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Made in us
Monster-Slaying Daemonhunter




What is the best use of Venetari against Deldar?
   
Made in us
Longtime Dakkanaut




stratigo wrote:
yukishiro1 wrote:
Who was beating DE with pure Custodes, period? I mean random games sure, but at the top level competitively? Wasn't happening as far as I'm aware. It was just a question of whether you were goin to lose comprehensively or at least make a good game of it.

Though the dread-heavy lists you did see were mostly 2x Telemon 3x Galatus, typically souped with guard or maybe even sisters.


tripple telemon and a big unit of venetari supported with trajan boosting the dreads. It is one of the few drukhari killer lists that has actually gone up against drukhari and killed them.



What tournament are you talking about?
   
Made in us
Longtime Dakkanaut




yukishiro1 wrote:
stratigo wrote:
yukishiro1 wrote:
Who was beating DE with pure Custodes, period? I mean random games sure, but at the top level competitively? Wasn't happening as far as I'm aware. It was just a question of whether you were goin to lose comprehensively or at least make a good game of it.

Though the dread-heavy lists you did see were mostly 2x Telemon 3x Galatus, typically souped with guard or maybe even sisters.


tripple telemon and a big unit of venetari supported with trajan boosting the dreads. It is one of the few drukhari killer lists that has actually gone up against drukhari and killed them.



What tournament are you talking about?


https://www.goonhammer.com/competitive-innovations-in-9th-triple-major/

Was an aussie one.

A lot of people have been sprinkling in telemons as a crack against deldar, but this is one of the few lists I know that really went the mile against repeatedly figbhting deldar, and it is all custodes.
   
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Longtime Dakkanaut




I find it fascinating that list did so well against DE; I honestly don't understand how or why. I would have thought the DE players would just pick off everything outside the Telemon castle and then win on the mission and secondaries. That list kills one raider a turn at range except on the turn the Venatari come down, when it kills two, and it has virtually zero board presence. The DE player obviously can't kill the Telemon castle, but I don't see why that matters for winning the game. Would have loved to see what the DE players were trying to do in the games they lost and how it didn't work.
   
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Has anyone run the numbers on Venetari against Deldar? Do we want lances or Bucklers? My instinct is to go for the best shooting, but I know they will close the distance, and then rip my guys to pieces. I still say max Venetari would be better for the cost than triple Telemon.
   
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Definitely bucklers, the primary reason Venatari is good is being able to double the amount of shots with the pistols for 1CP, and you can't do that with the lances, even aside from losing the 2+ save, which is also a big deal.
   
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Longtime Dakkanaut




yukishiro1 wrote:
I find it fascinating that list did so well against DE; I honestly don't understand how or why. I would have thought the DE players would just pick off everything outside the Telemon castle and then win on the mission and secondaries. That list kills one raider a turn at range except on the turn the Venatari come down, when it kills two, and it has virtually zero board presence. The DE player obviously can't kill the Telemon castle, but I don't see why that matters for winning the game. Would have loved to see what the DE players were trying to do in the games they lost and how it didn't work.


The shield guard hold objectives good and the venetari trade supremely well once the raiders have been opened up.

The telemon are just immune to damage and so stop in and clear objectives pretty easily while slowly attriting the raider pack down.
   
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It's only 4 shield guard. They die literally as soon as the DE player can shoot them with the raiders and wracks, which means T1 if the Custodes player goes first, or T2 if they don't. The Venatari die as soon as they come down from DS or reveal themselves if they start on the table, and I don't see how a 330 point unit "trades supremely well" with anything. Liq Wracks and DLs both obliterate infantry custodes.

I mean it obviously worked because the guy won, I just can't for the life of me understand how.
   
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Why Aye Ya Canny Dakkanaughts!

yukishiro1 wrote:
It's only 4 shield guard. They die literally as soon as the DE player can shoot them with the raiders and wracks, which means T1 if the Custodes player goes first, or T2 if they don't. The Venatari die as soon as they come down from DS or reveal themselves if they start on the table, and I don't see how a 330 point unit "trades supremely well" with anything. Liq Wracks and DLs both obliterate infantry custodes.

I mean it obviously worked because the guy won, I just can't for the life of me understand how.

It takes 4 raiders to kill a single Custodes guardian with dark lances with re-rolls, bit of a waste of fire power. And liquifiers no longer get the dark technomancer buff. Venatari may die easy compared to the rest of the army but being able to drop them in after the raiders have already released the incubai basically guarantee at least some level of damage.

Dark Eldar aren't an auto win.

Ghorros wrote:
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 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
"It's now very common to hear people say, 'I'm rather offended by that.' As if that gives them certain rights. It's actually nothing more... than a whine. 'I find that offensive.' It has no meaning; it has no purpose; it has no reason to be respected as a phrase. 'I am offended by that.' Well, so f***ing what." - Stephen Fry
 
   
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 mrhappyface wrote:
yukishiro1 wrote:
It's only 4 shield guard. They die literally as soon as the DE player can shoot them with the raiders and wracks, which means T1 if the Custodes player goes first, or T2 if they don't. The Venatari die as soon as they come down from DS or reveal themselves if they start on the table, and I don't see how a 330 point unit "trades supremely well" with anything. Liq Wracks and DLs both obliterate infantry custodes.

I mean it obviously worked because the guy won, I just can't for the life of me understand how.

It takes 4 raiders to kill a single Custodes guardian with dark lances with re-rolls, bit of a waste of fire power. And liquifiers no longer get the dark technomancer buff. Venatari may die easy compared to the rest of the army but being able to drop them in after the raiders have already released the incubai basically guarantee at least some level of damage.

Dark Eldar aren't an auto win.


this was before the liquifier nerf.

But shieldstodes also are good against that.

As the only unit on the field that needs it, they suck up all the defensive buffs we get. They only need to last a couple turns.
   
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Odd idea, but given how well Custodes have "transitioned" into 9th, even though we were a relatively early codex in 8th, we may be getting viewed as a faction that doesn't need the help of a new Codex. Then I saw they just dropped Sisters of Battle, which DEF didn't need the new Codex buff, and that got me thinking: Would you rather be a good codex at the beginning, or get the full power creep near the end, and be devastatingly broken for the last few months?
   
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Neither. I'd rather have a good balanced book that stays good and balanced across the entirety of the edition.

Yeah, yeah, I know, this is a GW game, that's about like wishing for a flying unicorn that farts rainbows. But a man can hope.
   
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So with the new Sisters weapon profiles, I have to believe we are getting at minimum 2 damage spears/axes/lances. I feel like it's completely random who is getting new models now. Sisters get 4 new models one of which is an upgunned Rhino, two walkers, and a new HQ. Guard are getting a new Cadian box, a new HQ Command squad style unit (or Gaunts ghosts may be 5 models and a commisar?) But then TKSons are getting a new HQ and a new marine type?

All I want is a vehicle that is plastic and doesn't make me use chinese websites to buy, oh and doesn't flat out suck.
   
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If the axes go damage 2 they... are just bad. They need damage 3, but I doubt they get them, or to have their cost lowered
   
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If axes go to 3 that means the average Warden has 12+ wounds damage per fight capability. Terminators and SCs get even worse, for almost half the cost of what other units with the same potential cost. The new Sister with the mecha suit costs 200+ and has the ability to go higher than 15 wounds per turn. If we go to flat 3, a SC is broken at 110 points. Some one before was saying the flat 4 for axes, and that would be crazy.
   
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Somewhere over the rainbow, way up high

FezzikDaBullgryn wrote:
If axes go to 3 that means the average Warden has 12+ wounds damage per fight capability. Terminators and SCs get even worse, for almost half the cost of what other units with the same potential cost. The new Sister with the mecha suit costs 200+ and has the ability to go higher than 15 wounds per turn. If we go to flat 3, a SC is broken at 110 points. Some one before was saying the flat 4 for axes, and that would be crazy.


My hope is the main melee profiles for weapons look something like this come an updated dex.


Interceptor Lance on the charge STRx2, AP-3, d3+1 damage
Interceptor Lance not on the charge STR+1, AP-3, 2 damage

Solarite Power Gauntlet STRx2, ap-3, 3dmg, Add -1 to hit to make choice between these and axes mean something.
Castellan Axe STR+3, AP-2, 3 damage
Guardian Spear STR+2, AP-3, 2 damage
Sword STR, AP-3, 2 damage

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
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The only change I would make to the above is make the dagger double the cost, but unsaveable wounds. So it goes through Invulns and regular saves, and also nullifies FnP.
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

FezzikDaBullgryn wrote:
The only change I would make to the above is make the dagger double the cost, but unsaveable wounds. So it goes through Invulns and regular saves, and also nullifies FnP.


Could maybe make it 1 attack that if it wounds, causes 1 mortal wound and the attack sequence ends?
So you pay points for an attack that can result in 1mw. Since the Custodes dex has no real sources of MW.

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in us
Longtime Dakkanaut




The spear should have a sweep profile that distinguishes it from the axe; it's a bladed weapon, not a thrusting one, and they clearly swing them in sweeping motions based on how they're modeled, so it makes total sense. Make it either +2S -3AP 2D or S:U -2AP D1 with 2x attacks. Same cost as the axes, which would be +3S -3AP 3D with no alternative profile.

The misericordia ought to be free, it's stupid that you pay points for it and it therefore messes up list building and results in you having to pull it on and off your models as you change your list. It shouldn't even be an attack per se, it should be an ability that activates after the unit has made all its attacks, if there are any models within engagement range of the unit that have lost wounds and have only one wound remaining. For each such model, roll a dice: on a 2+, that model takes a mortal wound.

Flavorful and fluffy, occasionally clutch to get that last wound off something, but not powerful enough to actually pay points for.

This message was edited 1 time. Last update was at 2021/06/09 17:42:11


 
   
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Since updating our rules is a topic of discussion I thought I'd also post my personal take rules updates here. Depending on how long we still have to wait I might try to houserule some of this with my buddies so I'd like to get opinions:

Spoiler:

General statline buffs:

All Custodes infantry and bikes get +1 wound and +1 attack. This seems in line with alle the buffs going around in the 9th ed codices. Other than that, there is not much you can change on their statline, since it's already pretty premium, though especially the extra wound feels needed.

Note that these general buffs hinge on the assumption that custodes retain their inherent 4+ invuln and 3+ invuln exclusively on their storm shields. If they lose their 3+ invuln on storm shields as their "gimmick" they need something else to make up for it.


Weapon upgrades:
Note that I would leave the shooting profiles of the weapons untouched. I think they are fine, though one can argue that the spears and axes should be changes to assault 3 or something along those lines.


-Sentinel Blade:

S:+1, AP-3, Dmg D3
Every time the bearer uses this weapon in the fight phase, he can make one additional attack with this weapon

-Guardian Spear:
Auric Blade Barrier: whenever an enemy model makes a melee attack against this unit, any model equipped with a guardian spear can attempt to block ONE incoming enemy attack. Chose one enemy hit roll made against this unit for every model attempting to block an attack. Roll one D6 for each attempt to block, if the roll exceeds your opponents hit roll the attack is blocked and has no effect.
Two or more friendly models equipped with guardian spears can attempt to block one attack together, if you chose to do this, roll one additional D6 for every model attempting to assist in blocking an enemy attack, if the value exceeds your opponents hit roll, the attack is blocked and has no effect. (Disclaimer: basically the 7th ed block rule)

Every time the bearer fights with this weapon, at the beginning of the fight phase chose one of the following profiles to use in the fight phase:

Sweeping Strike: S: User, AP -2, Dmg 1
Every time the bearer uses the sweeping strike profile of this weapon, double the attacks characteristic of this units profile.

Piercing Strike: S:+2, AP -3, Dmg 2

-[u]Castellan Axe:
S:+3, AP -2, Dmg 3

-Interceptor Lance:
S:+1, AP -3, Dmg D3
Whenever a model equipped with this weapon finishes a charge move, change the weapon profile to: S:+1, AP -3, Dmg 3. In addition, every time a model equipped with an interceptor lance finishes a charge move, you can re-roll the wound roll.

Watchers Axe (Trajann Valoris' Axe)
S: x2, AP -4, Dmg 4


Shield Hosts:
If your army detachment is battleforged you can chose one of the following shield hosts. Every >Adeptus Custodes< unit in your detachment gains the keyword of the chosen Shield Host.

-Dread Host:
Cold Aggression: Every time an >Adeptus Custodes< unit with the >Dread Host< keyword finishes a charge move, that unit gains +1Strength and +1Attack until the end of the fight phase.

Warlord Trait:
All-Seeing Annihilator:
-Whenever an >Adeptus Custodes< >Dreadhost< unit within 6" of this warlord rolls an unmodified 6 in the fight phase, that attack generates one extra hit.
-Whenever your warlord scores an unmodified wound roll of 6, that attack does one mortal wound in addition to any other damage.

Relic:
Admonimortis: replaces the bearers castellan axe
S: x2, AP -3: Dmg 3
Whenever the bearer finishes a charge move roll one D6, on a 2+ the enemy unit suffers D3 mortal wounds.

Dreadhost Strat:
Golden Light of the Moraides(1CP/2CP): unchanged.


-Shadowkeepers:
Jailers of unspeakable Nightmares: Every enemy unit within 3" of an >Adeptus Custodes< >Shadowkeepers< unit must subtract 1 from its attack profile to a minimum of 1. Note that this rule is not cumulative if an enemy unit is within 3" of two friendly >Adeptus Custodes< >Shadowkeepers< units.

Warlord Trait:
Lockwarden:
-Whenever your warlord makes a melee attack against an enemy character, subtract 1 from that enemy characters save characteristic including invulnerable saves.
-At the start of the fight phase, choose one enemy character within 3" of your warlod. Whenever the chosen enemy character fights against your warlord, halve the enemy characters attacks (rounding up). Not that this is not cumulative with the Jailers of unspeakable Nightmares rule.

Relic:
Statis Oubilette:
Can only be used once per battle. At the start of the fight phase, choose an enemy character within 3" of the bearer, until your next turn the enemy character can not use it's invulnerable saves or any rules that ignore damage. In addition, halve the move characteristic of the enemy character until your next turn.

Shadowkeepers Strat:
Grim Responsibility (1CP): unchanged.


-Solar Watch:
Auric Wings: Add 1 to every advance and charge roll made by an >Adeptus Custodes< >Solar Watch< unit.

Warlord Trait:
Sally Forth: at the beginning of the movement phase, choose a friendly >Adeptus Custodes< >Solar Watch< unit within 6" of your warlord. That unit can attempt to charge even if it advanced this turn.

Relic:
Swiftsilver Talon: Relic Interceptor Lance
S:+1, AP: -3, Dmg 2
Whenever a model equipped with this weapon finishes a charge move, change the weapon profile to: S:+2, AP -3, Dmg 4 . In addition, every time a model equipped with an interceptor lance finishes a charge move, you can re-roll the wound roll.

Solar Watch Strat:
The Eagle's Strike (1CP):
At the end of the movement phase, select one friendly >Adeptus Custodes< >Solar Watch< unit. That unit is eligible to shoot and charge even if it fell back this turn.


-Aquilan Shield:
Shield Wall: whenever an attack is allocated to a friendly >Adeptus Custodes< >Aquilan Shield< >Infantry< unit, subtract 1 from the damage characteristic of the enemy attack to a minimum of 1.

Warlord Trait:
Revered Companion: When resolving an attack against this warlord, subtract 1 from the wound roll. In addition, enemy units can not re-roll their hit roll when resolving an attack against this warlord.

Relic:
Praesidius: Relic Storm shield (3+ invuln)
Whenever resolving an attack against this warlord, the enemy unit can not re-roll their wound roll. In addition, when resolving an attack against this warlord, halve any incoming damage rounding up. Note that this replaces the Aquilan Shield Shield Wall rule.

Aquilan Shield Strat:
Golden Bulwark (1CP/2CP):
When resolving an attack against an >Aquilan Shield< Custodian Guard unit equipped with storm shields, until the end of the phase, subtract 1 from the attacks wound roll. In addition until the end of the phase, enemy units can not re-roll their hit-roll when targeting this unit.


Standard Warlord Traits:

-Superior Creation: unchanged

-Radiant Mantle: unchanged

-Impregnable Mind: unchanged

-Peerless Warrior: This warlord always fights first in the fight phase.

-Emperor's Companion: At the start of your turn, this unit regains 1 lost wound

-Champion of the Imperium: increase the range of aura abilities of this warlord by 3"


Captain Commander Traits:

-Strategic Mastermind: unchanged

-Bane of Abominations: unchanged

-Slayer of the Unlcean: when resolving an attack made by this model, on an unmodified attack roll of 6, the attack wounds automatically and does double damage.

-Indomitable constitution: increase the toughness characteristic of this warlord by 1

-Master of Melee: at the end of the fight phase whenever this model has fought, chose one enemy unit in engangement range. That enemy unit suffers D3 mortal wounds.

-Unstoppable Destroyer: choose one enemy unit within 3" of this warlord at the beginning of the fight phase, that unit is not eligible to fight until all other units have done so.

-Inspirational Exemplar: Every friendly >Imperium< unit within 6" of this warlord can re-roll their moral and ignores combat attrition.

-Defiant to the Last: roll one D6 the first time this warlord is slain. On a 3+ this warlord returns to the battlefield with 2 D3 wounds remaining. Place this warlord at the nearest point where it was slain, but out of engagement range of enemy models.


I am still in the process of thinking about the standard codex relics, but I'll update this post once I have some ideas on those. Until then, thanks for reading and let me know what you think.
As I said, this was just a fun little project for me. I don't claim to have all the answers or the best answers how to best update custodes, but I gave it my best shot.

Edit: I completely forgot the emissaries imperatus shield host....but can you blame me? If you have an idea on what to do with them, let me know.

Edit2:

Non Shield Host Relics:

(Disclaimer: again, this is assuming we keep the 3+ invuln as our gimmick)
-Auric Aquilas: unchanged
-Eagle's Eye: unchanged

If we lose the 3+ invuln:
-[u]Auric Aquilas: bike captain only. Whenever an attack is allocated to this unit, subtract 1 from that attacks wound roll. In addition enemies can not re-roll their wound roll when targeting this model (both melee and shooting)
-Eagle's Eye: whenever an attack is allocated to this unit, a hit-roll of 1-3 always fails.


-The Praetorian Plate: Terminator Captain only. Whenever an attack is allocated to this unit, a wound-roll of 1-3 always fails.

-Gatekeeper:
Relic Guardian Spear: Melee: S+3, AP -3, Dmg 2; Shooting: 24", Rapid Fire 3, S 5, AP -1, Dmg 2
Abilities: Overwatch hit roll hit on 3+ rather on 6+. In addition the bearer can attempt to use the "Auric Blade Barrier" rule for Guardian Spears on 3 incoming attacks instead of just one.

-The Veiled Blade:
Relic Sentinel Blade: Melee: S+1, AP -3, Dmg D3; Shooting: 12", Pistol 3, S 4, AP -1, Dmg 1
Abilities: Whenever an enemy unit within engagement range of the bearer chooses to fall back, roll one D6. On a 3+ the enemy unit can not fall back.

-Obliteratum:
Relic Balistus Grenade Launcher: Shooting: 12", Assault 1, S 10, AP-4, Dmg 3+D3

-Emperor's Light:
Relic Misericordia: Melee: S user, AP -2, Dmg 1
Abilities: Each time the bearer fights, he can make one additional attack with this weapon. Attacks made by this weapon ignore any invulnerable saves.

-Wrath Angelis:
Replaces a Vexilla Magnifica: at the beginning of the fight phase, the bearer can choose one enemy unit within 3". This unit is not eligible to fight until all other units have done so.

-Auric Shackles:
At the end of the movement phase, chose one enemy unit within 12" of the bearer. Until your next command phase, that enemy unit halves its move characteristic (rounded up).

-Fulminaris Aggressor:
Replaces Vexilla Imperius: Shooting: 12", S 5, AP-2, Dmg 1; Melee: S +2, AP -2, Dmg 1
Abilities: Attacks made with this weapons shooting profile automatically hit. In addition, at the end of the movement phase, chose one enemy unit within 6" of the bearer. That unit suffers D3 mortal wounds.

-Raiment of Sorrows:
Roll a D6 each time a friendly >Adeptus Custodes< >Infantry< or >Biker< unit within 6" of the bearer would lose a wound. On a 6+ the wound is not lost.

-The Castellan's Mark:
Once per game use only: At the beginning of the shooting phase, chose one firendly >Adeptus Custodes< >Infantry< or >Biker< unit within 6" of the bearer. This unit can move as if it were the movement phase.

-Faith Absolute:
Replaces Vexilla Defensor: Whenever a friendly >Adeptus Custodes< unit within 6" of the bearer would lose a wound as a result of a mortal wound, roll one D6. On a 4+ that wound is not lost.
   
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So I've seen a few forums talking about how the obvious misprint about Paragon suits nullifying d1 weapons, isn't a glitch. It might be GW intended way of making vehicles powerful again. And I like it. D1 weapons like Bolters and Lasguns are now worthless against any vehicle with this "special rule".

I kinda think it would kill us and make us great at the same time. We would still be able to shoot them off the table, but at the same time it would make a legal precedent for how to buff Custodes.

Or it's an obvious misprint that will be faq'd in the next two weeks.
   
Made in us
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No, it's obviously a typo. There is zero reason that paragons would ignore D1 while Vahl doesn't - her suit is described as being much better than theirs. And that's even putting aside how it makes no sense anyway for paragons to do it when dreads and literally every other model in every other book doesn't.

Anyone who tries to tell you that it's intentional is trying to abuse an obvious typo (which Celestine has too BTW, and is actually a bigger problem since she doesn't cost 3x as much as she should thanks to yet another typo).



This message was edited 1 time. Last update was at 2021/06/11 15:25:13


 
   
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FezzikDaBullgryn wrote:
So I've seen a few forums talking about how the obvious misprint about Paragon suits nullifying d1 weapons, isn't a glitch. It might be GW intended way of making vehicles powerful again. And I like it. D1 weapons like Bolters and Lasguns are now worthless against any vehicle with this "special rule".

I kinda think it would kill us and make us great at the same time. We would still be able to shoot them off the table, but at the same time it would make a legal precedent for how to buff Custodes.

Or it's an obvious misprint that will be faq'd in the next two weeks.


I'm still very much in the camp that thinks this is an obvious misprint, same with the points cost. I'm pretty sure it's not meant to be 240p per paragon war suit.
Being immune to D1 also kinda goes against their game design philosophy, where everything should be able to wound everything.
   
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I agree it is very likely a misprint, however, I can see the possability of such a powerful rule fighting back the overwhelming power creep and growing irrelevance of vehicles in the game. If the new Admech can one shot any non-titan vehicle in the game turn 1, then what is the point of making lists with transports? This fights back against this and while we don't have to go back to AV charts, I feel it does away with the stupidity of "Anything can wound anything". Custodes should have a negate damage rule across the board, not just on dreads.
   
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Denison, Iowa

So, there is a new plastic Contemptor that will be released in the near future. Do you guys think they will add the new weapons load out to Custodes? The twin autocannon isn't going to do much, but adding a cyclone missile launcher might give us a decent mobile shooting platform.
   
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 cuda1179 wrote:
So, there is a new plastic Contemptor that will be released in the near future. Do you guys think they will add the new weapons load out to Custodes? The twin autocannon isn't going to do much, but adding a cyclone missile launcher might give us a decent mobile shooting platform.


I would LOVE for a mobile dakka platform in plastic that isn't over 100 USD and completely worthless. I'd settle for the one with the dual LC and the missile launcher, for 110 points.
   
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 cuda1179 wrote:
So, there is a new plastic Contemptor that will be released in the near future. Do you guys think they will add the new weapons load out to Custodes? The twin autocannon isn't going to do much, but adding a cyclone missile launcher might give us a decent mobile shooting platform.


Wait, they have announced a new plastic contemptor for space marines? When?
   
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Tiberias wrote:
 cuda1179 wrote:
So, there is a new plastic Contemptor that will be released in the near future. Do you guys think they will add the new weapons load out to Custodes? The twin autocannon isn't going to do much, but adding a cyclone missile launcher might give us a decent mobile shooting platform.


Wait, they have announced a new plastic contemptor for space marines? When?


I think he is referencing the new 30k Boxed sets coming next month (?)
   
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Denison, Iowa

FezzikDaBullgryn wrote:
Tiberias wrote:
 cuda1179 wrote:
So, there is a new plastic Contemptor that will be released in the near future. Do you guys think they will add the new weapons load out to Custodes? The twin autocannon isn't going to do much, but adding a cyclone missile launcher might give us a decent mobile shooting platform.


Wait, they have announced a new plastic contemptor for space marines? When?


I think he is referencing the new 30k Boxed sets coming next month (?)


I am. I don't think anyone is going to argue that the 30k models won't get 40k rules. The only question is if it will be marines only, or if Custodes can get a taste too. While we're on the subject, does anyone think the new Contemptor will have weapons options? It looks to be an improvement over the old one, and that had an option, so I'd assume it would at least have one more optional arm. Perhaps a plasma cannon? That could work for us too.
   
Made in us
Monster-Slaying Daemonhunter




No thanks on PCs, I would never want another 1 damage weapon. Even if they made it D2/3 with overcharge. No thank you. We need Grav flux bombards or something like the C Beam Cannon.
   
 
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