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dorset

FezzikDaBullgryn wrote:
I thought GW was now updating all units in a single codex, so FW units will now be in regular dexes, did that not happen with other factions?


nope, in both the Admech 9th ed and the Tsons 9th ed codexes (which i own) they dont include any of the FW stuff for those factions (eg admech Hoplites of the terax drill, tsons comtemptors etc). the only thing they have done to those in recent FAQs is adjust the keywords to match those in the new codexs, and updated a few rules references (so hoplites get DOCTRINA IMPERITIVES, not CANTICLES OF THE OMNISSIAH like they did in 8th)

I think the GW position that the offical 9th ed rules for those units are in the FW compendium, and they wont fiddle with them unless some really broken OP combos are found. So, we can be fairly certain that our dreads and tremies are going to have substantially the same rules after our codex drops.

This message was edited 1 time. Last update was at 2021/08/26 18:17:35


To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be relearned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods.

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xerxeskingofking wrote:
FezzikDaBullgryn wrote:
I thought GW was now updating all units in a single codex, so FW units will now be in regular dexes, did that not happen with other factions?


nope, in both the Admech 9th ed and the Tsons 9th ed codexes (which i own) they dont include any of the FW stuff for those factions (eg admech Hoplites of the terax drill, tsons comtemptors etc). the only thing they have done to those in recent FAQs is adjust the keywords to match those in the new codexs, and updated a few rules references (so hoplites get DOCTRINA IMPERITIVES, not CANTICLES OF THE OMNISSIAH like they did in 8th)

I think the GW position that the offical 9th ed rules for those units are in the FW compendium, and they wont fiddle with them unless some really broken OP combos are found. So, we can be fairly certain that our dreads and tremies are going to have substantially the same rules after our codex drops.


That would in return mean that the custodes stats will probably remain the same. I doubt GW will go back to pdf rules for FW custodes units. I still hope custodes will get something to differentiate them from the much better deathwing knights. And some how stop the stats creep with Orks and marines having T5. One could argue that custodes are just marines with golden armor. One of the things that drew me to custodes in the beginning was that they hat stats way beyond marines.

This message was edited 2 times. Last update was at 2021/08/27 08:15:13


 
   
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Color me pessimistic, but I really don't see Custodes getting any major changes. Maybe a new character, or some new attack values, a reworked strat, but I see us getting about the same as GK did.

/grumbles
   
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Lebanon NH

I'm going to answer you pessimism with a bit of optimism!

I think that Custodes have been one of GW's real "surprise" successes. Lots of people play them, or at least have a backup army or whatnot. They are well regarded as both models and rules, and have definitely helped to shape the core ideas of 9th edition (MSU elite armies, ect).

I think that with all that going for them: I bet we will see at least a few new additions to the army as a whole. (Personally, I think this will probably come from the sisters of silence aspect, but who knows.)

I DO agree with you that I think a lot will stay the same, but I bet there will be some really neat new stuff to try and to discuss as well.

Or at least: that's my hope!
   
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IMO there are a few things that absolutely must change:

Sisters of Silence need to be pointed exactly the same as Sisters of battle with the same gear. They are the same stats except for +1 move, and they are in the elite slot compared to troop for SoB.

Their immunity to psychic and -1 to cast and deny are just their chapter trait compared to 6++ and miracle dice for sisters. There is absolutely no reason for them to cost more points.



Custodes in general need more attacks. +1A across the board for no points increase. It's comedic how bad we are in the fight phase compared to 9th codex units.

Custodes also need more help in general. My idea to replace the 6+++ against mortals in the psychic phase to all units can ignore a power cast on them on a 5+ is the way to go. After the few tests i've had i find it helps alot and feels far more like the lore.

We also need more ways to consistantly get charges off. We do not have any fight last abilities, so always getting charged instead of doing the charging is putting us alot on the backstep.

Weapon profiles need to be reworked a bit. Going back to assault 3 on all our bolters is probably fine. Increasing the range on our flamers is also probably fine. Basically rework the weapon profiles so that they are mostly all sidegrades and all costs the same points. This makes correctly pointing the base units alot easier as well.

We need alot of help with armies that can spam -1d. They are just too oppressive vs custodes. We either need a way to deal mortals, or just deal more damage in melee. Bringing axes to flat 3 damage helps in that regard. I also am a big proponent towards misericordas on every Custodian for free, and they deal one mortal on a 2+ at the end of the fight phase for every model in engagement range.


If GW decides to make the army feel closer to the fluff and raise our points they have to give a substantial buff to our durability in some way. An armywide cant be wounded on a 2 ability wouldnt help too much, and I dont want -1 damage as thats just copying another army. +1 wound is nice, but its not worth a huge points increase by itself.

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Denison, Iowa

I definitely agree that the Custodes getting +1 attack across the board is needed, and would be appropriate to the fluff in comparison to other 9th Ed armies.

I know that 3++ saves are not "9th friendly", but if anyone deserves to keep this, it's Custodes.
   
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 cuda1179 wrote:
I definitely agree that the Custodes getting +1 attack across the board is needed, and would be appropriate to the fluff in comparison to other 9th Ed armies.

I know that 3++ saves are not "9th friendly", but if anyone deserves to keep this, it's Custodes.
Just to point out, the wing-faced Ultramarines Only variant of the already-obnoxious marine bodyguards also have retained the 3++, so I can easily see that happening.

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dorset

 IHateNids wrote:
 cuda1179 wrote:
I definitely agree that the Custodes getting +1 attack across the board is needed, and would be appropriate to the fluff in comparison to other 9th Ed armies.

I know that 3++ saves are not "9th friendly", but if anyone deserves to keep this, it's Custodes.
Just to point out, the wing-faced Ultramarines Only variant of the already-obnoxious marine bodyguards also have retained the 3++, so I can easily see that happening.


See, having a few specific and limited units having a 3++ is one thing, but having the line infantry of a faction have that option is another much more significant thing.


That said, dropping our line infantry's effective protection against most threats by 17% is going to be a MAJOR nerf and would need to be at least compensated for elsewhere. I don't know what mechanism they would use if they did change it, but they'd need to do something.

Most of the new codecii have focused around both bringing the tabletop playstyle into line with faction lore, and boosting the viability of lesser used elements of the roster. Most likely wed see something similar

This message was edited 1 time. Last update was at 2021/08/28 09:36:43


To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be relearned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods.

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xerxeskingofking wrote:
 IHateNids wrote:
 cuda1179 wrote:
I definitely agree that the Custodes getting +1 attack across the board is needed, and would be appropriate to the fluff in comparison to other 9th Ed armies.

I know that 3++ saves are not "9th friendly", but if anyone deserves to keep this, it's Custodes.
Just to point out, the wing-faced Ultramarines Only variant of the already-obnoxious marine bodyguards also have retained the 3++, so I can easily see that happening.


See, having a few specific and limited units having a 3++ is one thing, but having the line infantry of a faction have that option is another much more significant thing.


That said, dropping our line infantry's effective protection against most threats by 17% is going to be a MAJOR nerf and would need to be at least compensated for elsewhere. I don't know what mechanism they would use if they did change it, but they'd need to do something.

Most of the new codecii have focused around both bringing the tabletop playstyle into line with faction lore, and boosting the viability of lesser used elements of the roster. Most likely wed see something similar


I still stand by my proposal I posted some months ago:

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, like you can't re-roll hits and/or wounds against custodes with storm shields.


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.

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.


+1 attack an wound for all infantry and bikers, updated shield host rules and relics. If shields lose the 3++, you can't re-roll hits against them.

Edit:
All these changes would obviously entail an appropriate increase in points, since our power level would go up.

Also, we should be THE faction for herohammer. Therefore we should have a strat where one character can have two warlord traits, like space marines. But I'd also include a strat, where one of our characters gets to have 2 relics, just make it cost 3/4CP pre-game or something ridiculous. Here's how I'd do that:

-one extra relic (different character): 1CP
-two extra relics (two different characters): 3CP
-one extra relic (both free relic and extra relic on the same character): 3CP
-two extra relics (one character with 2 relics and one character with 1 relic): 4CP

This message was edited 2 times. Last update was at 2021/08/28 14:42:11


 
   
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I think giving every unit in our faction the ability to do a MW on a 2+ at the end of the fight phase is scary, and not in a good way. That is basically, in a squad of 5 bikes, 4 Auto-mortals on a target of their choice at the end of the phase. Basically a dead character per turn?

I would only change that to say, "all wounds dealt by this weapon ignore armor saves".

This message was edited 2 times. Last update was at 2021/09/01 13:56:23


 
   
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Denison, Iowa

Opinion question. When it comes time for our codex upgrade, how much would you like a Custodes vehicle upgrade sprue with Custodes and SoS parts for gunners, crew, insignia, and perhaps faction specific upgrades?
   
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I honestly have no idea what you are meaning by a Custodes Vehicle upgrade spru? What vehicles can we currently take now that double as SoS vehicles? We can't use Rhinos, and I am not positive but I don't think they can get in our transports either.
   
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Denison, Iowa

I'm pretty sure that Sisters of Silence have a Rhino option. It would be nice to have gunners, icons, random bits, and perhaps some specific weapon upgrade for it. It would just make sense if they are rolling SoS into the Custodes dex then a combo upgrade sprue could work.

This message was edited 2 times. Last update was at 2021/09/02 02:13:22


 
   
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Oh, yeah, you just paint it flat gold. And there are Custodian Affect sprus out there. They are made for LRs but work just as well for SoS Rhinos. Only question is, unless and until we get out new codex drop, I don't see a point in Sisters, like at all. They need ObSec, troop designation, and a cost in points = SoB troops.
   
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 cuda1179 wrote:
I'm pretty sure that Sisters of Silence have a Rhino option. It would be nice to have gunners, icons, random bits, and perhaps some specific weapon upgrade for it. It would just make sense if they are rolling SoS into the Custodes dex then a combo upgrade sprue could work.


I just want the kharon pattern aquisitor from forgeworld to get 40k rules. That's a properly unique vehicle for our sisters.
   
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Tiberias wrote:
 cuda1179 wrote:
I'm pretty sure that Sisters of Silence have a Rhino option. It would be nice to have gunners, icons, random bits, and perhaps some specific weapon upgrade for it. It would just make sense if they are rolling SoS into the Custodes dex then a combo upgrade sprue could work.


I just want the kharon pattern aquisitor from forgeworld to get 40k rules. That's a properly unique vehicle for our sisters.


Jesus, I never even knew that existed. That is some hotness. But it looks like a Ship Breaching torpedo, is that what it is?
   
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Tiberias wrote:
 cuda1179 wrote:
I'm pretty sure that Sisters of Silence have a Rhino option. It would be nice to have gunners, icons, random bits, and perhaps some specific weapon upgrade for it. It would just make sense if they are rolling SoS into the Custodes dex then a combo upgrade sprue could work.


I just want the kharon pattern aquisitor from forgeworld to get 40k rules. That's a properly unique vehicle for our sisters.


That is indeed a very sexy vehicle which deserves a lot of 40k love. I would buy it asap, but I instead drained my wallet with 6 FW terminators xD.
   
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Spado wrote:
Tiberias wrote:
 cuda1179 wrote:
I'm pretty sure that Sisters of Silence have a Rhino option. It would be nice to have gunners, icons, random bits, and perhaps some specific weapon upgrade for it. It would just make sense if they are rolling SoS into the Custodes dex then a combo upgrade sprue could work.


I just want the kharon pattern aquisitor from forgeworld to get 40k rules. That's a properly unique vehicle for our sisters.


That is indeed a very sexy vehicle which deserves a lot of 40k love. I would buy it asap, but I instead drained my wallet with 6 FW terminators xD.


Well our FW dreads look better anyway. They are the best thing to come out of forgeworld in a very long time.
   
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What do you all think about the various flavours of vexilla?
The praetors themselves are fairly tough and killy, and only cost as much as 2 guard. The -1 to hit bubble can also mitigate an alpha strike?
The terminator seems like an odd choice considering he only gets a shank, but dropping him next to other deepstriking units could add a lot of durability or punch.
   
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Vexilla are overcosted. You only take one if you absolutely need one for your list to work.

They are litterally a terminator (70pts) with +1 wound and attack and the banner, but they either loose deep strike and terminator strats (normal vex) or they loose their melee weapon (termy vex).

The Defensor is never used, cause he does nothing for the majority of the custodes units.

The Imperius is good, but also rarely used unless playing Dread Host. Any other army would pay 40pts for an aura of +1 attack, but since custodes models are so few in number its not that big a deal.

The magnifica has to pay an additional 10 points for a good aura, but since that aura doesnt even come into play other than the first turn of the game is really kinda meh.


If you need a vexilla for the deep strike strat, take one. If not, the only other fringe use is ride the Imperius inside a transport with a unit of guys (lol).

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 Eihnlazer wrote:
Vexilla are overcosted. You only take one if you absolutely need one for your list to work.

They are litterally a terminator (70pts) with +1 wound and attack and the banner, but they either loose deep strike and terminator strats (normal vex) or they loose their melee weapon (termy vex).

The Defensor is never used, cause he does nothing for the majority of the custodes units.

The Imperius is good, but also rarely used unless playing Dread Host. Any other army would pay 40pts for an aura of +1 attack, but since custodes models are so few in number its not that big a deal.

The magnifica has to pay an additional 10 points for a good aura, but since that aura doesnt even come into play other than the first turn of the game is really kinda meh.


If you need a vexilla for the deep strike strat, take one. If not, the only other fringe use is ride the Imperius inside a transport with a unit of guys (lol).

Vexhilla with magnifica aura is an auto-take in all my armies, the ability to just ignore 1/4 of an enemy armies shooting when they have BS3+ is massive, and it scales massively against armies that have poor ballistic skill, making Orks lose half their shooting.

And the only unit that it doesn't cover after turn 1 is our bikes, which is sad because they are one of our squishier units, but your guard squads and dreadnoughts should still be in aura range turn 2.

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The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
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Morally-Flexible Malleus Hearing Whispers




They can also provide character distraction in a battlefield swarmed by high value characters. If your opponent is trying to take out charcters for points, they might try to target and take down your flag. It's easy bait for a Teleport Homer of a full squad of terminators, or guardians, or Wardens.
   
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Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

The only Vexilla i rate is the Magnifica.
Using a bodyguard squad of 5 shield guard plus that guy, i can always make midfield, and overwhelm enemies in the mid board to rack up primary points.

Also, i can position it to make sure my grav tanks or telemons are -1 to hit on top of all the other defensive buffs, making turn 1 shooting very weak against me.

Yes, there are lists like using Venetari or Jetbikes where a Vexilla doesn't make sense. But if you're going with a deep strike list, Vexilla Magnifica and Trajann for free teleport homer is a must in my book.

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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Morally-Flexible Malleus Hearing Whispers




I really think GW wanted to make flags/standard bearers the "buff bots" of 40k, and it's never really worked. The problem is they've made it so the old static gun lines of 7th and 8th, are no longer viable. Everything needs to get across the map as quickly as possible and earn it's points back, which for Custodes is equally impossible. Maybe if they gave the Custodes Vexhilla the ability to promote it's aura while inside a vehicle it would be worth it?
   
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Longtime Dakkanaut




I am not sure the vexilla has to be mobile to give the buff to most of your army most of the time.
The effect just has to be powerful enough to offset the lacking mobility of Infantry. While I think the magnifica is the best vexilla still out of the less than stellar options we get, a - 1 to hit bubble is way less valuable than it was in 8th with the stupid cap to modifiers in 9th and all the buffs to hit and rerolls going around. So I hope GW takes that into consideration in our 9th ed codex.
Imo we should get a vexilla (make it a relic if need be) that lets the vexillus prateor pick an enemy unit within 6" and that enemy unit has to fight last. That is a powerful enough effect to warrant my vexillus footslogging acoross the field and it is also an ability we sorely need.

This message was edited 1 time. Last update was at 2021/09/04 17:43:28


 
   
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Never Forget Isstvan!






Im gonna give the vex another try in my current list, but only because im running E imperatus.

The warlord trait makes him a bit more useful, bringing the aura to 9" and letting my shield guard use his ld9 so they cannot fail morale without some kind of penalty placed on them.

With a 9" base aura, I could potentially use Plant the Vexilla strat to bring him to a 31" -1 to hit aura bubble, which is pretty useful.


I still think he is grossly overpointed, costing (120pts with spear) more than a terminator captain with an axe and misericorda (118pts) and much easier to kill and weaker in combat.

This message was edited 1 time. Last update was at 2021/09/04 22:20:40


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Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 Eihnlazer wrote:
Im gonna give the vex another try in my current list, but only because im running E imperatus.

The warlord trait makes him a bit more useful, bringing the aura to 9" and letting my shield guard use his ld9 so they cannot fail morale without some kind of penalty placed on them.

With a 9" base aura, I could potentially use Plant the Vexilla strat to bring him to a 31" -1 to hit aura bubble, which is pretty useful.


I still think he is grossly overpointed, costing (120pts with spear) more than a terminator captain with an axe and misericorda (118pts) and much easier to kill and weaker in combat.

How you getting 31"?

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Never Forget Isstvan!






he has a 9" aura with the WL trait, then with the strat you extend it 6".

So your going 15" out from his base, which is 31" across.

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Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 Eihnlazer wrote:
he has a 9" aura with the WL trait, then with the strat you extend it 6".

So your going 15" out from his base, which is 31" across.

Ah I see, I thought you meant 31" radius.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Morally-Flexible Malleus Hearing Whispers




Has anyone found any value what so ever in our Venerable Contemptor? I mean for the cost, it's a VERY cheap crappy Telemon. It hit's at S14 flat 3d 4 times and has a multi melta, for basically half the cost of a Telemon. We could take three and let them run around and go nuts and for little investment, not like 3 telemons which is half your points. I really want to find a good use for them, as I feel like they are looked at as trash, only in comparrison to their FW brothers.

This message was edited 1 time. Last update was at 2021/09/05 16:19:23


 
   
 
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