount Allarus custodes instead of nerf the bikes.
Nerfing bikes won't make any of the Elite choices more appealing though.
BillyN831 wrote: What do Adeptus Custodes have for optimal anti-tank options? Thanks!
Custodes don’t really have any “optimal” choices for anti-tank. Everything is expensive. That said, our options are:
1. Axes and Lances: beat it to death in CC.
2. Salvo launchers should be good, but for some reason no one has ever really got them to work and they aren’t much better than hurricanes against a lot of targets.
3. FW: the Telemon can punch or shoot at tanks, the Achillus can spear tanks, the Callidus Tank can shoot them. They are all varying degrees of overcosted though, and don’t have good way to defend against being the only vehicle in your army.
Well.....LandRaiders have lascannons…..LOL, I could barely suggest that with a strait face. I converted two of them, but outside of friendly mega battles and photo shoots they will likely be case Queens.
cuda1179 wrote: Well.....LandRaiders have lascannons…..LOL, I could barely suggest that with a strait face. I converted two of them, but outside of friendly mega battles and photo shoots they will likely be case Queens.
The Land Raider was my favorite model growing up. I’m still bitter that all variants of LRs just straight up suck in every army this edition. AC probably have the worst, though.
Primark G wrote: I’ve seen a good number of lists that’s not all jetbikes... knew this would come up again.
I have too, but right now jetbikes are definatly the best choice. I expect GW'll address this, and I'm hoping they points discount Allarus custodes instead of nerf the bikes.
They do need to nerf the captain on bike, but I hope the squads stay roughly the same cost
they just need to ban the supreme command detachment from ranked play
Primark G wrote: I’ve seen a good number of lists that’s not all jetbikes... knew this would come up again.
I have too, but right now jetbikes are definatly the best choice. I expect GW'll address this, and I'm hoping they points discount Allarus custodes instead of nerf the bikes.
They do need to nerf the captain on bike, but I hope the squads stay roughly the same cost
they just need to ban the supreme command detachment from ranked play
Primark G wrote: I’ve seen a good number of lists that’s not all jetbikes... knew this would come up again.
I have too, but right now jetbikes are definatly the best choice. I expect GW'll address this, and I'm hoping they points discount Allarus custodes instead of nerf the bikes.
They do need to nerf the captain on bike, but I hope the squads stay roughly the same cost
they just need to ban the supreme command detachment from ranked play
You’d just see other ways to get them in
I don't want people being stopped from taking them, but I think people taking JUST Bike captains is a problem.
Eldarain wrote: I'm with Brian. That detachment was a mistake.
I mean I get why they did it, they promised 8th edition wouldn't make any armies "illegal" and they had to account for stuff like the Librarian conclave, but it really is a sacrifice they should have just made.
The list concept, defense:
To build a list where all my opponent's multi-damage weaponry (so necessary in the current meta) is wasted on turn 1 and probably turn 2. If he has a limited number of sources of AP or anti-horde, I can target one of those sources early.
The list concept, offense:
Outrange most foes. Have things that can overcome -2 to hit modifiers (devastators and custodes), high toughness (Devastators, custodes, and guard plasma), invul saves (smite, hellfire shells, flakk missiles), and large numbers of cheap wounds (guard).
The custodes were a recent addition, but I think they shore up some of this list's gaps well.
vs. most armies, 20 guard bodies charge up the board, combine into a single squad, get ordered to move double, get all the psychic buffs (+1 to save, -1 to hit), and thus defend the shield captains (right behind them) from incoming fire. The bulk of the army stands back and shoots.
vs. assault armies or short range shooty armies, I spend a turn or two kiting them first.
If dealing with a lot of long range firepower, I can hide my devastators out of sight in ruins during deployment.
Questions:
1. Is Victor of the Blood Games worthwhile on my lead warlord biker(s), or should I just save a point or two for command rerolls? An opponent of mine took VotBG on his lead 3++ warlord in a recent tournament game - I took him out with hellfire shells and flakk missiles, bypassing both. In what matchups should I go for VotBG?
2. Suppose you're facing this with a custodes biker spam list. Say with a knight and IGCp battery. How do you deal with my list? What do you fear and target early?
3. What should I NOT assault with my bikers? What has been capable of withstanding your bikers' assault?
4. How have your shield-captains fared against demon princes?
5. Do your opponents tend to fear biker captains? Most of the point is to draw fire away from my devastators, mortars, and NOVA engineer units, and then tank all day.
6. This will be my first fight fielding custodians. What should I watch for as a newb?
7. Other pointers?
Celerior wrote: Questions:
1. Is Victor of the Blood Games worthwhile on my lead warlord biker(s), or should I just save a point or two for command rerolls? An opponent of mine took VotBG on his lead 3++ warlord in a recent tournament game - I took him out with hellfire shells and flakk missiles, bypassing both. In what matchups should I go for VotBG?
2. Suppose you're facing this with a custodes biker spam list. Say with a knight and IGCp battery. How do you deal with my list? What do you fear and target early?
3. What should I NOT assault with my bikers? What has been capable of withstanding your bikers' assault?
4. How have your shield-captains fared against demon princes?
5. Do your opponents tend to fear biker captains? Most of the point is to draw fire away from my devastators, mortars, and NOVA engineer units, and then tank all day.
6. This will be my first fight fielding custodians. What should I watch for as a newb?
7. Other pointers?
1. VotBG is a must if you want your warlord to go tanking the enemy all day (though be careful of those times when you send your shield captain to tank everything but immediately go down because you rolled triple 1 for saves and rolled a 1 and a 2 for CP re-roll and VotBG: this is something that did happen to me).
2. The Mortar teams, the Devastators and the Captains would be my targets if I went up against you; keep your Devastators and Mortars hunkered down in the back field and use your Captains to draw people away from parts of the board or possibly to scare them away from an area (depending on how aggressive your opponent is).
3. Anything that is Super tough, see: Primarchs, DeathGuard, Nurgle, Imperial Knights, etc. Don't let your bikes get bogged down, try to charge things you know you'll kill in a round or 2 (unless your charging a tank to stop it from shooting).
4. Normal DPs can be taken by a Captain or 2 but be careful of Tzeentch/DeathGuard DPs because they'll tank a Captain for a few turns.
5. Everyone fears Bike Captains but some people react to that fear by throwing everything they have at them and others try to bog the Captains down and focus on something else.
6. Watch out for mortal wound factories like Psyker armies and DeathGuard as well as Knight armies that can ignore wounds, squeeze you to death and explode in your face. Mortal wounds are the death of a Custodes army.
7. Be the most agressive with your warlord since it doesn't matter if he dies.
1. Is Victor of the Blood Games worthwhile on my lead warlord biker(s), or should I just save a point or two for command rerolls? An opponent of mine took VotBG on his lead 3++ warlord in a recent tournament game - I took him out with hellfire shells and flakk missiles, bypassing both. In what matchups should I go for VotBG?
It is worth if you have a good number of command points to start the game after you have paid for relics and pre-game stratagems (say at least 8).
2. Suppose you're facing this with a custodes biker spam list. Say with a knight and IGCp battery. How do you deal with my list? What do you fear and target early?
Focus on killing the Knight first but don't unnecessarily suicide units to do so.
3a. What should I NOT assault with my bikers?
Super killy overwatch mostly like Yhvarra and Knight super flamer.
3b. What has been capable of withstanding your bikers' assault?
Knights and some vehicles mostly.
4. How have your shield-captains fared against demon princes?
Make sure you charge them - use Stooping Dive if you have to.
5. Do your opponents tend to fear biker captains? Most of the point is to draw fire away from my devastators, mortars, and NOVA engineer units, and then tank all day.
As someone that is building a Knight + bike spam army I say your main target should be the bikes.
Its going to take a lot of firepower to get the Knight down (esp if it gets a 3++ from WL+Strat) and that buys the time for all the bikes to close the distance and inflict their damage.
And runaway bike units are going to do a lot more then a Knight can do per turn.
You have a lot of CP so VotBG can be nice. I use it in matchups where I expect my captains to operate alone and draw lots of attention. Which for your list is probably every game?
If you make a Company Commander your warlord for Grand Strategist you can actually try to regain the CP spend on VotBG since it is done during deployment.
As said be careful with charging stuff like Knight and Primarchs. While bike spam armies can try to overwhelm these targets you won't have the volume of attacks for it. (a captain being almost double the cost of a normal bike but with only 1 attack more).
Ordana wrote: As someone that is building a Knight + bike spam army I say your main target should be the bikes.
Its going to take a lot of firepower to get the Knight down (esp if it gets a 3++ from WL+Strat) and that buys the time for all the bikes to close the distance and inflict their damage.
And runaway bike units are going to do a lot more then a Knight can do per turn.
You have a lot of CP so VotBG can be nice. I use it in matchups where I expect my captains to operate alone and draw lots of attention. Which for your list is probably every game?
If you make a Company Commander your warlord for Grand Strategist you can actually try to regain the CP spend on VotBG since it is done during deployment.
As said be careful with charging stuff like Knight and Primarchs. While bike spam armies can try to overwhelm these targets you won't have the volume of attacks for it. (a captain being almost double the cost of a normal bike but with only 1 attack more).
this BTW is why I think Bike Captains are over rated. the additional attacks normal bikes have should not be dismissed lightly.
Yeah regular bikes are definitely stronger. They’re just harder to fit into non-AC armies because a Custodes Outrider is most of your list (and a Patrol isn’t all that much cheaper).
meleti wrote: Yeah regular bikes are definitely stronger. They’re just harder to fit into non-AC armies because a Custodes Outrider is most of your list (and a Patrol isn’t all that much cheaper).
which is honestly why I think they need to do away with supreme command detachments. 8th edition is stuck with em and I have a hunch we're not apt to see that change with 9th. but if the various tounries started saying "supreme command detachments are not accepted as valid here" it'd proably be a good thing
What is the best mono Custodes list that doesn't spam bikes (a unit or two is ok)
Obviously not for a hyper competitive environment (most pickup games here are going for the win but there isn't the extreme hyper min maxing of guard battalions for all etc)
Min units of SS Guard? Is there value in going heavy on Allarus and splitting them or is that just entertaining jank?
Keep in mind it doesn't have to be very strong, more a thought experiment trying to make the most of a tough situation.
Eldarain wrote: What is the best mono Custodes list that doesn't spam bikes (a unit or two is ok)
Obviously not for a hyper competitive environment (most pickup games here are going for the win but there isn't the extreme hyper min maxing of guard battalions for all etc)
Min units of SS Guard? Is there value in going heavy on Allarus and splitting them or is that just entertaining jank?
Keep in mind it doesn't have to be very strong, more a thought experiment trying to make the most of a tough situation.
You don't need a lot of Storm Shields. I've done 3 units of 4 dudes, and that's 3 Spears and 1 Sword/Shield. It does pretty good.
Eldarain wrote: What is the best mono Custodes list that doesn't spam bikes (a unit or two is ok)
Obviously not for a hyper competitive environment (most pickup games here are going for the win but there isn't the extreme hyper min maxing of guard battalions for all etc)
Min units of SS Guard? Is there value in going heavy on Allarus and splitting them or is that just entertaining jank?
Keep in mind it doesn't have to be very strong, more a thought experiment trying to make the most of a tough situation.
A few min squads for objectives. prob 1 SS in them. A big squad to teleport and some Allarus probably. Or scrap the big squad and bring more Allarus.
I agree that supreme command detachments are pretty lame. This will be my first time fielding one.
Bike captains don't make sense next to regular bikers when it comes to damage output, but on the other hand with 7 wounds, the character rule, and a 3++, bike captains have well over twice the survivability of regular praetors.
Compared against vertus praetors, captains do less damage. But compared to other options in other codices in their roles, they're hopefully going to be worth their points. For example, suppose I'm trying to hunt down my opponent's pesky engineer rangers. Those hurricane bolters will force my opponent to spend a command point on the alaitoc stratagem, and then the other two bike captains can target a different unit, and I can throw lasguns or mortars (hitting on 6es anyway) at the first engineer unit.
I see it like this.
If you want to spend 1000+ points bring an Outrider of bikes.
If you want to spend less bring a Supreme Command of bike captains.
And yes I would be totally fine with removing the Supreme Command detachment. Its only use is to bring abusive HQ units without paying a tax of other units.
So I placed an order for an Achillus Dread yesterday, and while I was reading over the instructions online it occurred to me that it'd be pretty easy to just magentise the spear so I could run him as an Exemplar Dread if I wanted to. The Exemplar seems to be a bit forgotten-about, probably due to him lacking a model. Looks like a decent piece of kit, 210 points basic, but can take Heavy Flamers or Plasma Ejectors, as well as a Las Pulsar for a bit of anti-tank.
Is he worth it at all? 280pts gets me a Plasma Ejector and Las Pulsar for 2D3 S9 shots, but then again, I could pay 30pts more and get a twin-Illiastus Telemon.
Slayer-Fan123 wrote:I'd say wait for the IA book before making any rash decisions. How good are you at magnetizing?
Pretty good, I've magnetised a variety of things from Combi-Weapons to Reaver Titans.
mrhappyface wrote:I've already got a FW Custodes Contemptor, they have inbuilt recesses in the arm joints for sticking a magnet in, no need for drilling.
Even better, that's great to hear Still unsure about the Exemplar however.
mrhappyface wrote: I've already got a FW Custodes Contemptor, they have inbuilt recesses in the arm joints for sticking a magnet in, no need for drilling.
Thats good to know, how big are the magnets? Is the same true of the telemon?
mrhappyface wrote: I've already got a FW Custodes Contemptor, they have inbuilt recesses in the arm joints for sticking a magnet in, no need for drilling.
Thats good to know, how big are the magnets? Is the same true of the telemon?
I've used 5mm but there's space for a 6mm I reckon and, yes, the Telemon has the same spaces for magnets.
mrhappyface wrote: I've already got a FW Custodes Contemptor, they have inbuilt recesses in the arm joints for sticking a magnet in, no need for drilling.
Thats good to know, how big are the magnets? Is the same true of the telemon?
Yes there is, I put mine together using 6mm magnets last night. They've put holes slightly bigger than 6mm on the arms (where the weapon part purchased joins to the base kit above the elbow) and on the missile pod on top. However I like to magnetise my bigger humanoid models at the waist as well, so had to drill a hole into the ball joint there.
You could probably do with far smaller magnets as there's not much weight for them to bear, but 6mm fits quite conveniently.
Is he worth it at all? 280pts gets me a Plasma Ejector and Las Pulsar for 2D3 S9 shots, but then again, I could pay 30pts more and get a twin-Illiastus Telemon.
Double Iliastus Telemon is the more shooty-killy choice while being a lot more survivable. That being said, the Telemon will still go down if focused and benefits greatly from a Vexilus Praetor (carrying a Magnifica) babysitter.
Though I am playing Custodes with IG most of the time, I am starting to feel the burn out. IG as allies, being a CP farm, are simply not exciting. As such, I tried to play most games solo Custodes and it was a blast.
Seeing as CP farming may take a hit in the big FAQ, what do you guys think is a good combination for Custodes? Play them solo with their FW units? Assassins? IK? Something to spice things up without sacrificing too much of power.
Trade_Prince wrote: Though I am playing Custodes with IG most of the time, I am starting to feel the burn out. IG as allies, being a CP farm, are simply not exciting. As such, I tried to play most games solo Custodes and it was a blast.
Seeing as CP farming may take a hit in the big FAQ, what do you guys think is a good combination for Custodes? Play them solo with their FW units? Assassins? IK? Something to spice things up without sacrificing too much of power.
I do SoB for my CP, and b.c i like them better, sure they are double the points, but they are more fun!
I'm actually wondering if custodes and space wolves might work together alright, I don't expect it to be a power combo but could be a fun intreasting thing. Properio Redux!
It'd be really bloody good in a meta that has a lot of GSC and Daemons. But do you want to pay the extra points for a Rune Priest and scouts just in case you come up against one of the above mentioned?
mrhappyface wrote: It'd be really bloody good in a meta that has a lot of GSC and Daemons. But do you want to pay the extra points for a Rune Priest and scouts just in case you come up against one of the above mentioned?
For competitive. I don't see how SW's complement Custodes. They don't provide much to mitigate Custodes weaknesses.
Wolves are competing with blood angels, not custodes.
Custodes are out of cycle as they match up worse against knights than smash captains do, though some people are still making them work at the competitive level.
For competitive. I don't see how SW's complement Custodes. They don't provide much to mitigate Custodes weaknesses.
Wolves are competing with blood angels, not custodes.
Custodes are out of cycle as they match up worse against knights than smash captains do, though some people are still making them work at the competitive level.
SW\s cant compete with BA.
No 3d6 charge, no extra attacks, no ignore overwatch no redeploy and no normal scouts.
Custodes need help killing Knights that is true. But I still like a Custodes outrider detachment and dropped my BA detachment for a Castellan to help with Knights and provide long range firepower
Custodes outrider + IG battery + Knight.
Sadly havn't had a chance to try it out against a Knight list tho.
For competitive. I don't see how SW's complement Custodes. They don't provide much to mitigate Custodes weaknesses.
Wolves are competing with blood angels, not custodes.
Custodes are out of cycle as they match up worse against knights than smash captains do, though some people are still making them work at the competitive level.
no one ever said competing with custodes, they said COMPLIMENTING Custodes.
I'm still EXTREMELY happy with my admech battalion. The arquebus snipe out important heroes, the dunecrawler(s) provide some much needed high damage. They lack the CP farm abilities, but I have a strong feeling theyre looking at changing those items anyway.
For competitive. I don't see how SW's complement Custodes. They don't provide much to mitigate Custodes weaknesses.
Wolves are competing with blood angels, not custodes.
Custodes are out of cycle as they match up worse against knights than smash captains do, though some people are still making them work at the competitive level.
no one ever said competing with custodes, they said COMPLIMENTING Custodes.
Slayer-Fan123 wrote: Ignoring Overwatch is very overrated and only necessary for the Flamer knight which, surprise surprise, gets no use for the most part.
Ignoring Overwatch is very useful; I wish I'd had that ability when I charged my Shield Captain into Shadowsword (I was throwing everything at it and thought the Captain would be able to soak up the damage with a re-rollable 3++) only for him to be vaporised by defensive gunners.
Slayer-Fan123 wrote: Ignoring Overwatch is very overrated and only necessary for the Flamer knight which, surprise surprise, gets no use for the most part.
Ignoring Overwatch is very useful; I wish I'd had that ability when I charged my Shield Captain into Shadowsword (I was throwing everything at it and thought the Captain would be able to soak up the damage with a re-rollable 3++) only for him to be vaporised by defensive gunners.
So something bad happens once? I think I'll take my chances on my odds.
For competitive. I don't see how SW's complement Custodes. They don't provide much to mitigate Custodes weaknesses.
Wolves are competing with blood angels, not custodes.
Custodes are out of cycle as they match up worse against knights than smash captains do, though some people are still making them work at the competitive level.
SW\s cant compete with BA.
No 3d6 charge, no extra attacks, no ignore overwatch no redeploy and no normal scouts.
Custodes need help killing Knights that is true. But I still like a Custodes outrider detachment and dropped my BA detachment for a Castellan to help with Knights and provide long range firepower
Custodes outrider + IG battery + Knight.
Sadly havn't had a chance to try it out against a Knight list tho.
actually space wolves do have ignore over watch to a degree. heroic interventions are NOT subject to over watch.
For competitive. I don't see how SW's complement Custodes. They don't provide much to mitigate Custodes weaknesses.
Wolves are competing with blood angels, not custodes.
Custodes are out of cycle as they match up worse against knights than smash captains do, though some people are still making them work at the competitive level.
SW\s cant compete with BA.
No 3d6 charge, no extra attacks, no ignore overwatch no redeploy and no normal scouts.
Custodes need help killing Knights that is true. But I still like a Custodes outrider detachment and dropped my BA detachment for a Castellan to help with Knights and provide long range firepower
Custodes outrider + IG battery + Knight.
Sadly havn't had a chance to try it out against a Knight list tho.
actually space wolves do have ignore over watch to a degree. heroic interventions are NOT subject to over watch.
I think opponent will move stuff you want to ignore away or shoot you first rather than let that easily happen
Also if you go within 6" but don't charge one could say overwatch did it's job already...
Slayer-Fan123 wrote: Ignoring Overwatch is very overrated and only necessary for the Flamer knight which, surprise surprise, gets no use for the most part.
Ignoring Overwatch is very useful; I wish I'd had that ability when I charged my Shield Captain into Shadowsword (I was throwing everything at it and thought the Captain would be able to soak up the damage with a re-rollable 3++) only for him to be vaporised by defensive gunners.
So something bad happens once? I think I'll take my chances on my odds.
The point was that there are things in this game that have Overwatch that is almost as powerful as their shooting (IG tanks with defensive gunners, anything Tau, flamers, etc.); it would be best to have some way of ignoring such an overwatch.
Slayer-Fan123 wrote: Ignoring Overwatch is very overrated and only necessary for the Flamer knight which, surprise surprise, gets no use for the most part.
Have fun charging a Hemlock without ignore overwatch.
Slayer-Fan123 wrote: Ignoring Overwatch is very overrated and only necessary for the Flamer knight which, surprise surprise, gets no use for the most part.
Have fun charging a Hemlock without ignore overwatch.
We've already done the math that says a 3++/5+++ Shield Captain on a bike can probably survive the overwatch from a Valiant. Victor of the Blood Games+a command re-roll means you have a decent chance of taking no wounds from a Hemlock.
Had a game yesterday with my Custodes/AdMEch Stygies list and testet the Telemon. Not bad not bad. I was running a Knight Crusader beforehand but since its pretty obvious that CP farming will get nerfed and I practice for the Alliance Open GT where they already nerfed CP farming, the Knight got kicked out of the list because its way too CP intense. Now. I tested the Telemon dropping in with the 20 shots S7. He killed 2 units of Hive Guard pretty handily (over 2 turns) but the S7 sucks against the big bugs. Also -1 is just crap. So I was thinking taking the S8 weapon. Anyone got experience with it? The Telemon is basically my "drop in and kill what I cant get to in melee" unit since I run a lot of infiltrating E-Priests and Dragoons with my Custodes^^
Iago40k wrote: Had a game yesterday with my Custodes/AdMEch Stygies list and testet the Telemon. Not bad not bad. I was running a Knight Crusader beforehand but since its pretty obvious that CP farming will get nerfed and I practice for the Alliance Open GT where they already nerfed CP farming, the Knight got kicked out of the list because its way too CP intense. Now. I tested the Telemon dropping in with the 20 shots S7. He killed 2 units of Hive Guard pretty handily (over 2 turns) but the S7 sucks against the big bugs. Also -1 is just crap. So I was thinking taking the S8 weapon. Anyone got experience with it? The Telemon is basically my "drop in and kill what I cant get to in melee" unit since I run a lot of infiltrating E-Priests and Dragoons with my Custodes^^
I haven't used twin illastrus culverins on the telemon however I have used the calladius grav tank and had good success with that, which is 5 points more expensive and much less survivable (not to mention less shots) than a telemon with dual culverin so I can only imagine good things
Iago40k wrote: Had a game yesterday with my Custodes/AdMEch Stygies list and testet the Telemon. Not bad not bad. I was running a Knight Crusader beforehand but since its pretty obvious that CP farming will get nerfed and I practice for the Alliance Open GT where they already nerfed CP farming, the Knight got kicked out of the list because its way too CP intense. Now. I tested the Telemon dropping in with the 20 shots S7. He killed 2 units of Hive Guard pretty handily (over 2 turns) but the S7 sucks against the big bugs. Also -1 is just crap. So I was thinking taking the S8 weapon. Anyone got experience with it? The Telemon is basically my "drop in and kill what I cant get to in melee" unit since I run a lot of infiltrating E-Priests and Dragoons with my Custodes^^
I haven't used twin illastrus culverins on the telemon however I have used the calladius grav tank and had good success with that, which is 5 points more expensive and much less survivable (not to mention less shots) than a telemon with dual culverin so I can only imagine good things
Yeah they rock - S8 is such an important stat point vs 7, that and the extra AP more than make up for the reduced amount of shots, at a cheaper point cost for some reason. The Telemon is a beast of a shooty platform that can only really be efficiently neutered by tarpitting - the T8 2+ 4++ and a -1 banner to hit really limits any shooting directed at thim. When you're playing pure Custodes, forcing enemies to come to you is always a good thing. A must take in any pure Custodes force that is looking to be a true TAC list IMO.
One note on tarpitting - a shooty Telemon is a great candidate for the Unflinching stratagem. All that dakka hitting on 5s for overwatch can dissuade pretty much anything aside from a big infantry mob. On my last game my DG/Nurgle opponent attempted to charge mine with a couple of plague drones and a bloat-drone. After I used the stratagem and the plague drones got pasted he quickly reconsidered sending in the bloat drone.
the problem with the telemon is that is still is a big target. A smash captain will kill it. Any army with a castellan will probably kill it. I imagine a eldar based army will probably kill it. All within a turn or two.
stratigo wrote: the problem with the telemon is that is still is a big target. A smash captain will kill it. Any army with a castellan will probably kill it. I imagine a eldar based army will probably kill it. All within a turn or two.
Deep strike it. Bring it in t1 whether you go first or second and let it do its work.
stratigo wrote: the problem with the telemon is that is still is a big target. A smash captain will kill it. Any army with a castellan will probably kill it. I imagine a eldar based army will probably kill it. All within a turn or two.
Deep strike it. Bring it in t1 whether you go first or second and let it do its work.
So I just did the math and then accidentally erased the post, but the answer is this:
Optimized Captain Slamguinus 1-shots a Telemon.
Optimized Castellan 1-shots a Telemon.
'Average' Slamguinus or the -1 to Hit Flag means it takes 2 rounds to kill the Telemon. So he won't get to do much before kaboom.
stratigo wrote: the problem with the telemon is that is still is a big target. A smash captain will kill it. Any army with a castellan will probably kill it. I imagine a eldar based army will probably kill it. All within a turn or two.
Deep strike it. Bring it in t1 whether you go first or second and let it do its work.
So I just did the math and then accidentally erased the post, but the answer is this:
Optimized Captain Slamguinus 1-shots a Telemon.
Optimized Castellan 1-shots a Telemon.
'Average' Slamguinus or the -1 to Hit Flag means it takes 2 rounds to kill the Telemon. So he won't get to do much before kaboom.
Thats why you keep him in reserve, drop him in your deployment t1, open up on your priority targets. If you go second his smashcaptains will either have to reserve until t2, reducing their effectiveness, or redirect into other targets. Same goes for the castellan, they'll have to hit another target. Either way you're getting at least one round of shooting off with it.
stratigo wrote: the problem with the telemon is that is still is a big target. A smash captain will kill it. Any army with a castellan will probably kill it. I imagine a eldar based army will probably kill it. All within a turn or two.
Deep strike it. Bring it in t1 whether you go first or second and let it do its work.
So I just did the math and then accidentally erased the post, but the answer is this:
Optimized Captain Slamguinus 1-shots a Telemon.
Optimized Castellan 1-shots a Telemon.
'Average' Slamguinus or the -1 to Hit Flag means it takes 2 rounds to kill the Telemon. So he won't get to do much before kaboom.
Thats why you keep him in reserve, drop him in your deployment t1, open up on your priority targets. If you go second his smashcaptains will either have to reserve until t2, reducing their effectiveness, or redirect into other targets. Same goes for the castellan, they'll have to hit another target. Either way you're getting at least one round of shooting off with it.
Slamguinus is waiting till T2 anyway because of the beta reserves rule. He also doesn't mind staying in reserve for as long as your Telemon does cause he's less than half the Telemon's cost. He's already helping just by making you hide.
The Castellan really doesn't care if you shoot him first. He's VERY unlikely to even be bracketed by the Telemon's shooting and has Machine Spirit Resurgent for 1CP even if he is.
Ultimately, it's not really cost effective to drop 300+ points on a model for 1-2 rounds of shooting unless it's some REALLY good shooting (which he's only slightly above mid-tier).
The main problem is that if the Telemon was super good, you’d bring three of them. It’s a model that works better in mass
That said we are, as usual, falling into the trap of myopic focus on the very best lists in the game, and most games it’s going to work out fine as part of the army
But competetively, its natural predator is going to wreck it for less than half the price. Slam captains suppress the use of heavy armor. You either rock cheap gun platforms like ravagers or go straight to super heavies. The knight meta make that even tougher as every army is gearing to take out 1 to 4 knights in a game at the competetive level. The telemon just isn’t as hard a target as a knight
Re a Slam Captain or a Castellan, you could say the same thing about pretty much anything in the game.
Comparing anything Custodes have to tryhard WAAC netlists spamming OP units that are 99 percent likely to be nerfed in the next 2 weeks has no relevance unless you frequent GTs *puke*, or have a particularly toxic local community who play to the same loft standards. Certainly not a good measure of general effectiveness.
Funnily enough most people in the real world like to play their models as they are painted, in armies that make sense thematically and are a fair matchup vs their opponent. I pity those poor sods who don't.
Spartacus wrote: Re a Slam Captain or a Castellan, you could say the same thing about pretty much anything in the game.
No, you really can't. Almost any other Imperial Knight sporting the Ion Bulwark trait will fair significantly better. Artillery squads are also a good alternative because they're generally lower cost than even Captain Slammy so they aren't worth his time or capable of playing LoS shenanigans on the Castellan (and also being low point value and thus not worth his time).
Comparing anything Custodes have to tryhard WAAC netlists spamming OP units that are 99 percent likely to be nerfed in the next 2 weeks has no relevance unless you frequent GTs *puke*, or have a particularly toxic local community who play to the same loft standards. Certainly not a good measure of general effectiveness.
Funnily enough most people in the real world like to play their models as they are painted, in armies that make sense thematically and are a fair matchup vs their opponent. I pity those poor sods who don't.
Well aren't you a cheery, accepting sort of person. I hope others are more kind to your favored modes of play than you are to theirs. Generally, tactical advice is given on the consideration that your opponent is running an 'optimal' list and making minimal mistakes. This is because if you are facing opponents with unoptimized lists and/or who make many mistakes, you can basically work around any deficiency in your own list with pure skill (i.e. raise your skill ceiling to overcome the gap). When facing optimal lists and skilled opponents, however, you need to bring tools that can get their value even against the opponent's preparation. That is something people might need help analyzing and what we can contribute as fellow players in a tactical replay without having to analyze a batrep in order to aid a player in increasing his/her skill ceiling.
Spartacus wrote: Re a Slam Captain or a Castellan, you could say the same thing about pretty much anything in the game.
No, you really can't. Almost any other Imperial Knight sporting the Ion Bulwark trait will fair significantly better. Artillery squads are also a good alternative because they're generally lower cost than even Captain Slammy so they aren't worth his time or capable of playing LoS shenanigans on the Castellan (and also being low point value and thus not worth his time).
Comparing anything Custodes have to tryhard WAAC netlists spamming OP units that are 99 percent likely to be nerfed in the next 2 weeks has no relevance unless you frequent GTs *puke*, or have a particularly toxic local community who play to the same loft standards. Certainly not a good measure of general effectiveness.
Funnily enough most people in the real world like to play their models as they are painted, in armies that make sense thematically and are a fair matchup vs their opponent. I pity those poor sods who don't.
Well aren't you a cheery, accepting sort of person. I hope others are more kind to your favored modes of play than you are to theirs. Generally, tactical advice is given on the consideration that your opponent is running an 'optimal' list and making minimal mistakes. This is because if you are facing opponents with unoptimized lists and/or who make many mistakes, you can basically work around any deficiency in your own list with pure skill (i.e. raise your skill ceiling to overcome the gap). When facing optimal lists and skilled opponents, however, you need to bring tools that can get their value even against the opponent's preparation. That is something people might need help analyzing and what we can contribute as fellow players in a tactical replay without having to analyze a batrep in order to aid a player in increasing his/her skill ceiling.
no he's absolutely right, this kind of rediculas over the top stuff isn't the way most people play. sure it's worth ntoing that someone could take over powered unit X and that it's worth pondering ways to handle it, but a statement like "EVERYONE WILL RUN X THIS WAY" is silly.
Spartacus wrote: Re a Slam Captain or a Castellan, you could say the same thing about pretty much anything in the game.
No, you really can't. Almost any other Imperial Knight sporting the Ion Bulwark trait will fair significantly better. Artillery squads are also a good alternative because they're generally lower cost than even Captain Slammy so they aren't worth his time or capable of playing LoS shenanigans on the Castellan (and also being low point value and thus not worth his time).
Comparing anything Custodes have to tryhard WAAC netlists spamming OP units that are 99 percent likely to be nerfed in the next 2 weeks has no relevance unless you frequent GTs *puke*, or have a particularly toxic local community who play to the same loft standards. Certainly not a good measure of general effectiveness.
Funnily enough most people in the real world like to play their models as they are painted, in armies that make sense thematically and are a fair matchup vs their opponent. I pity those poor sods who don't.
Well aren't you a cheery, accepting sort of person. I hope others are more kind to your favored modes of play than you are to theirs. Generally, tactical advice is given on the consideration that your opponent is running an 'optimal' list and making minimal mistakes. This is because if you are facing opponents with unoptimized lists and/or who make many mistakes, you can basically work around any deficiency in your own list with pure skill (i.e. raise your skill ceiling to overcome the gap). When facing optimal lists and skilled opponents, however, you need to bring tools that can get their value even against the opponent's preparation. That is something people might need help analyzing and what we can contribute as fellow players in a tactical replay without having to analyze a batrep in order to aid a player in increasing his/her skill ceiling.
With that attitude, I don't think Custodes are the best choice for your needs. Better everyone just bring a Castellan, 2 Slam Captains and a Catachan Brigade to play it safe. That's the epitome of internet tactical analysis right now.
-----
Talking seriously though, what else would you recommend for Custodes against this stuff if we need to be so worried about it? If Slammy isn't coming in to kill a 310 point Telemon hes coming in to kill a 270 point Vertus Praetor Squad instead. Its still gonna be a massive win for your opponent either way, and thats the only other really solid unit option for Custodes. Your post is only useful in proving that Custodes are not top dog in the power rankings at the moment, which probably 90% of people here already know.
Audustum wrote: Slamguinus is waiting till T2 anyway because of the beta reserves rule. He also doesn't mind staying in reserve for as long as your Telemon does cause he's less than half the Telemon's cost. He's already helping just by making you hide.
Slamquinus can come DS'ing where-ever on T1 if he wants. There's the 1CP strategem that allows him to reposition himself like he were DS'ing. That's why putting Telemon on reserve is a way to ensure he survives. If he starts on table and you go 2nd slamquinus will DZ, charge and kill him.
If you can effect things from your DZ then reserve and deep strike can be handy. Going against dark eldars for example you can expect ravagers to often start in reserve to ensure they don't get pasted before shooting.
Bringing Slamguinius and a Knight (as combo) to this debate is really unnecessary since the combo will get nerfed via FAQ. Plus, the Telemon will always deliver at least once since you will put it into deepstrike reserve. So thanks for the feedback, I think I wil order one of them after the FAQ dropped.
Spartacus wrote: Re a Slam Captain or a Castellan, you could say the same thing about pretty much anything in the game.
No, you really can't. Almost any other Imperial Knight sporting the Ion Bulwark trait will fair significantly better. Artillery squads are also a good alternative because they're generally lower cost than even Captain Slammy so they aren't worth his time or capable of playing LoS shenanigans on the Castellan (and also being low point value and thus not worth his time).
Comparing anything Custodes have to tryhard WAAC netlists spamming OP units that are 99 percent likely to be nerfed in the next 2 weeks has no relevance unless you frequent GTs *puke*, or have a particularly toxic local community who play to the same loft standards. Certainly not a good measure of general effectiveness.
Funnily enough most people in the real world like to play their models as they are painted, in armies that make sense thematically and are a fair matchup vs their opponent. I pity those poor sods who don't.
Well aren't you a cheery, accepting sort of person. I hope others are more kind to your favored modes of play than you are to theirs. Generally, tactical advice is given on the consideration that your opponent is running an 'optimal' list and making minimal mistakes. This is because if you are facing opponents with unoptimized lists and/or who make many mistakes, you can basically work around any deficiency in your own list with pure skill (i.e. raise your skill ceiling to overcome the gap). When facing optimal lists and skilled opponents, however, you need to bring tools that can get their value even against the opponent's preparation. That is something people might need help analyzing and what we can contribute as fellow players in a tactical replay without having to analyze a batrep in order to aid a player in increasing his/her skill ceiling.
no he's absolutely right, this kind of rediculas over the top stuff isn't the way most people play. sure it's worth ntoing that someone could take over powered unit X and that it's worth pondering ways to handle it, but a statement like "EVERYONE WILL RUN X THIS WAY" is silly.
This is simply something we don't know and can't prove in either direction. There is no stat for 'garage games' vs. 'toutnament games' and what was fielded in each. I can say at last NOVA, for example, even the mid and low tier tables were fielding Dominus class Knights and groups of Knights everywhere. It's just a stat in a void though.
Basically, we DON'T actually know it's not how most people play.
Spartacus wrote: Re a Slam Captain or a Castellan, you could say the same thing about pretty much anything in the game.
No, you really can't. Almost any other Imperial Knight sporting the Ion Bulwark trait will fair significantly better. Artillery squads are also a good alternative because they're generally lower cost than even Captain Slammy so they aren't worth his time or capable of playing LoS shenanigans on the Castellan (and also being low point value and thus not worth his time).
Comparing anything Custodes have to tryhard WAAC netlists spamming OP units that are 99 percent likely to be nerfed in the next 2 weeks has no relevance unless you frequent GTs *puke*, or have a particularly toxic local community who play to the same loft standards. Certainly not a good measure of general effectiveness.
Funnily enough most people in the real world like to play their models as they are painted, in armies that make sense thematically and are a fair matchup vs their opponent. I pity those poor sods who don't.
Well aren't you a cheery, accepting sort of person. I hope others are more kind to your favored modes of play than you are to theirs. Generally, tactical advice is given on the consideration that your opponent is running an 'optimal' list and making minimal mistakes. This is because if you are facing opponents with unoptimized lists and/or who make many mistakes, you can basically work around any deficiency in your own list with pure skill (i.e. raise your skill ceiling to overcome the gap). When facing optimal lists and skilled opponents, however, you need to bring tools that can get their value even against the opponent's preparation. That is something people might need help analyzing and what we can contribute as fellow players in a tactical replay without having to analyze a batrep in order to aid a player in increasing his/her skill ceiling.
With that attitude, I don't think Custodes are the best choice for your needs. Better everyone just bring a Castellan, 2 Slam Captains and a Catachan Brigade to play it safe. That's the epitome of internet tactical analysis right now.
-----
Talking seriously though, what else would you recommend for Custodes against this stuff if we need to be so worried about it? If Slammy isn't coming in to kill a 310 point Telemon hes coming in to kill a 270 point Vertus Praetor Squad instead. Its still gonna be a massive win for your opponent either way, and thats the only other really solid unit option for Custodes. Your post is only useful in proving that Custodes are not top dog in the power rankings at the moment, which probably 90% of people here already know.
My post was not talking about "how do we counter X" it was in response to "how useful is a Telemon". The answer is: not super. It's a bit overpriced at the moment and needs to Hit harder or be more durable.
And no, Slamguinus doesn't kill the Preators nearly as bad as he wrecks the Telemon for two reasons: 1. They get to swing back before his second fight. 2. With the average Slamguinus doing 3 damage per wound, 2 damage gets lost on overkill Everytime he kills a Bike. To give you an idea, Slamguinus's first 7 attacks should average about 2.27 wounds. That kills 1 Bike (90 points, less than Slammy himself).
2 surviving Bikes average 2.88 return damage and have a 34% of killing Slamguinus outright, ish. With Overwatch it's between 35% and 40%. With his average wounds, Slammy isn't guaranteed to kill the two remaining Bikes on his turn. It actually makes charging the Bikes a dicey prospect for him that has to be carefully evaluated, unlike the Telemon.
A fun thing about this too is that the bigger you make the Bike squad the worse it is for Slammy too. He will only ever average that 1.5ish wounds, but each Bike you add on massively increases your odds of killing him before his second attack phase.
If you want advice on what to actually bring, you should look at the "Peace Through Dakka" list that made NOVA's top 10. It's literally just a AMCP ally and as many Jetbikes as you can cram into the points level from there.
Audustum wrote: Slamguinus is waiting till T2 anyway because of the beta reserves rule. He also doesn't mind staying in reserve for as long as your Telemon does cause he's less than half the Telemon's cost. He's already helping just by making you hide.
Slamquinus can come DS'ing where-ever on T1 if he wants. There's the 1CP strategem that allows him to reposition himself like he were DS'ing. That's why putting Telemon on reserve is a way to ensure he survives. If he starts on table and you go 2nd slamquinus will DZ, charge and kill him.
If you can effect things from your DZ then reserve and deep strike can be handy. Going against dark eldars for example you can expect ravagers to often start in reserve to ensure they don't get pasted before shooting.
If you want to blow even more CP on him you might be able to swing him around T1, yeah, but if the big juicy target you want is in Deep Strike itself there is no reason to. He can just sit and wait for you.
No one disputed Telemon would get 1 turn of shooting if you Deep Strike it. The dispute was over whether that was actually useful OR worth the points.
Automatically Appended Next Post:
Iago40k wrote: Bringing Slamguinius and a Knight (as combo) to this debate is really unnecessary since the combo will get nerfed via FAQ. Plus, the Telemon will always deliver at least once since you will put it into deepstrike reserve. So thanks for the feedback, I think I wil order one of them after the FAQ dropped.
I am far less sure than you. CP regen is on the chopping block for sure. I'm not as certain what they'll do about the other two (if anything, they will already be vastly weakened by loss of the big CP allies).
I was also bringing them up individually as threats, not as a combo.
That said, remember very much that our Telemon is in beta rules. He is ALSO capable of change before release.
I am far less sure than you. CP regen is on the chopping block for sure. I'm not as certain what they'll do about the other two (if anything, they will already be vastly weakened by loss of the big CP allies).
I was also bringing them up individually as threats, not as a combo.
That said, remember very much that our Telemon is in beta rules. He is ALSO capable of change before release.
Well they can keep the Knight and the BA Captain as they are since they are far less likely to be comboed together if there arent 5000 CP to throw around. Thats the only thing that makes this list work.
And yes you are right, they can still change the Beta rules for the Telemon. I wait till the FAQ drops...as we all do I guess
Spartacus wrote: Re a Slam Captain or a Castellan, you could say the same thing about pretty much anything in the game.
No, you really can't. Almost any other Imperial Knight sporting the Ion Bulwark trait will fair significantly better. Artillery squads are also a good alternative because they're generally lower cost than even Captain Slammy so they aren't worth his time or capable of playing LoS shenanigans on the Castellan (and also being low point value and thus not worth his time).
Comparing anything Custodes have to tryhard WAAC netlists spamming OP units that are 99 percent likely to be nerfed in the next 2 weeks has no relevance unless you frequent GTs *puke*, or have a particularly toxic local community who play to the same loft standards. Certainly not a good measure of general effectiveness.
Funnily enough most people in the real world like to play their models as they are painted, in armies that make sense thematically and are a fair matchup vs their opponent. I pity those poor sods who don't.
Well aren't you a cheery, accepting sort of person. I hope others are more kind to your favored modes of play than you are to theirs. Generally, tactical advice is given on the consideration that your opponent is running an 'optimal' list and making minimal mistakes. This is because if you are facing opponents with unoptimized lists and/or who make many mistakes, you can basically work around any deficiency in your own list with pure skill (i.e. raise your skill ceiling to overcome the gap). When facing optimal lists and skilled opponents, however, you need to bring tools that can get their value even against the opponent's preparation. That is something people might need help analyzing and what we can contribute as fellow players in a tactical replay without having to analyze a batrep in order to aid a player in increasing his/her skill ceiling.
With that attitude, I don't think Custodes are the best choice for your needs. Better everyone just bring a Castellan, 2 Slam Captains and a Catachan Brigade to play it safe. That's the epitome of internet tactical analysis right now.
-----
Talking seriously though, what else would you recommend for Custodes against this stuff if we need to be so worried about it? If Slammy isn't coming in to kill a 310 point Telemon hes coming in to kill a 270 point Vertus Praetor Squad instead. Its still gonna be a massive win for your opponent either way, and thats the only other really solid unit option for Custodes. Your post is only useful in proving that Custodes are not top dog in the power rankings at the moment, which probably 90% of people here already know.
he has more trouble with the praetors, and the praetors significantly less trouble with him
I am far less sure than you. CP regen is on the chopping block for sure. I'm not as certain what they'll do about the other two (if anything, they will already be vastly weakened by loss of the big CP allies).
I was also bringing them up individually as threats, not as a combo.
That said, remember very much that our Telemon is in beta rules. He is ALSO capable of change before release.
Well they can keep the Knight and the BA Captain as they are since they are far less likely to be comboed together if there arent 5000 CP to throw around. Thats the only thing that makes this list work.
And yes you are right, they can still change the Beta rules for the Telemon. I wait till the FAQ drops...as we all do I guess
that's not true at all. Blood angels have farm abilities and scouts are cheap enough to spam. You could easily gather 10 CP (plus your 3) for use on slamguiniuous plus a farm. And then add a still effective castellan or another hard hitting option for an army. The farming now is excessive enough that you literally never run out of CPs, but ending the game with 20 more cps than you started just means you haven't had use out of any cp unspent. Using your last CPs on turn 5 before the game ends is equally CP efficient. The farmers will change, but the farming won't really.
I think the castellan will be further nerfed, but the slam captain is hard to nerf. He's too good, but only in that specific set of combos that a BA player gets and if you just start nerfing the captain or thunder hammers then you are hurting the people playing at the local club with the model they like.
What are people's opinions on the FW Contemptor-Achillus? I'm loving the look of the model but is it just straight-up outclassed by the Telemon? I don't play competitively but I'd like something that can run my mates' MCs through in CC without relying solely on bikes.
Iago40k wrote: Bringing Slamguinius and a Knight (as combo) to this debate is really unnecessary since the combo will get nerfed via FAQ. Plus, the Telemon will always deliver at least once since you will put it into deepstrike reserve. So thanks for the feedback, I think I wil order one of them after the FAQ dropped.
You ASSUME it gets nerfed. GW doesn't care for balanced game so about only reason we might expect is nerf is GW figures it has sold enough of those so time to sell something else instead(which btw would likely not nerf it into balance but into level of uselessness, again fitting in GW's strategy)
Iago40k wrote: Bringing Slamguinius and a Knight (as combo) to this debate is really unnecessary since the combo will get nerfed via FAQ. Plus, the Telemon will always deliver at least once since you will put it into deepstrike reserve. So thanks for the feedback, I think I wil order one of them after the FAQ dropped.
You ASSUME it gets nerfed. GW doesn't care for balanced game so about only reason we might expect is nerf is GW figures it has sold enough of those so time to sell something else instead(which btw would likely not nerf it into balance but into level of uselessness, again fitting in GW's strategy)
You, uh, don’t understand game design or how gw understands game design
Iago40k wrote: Bringing Slamguinius and a Knight (as combo) to this debate is really unnecessary since the combo will get nerfed via FAQ. Plus, the Telemon will always deliver at least once since you will put it into deepstrike reserve. So thanks for the feedback, I think I wil order one of them after the FAQ dropped.
You ASSUME it gets nerfed. GW doesn't care for balanced game so about only reason we might expect is nerf is GW figures it has sold enough of those so time to sell something else instead(which btw would likely not nerf it into balance but into level of uselessness, again fitting in GW's strategy)
You, uh, don’t understand game design or how gw understands game design
You don’t understand that GW doesn’t understand game design.
Though to be fair I’m more inclined to go with incompetence rather than a devious plan on their part.
Sandyman11 wrote: What are people's opinions on the FW Contemptor-Achillus? I'm loving the look of the model but is it just straight-up outclassed by the Telemon? I don't play competitively but I'd like something that can run my mates' MCs through in CC without relying solely on bikes.
I have one half-assembled and it looks pretty good on paper. My tactic will be to FGLTC it in, get it in combat as quick as possible. The Lastrum Bolters are nice as well, 8x Heavy Bolter shots isn't to be ignored. It's only got 4 attacks though, so don't send it after swarms, and it helps if you can get a Captain in range for those re-rolls.
Spartacus wrote: Re a Slam Captain or a Castellan, you could say the same thing about pretty much anything in the game.
Comparing anything Custodes have to tryhard WAAC netlists spamming OP units that are 99 percent likely to be nerfed in the next 2 weeks has no relevance unless you frequent GTs *puke*, or have a particularly toxic local community who play to the same loft standards. Certainly not a good measure of general effectiveness.
Funnily enough most people in the real world like to play their models as they are painted, in armies that make sense thematically and are a fair matchup vs their opponent. I pity those poor sods who don't.
I love when people come into threads discussing competitive warhammer and get offended when we discuss competitive warhammer. I also love how the attitude towards competitive events and 'toxic local community' is, in fact, horribly toxic.
For the record, comparing lists to the current top lists is really the only measure of effectiveness in a competitive environment. If you cant beat these lists, you cant expect to do well.
Automatically Appended Next Post:
Sandyman11 wrote: What are people's opinions on the FW Contemptor-Achillus? I'm loving the look of the model but is it just straight-up outclassed by the Telemon? I don't play competitively but I'd like something that can run my mates' MCs through in CC without relying solely on bikes.
Its just really expensive in its current iteration, all contemptors are. For the same role I'd be leaning more towards an armiger warglaive now that theyre much cheaper and have the two melee profiles. Yes the contemptor is better, but is it 80 points better?
The telemon is pretty good, but not amazingly so. I feel its definately more resonably priced than the contemptors.
Iago40k wrote: Bringing Slamguinius and a Knight (as combo) to this debate is really unnecessary since the combo will get nerfed via FAQ. Plus, the Telemon will always deliver at least once since you will put it into deepstrike reserve. So thanks for the feedback, I think I wil order one of them after the FAQ dropped.
You ASSUME it gets nerfed. GW doesn't care for balanced game so about only reason we might expect is nerf is GW figures it has sold enough of those so time to sell something else instead(which btw would likely not nerf it into balance but into level of uselessness, again fitting in GW's strategy)
You, uh, don’t understand game design or how gw understands game design
You don’t understand that GW doesn’t understand game design.
Though to be fair I’m more inclined to go with incompetence rather than a devious plan on their part.
GW is neither so malicious or stupid as you assume. GW in fact does care about balance. It is why every major tournament is followed by rules addressing the primary issues revealed there. The problem is that they seem to be farming balance off on the public at large.
GW doesn't make something over powered and then nerf it later as a business practice. Primaris marines did not come out and be better than old marines. Indeed they are generally a worse choice. And you'd think the flagship product would be the OP one. It is not.
So we haven't had much discussion post FAQ. Is GW's change to Fly effecting anybody's decision making or are you still shaking things down about the same?
Audustum wrote: So we haven't had much discussion post FAQ. Is GW's change to Fly effecting anybody's decision making or are you still shaking things down about the same?
With the large bases on the Jetbikes I really never found that I had much opportunity to jump over screening stuff that was positioned well, my regular Guard opponent has already learned that lesson. And what else are we gonna use right?
The going 2nd cover stratagem is golden (if you'll pardon the expression). Having 1+ armor saves on everything is sweet, depending on the board jetbikes aren't that easy to fit into cover while staying obscured, now you can just line them up at the front of your deployment zone to close that distance ASAP.
Audustum wrote: So we haven't had much discussion post FAQ. Is GW's change to Fly effecting anybody's decision making or are you still shaking things down about the same?
With the large bases on the Jetbikes I really never found that I had much opportunity to jump over screening stuff that was positioned well, my regular Guard opponent has already learned that lesson. And what else are we gonna use right?
The going 2nd cover stratagem is golden (if you'll pardon the expression). Having 1+ armor saves on everything is sweet, depending on the board jetbikes aren't that easy to fit into cover while staying obscured, now you can just line them up at the front of your deployment zone to close that distance ASAP.
Agree to both points. Jetbikes are still the best and when you're dropping avg 5.2 guardsmen per bike with hurricane bolters there isn't much of a screen left to jump over. And layered on top of our -1 to hit bubble, 1+ saves are pretty clutch. The deepstrike beta rule doesn't hurt us at all.
My hope is that all the bandwagon praetor captain users go away so our normal bikes get spared the nerfbat come chapter approved.
So I’m pretty new to custodes. I originally wanted to include them in my nova list but wanted to primarily play guard(that’s been my army for 8 years). And so after doing some reading up went the cheese route to just include some shield captains.
Now that the tournament is over with and I’m back to casual play I’m slowly building up some detachments (other than 3 cheese shield caps on bikes). I’ve got 3 units of 3 custodian guard. Each with 1 sword/shield and 2 guys with spears. And then I got 1 dude with a vexilla.
The models that appeal to me the most though are the allarus terminatora. Are there and detachments to to use them effectively? They seem to have some awesome strats. How would you include them in a detachment? Also what’s everyone’s preference on squad size? Small units of 3 or a larger unit?
And before anyone says it, I already have bikes so I’m not interested in how much better they might be lol. This is more so for casual play but also trying to make the best of these models.
I appreciate any and all help! They are some expensive models so I want to figure out how I want to run them before I invest in anything more.
tankboy145 wrote: So I’m pretty new to custodes. I originally wanted to include them in my nova list but wanted to primarily play guard(that’s been my army for 8 years). And so after doing some reading up went the cheese route to just include some shield captains.
Now that the tournament is over with and I’m back to casual play I’m slowly building up some detachments (other than 3 cheese shield caps on bikes). I’ve got 3 units of 3 custodian guard. Each with 1 sword/shield and 2 guys with spears. And then I got 1 dude with a vexilla.
The models that appeal to me the most though are the allarus terminatora. Are there and detachments to to use them effectively? They seem to have some awesome strats. How would you include them in a detachment? Also what’s everyone’s preference on squad size? Small units of 3 or a larger unit?
And before anyone says it, I already have bikes so I’m not interested in how much better they might be lol. This is more so for casual play but also trying to make the best of these models.
I appreciate any and all help! They are some expensive models so I want to figure out how I want to run them before I invest in anything more.
the consensus of Allarus Termies is that "you're better off taking jet bikes instead" (granted thats the consensus of every unit thats bnot bikes in codex custodes) but I think they can have a place as a backlines deepstrike unit. use em to drop in and mutilate your opponents gunlines etc
Yea a lot of the reading up I had done before was that bikes were better. I won’t argue that because the fly key word is extremely powerful, they’re fast and they hit hard. With the game having to do with hitting your opponent hard and grabbing objectives the bikes are just in a perfect spot. Sadly the allarus will only be reasonable if they see points drop.
But like I said I’m just looking to see if anyone has tried them, how people have included them in their armies and stuff like that. As well as the take on the unit size. The strat unleash the lions seems great for large units. But I just wasn’t sure if the other stats seemed good to use as well.
What I was thinking of using was:
VANGUARD
shield captain on bike
Shield captain on bike
x3 allarus
x3 allarus
-for the 3rd option I’m not sure if I want to use a regular vexilla guy or a allarus vexilla. Because if I use the allarus he can deepstrike with the 2 allarus units. Then I can spend the cp to deepstrike the bikes. Where as if I use the regular vexilla I would have to use him and a shield captain on the bike to deepstrike. And the 2nd shield captain would just have to chill with my guard line until his buddies come on.
tankboy145 wrote: So I’m pretty new to custodes. I originally wanted to include them in my nova list but wanted to primarily play guard(that’s been my army for 8 years). And so after doing some reading up went the cheese route to just include some shield captains.
Now that the tournament is over with and I’m back to casual play I’m slowly building up some detachments (other than 3 cheese shield caps on bikes). I’ve got 3 units of 3 custodian guard. Each with 1 sword/shield and 2 guys with spears. And then I got 1 dude with a vexilla.
The models that appeal to me the most though are the allarus terminatora. Are there and detachments to to use them effectively? They seem to have some awesome strats. How would you include them in a detachment? Also what’s everyone’s preference on squad size? Small units of 3 or a larger unit?
And before anyone says it, I already have bikes so I’m not interested in how much better they might be lol. This is more so for casual play but also trying to make the best of these models.
I appreciate any and all help! They are some expensive models so I want to figure out how I want to run them before I invest in anything more.
You'd best be cautious calling anything Custodes 'Cheese' around here after admitting to playing IG
Allarus have good stratagems which makes them a hoot to play with. Custodes don't have that many CP which means they are so rarely seen at their full potential - but alongside a Guard army they should do fine. They have a big enough bag of tricks to make up for their hefty points cost in more relaxed play, if you can feed them CP. In terms of enjoyable games it's this kinda stuff that can really make for a good time.
Haha my bad I wasn’t saying custodes themselves had cheese. But bringing only 3 shield captains in an imperial army is cheese lol.
I run a pretty fun guard army with leman russes and either infantry on foot or in transports in support of the tanks. Now I’m just trying to add some allarus to that as well!
tankboy145 wrote: Haha my bad I wasn’t saying custodes themselves had cheese. But bringing only 3 shield captains in an imperial army is cheese lol.
I run a pretty fun guard army with leman russes and either infantry on foot or in transports in support of the tanks. Now I’m just trying to add some allarus to that as well!
Haha just joshing around.
If you're a sucker for themed armies like me, you could paint your Custodes as the Dread Host Shield Company, famed for using Allarus:
Pretty much just black trim rather than red. They basically march into a battle unbeknownst to those Imperium forces around them, bust some heads and take off again. Could fit in with your humble Guardsmen, just as shocked to see a bunch of giant gold Terminators teleport in as the enemy are.
tankboy145 wrote: Haha my bad I wasn’t saying custodes themselves had cheese. But bringing only 3 shield captains in an imperial army is cheese lol.
I run a pretty fun guard army with leman russes and either infantry on foot or in transports in support of the tanks. Now I’m just trying to add some allarus to that as well!
Haha just joshing around.
If you're a sucker for themed armies like me, you could paint your Custodes as the Dread Host Shield Company, famed for using Allarus:
Pretty much just black trim rather than red. They basically march into a battle unbeknownst to those Imperium forces around them, bust some heads and take off again. Could fit in with your humble Guardsmen, just as shocked to see a bunch of giant gold Terminators teleport in as the enemy are.
Fancy you say that because that’s actually the shield host I decided to go with!
Automatically Appended Next Post: Sorry about the side ways photos. I forgot they do that on here. Lol
Audustum wrote: So we haven't had much discussion post FAQ. Is GW's change to Fly effecting anybody's decision making or are you still shaking things down about the same?
And what else are we gonna use right?
.
I really just wanted to highlight this point when it comes to talking about the faq change. Allarus won't be good as long as deep strike isnt good, footslogging is meh, we lack any decent transports, our dreadnoughts are garbage, telemon is decent but wont win us games alone. We are kind of pigeonholed here on what we can take, we dontt have a lot of other viable options available to us. Bikes just do everything better and the alternatives all come with huge downsides.
The FAQ kinda killed my Telemon idea, that is for sure. On the other hand it could be still useable in combination with the redeploy relic.
I am not a fan of this faq because it is a nerf to jetbikes and esp. stooping dive but on the other hand looking at some comments before the FAQ dropped I cant hide a slight grin.
Although there is no doubt that Ynnari will reign again and there really isnt much custodes can bring to the table to prevent that.
I wouldn't bother with a shield, your already 4++ and the rest of your army will likely draw more fire.
Only take misericordia's to fill in any points you can't spend on more bodies.
Perth wrote: How do you guys like your Guard squads, I'm pretty sure 3x is the way to go, but how do you arm them? A single shield, misericordias?
For 3-man squads I'll keep them equipped with spears. For 5-man squads I'll throw a sword/shield in the squad. A big squad with a 3++ tends to draw some fire which keeps pressure of other elements in my army.
For knives, I only equip them on things to use up those last 8-12 points. They never really do anything of note.
So post FAQ 2 question: can trajann valoris’ ability still give you d3 command points or did the faq limit it? I don’t see anything about it either way
Drdotts wrote: So post FAQ 2 question: can trajann valoris’ ability still give you d3 command points or did the faq limit it? I don’t see anything about it either way
Theres an exemption in the first line of the second paragraph of Tactical Restraint:
Drdotts wrote: So post FAQ 2 question: can trajann valoris’ ability still give you d3 command points or did the faq limit it? I don’t see anything about it either way
Theres an exemption in the first line of the second paragraph of Tactical Restraint:
"This does not apply to the Moment Shackle..."
Moment Shackle is seen as "not a problem" as it's a one time thing. (and Valoris is expensive eneugh that people aren't siding him into every detachment they can as a CP battery)
Blood of Kittens says rumored leaks include a drop in price for both Wardens and Allarus. Specifically, Wardens drop to 45 PPM (before wargear) and Allarus drop to 60 PPM (before wargear). 4 and 10 point drops, respectively.
Allarus might actually be worth a bit of investment if this holds.
Blood of Kittens says rumored leaks include a drop in price for both Wardens and Allarus. Specifically, Wardens drop to 45 PPM (before wargear) and Allarus drop to 60 PPM (before wargear). 4 and 10 point drops, respectively.
Allarus might actually be worth a bit of investment if this holds.
This news excites me greatly.
Now if you excuse me gentlemen, I must change my undergarments for they have become soiled with joy juice.
Blood of Kittens says rumored leaks include a drop in price for both Wardens and Allarus. Specifically, Wardens drop to 45 PPM (before wargear) and Allarus drop to 60 PPM (before wargear). 4 and 10 point drops, respectively.
Allarus might actually be worth a bit of investment if this holds.
Isn't Trajann dropping as well? Hopefully the point decreases will make up for the speculated bike increase.
Blood of Kittens says rumored leaks include a drop in price for both Wardens and Allarus. Specifically, Wardens drop to 45 PPM (before wargear) and Allarus drop to 60 PPM (before wargear). 4 and 10 point drops, respectively.
Allarus might actually be worth a bit of investment if this holds.
Isn't Trajann dropping as well? Hopefully the point decreases will make up for the speculated bike increase.
Trajann is said to be going down by 75!
So far, none of the leaks are saying point hikes for bikes. Crossing my fingers...
Blood of Kittens says rumored leaks include a drop in price for both Wardens and Allarus. Specifically, Wardens drop to 45 PPM (before wargear) and Allarus drop to 60 PPM (before wargear). 4 and 10 point drops, respectively.
Allarus might actually be worth a bit of investment if this holds.
This news excites me greatly.
Now if you excuse me gentlemen, I must change my undergarments for they have become soiled with joy juice.
The points changes make a lot of sense to me.
Valoris down to 175 is a bit excessive and unbelievable though... But it's about how much he's worth tbh.
Allarus down 10 is refreshing, I really enjoy using them and man that makes em worth it.
Cross fingers bikes at least stay where they are, they feel a bit overcosted with that rubbish charge atm.
A small points drop across the board for custodes would be very helpful to us, as we are a monofaction.
Will a 10pt drop actually help Allarus though? From the last couple of posts there doesn't seem to be any mention of Vertus getting a points hike, it still seems it'll be just better to take them over the Allarus. Same with Wardens, 4pts doesn't look like it'll help them.
nordsturmking wrote: https://imgur.com/a/ldiBCNR
CA 18 leaks: Custodes are cheaper bikes did not go up in points
Some great stuff there.
On a side note and I know this is a bit off-topic but this is the first time I've seen these leaks, are they still not planning to reduce the points of the big bastards like Titans and such, or is that part not shown in the Imgur link?
nordsturmking wrote: https://imgur.com/a/ldiBCNR
CA 18 leaks: Custodes are cheaper bikes did not go up in points
Some great stuff there.
On a side note and I know this is a bit off-topic but this is the first time I've seen these leaks, are they still not planning to reduce the points of the big bastards like Titans and such, or is that part not shown in the Imgur link?
nordsturmking wrote: https://imgur.com/a/ldiBCNR
CA 18 leaks: Custodes are cheaper bikes did not go up in points
Some great stuff there.
On a side note and I know this is a bit off-topic but this is the first time I've seen these leaks, are they still not planning to reduce the points of the big bastards like Titans and such, or is that part not shown in the Imgur link?
Slayer-Fan123 wrote: Now all we need is the Talons book to be released so we can get some fire support.
Someone mentioned in the CA thread somewhere that it's been binned as of the vigilius weekender. Very upset!
It's in the same position as Fires of Cyraxus: "Eventually, when we get to it".
Basically, they were making Fires (for like multiple years I think). Then they announced they were delaying Fires to make the Talons Index for 8th. Then they announced they were delaying Talons (and thus Fires) because 30k didn't feel loved or something and they were gonna focus on that more. Then at the weekender they said Talons is 'some point, eventually' more or less.
Anyone think the 2 point drop on Sentinel Blades raises their attractiveness compared to Spears? I don't think it was quite enough, but it's nice!
I think you took sentinel blades cause you wanted a shield, so it doesn’t really change the calculus that much for me. But it does make sword and board guys more interesting
I am pretty sure I am taking Custodes to LVO. Need a bit of advice on which direction to go with them. Looks like truly competitive lists boil down to 2 list:
Heavy bikes list + loyal 32
Custodes Battalion + Bikes + Loyal 32 + Assassin's
Now I definitely lean more towards the Custodes Battalion + Bikes + Loyal 32 + Assassin's list where I can fit in Trajann and the banner fella. Does anyone have much experience running this? I am going to start test games soon, and I have see these kind of lists floating around a lot. What are some of the tricks it provides and what are some weaknesses to look out for.
Alternatively, I am interested in what some of the competitive lists that you, the Dakka custodes community have had success with.
Radikus wrote: I am pretty sure I am taking Custodes to LVO. Need a bit of advice on which direction to go with them. Looks like truly competitive lists boil down to 2 list:
Heavy bikes list + loyal 32
Custodes Battalion + Bikes + Loyal 32 + Assassin's
Now I definitely lean more towards the Custodes Battalion + Bikes + Loyal 32 + Assassin's list where I can fit in Trajann and the banner fella. Does anyone have much experience running this? I am going to start test games soon, and I have see these kind of lists floating around a lot. What are some of the tricks it provides and what are some weaknesses to look out for.
Alternatively, I am interested in what some of the competitive lists that you, the Dakka custodes community have had success with.
I haven't seen the Custodes Battalion list in a long time. It was kind of displaced by the Imperial Knight meta. Nowadays it's more like this I think:
Bikes + IGCP Battery (and I mean Bikes, all Bikes, look at Shane Watt's "Peace Through Dakka").
Bike Captains + IG Battery with artillery + Imperial Knights
Radikus wrote: I am pretty sure I am taking Custodes to LVO. Need a bit of advice on which direction to go with them. Looks like truly competitive lists boil down to 2 list:
Heavy bikes list + loyal 32
Custodes Battalion + Bikes + Loyal 32 + Assassin's
Now I definitely lean more towards the Custodes Battalion + Bikes + Loyal 32 + Assassin's list where I can fit in Trajann and the banner fella. Does anyone have much experience running this? I am going to start test games soon, and I have see these kind of lists floating around a lot. What are some of the tricks it provides and what are some weaknesses to look out for.
Alternatively, I am interested in what some of the competitive lists that you, the Dakka custodes community have had success with.
I haven't seen the Custodes Battalion list in a long time. It was kind of displaced by the Imperial Knight meta. Nowadays it's more like this I think:
Bikes + IGCP Battery (and I mean Bikes, all Bikes, look at Shane Watt's "Peace Through Dakka").
Bike Captains + IG Battery with artillery + Imperial Knights
Took a look at that list and holy crapola that is a lot of bikes. Kinda bummed the Custodes Battalion list died a meta death to knights as that was the list I was most excited about. Wouldn't the "Peace Through Dakka" list suffer the same fate? Seems like the 7 man bike squads would just get housed by a castellan. It kinda feels like if I bring the golden boys I will be playing dodge the Knights lists
Radikus wrote: I am pretty sure I am taking Custodes to LVO. Need a bit of advice on which direction to go with them. Looks like truly competitive lists boil down to 2 list:
Heavy bikes list + loyal 32
Custodes Battalion + Bikes + Loyal 32 + Assassin's
Now I definitely lean more towards the Custodes Battalion + Bikes + Loyal 32 + Assassin's list where I can fit in Trajann and the banner fella. Does anyone have much experience running this? I am going to start test games soon, and I have see these kind of lists floating around a lot. What are some of the tricks it provides and what are some weaknesses to look out for.
Alternatively, I am interested in what some of the competitive lists that you, the Dakka custodes community have had success with.
I haven't seen the Custodes Battalion list in a long time. It was kind of displaced by the Imperial Knight meta. Nowadays it's more like this I think:
Bikes + IGCP Battery (and I mean Bikes, all Bikes, look at Shane Watt's "Peace Through Dakka").
Bike Captains + IG Battery with artillery + Imperial Knights
Took a look at that list and holy crapola that is a lot of bikes. Kinda bummed the Custodes Battalion list died a meta death to knights as that was the list I was most excited about. Wouldn't the "Peace Through Dakka" list suffer the same fate? Seems like the 7 man bike squads would just get housed by a castellan. It kinda feels like if I bring the golden boys I will be playing dodge the Knights lists
Peace Through Dakka puzzled me for a long time too, but I *think* the gimmick is to take the losses on the chin and then retaliatorily smash the offending Castellan with Avenge the Fallen to compensate for damage dealt.
There's something to be said for Mass hurricane bolter fire too. He has 216 shots in Rapid Fire Range. Unloading them all into the Castellan (instead of clearing chaff) gets you an average 11.67 wounds despite only wounding on 6's. A 7 Jetbike charge adds another 25.21.
So basically, mass Bolters fire the chaff around it to oblivion then slam it with about 20+ attacks from either a full squad or by using Avenge the Fallen.
EDIT: Regarding the Battalion, I think it can still work but it's an anti-meta list. Meaning it's destined to counter a specific kind of opponent (Captain Slamguinus + Guard). It will have problem with IK because foot sloggers take too much punishment getting in range.
You could ally the much cheaper AdMech in now though. Cawl plus 3 Mars Neutronagers is only like 550 total for a Spearhead. That might do some punishment.
An interesting train of thought is that Knights are on the decline due to the FAQ and now the buffing (points wise) of units while they stayed the same. I think the predicted shift is towards more heavy infantry armies potentially meaning the Custodes battalion could make a come back. However, why do the battalion when more storm bolter shots is the answer .
I kinda like going all in on the bikes anyways. I believe Ad Mech has the cheapest battalions now, basically can run 2 of those for 10 cp, outrider with 2 caps and as many bikes as I can fit and hope for the best? I prefer 2 caps over 1 just for scalpel purposes. They can get to needed objectives, find gaps in the line and in general break away to deal with issues, or just deep strike 1 of them. It feels like getting the 10 cp is fairly critical to have consistent access to the counter charge strat etc.. Playing just bikes hurts me on the insides, because I know we would all prefer to have some Allarus and other cool stuff around.
It's just a shame they put the "all the bullets" guns on the bikes. Mobility and the application of dakka has always been king in 40k. If they made the bikes more formidable in melee and had a chaff clearing foot based squad would have really opened things up in army design.
Radikus wrote: An interesting train of thought is that Knights are on the decline due to the FAQ and now the buffing (points wise) of units while they stayed the same. I think the predicted shift is towards more heavy infantry armies potentially meaning the Custodes battalion could make a come back. However, why do the battalion when more storm bolter shots is the answer .
I kinda like going all in on the bikes anyways. I believe Ad Mech has the cheapest battalions now, basically can run 2 of those for 10 cp, outrider with 2 caps and as many bikes as I can fit and hope for the best? I prefer 2 caps over 1 just for scalpel purposes. They can get to needed objectives, find gaps in the line and in general break away to deal with issues, or just deep strike 1 of them. It feels like getting the 10 cp is fairly critical to have consistent access to the counter charge strat etc.. Playing just bikes hurts me on the insides, because I know we would all prefer to have some Allarus and other cool stuff around.
I think you're on the right track. Let's look at why the Battalion worked last time and see if we can duplicate it.
1. The Battalion itself was the counter to Captain Slamguinus and Guard camping objectives. Custodians are touch enough to tank the Captain's damage AND punish him for it. Custodes are both ObSec and can clear lots of Infantry off objectives.
2. The Assassins. The Culexus was used to protect you from psyker armies. The Callidus was used to screw up the CP expenditures of your typical smash list T1.
What has changed in the meta since then?
Captains are on the decline and thus so is the CP expenditure T1. Psykers are less prevalent as IK drove down TSons and, to a lesser extent, Ynnari.
So now we need less of the Assassins by a longshot. We also don't need as much touch meat to kill Captains (who can't jump over chaff now either). What do we need?
1. We need anti-armor for IK. They weren't nerfed in CA so I'd still expect to see a lot of them.
2. Still gotta clear lots of hordes.
3. Shooting is still king. We need to tie it up or kill it.
What does our battalion bring to this, at a minimum?
1. We can clear hordes.
So from your other two detachments, you need two things:
1. Anti-armor (in fast charging or shooting form).
2. A way to decapitate shooting.
AdMech can give you 1 in spades and for cheap now plus another 5 CP. You're above 1,000 points now though. So what do we bring for 2?
Radikus wrote: An interesting train of thought is that Knights are on the decline due to the FAQ and now the buffing (points wise) of units while they stayed the same. I think the predicted shift is towards more heavy infantry armies potentially meaning the Custodes battalion could make a come back. However, why do the battalion when more storm bolter shots is the answer .
I kinda like going all in on the bikes anyways. I believe Ad Mech has the cheapest battalions now, basically can run 2 of those for 10 cp, outrider with 2 caps and as many bikes as I can fit and hope for the best? I prefer 2 caps over 1 just for scalpel purposes. They can get to needed objectives, find gaps in the line and in general break away to deal with issues, or just deep strike 1 of them. It feels like getting the 10 cp is fairly critical to have consistent access to the counter charge strat etc.. Playing just bikes hurts me on the insides, because I know we would all prefer to have some Allarus and other cool stuff around.
I think you're on the right track. Let's look at why the Battalion worked last time and see if we can duplicate it.
1. The Battalion itself was the counter to Captain Slamguinus and Guard camping objectives. Custodians are touch enough to tank the Captain's damage AND punish him for it. Custodes are both ObSec and can clear lots of Infantry off objectives.
2. The Assassins. The Culexus was used to protect you from psyker armies. The Callidus was used to screw up the CP expenditures of your typical smash list T1.
What has changed in the meta since then?
Captains are on the decline and thus so is the CP expenditure T1. Psykers are less prevalent as IK drove down TSons and, to a lesser extent, Ynnari.
So now we need less of the Assassins by a longshot. We also don't need as much touch meat to kill Captains (who can't jump over chaff now either). What do we need?
1. We need anti-armor for IK. They weren't nerfed in CA so I'd still expect to see a lot of them.
2. Still gotta clear lots of hordes.
3. Shooting is still king. We need to tie it up or kill it.
What does our battalion bring to this, at a minimum?
1. We can clear hordes.
So from your other two detachments, you need two things:
1. Anti-armor (in fast charging or shooting form).
2. A way to decapitate shooting.
AdMech can give you 1 in spades and for cheap now plus another 5 CP. You're above 1,000 points now though. So what do we bring for 2?
I spent some time plugging in lists to get an idea of point ranges. Right now, pre-CA for 1199 points we can get:
--Custodes Battalion
Trajann
Shield Cap on Bike
3x3 Guard Squads
1x Banner Boi
--Ad Mech Battalion
2x Engiseer
3x5 Rangers
I tried to hunt down the exact point drops from CA, but it wasn't very easy. We know Trajann is down 65 and I believe the admech min battalion gets us another 20-30 points off, so let's say 20. So, from 1199 = 85 this base setup costs us 1114. Add in a 5x Bike squad and 4x Bike squad and we get to 1924 points. From here we can upgrade Banner Boi to Allarus, get some salvo launchers around (which also dropped I think) that can potentially help with our anti armor problem. Ideally i'd have loved to find the points for another bike captain, doable by cutting another bike (might be worth).
1. Anti-armor - This one will be our biggest weakness as it comes down to our bikes getting into melee or the ever unreliable salvo launchers.
2. A way to decapitate shooting - This I think we do much better against than anti-armor with the bikes. Especially if we are smart about using LOS terrain to our upmost advantage. A Tau gun castle is the scariest form of this with their overwatch, but making it in usually ends the game and if we can hit a nice consolidation it's super over (most Tau players will be outside of 3 for the consolidation anyways but not always). Alternatively, we can punish them very hard on objectives, again with LOS or cover, sitting Guard Squads on an objective basically nullifies all small strength no AP guns and anything that could dislodge them from the objective is frantically shooting at our bikes or trying escape their charges. That scenario is even worse for the Tau castle.
I think I am willing to concede the point to the anti-armor problem. Playing those games cagey and objective minded is our best hope. The other thing i'd be concerned with is the low body count not being the IG battalion and potential psyker armies, but as you said, the psyker armies aren't really heavily represented. Overall, it feels very hard to make it all work, I think we are always going to have some area we will be weak to and just have to accept that weakness.
Another decent addon is an Air wing Detachment with 3 Deathwatch Xiphos air superiority fighters. They went down to 680 pnts due to the twin lascannons dropping in cost.
Its 33 wounds t7 3+ hard to hit that carry 12 lazcannons and 3 str6 3 shot missles at ap -2 that deal flat 3 damage.
Very decent fire output. Use deathwatch for their anti-xenos strats on a very mobile unit.
+ Lord of War +
Knight Crusader [25 PL, 473pts]: Heavy Stubber, Ironstorm Missile Pod, Thermal Cannon
. Avenger Gatling Cannon w/ Heavy Flamer: Avenger Gatling Cannon, Heavy Flamer
I think the base price of the Xiphon went up by 20 so the price stayed the same (as far as I can tell).
I'd run them as dark angels and include a dark shroud to give them native -2 to hit. If you have room for samuel on sable claw and the xiphons that is a strong anti-armor, hard to kill, very mobile detachment.
Problem is, its not killing a 3++ knight. 12 lascannons hitting on 3s, re-rolling 1s is 9 hits, 6 wounds, 4 saves for 7 wounds with the 9 missiles, 7 hits, 3 wounds, 2 saves so 3 more so a total of 10 wounds. Not nothing but melee does it better. They crush things without invulns though. Also that's like a 1k point detachment that gives you 1 cp...
Radikus wrote: An interesting train of thought is that Knights are on the decline due to the FAQ and now the buffing (points wise) of units while they stayed the same. I think the predicted shift is towards more heavy infantry armies potentially meaning the Custodes battalion could make a come back. However, why do the battalion when more storm bolter shots is the answer .
I kinda like going all in on the bikes anyways. I believe Ad Mech has the cheapest battalions now, basically can run 2 of those for 10 cp, outrider with 2 caps and as many bikes as I can fit and hope for the best? I prefer 2 caps over 1 just for scalpel purposes. They can get to needed objectives, find gaps in the line and in general break away to deal with issues, or just deep strike 1 of them. It feels like getting the 10 cp is fairly critical to have consistent access to the counter charge strat etc.. Playing just bikes hurts me on the insides, because I know we would all prefer to have some Allarus and other cool stuff around.
I think you're on the right track. Let's look at why the Battalion worked last time and see if we can duplicate it.
1. The Battalion itself was the counter to Captain Slamguinus and Guard camping objectives. Custodians are touch enough to tank the Captain's damage AND punish him for it. Custodes are both ObSec and can clear lots of Infantry off objectives.
2. The Assassins. The Culexus was used to protect you from psyker armies. The Callidus was used to screw up the CP expenditures of your typical smash list T1.
What has changed in the meta since then?
Captains are on the decline and thus so is the CP expenditure T1. Psykers are less prevalent as IK drove down TSons and, to a lesser extent, Ynnari.
So now we need less of the Assassins by a longshot. We also don't need as much touch meat to kill Captains (who can't jump over chaff now either). What do we need?
1. We need anti-armor for IK. They weren't nerfed in CA so I'd still expect to see a lot of them.
2. Still gotta clear lots of hordes.
3. Shooting is still king. We need to tie it up or kill it.
What does our battalion bring to this, at a minimum?
1. We can clear hordes.
So from your other two detachments, you need two things:
1. Anti-armor (in fast charging or shooting form).
2. A way to decapitate shooting.
AdMech can give you 1 in spades and for cheap now plus another 5 CP. You're above 1,000 points now though. So what do we bring for 2?
I spent some time plugging in lists to get an idea of point ranges. Right now, pre-CA for 1199 points we can get:
--Custodes Battalion
Trajann
Shield Cap on Bike
3x3 Guard Squads
1x Banner Boi
--Ad Mech Battalion
2x Engiseer
3x5 Rangers
I tried to hunt down the exact point drops from CA, but it wasn't very easy. We know Trajann is down 65 and I believe the admech min battalion gets us another 20-30 points off, so let's say 20. So, from 1199 = 85 this base setup costs us 1114. Add in a 5x Bike squad and 4x Bike squad and we get to 1924 points. From here we can upgrade Banner Boi to Allarus, get some salvo launchers around (which also dropped I think) that can potentially help with our anti armor problem. Ideally i'd have loved to find the points for another bike captain, doable by cutting another bike (might be worth).
1. Anti-armor - This one will be our biggest weakness as it comes down to our bikes getting into melee or the ever unreliable salvo launchers.
2. A way to decapitate shooting - This I think we do much better against than anti-armor with the bikes. Especially if we are smart about using LOS terrain to our upmost advantage. A Tau gun castle is the scariest form of this with their overwatch, but making it in usually ends the game and if we can hit a nice consolidation it's super over (most Tau players will be outside of 3 for the consolidation anyways but not always). Alternatively, we can punish them very hard on objectives, again with LOS or cover, sitting Guard Squads on an objective basically nullifies all small strength no AP guns and anything that could dislodge them from the objective is frantically shooting at our bikes or trying escape their charges. That scenario is even worse for the Tau castle.
I think I am willing to concede the point to the anti-armor problem. Playing those games cagey and objective minded is our best hope. The other thing i'd be concerned with is the low body count not being the IG battalion and potential psyker armies, but as you said, the psyker armies aren't really heavily represented. Overall, it feels very hard to make it all work, I think we are always going to have some area we will be weak to and just have to accept that weakness.
This is really good and I think I can fill in some blanks!
The minimum AdMech battalion post-CA is 165 points. Trjann + Jetbike Captain and 3 Spear squads grafted onto that gets us two Battalions for just 978.
In this setup, I would take 1 big squad of Jetbikes instead of two mediums. The reasoning being that we want to capitalize on Avenge the Fallen to overcome our losses. Hurricane Bikes are 90 PPM, so 8 of them brings us to 1,698. You can Deep Strike them for 1 CP with Golden Light. They should only take one round of shooting before being able to reliably charge. Maybe 2 if you don't Deep Strike. With Avenge, you have to lose 5 Jetbikes before their melee capability is actually degraded (32 attacks in melee).
From here you have 302 points to spruce up AdMech or add something else. Another Jetbike Captain, add a Vexillus (124 points for one with axe and Magnifica) some heavy guns on the AdMech, e.t.c.
If we turn Trajann into a normal Shield-Captain or even an Allarus or Bike one, we'd save an addition 50-60 points and be around 350-370 for sprucing.
I think my only disagreement here is putting all 9 bikes in one group. Even though we are deep striking them they account for such a large investment that missing a charge out of DS might lose the game on the spot. The 5/4 split allows tactical flexibility, start the 4 on the board if sufficient LOS and the 5 in DS, or vice-versa, whichever seems appropriate given the circumstance. I think if the 5/4 split is used then the vexilla is required to weather a first turn (even with LOS we must except some shots to see a pointy spear ).
However, I am not inclined to dismiss the 9 bike star with out trying it, I have a game or potentially 2 games time permitting this weekend and I plan to run the 9 bike group first. Going with one big group I think cutting the vexilla is correct. If I get the second game I will run the 4/5 with vexilla. My final thoughts is if going with a 2nd shield captain to add an outrider and go 3x3 bike squads. The 3x3 is more to see how it goes rather than any additional benefits that doing the 4/5 or the 9 would provide.
Radikus wrote: I think my only disagreement here is putting all 9 bikes in one group. Even though we are deep striking them they account for such a large investment that missing a charge out of DS might lose the game on the spot. The 5/4 split allows tactical flexibility, start the 4 on the board if sufficient LOS and the 5 in DS, or vice-versa, whichever seems appropriate given the circumstance. I think if the 5/4 split is used then the vexilla is required to weather a first turn (even with LOS we must except some shots to see a pointy spear ).
However, I am not inclined to dismiss the 9 bike star with out trying it, I have a game or potentially 2 games time permitting this weekend and I plan to run the 9 bike group first. Going with one big group I think cutting the vexilla is correct. If I get the second game I will run the 4/5 with vexilla. My final thoughts is if going with a 2nd shield captain to add an outrider and go 3x3 bike squads. The 3x3 is more to see how it goes rather than any additional benefits that doing the 4/5 or the 9 would provide.
Oh yeah, you make that deepstrike charge or you lose against knights.
I've done the matchup plenty, knights are super common in my meta.
Radikus wrote: I think my only disagreement here is putting all 9 bikes in one group. Even though we are deep striking them they account for such a large investment that missing a charge out of DS might lose the game on the spot. The 5/4 split allows tactical flexibility, start the 4 on the board if sufficient LOS and the 5 in DS, or vice-versa, whichever seems appropriate given the circumstance. I think if the 5/4 split is used then the vexilla is required to weather a first turn (even with LOS we must except some shots to see a pointy spear ).
However, I am not inclined to dismiss the 9 bike star with out trying it, I have a game or potentially 2 games time permitting this weekend and I plan to run the 9 bike group first. Going with one big group I think cutting the vexilla is correct. If I get the second game I will run the 4/5 with vexilla. My final thoughts is if going with a 2nd shield captain to add an outrider and go 3x3 bike squads. The 3x3 is more to see how it goes rather than any additional benefits that doing the 4/5 or the 9 would provide.
So my view on it is that you WOULD fail the deep strike charge. You're not getting a reliable charge off till the second turn your Jetbikes are on the table (Round 3). Avenge the Fallen would be used to mitigate any losses since you are highly unlikely to lose 5 or more Jetbikes before their second turn of action.
For instance, a Gallant with 5A when stomping should only kill about 2 Jetbikes. Hurts, but Avenge the Fallen retaliation (on the turn the Gallant charged YOU after you arrived from Deep Strike) would average 19.43 wounds back on the Gallant. He definitely takes the worse of it. Even if your opponent tries to shoot you off the table the turn you arrive, taking out 5+ Jetbikes is a tall order. Assuming a Space Marine statline with re-roll 1's on a magic autocannon with -2 AP (basically the best profile for killing Jetbikes), it would take a whopping 40 shots to destroy 5 Jetbikes on average. Cawl's Wrath with re-roll everything from House Raven only averages 1 destroyed Jetbike and 1 wounded Jetbike, for example.
I personally do like the 3x3 setup though and use it myself. 1 Outrider, 1 CP Battery, then usually 1 detachment of heavy shooting from somewhere.
9 jetbikes is just under half your army. If every knight in the enemy army gets on target, and they will, you’ll probably lose the squad, or have it crippled
stratigo wrote: 9 jetbikes is just under half your army. If every knight in the enemy army gets on target, and they will, you’ll probably lose the squad, or have it crippled
8 Jetbikes* is 720, so it's 36% of your army. It really depends on comp from there. If you're fighting another assault army, you can likely easily deep strike somewhere your 14" Move will get you into position next turn and most of his stuff can't assault you. If it's a heavy shooting army, daisy-chain out to get a toe into the Vexillus and hang on. You'd be hard pressed to lose the squad though. An entire Castellan Knight with Cawl's Wrath and Raven Stratagem only averages about 12 wounds and that's if he also fires the Oathbreaker Missile at the Jetbikes. That's 604 points and 3 CP of your opponent's army to kill 3. He'd still have to kill 2 more to get you at your break even point and then 3 more beyond even that to wipe the squad (effectively, it would take 3 Knight Castellan's all with Cawl's Wrath and all using the House Raven strat to 1-round the Jetbikes with shooting).
Re: the discussion on the Big Bike Sqaud; Avenge the Fallen functions based on casualties sustained in that turn only.
As I understand the term 'turn', that basically means overwatch casualties only, unless your opponent foolishly decides to charge your half dead squad. Doesn't seem like something to be relied on.
However one other stratagem I've used to great effect in bikes is Unflinching: over watch on 5+. Used on even a min squad of bikes it makes them very difficult to charge with chaff squads and tarpit, and a big squad of 8+ might be almost immune. Doesn't help much vs knights, but might help prevent that bike star from being unable to charge on your next turn, especially in the age of 30 strong squads of Boys.
Spartacus wrote: Re: the discussion on the Big Bike Sqaud; Avenge the Fallen functions based on casualties sustained in that turn only.
As I understand the term 'turn', that basically means overwatch casualties only, unless your opponent foolishly decides to charge your half dead squad. Doesn't seem like something to be relied on.
However one other stratagem I've used to great effect in bikes is Unflinching: over watch on 5+. Used on even a min squad of bikes it makes them very difficult to charge with chaff squads and tarpit, and a big squad of 8+ might be almost immune. Doesn't help much vs knights, but might help prevent that bike star from being unable to charge on your next turn, especially in the age of 30 strong squads of Boys.
Ah, you are right and I had neglected that restriction. That said, with Swooping Dive you can use it on a turn you were shot.
That said, Swooping Dive is a good reason to take 2 squads. Your opponent will have to entangle both or risk getting alpha struck by the other.
stratigo wrote: 9 jetbikes is just under half your army. If every knight in the enemy army gets on target, and they will, you’ll probably lose the squad, or have it crippled
8 Jetbikes* is 720, so it's 36% of your army. It really depends on comp from there. If you're fighting another assault army, you can likely easily deep strike somewhere your 14" Move will get you into position next turn and most of his stuff can't assault you. If it's a heavy shooting army, daisy-chain out to get a toe into the Vexillus and hang on. You'd be hard pressed to lose the squad though. An entire Castellan Knight with Cawl's Wrath and Raven Stratagem only averages about 12 wounds and that's if he also fires the Oathbreaker Missile at the Jetbikes. That's 604 points and 3 CP of your opponent's army to kill 3. He'd still have to kill 2 more to get you at your break even point and then 3 more beyond even that to wipe the squad (effectively, it would take 3 Knight Castellan's all with Cawl's Wrath and all using the House Raven strat to 1-round the Jetbikes with shooting).
Don't get me wrong, bike armies will beat MOST enemies. It just WON'T beat a knight based army. Knights trade more effectively against you than you against them.
stratigo wrote: I’d pull for forge world dreads over contemptors if that’s in the budget.
The rules on the Examplar shooty variant FW dredd say because it doesn’t have a model yet, you can use any Contemptor Dreadnought as one, right? So budget-wise doesn’t have to be any different- buy the GW one and run it as an Examplar.
stratigo wrote: I’d pull for forge world dreads over contemptors if that’s in the budget.
The rules on the Examplar shooty variant FW dredd say because it doesn’t have a model yet, you can use any Contemptor Dreadnought as one, right? So budget-wise doesn’t have to be any different- buy the GW one and run it as an Examplar.
I suppose. But a big part of the forge world benefit is ascetic. Specifically plastic contemptors do not look like custodes vehicles (neither do land raiders). Custodea are conspicuously lacking exhaust ports or power packs. If you're gonna rock a dread, the forge world dreads look like custodes stuff while the plastic looks like a space marine dread painted gold. And going pure custodes while avoiding bike spam is pretty firmly into the territory of not worrying too much about shaving a couple points of efficiency in your list.
So with the Christmas money I got this year I'm finally able to jump in and start a Custodes army. I'm thinking:
4 boxes of regular custodes
4 boxes of Vertus Praetors
3 boxes of Allarus Terminators
2 boxes of wardens
Captain-General Trajann Valoris
I'd like to get the telmon dread but its sold out at FW right now. Also not sure about LR or Contemptor Dreads since reading here everyone says to go big on the jetbikes.
Had a fun game with my 3 jetbike captains they blew up a knight titan!
I can attest they seem a bit too powerful.
4 boxes of regular custodes
4 boxes of Vertus Praetors
3 boxes of Allarus Terminators
2 boxes of wardens
Captain-General Trajann Valoris
recommendations?
Seems about right, but honestly pure custodes lists are kind of eh but thats up to you!
For recommendations: Allarus Terminators are great, so are wardens, but bikes are your bread and butter for any custodes list.
Wardens got a cost decrease but lack deepstrike. Bikes are a bit of a pain to build but their weapon utility cannot be underestimated they are some of the best bike units in the game.
You need some banner carriers and some Captains for supreme command detachments to give most of your army aura buffs.
Asherian Command wrote: Had a fun game with my 3 jetbike captains they blew up a knight titan!
I can attest they seem a bit too powerful.
4 boxes of regular custodes
4 boxes of Vertus Praetors
3 boxes of Allarus Terminators
2 boxes of wardens
Captain-General Trajann Valoris
recommendations?
Seems about right, but honestly pure custodes lists are kind of eh but thats up to you!
For recommendations: Allarus Terminators are great, so are wardens, but bikes are your bread and butter for any custodes list.
Wardens got a cost decrease but lack deepstrike. Bikes are a bit of a pain to build but their weapon utility cannot be underestimated they are some of the best bike units in the game.
You need some banner carriers and some Captains for supreme command detachments to give most of your army aura buffs.
Yeah, I'll be using the wardens boxes to make my captains/banner guys (thought I'm tempted to make at least one banner guy with a storm shield). Also gonna make one of my bikes a captain.
How would you arm the jetbikes? I was thinking for every 3 bikes, you have two with hurrican bolters and one with a salvo launcher.
How would you arm the jetbikes? I was thinking for every 3 bikes, you have two with hurrican bolters and one with a salvo launcher.
Seems good. Be wary those bikes are a complete bitch to build do not glue the biker to the model!
Pin his damn hair thing onto his head, and pin his arms! They are notoriously hard to glue!
He's a good choice for HQ I don't know if Valoris is as good, but the captains can get relics and there is the auric shackles or any of the other bike ones that give a FEEL NO PAIN ability to them which makes them very powerful.
Jury is still out on the salvo launchers with the recent price cut, but they stick in well enough that as long as you don’t glue them they can easily be swapped. Overall, the bikes are not hard to build IMHO, the lance arm can be a bit tricky but that’s about it
How would you arm the jetbikes? I was thinking for every 3 bikes, you have two with hurrican bolters and one with a salvo launcher.
Seems good. Be wary those bikes are a complete bitch to build do not glue the biker to the model!
Pin his damn hair thing onto his head, and pin his arms! They are notoriously hard to glue!
Alternatively, use magnets! Magnetise the armourments to allow you to swap them out and magnetise the spear arm to make them easier to transport and make it less likely that a spear will break off.
(Side note: I used to not bother with magnets and get annoyed at people always suggesting them because I thought they'd be a pain to do but I eventually tried them when I started Custodes and now I use them all the time. They are so easy to do, are very useful for list building and transportation reasons and it's satisfying to actually be able to pose models after they've been built!)
greyknight12 wrote: Jury is still out on the salvo launchers with the recent price cut, but they stick in well enough that as long as you don’t glue them they can easily be swapped. Overall, the bikes are not hard to build IMHO, the lance arm can be a bit tricky but that’s about it
+1 for leaving the weapons out - Don't follow the instructions, just leave the Bolters/MIssiles out of the bike until the very end. After you painted it all even. Then push them in once the model is finished. They pop out easily enough when you pry it with a fingernail, almost as if the model was made for it.
Asherian Command wrote: Had a fun game with my 3 jetbike captains they blew up a knight titan!
I can attest they seem a bit too powerful.
4 boxes of regular custodes
4 boxes of Vertus Praetors
3 boxes of Allarus Terminators
2 boxes of wardens
Captain-General Trajann Valoris
recommendations?
Seems about right, but honestly pure custodes lists are kind of eh but thats up to you!
For recommendations: Allarus Terminators are great, so are wardens, but bikes are your bread and butter for any custodes list.
Wardens got a cost decrease but lack deepstrike. Bikes are a bit of a pain to build but their weapon utility cannot be underestimated they are some of the best bike units in the game.
You need some banner carriers and some Captains for supreme command detachments to give most of your army aura buffs.
In the edition of knights I feel like my too powerful scale has broken. It’s pretty much a super castellen and then, eh, whatever, it’s not a castellen with Cawl’s wrath that never dies.
But generally shield captains are in the same tier as demon princes and slam captains
I want to ally a Vanguard Detachment to my Deathwatch and have questions regarding the elite units you have.
First of: I dont want to use or spam bikes as they seem a bit too strong to me. Also Im already using a SmashCap and he is capable of winning me a game on his own so yea...
Im a big fan of elite style armies and elite style play. Thats why Ive thought about a Vanguard Detachment with the named Character as HQ for reroll 1s for hitting and wounding. Then a Vexilla Magnifica for the -1 to hit.
Now Id like to run the Custodes terminators but Ive also seen the Wardens wield the same weapons and are cheaper?
What are the differences between those units and whats the „most“ efficient way of running them? Any synergies, tactics, stratagems? Whats the best unit size? Is there a way of improving the terminators to a 2+/3++ ?
Any answers are helpful and I thank you all in advance!
I'd imagine so if they are equipped with the same "Castellan Axe" that the other custodies get.
They get two very nice strats as well, but its nothing really game changing.
The grenade launchers can slow units (with a strat), but considering their range limitations they aren't nearly as good as the thunderfire cannon.
The allarus termies can also all split up into single man units. This can really mess up an opponents targeting priority but doesn't really do much else.
Honestly if I had a squad of termies, I'd want the Imperialus banner behind them with Trajan buffing them and the squad staying together to use another of their strats.
The one that gives the whole unit +1 attack for each guy that dies is very strong on a 9 man termy squad.
So right now Im even thinking if the termies are THAT worth it in comparison to a battalion. I just want to play Custodes as allies so a 10man terminator squad is kinda overkill for me.
A battalion is a bit more expensive but I get 5CP instead of 1 and the normal Custodes have a 3++ for 10points.
Plus for mandatory HQsid go with a shieldcap on Bike
ImPhaeronWeasel wrote: So right now Im even thinking if the termies are THAT worth it in comparison to a battalion. I just want to play Custodes as allies so a 10man terminator squad is kinda overkill for me.
A battalion is a bit more expensive but I get 5CP instead of 1 and the normal Custodes have a 3++ for 10points.
Plus for mandatory HQsid go with a shieldcap on Bike
Depends on what you need in your army. Footstodes are slow. Abysmally slow. So a battalion starting on foot will have minimal impact on the game unless the enemy comes to you. It’s part of the reason bikes are so good. But if you have enough mobile elements in your death watch, maybe slow survivable is fine. You can also rock the guard bomb which is 10 guard that you deep strike in to nullify their slowness while the other two squads stay at 3 man and just hold objectives. But you’re quickly investing 1000 points into custodes.
Eihnlazer wrote: The allarus termies can also all split up into single man units. This can really mess up an opponents targeting priority but doesn't really do much else.
Another thing it does is help their deepstrike charge - you’re making it much much more likely that some will make that 9” charge, even if not all of them will. Important when needing to tie stuff up or just wanting to guarantee that any damage will happen during their fight phase.
Eihnlazer wrote: The allarus termies can also all split up into single man units. This can really mess up an opponents targeting priority but doesn't really do much else.
Another thing it does is help their deepstrike charge - you’re making it much much more likely that some will make that 9” charge, even if not all of them will. Important when needing to tie stuff up or just wanting to guarantee that any damage will happen during their fight phase.
AFAIK it does not work, since you have to use "Unleash the Lions" at the beginning of the movement phase. So you cannot do it after deep strike.
Ah, you’re absolutely right. Well, then yeah it’s far less useful than I’d thought. Thanks for correcting that before I erroneously tried it in-game haha
I made a recent Reddit post looking for some help deciding between lists for an upcoming event. I suppose I should have just come here first. I’m looking for some pointers on what each list will do better than the other. Variations of both lists have done well in past events so I’m not worried about that. But any other info on them would help. Looking for deployment tactics that may not jump out to you by looking at the lists, etc. Thanks!
I think the bike list is better, but that’s mainly cause I like the bikes . I would reduce the size of one of the praetor squads to get a second bike captain; having another single unit that can threaten most things by himself spreads out your damage potential a bit more.
Automatically Appended Next Post: Since a lot of us in this thread play the same elitist armies (Custodes, Imperial Knights, Grey Knights) I thought I’d share a AC/IK list I’ve been having some local success with:
Superheavy:
Knight Errant w/ironstorm missile pod
2x Armigers Helverins
I use Taranis, and have subbed a warden for the errant but like the thermal cannon more. I always open the vaults so both captains have a 3++, and pay a CP for my big knight to have a warlord trait (4++). Depending on what my opponent has, I may throw a relic on the knight as well but usually I save CP to resurrect my errant. The list synergizies pretty well, everything moves fast and with rotate ion shields on the knight and -1 to hit on the bikes it weathers shooting pretty well. I have about a million bolter shots, good melee, and high strength melee and shooting from the knights.
I'm writing a Custodes/Sisters list and I'm super light on anti tank. I only have one squad of Jetbikes, plus a Jetbike captain - Am I better off taking the missiles, or are the Hurricane Bolters just so much better that I shouldn't bother?
Waaaghpower wrote: I'm writing a Custodes/Sisters list and I'm super light on anti tank. I only have one squad of Jetbikes, plus a Jetbike captain - Am I better off taking the missiles, or are the Hurricane Bolters just so much better that I shouldn't bother?
If sisters still have melta in spades, then use them for your anti-tank.
Waaaghpower wrote: I'm writing a Custodes/Sisters list and I'm super light on anti tank. I only have one squad of Jetbikes, plus a Jetbike captain - Am I better off taking the missiles, or are the Hurricane Bolters just so much better that I shouldn't bother?
If sisters still have melta in spades, then use them for your anti-tank.
Sisters have melta, what we lack is cost effective delivery systems. Our cheap option is an 83pt Seraphim squad which basically packs four 6" Meltaguns but is made of tissue paper and has such short range that even 12" movement isn't much help. Our better option is Dominions in a Repressor which brings five normal Melta shots and two Heavy Flamers, but that loadout costs a whopping 242 points.
I'm writing a 1750pt list. Most of it is Custides, the sisters are less than 500pts and exist to hold objectives and generate Command Points. Sisters can bring anti infantry for cheap, but our anti tank is expensive and won't fit into my army.
Waaaghpower wrote: I'm writing a Custodes/Sisters list and I'm super light on anti tank. I only have one squad of Jetbikes, plus a Jetbike captain - Am I better off taking the missiles, or are the Hurricane Bolters just so much better that I shouldn't bother?
The missiles just don't do enough. The reduced cost is nice but your still paying 100+ points for a Lascannon. You need so many to actually put a dent into tanks that its simply not worth it.
Canoness [3 PL, 49pts]: Bolt pistol, Power sword, Relic: Braizer of Eternal Flame
Missionary [2 PL, 35pts]
+ Troops +
Battle Sister Squad [4 PL, 51pts]
. 2x Battle Sister
. Battle Sister w/ Special or Heavy Weapon: Storm bolter
. Battle Sister w/ Special Weapon: Storm bolter
. Sister Superior: Bolt pistol, Chainsword, Storm bolter
Battle Sister Squad [4 PL, 51pts]
. 2x Battle Sister
. Battle Sister w/ Special or Heavy Weapon: Storm bolter
. Battle Sister w/ Special Weapon: Storm bolter
. Sister Superior: Bolt pistol, Chainsword, Storm bolter
Battle Sister Squad [4 PL, 51pts]
. 2x Battle Sister
. Battle Sister w/ Special or Heavy Weapon: Storm bolter
. Battle Sister w/ Special Weapon: Storm bolter
. Sister Superior: Bolt pistol, Chainsword, Storm bolter
++ Total: [92 PL, 1581pts] ++
It's 1750 points total, so with what I've got left I can either take two squads of Seraphim with Fusion Pistols to get some extra anti tank, or I can take a Vexillus Magnifica and one extra Custodian.
Thoughts?
So i'm about to have some competitive games at 1500 points.
I've got some good results with a Vanguard Detachment (Allarus + Dread in DP) + 1 Supreme Command Detachment (with 3 bikes).
I am about to get the Telemon Dread and the question here is: Is it worth in a list of 1500 points? He would stay still in the back shooting the big guns while the allarus and the bikes spread fear and the emperors justice
So i'm about to have some competitive games at 1500 points.
I've got some good results with a Vanguard Detachment (Allarus + Dread in DP) + 1 Supreme Command Detachment (with 3 bikes).
I am about to get the Telemon Dread and the question here is: Is it worth in a list of 1500 points? He would stay still in the back shooting the big guns while the allarus and the bikes spread fear and the emperors justice
Honestly? No. The telemon is just too much the obvious choice to pound anti tank weapons in to. Super cool model though
So i'm about to have some competitive games at 1500 points.
I've got some good results with a Vanguard Detachment (Allarus + Dread in DP) + 1 Supreme Command Detachment (with 3 bikes).
I am about to get the Telemon Dread and the question here is: Is it worth in a list of 1500 points? He would stay still in the back shooting the big guns while the allarus and the bikes spread fear and the emperors justice
Honestly? No. The telemon is just too much the obvious choice to pound anti tank weapons in to. Super cool model though
Gotta disagree. His meta doesn't appear to be super-competitive if he's having success with Allarus and a normal Dread. A Teleconference should do great in that kind of environment.
Now, if he wanted to be super-competitive and stray from mono, an IK is the way to go, but for this it should do fine. The Telemon is actually plenty durable, it's just unwieldly and a little overcosted.
So i'm about to have some competitive games at 1500 points.
I've got some good results with a Vanguard Detachment (Allarus + Dread in DP) + 1 Supreme Command Detachment (with 3 bikes).
I am about to get the Telemon Dread and the question here is: Is it worth in a list of 1500 points? He would stay still in the back shooting the big guns while the allarus and the bikes spread fear and the emperors justice
Honestly? No. The telemon is just too much the obvious choice to pound anti tank weapons in to. Super cool model though
Gotta disagree. His meta doesn't appear to be super-competitive if he's having success with Allarus and a normal Dread. A Teleconference should do great in that kind of environment.
Now, if he wanted to be super-competitive and stray from mono, an IK is the way to go, but for this it should do fine. The Telemon is actually plenty durable, it's just unwieldly and a little overcosted.
A teleconference? No, under no circumstances should you pay nick nanavati 100 dollars to get good at warhammer!
Anyways I took the question as meta agnostic on the merits of the telemon within the custodes codex
The meta in my group isn't ultracompetitive this is why i'd play a mono-custodes list rather than an highly competitive list (i don't want to be "that guy").
It’s a beautiful model, and often that’s enough of a reason to play with it. It is why I would take it out for a spin. The problem is that unless you rock three, one will collect every las cannon, Melta, bright lance, or other anti tank gun on the table, and even non competitive play can collect a lot of that
With T8 and a 6+++, a Teletubby is pretty well equipped to take a hammering. Every big gun directed at him is one not being shot at your bikes. With his best loadout he costs only a little more than a squad of 3 bikes anway.
Elite
3x Allarus
1x Contempor with Kheres Pattern Assault Cannon
1x Vexillus Praetor with Vexillia Magnifica
Heavy
Telemon
Supreme Command Detachment
3x Jet Bike Shield Captains one of them is the Warlord with the Auric Aquilis
Gun line with the 2 Dreads and the Vexillia putting a -1 to hit on them
Allarus and Trajann in DP
The 3 bikes frontal attack and/or objective grabbing
I am aware that the army is not ultra competitive and that I lack troops for tactical objectives. My local meta is about rolling dice and having fun.
"Not competetive" is relative, but this list is going to seriously struggle against a lot of things.
First and most notably, you only have 5 Command Points and 10 models in your entire army. You're going to seriously struggle with map control and will run out of strategems before turn one is over. You probably already knew that. Also, I'm not really seeing the benefit of running three captains over one captain and four regular bikers. The nice thing about Custodes is that our rank and file hit just as hard as our commanders - All a Captain gets over a regular biker is 3 wounds, 1 attack, relic access, and an aura. Since everyone can use his aura and only one captain is taking a relic, you just don't get much from the extra captains. (The shooting is going to be identical to boot.)
Custodes ven dreads are also not good for gunlines because of our very short range and we're forced to take a melee weapon so we only get 50% dakka.
Automatically Appended Next Post: Oh, and there's just no weight of fire to kill hordes, and very little anti tank to deal with knight-sized enemies.
stratigo wrote: It’s a beautiful model, and often that’s enough of a reason to play with it. It is why I would take it out for a spin. The problem is that unless you rock three, one will collect every las cannon, Melta, bright lance, or other anti tank gun on the table, and even non competitive play can collect a lot of that
stratigo wrote: It’s a beautiful model, and often that’s enough of a reason to play with it. It is why I would take it out for a spin. The problem is that unless you rock three, one will collect every las cannon, Melta, bright lance, or other anti tank gun on the table, and even non competitive play can collect a lot of that
You can only take 1 per army though still yea?
You can take three. The custodes don’t have the same relic limitations that space marines have.
So I just checked the download from warhammer community.
A Telemon Heavy Dreadnought is a single model. It is equipped with two Telemon Caestus, two twin plasma ejectors and a Spiculus bolt launcher. Only one Telemon Heavy Dreadnought may be taken in an army.WEAPON
That's what it says in description. So only 1 an army
stratigo wrote: It’s a beautiful model, and often that’s enough of a reason to play with it. It is why I would take it out for a spin. The problem is that unless you rock three, one will collect every las cannon, Melta, bright lance, or other anti tank gun on the table, and even non competitive play can collect a lot of that
I thought that was exactly why you always hold it in reserve and deep strike it with FGLTC.
Hopefully the index for talons will be out sooner rather than later. Really looking forward to rules for some more of that heresy and some pts drops for the existing stuff.
Picked up the telemon recently. My god it's a beautiful model and is a lottt of fun in game.
Forge world is massively fethed up right now, so don’t count on anything. They are waaaaay behind on literally everything based on their 40k and heresy range
I need help from all you Custodians. I am building a first army for my son and he wants to get into warhammer competitively and hes a mono army kinda guy.
I know that custodes struggle as a mono force but what are some good builds for 2000 points and are musts.
I told him from my limited knowledge of custodes that one detachment outrider one shield captain on bike with 3 units of 3 bikers is a must am I wrong?
Bikes are the best unit overall in the codex, but you can certainly win without spamming them.
Custodes happen to be one of the cheapest armies to build as well, so definitely not the worst startup army.
two box's of guardians gets you 3 squads of 3 troops and a vexillus (banner guy). You can then pick up one box of the jetbikes and make 2 biker captains for your HQ's. That's a very nice battalion and is a good core for any custodies list for $180.
Bikes are the best unit overall in the codex, but you can certainly win without spamming them.
Custodes happen to be one of the cheapest armies to build as well, so definitely not the worst startup army.
two box's of guardians gets you 3 squads of 3 troops and a vexillus (banner guy). You can then pick up one box of the jetbikes and make 2 biker captains for your HQ's. That's a very nice battalion and is a good core for any custodies list for $180.
Bike spam is required to be semi competitive. I suggest a battalion of three by three guard, three bike captains, a vexilus, and a squad of nine bikes
Well they are almost certainly HH, being called Legio Custodes units and judging by the tech. There's a faint glimmer of hope for 40k in that these guy might be tied in with the release of the Custodes, SoS and GK index coming from FW. But I'm not getting excited just yet.
Well they are almost certainly HH, being called Legio Custodes units and judging by the tech. There's a faint glimmer of hope for 40k in that these guy might be tied in with the release of the Custodes, SoS and GK index coming from FW. But I'm not getting excited just yet.
It was confirmed on the Forge World Facebook page that they will be released with 40K rules. But the rules will only be for these models and not the Talons book.
To be honest, I'd rather have something a tad bit more shoot-ier! Custodes have the H2H combat thing down already. I don't see jump units giving any real value to the 40K side of things since jetbikes and Teleporting make up for speed....at least IMHO.
Dakka is what AC is lacking and Dakka is what is needed..
Automatically Appended Next Post: Speaking of Adeptus Custodes, I'm currently in a campaign league and not doing too badly. With 3 weeks down, I've managed to win my games at 500pts (two) and 750pts (one). We are now getting into the 1000pts week and I'm a starting to wonder if this is where things may go wrong for the Custodes.
I think I've had success BECAUSE of the low points and high stats of these guys vs most Codices troopers. The quality of my opponent's troops at lower point games tend to be lower in stats (mostly) compared to a basic Custodes Guardian. I've managed to win the attrition game for now, even with the games being all objective based. But with that said, now we'll be going into a higher points bracket which usually means more vehicles. That also usually means more and better AP weaponry. Something I'll be lacking (shooting-wise) since I think bringing a Land Raider to a fight at this level would be very risky. Even Bikers seem too risky at this point. (I know, I said bikers are risky... ). Maybe a Venerable Dread?
What do you Shield Captains out there think about point levels and Custodes success rates? Is it better at lower points or worse for you? Should I just stick to Infantry for now?
str00dles1 wrote: So I just checked the download from warhammer community.
A Telemon Heavy Dreadnought is a single model. It is equipped with two Telemon Caestus, two twin plasma ejectors and a Spiculus bolt launcher. Only one Telemon Heavy Dreadnought may be taken in an army.WEAPON
That's what it says in description. So only 1 an army
I just checked the new beta rules they just put out, and that restriction appears to be gone.
These new points costs and units are super super exciting.
My personal bet for a new “plug and play” Imperium detachment is Trajann, 3 Telemon and a -1 to hit banner. Costs just under 1200 points, but it’s one hell of a “come at me” castle.
The Aquillon Terminators look super interesting with the 12” flamer at str 6, -1. Bit expensive for the units though.
Galatus is touch and go I think, pretty cheap, but only str 7 in combat is just mind boggling.
I think someone said the Orion is like 432 points which seems ok, but it’ll be a massive target on the table top if you load it up with 7 Infantry and a Dreadnought.
Not too sure about the new flying guys. 3+ armour save at 62-66 points a model seems criminally over costed. They do count -1ap weapons as ap0 though.
Kdash wrote: Not too sure about the new flying guys. 3+ armour save at 62-66 points a model seems criminally over costed. They do count -1ap weapons as ap0 though.
The 3+ save is a little baffling to me, I've got to be honest. I understand it from a fluff perspective, but as you say, at the price point it feels really hard to justify over other options available (Dawneagle bikes...). It just makes them more vulnerable to the Custodes' greatest weakness, weight of fire.
Kdash wrote: Not too sure about the new flying guys. 3+ armour save at 62-66 points a model seems criminally over costed. They do count -1ap weapons as ap0 though.
The 3+ save is a little baffling to me, I've got to be honest. I understand it from a fluff perspective, but as you say, at the price point it feels really hard to justify over other options available (Dawneagle bikes...). It just makes them more vulnerable to the Custodes' greatest weakness, weight of fire.
I also just did a check on 5 Sagittarum. Works out at 3 points more expensive than a Telemon dreadnought, and has weaker horde clearing shots (but with an additional 3 shots).
Twin Storm cannons by far. 4x S9 -4AP Dmg3 shots with rerolls to wound should reasonably expect to kill a Leman russ commander per turn if next to a shield captain. Considering the Telemons great durability stayed the same as before, and the price went down, the Telemon with Storm Cannons is now A-Tier anti-tank, where it was still a kind of multipurpose heavy dakka before. It can still kill trash infantry ok, but some types of targets it will struggle against. The Culverins howver just aren't versatile enough anymore against the most common targets, with only S7 and 4 shots each.
Bit bummed that the Sagittarum aren't troops, they're cool but I don't really see much room for them to be honest, nor the jump pack guys(and where's the double pistol loadout D.
Just great to see fresh new rules and units to think about though. Im sure there will be plenty of interesting ways to make use of some of these things.
str00dles1 wrote: So I just checked the download from warhammer community.
A Telemon Heavy Dreadnought is a single model. It is equipped with two Telemon Caestus, two twin plasma ejectors and a Spiculus bolt launcher. Only one Telemon Heavy Dreadnought may be taken in an army.WEAPON
That's what it says in description. So only 1 an army
I just checked the new beta rules they just put out, and that restriction appears to be gone.
It's gone!
Though it doesn't seem any of the new guys get +1 invuln.
Though it doesn't seem any of the new guys get +1 invuln.
The Emperor's Chosen is an army-wide rule that applies to all Infantry and Biker units with the Adeptus Custodes faction keyword, so it should apply to all of the relevant Forge World units as well. (As long as they're in a Battle-Forged detachment.)
Though it doesn't seem any of the new guys get +1 invuln.
The Emperor's Chosen is an army-wide rule that applies to all Infantry and Biker units with the Adeptus Custodes faction keyword, so it should apply to all of the relevant Forge World units as well. (As long as they're in a Battle-Forged detachment.)
i don't get why the Twin Arachnus heavy blaze cannon on the Caladius Grav-tank has less range and shots then the Telemon with it's Arachnus storm cannon.
the tank is much bigger as a platform and should pack a bigger punsh.
Assuming an appropriate cost, the gunners would actually have a legit role, which is exciting.
Jump pack dudes are lame. That's a shame.
I don't really know what the roles of the other dudes are so I can't really comment. Seems like just random variations of wargear here and there, but the 12" Flamer option dudes would mostly likely have a place. Somewhere.
KampfKrote wrote: Holy. The point drop on the Telemon is nuts. 180 base + Illiastus is dropping to 25 per arm. I feel like I’m reading this wrong. Wow.
You partially are, but not by a lot. It's 180 base + 50 for the two Illiastus and then 12 for the Spiculus. 242 total. With Arachnus Storm he's 272.
With re-rolling wounds against vehicles being part of the Arachnus Storm weapons, you can probably just take a regular or Allarus Captain instead of Trajann. Wounds re-roll is wasted.
The Caladius Grav-Tank is now Heavy Support instead of Fast Attack. With the Twin Arachnus Heavy Blaze Cannon it's 220 points. I think it's definitely worth bringing one since it can move + shoot and subtracts 2 from enemy charges (use it to wall off part of your Telemons, it still has Fly so it can Fall Back and shoot even if they get in melee). It costs 220 points.
So an 'affordable' (in Custodes terms) Spearhead could be:
Shield-Captain (Axe): 114
Telemon with Arachnus Storms: 272
Telemon with Arachnus Storms: 272
Caladius: 220
Total: 878
EDIT: Actually, the Twin Illiastus Accelerator Cannon is 10 points cheaper and averages slightly more wounds against a 3++ Imperial Knight. Might want that instead on a Caladius.