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Made in us
Longtime Dakkanaut




 WisdomLS wrote:
Azuza001 wrote:
So played my first game yesterday with the new codex, played as my Shadowkeepers because they are the shield host I have always run. My opponent played Nidzilla tyranids using all the new rules from the white dwarf and supplement.

Overall was a very interesting game. My list was

Spoiler:


Hq =

Shield captain w/ sword and shield, peerless Warrior warlord trait, veiled blade

Shield captain on bike w/ Salvo Launcher, tip of the spear (reroll 1's in cc on the charge), lockwarden (no invulnerable allowed vs him), superior creation (5+++)

Troops =

Sangittarum - 5 w/ misercordias
Sangittarum - 5 w/ misercordias
Custodian guard - 3 w/ spears
Custodian guard - 3 w/ spears

Fast Attack=

Veritus preators- 3 w/Salvo launchers
Venatari Custodians- 3 men
Venatari Custodians- 3 men

Heavy Support=

Telemon- Arachnus Storm Cannon, Telemon Caestus




I won the game 63 to 45 at end of t4. We called it there because all he had left was old one eye and a malenthrope and I had only lost the venatari, 1 bike, 1 spear squad, and 4 of the 5 men from a saggitarum squad. He was only going to be able to score another 5 pts where I was about to score another 13 at least in the final turn.

Some things I learned while playing, The reduce attacks by 1 is very powerful, reducing the enemys cc output by so much actually helps keep us alive much longer in cc. Also the Telemon isn't the unkillable stomping machine it was in the past. Having said that it still felt like a serious threat and my opponent had to deal with it quickly or else get hurt badly which he did. Also the venetari still have a place in our forces for a cheap deep striking unit.

Having said that the actual gw stuff (not forgeworld) feels very viable now. It felt like I could have ran a full gw only army and gotten great results so I put that as a major win. The bikes were very effective and hard to kill, the bike captain ran through whoever he wanted to thanks to lockwarden, and the captain on foot with sword and shield ended up killing a hive tyrant with little trouble thanks to how many attacks he was getting and 6's to wound giving out a mortal wound. In return he only took 4 wounds so he was fine in the fight.

I really want to try some terms and more bikes, I think next game i won't run any forgeworld and see how that plays out.

Question on the Wardens vs Custodian Guard- while it seems like they are just 5 pts more for not much I am thinking they may actually be worth the upgrade if your going spears on your guard anyways. They get the bodyguard rule (eh...), 6+++ (ok, not worth banking on), and an extra attack (ok, now we are talking). For 5 pts I think that's possibly worth more than putting a misercordia on a guard (and you can always put a misercordia on a Warden if you wanted as well....) if you don't need the troop slots filled.


How did you manage to so effectively kill all his big bugs? -1 Dam and high T plus Invuln makes him pretty immune to most of your attacks other than the salvo launchers?

I've got a mate who is gonna run the crusher into me next week and I can't see a way of killing his stuff so was gonna just try to take it on objectives.


Depends on the bugs. Carnifexes only have 8 wounds
   
Made in us
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So the Melta is 1 shot now. This a really substantial nerf, as against any major t8 target (Repulsor) it's got a flat out 1/6 chance of doing ZERO damage. Granted those aren't great odds, but this is our main tank hunter now, on the plastic side.

So for 270 points, we have 3 shots, say 2 hit. Thats roughly 1 unsaved wound, if they have no mitigation, for about 5 damage. Hardly a good dent in a 14+ wound platform. Especially for the cost. IF it makes the charge, it gets another 5-6 wounds.

We need the Melta Missile to be Heavy 2 at least, or it's worthless for it's job. Right now it's barely good at anti-anything. Nah, I say go HBs all day, and let the Terminators deal with the big stuff.
   
Made in us
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you should usually have reroll 1's to hit so your hitting with all of them.

This combined with possibly trajaan wound rerolls or Emperors chosen reroll and a CP reroll can get you 2-3 wounds through most of the time.

Only invuns worry our bikes tbh.

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Regular Dakkanaut




The melta missile was always 1 shot and with EC that free reroll makes them way more reliable, especially if something like a bike cap is also giving them reroll 1's to hit. With the d3+3 damage they're actually mathematically straight up better in the majority of circumstance than the old missile (especially vs monsters), even without the wound reroll vs vehicles. I don't think you know what you're talking about.
   
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Slovakia

FezzikDaBullgryn wrote:
So the Melta is 1 shot now. This a really substantial nerf, as against any major t8 target (Repulsor) it's got a flat out 1/6 chance of doing ZERO damage. Granted those aren't great odds, but this is our main tank hunter now, on the plastic side.

So for 270 points, we have 3 shots, say 2 hit. Thats roughly 1 unsaved wound, if they have no mitigation, for about 5 damage. Hardly a good dent in a 14+ wound platform. Especially for the cost. IF it makes the charge, it gets another 5-6 wounds.

We need the Melta Missile to be Heavy 2 at least, or it's worthless for it's job. Right now it's barely good at anti-anything. Nah, I say go HBs all day, and let the Terminators deal with the big stuff.

So you are saying that bikes with their mobility might not make the charge to mop up that repulsor (if it survives 3-4 (with SC) d3+3 shots hitting on 2+, with rr), but the terminators will?
Those terminators don't have the added bonus of d3+3 shooting, so if you run them into that repulsor, they'll have to make up the dmg done by Salvo with their additional attacks (which in the case of a 5 man unit is 8 more attacks, provided you get them all into the cc, and with worse AP

not to mention if the target has -1dmg

I think I'll go with Salvo bikes into vehicles primarily.


This message was edited 3 times. Last update was at 2022/01/14 15:47:26


 
   
Made in at
Longtime Dakkanaut




Balerion wrote:
FezzikDaBullgryn wrote:
So the Melta is 1 shot now. This a really substantial nerf, as against any major t8 target (Repulsor) it's got a flat out 1/6 chance of doing ZERO damage. Granted those aren't great odds, but this is our main tank hunter now, on the plastic side.

So for 270 points, we have 3 shots, say 2 hit. Thats roughly 1 unsaved wound, if they have no mitigation, for about 5 damage. Hardly a good dent in a 14+ wound platform. Especially for the cost. IF it makes the charge, it gets another 5-6 wounds.

We need the Melta Missile to be Heavy 2 at least, or it's worthless for it's job. Right now it's barely good at anti-anything. Nah, I say go HBs all day, and let the Terminators deal with the big stuff.

So you are saying that bikes with their mobility might not make the charge to mop up that repulsor (if it survives 3-4 (with SC) d3+3 shots hitting on 2+, with rr), but the terminators will?
Those terminators don't have the added bonus of d3+3 shooting, so if you run them into that repulsor, they'll have to make up the dmg done by Salvo with their additional attacks (which in the case of a 5 man unit is 8 more attacks, provided you get them all into the cc)

I think I'll go with Salvo bikes into vehicles primarily.


Automatically Appended Next Post:
Balerion wrote:
FezzikDaBullgryn wrote:
So the Melta is 1 shot now. This a really substantial nerf, as against any major t8 target (Repulsor) it's got a flat out 1/6 chance of doing ZERO damage. Granted those aren't great odds, but this is our main tank hunter now, on the plastic side.

So for 270 points, we have 3 shots, say 2 hit. Thats roughly 1 unsaved wound, if they have no mitigation, for about 5 damage. Hardly a good dent in a 14+ wound platform. Especially for the cost. IF it makes the charge, it gets another 5-6 wounds.

We need the Melta Missile to be Heavy 2 at least, or it's worthless for it's job. Right now it's barely good at anti-anything. Nah, I say go HBs all day, and let the Terminators deal with the big stuff.

So you are saying that bikes with their mobility might not make the charge to mop up that repulsor (if it survives 3-4 (with SC) d3+3 shots hitting on 2+, with rr), but the terminators will?
Those terminators don't have the added bonus of d3+3 shooting, so if you run them into that repulsor, they'll have to make up the dmg done by Salvo with their additional attacks (which in the case of a 5 man unit is 8 more attacks, provided you get them all into the cc)

not to mention if the target has -1 dmg

I think I'll go with Salvo bikes into vehicles primarily.


I agree. I'd say that terminators are not that great anymore at hunting big stuff. Too much - 1 dmg.
I'd much rather use them as units of one to do actions and being a general nuisance to the enemy.
Our terminators are much less impressive than deathwing or deathshroud terminators. But being able to bring them as units of one is amazing.
   
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Aquilons are better tank hunters than anything in our faction, for the cost. They also lost the re-roll wounds on the Salvo, so that's out. They also don't re-roll 1s to hit unless you drop 170ist points on a SC bike, and he's in 6 inches. I'd rather not factor that in, because I'd like to keep my big tasty Railgun targets AWAY from the anti-tank shooting.

So yeah, you get 1 shot per 90 points, that might do 5 damage, if you make the 3+ roll to wound. And they don't have an Invuln. And, they don't have bodyguard units. And you don't get instantly shot off the board by Auspex Scan-like abilities. See where this is going?

We pay a premium for a anti-tank platform that is better suited to taking out light vehicles, ala other bikes, or Rhinos. Both of which are significantly cheaper than the platform we are paying for.

I just don't think bikes are even decent now, and it's silly to me how you guys are defending them.
   
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Slovakia

Dude, what are you talking about? They are better than before. Salvos were always 1 shot, but now you are not only hitting reliably, but provided you push the hit through, you are also dealing damage reliably.

With hits on 2+, most of the times you are hitting all of them and you can save that free rr on wond roll so you can rr 1 or 2 wounds out of 3. You should be getting through 2 wounds out of 3 shots pretty reliably with a 3 man unit of bikes. That's excluding SC.

What's left after that, you mop up in cc with ap3. You can fall back and shoot/charge, they have the same defense as termies but 1 more wound.

I'll be trying them out tomorrow, will report back my experience. But on paper, the army can get quite a lot of reliable d3+3 shots in the.


   
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Italy

 H.B.M.C. wrote:
They had armour values.


I could have swore there was a period in 8th where Titans had 10+ Toughness.

Just doublechecked and Reavers were T10, Warbringer Nemesis Titans were T13 and Warlord Titans were T16.
   
Made in us
Longtime Dakkanaut






 WisdomLS wrote:
Azuza001 wrote:

So played my first game yesterday with the new codex, played as my Shadowkeepers because they are the shield host I have always run. My opponent played Nidzilla tyranids using all the new rules from the white dwarf and supplement.

Overall was a very interesting game. My list was

Spoiler:


Hq =

Shield captain w/ sword and shield, peerless Warrior warlord trait, veiled blade

Shield captain on bike w/ Salvo Launcher, tip of the spear (reroll 1's in cc on the charge), lockwarden (no invulnerable allowed vs him), superior creation (5+++)

Troops =

Sangittarum - 5 w/ misercordias
Sangittarum - 5 w/ misercordias
Custodian guard - 3 w/ spears
Custodian guard - 3 w/ spears

Fast Attack=

Veritus preators- 3 w/Salvo launchers
Venatari Custodians- 3 men
Venatari Custodians- 3 men

Heavy Support=

Telemon- Arachnus Storm Cannon, Telemon Caestus




I won the game 63 to 45 at end of t4. We called it there because all he had left was old one eye and a malenthrope and I had only lost the venatari, 1 bike, 1 spear squad, and 4 of the 5 men from a saggitarum squad. He was only going to be able to score another 5 pts where I was about to score another 13 at least in the final turn.

Some things I learned while playing, The reduce attacks by 1 is very powerful, reducing the enemys cc output by so much actually helps keep us alive much longer in cc. Also the Telemon isn't the unkillable stomping machine it was in the past. Having said that it still felt like a serious threat and my opponent had to deal with it quickly or else get hurt badly which he did. Also the venetari still have a place in our forces for a cheap deep striking unit.

Having said that the actual gw stuff (not forgeworld) feels very viable now. It felt like I could have ran a full gw only army and gotten great results so I put that as a major win. The bikes were very effective and hard to kill, the bike captain ran through whoever he wanted to thanks to lockwarden, and the captain on foot with sword and shield ended up killing a hive tyrant with little trouble thanks to how many attacks he was getting and 6's to wound giving out a mortal wound. In return he only took 4 wounds so he was fine in the fight.

I really want to try some terms and more bikes, I think next game i won't run any forgeworld and see how that plays out.

Question on the Wardens vs Custodian Guard- while it seems like they are just 5 pts more for not much I am thinking they may actually be worth the upgrade if your going spears on your guard anyways. They get the bodyguard rule (eh...), 6+++ (ok, not worth banking on), and an extra attack (ok, now we are talking). For 5 pts I think that's possibly worth more than putting a misercordia on a guard (and you can always put a misercordia on a Warden if you wanted as well....) if you don't need the troop slots filled.





How did you manage to so effectively kill all his big bugs? -1 Dam and high T plus Invuln makes him pretty immune to most of your attacks other than the salvo launchers?

I've got a mate who is gonna run the crusher into me next week and I can't see a way of killing his stuff so was gonna just try to take it on objectives.


Gonna put the battle report in a spoiler so it's not taking up a ton of space.

Spoiler:

I started in rendax karate form with 6's to hit auto wounding to put out as much firepower against him as I could. This allowed most of my army to drop his Dimacharhon to 2 wounds t1 between all the chip damage from 10 saggitarum, 3 guard spears, and 4 Salvo Launchers from the bikes and telemon. Followed that up by him not getting into combat with me t1 (I stayed as far away as I could while still being able to shoot) and his guns doing jack all to me between transhuman and -1 strength strats, though he did drop the telemon to 8w with a tyranofex that had +1bs from tyranid warriors.

T2 I switched to Kaptrais and activated no melee rerolls, took out his dinacharhon with telemon and sagittarum, then killed 1 carnifexe while bringing another down to 3w with the bikes. His t2 he killed the telemon between the hive tyrants shooting and the tyranofex, he smited with a squad of 5 zonathropes and did 2 wounds to the forward saggitarum, and he carnifexes didn't do any dmg. He charged in and got into combat with 3 shield guard with one of his carnifexes and his hive tyrant charged the wounded saggitarum but thanks to -1 attack and no rerolls to hit he killed 1 shield guard and 3 saggitarum. Saggitarum did 4 wounds back (nice chr you got there.... shadowkeepers!) And guard did 1 to the carnifex.

T3 I activated both forms of Kaptrais, 3 bikes killed 1 carnifex in shooting, shield captain moved up into charge range of hive tyrant, shield captain ok bike with lockwarden got into charge position on the zonathropes, dropped both squads of venatari into his back line to threaten his warriors / malenthrope / Ole one eye, and kept the pressure on. Tyranofex got dropped to 6w, warriors dropped to 1w left from the venatari shooting, and 3 bikes killed another carnifex with their Salvo launchers. Bikes tried to make a long charge onto tyranofex and failed, venatari tried and failed, but both captains made it in. Captain on foot ended up doing 5 wounds to the hive tyrant thanks to 8 attacks with 6's to wound being mortals and rerolls (he is very good, I get why people like the sword wizard as he is known as on TTT but this guy wasn't a joke) and the captain on bike killed 4 of the 5 zonathropes. His fight back he did 4w to the captain on foot and killed another guard with his carnifex.

His t3 he moved old one eye and malenthrope up to deal with venatari, tyranofex fired and did nothing to the bikes, but the Warrior did do some dmg to one of the venatari squads. Onto combat, old one eye/malenthrope charged in and killed 1 squad of venatari while also killing 1 guy from the 2nd squad (he rolled well and I did not). Carnifex swung and missed, but guard got 2w through, shield captain on foot swung and dropped the hive tyrant to 1w. Hive swung and didn't do anything due to no hit rerolls and being bracketed. Sagittarum finished the hive tyrant off. Bike captain finished the zonathrope off.

My t4 it's pretty much over. I switch to 1 additonal attacks, but 1dmg only form. Bikes move up and wiff at shooting tyranofex but can now charge him freely. Bike captain moves up and gets ready to charge old one eye. Captain on foot moves up to charge a lone neronthrope that was doing warp ritual in the middle of the table. Go to charges, get in with captains and bikes, bikes drop tyranofex down to 3w, captain drops nerothrope to 2w (9 attacks now, yeah!, give me dem 6's!), and bike captain does 4w to old one eye. Old one eye swings and killes remaining 2 venatari. Carnifex swings and finally kills that last guard with a spear.

His t4 was quick, he kept the carnifex on the objective it had finally won from my custodies, psycic he tried to smite but only did 1w with the neronthope, and tyranodex didn't do anything to bikes. Combat neronthope dies, old one eye does 2w to my bike captain, I do 3w back to old one eye, tyranofex does nothing, dies to bikes.

Called it there. I was about to have 5 of the 6 objectives on the table with him not able to do anything about what was left.



Long and short of it, we are durable. Against an army that wants to be charging and killin in cc shadowkeepers are very good. Reducing the number of attacks an opponent has really can make a difference from a pure numbers game. Dropping 5 attacks to 4 is already an increase in 20% durability just since that's 1 attack you don't have to worry about, and carnifexes are really only good on the charge in cc. Once there hitting on 4's with 4 attacks and not able to reroll hits..... thats 2 hits, 1 w with transhuman, and 50% chance of doing nothing with our 4++. Lockwarden bike captain was absolutely amazing. If I hadn't had that those zonathropes would have been a huge pain.

Basically it seemed like I was just taking away /reducing his rules.

No rerolls to hit me in cc.
No charges due to Tanglefoot Grenade (I did use that once to stop a carnifex charge t1).
No invulnerable saves allowed from bike captain.
You can't swing as much as you should.
Nope, you wound on 4's.

After that it was just holding out where I needed to and keeping the pressure on where I could.

I liked the telemon (1st game with him) but I wonder if 3 more bikes with Salvo launchers wouldn't be a better choice?

This message was edited 2 times. Last update was at 2022/01/14 17:37:52


 
   
Made in us
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Italy

A friend of mine really enjoys running brainbugs, I'm looking forward to fielding a Lockwarden biker captain next time we play.

Great battle report!
   
Made in gb
Battleship Captain




Tiberias wrote:
locarno24 wrote:
Excrutiatus Flamer: buffed witchseeker flamer with S6 and AP3. Meh.


I gather it also it goes from assault D6 to assault 6. Given that it's basically a 3+-to-kill on anything shy of a space marine, that's not bad for a light infantry character if that's true.


You are correct. It is in fact assault 6 and not D6. I am going to amend that it is a decent relic, if you are bringing a sisters character.



It's fair enough: I think I mentally dismissed it as a typo the first time, but then improved S, AP and rate of fire isn't unreasonable for a ranged relic, especially since it doesn't have improved damage.

Given how useful she can be, both for prosaic "crap I need another HQ choice" as well as psyker screening and the awesome tactical usefulness of baleful judge.

This message was edited 1 time. Last update was at 2022/01/14 19:26:24


Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Morally-Flexible Malleus Hearing Whispers




I'm very confused. What sort of list did your opponent play? Your list seems very well setup to directly counter your opponent. Was that intended? Also, did your opponent throw any heavy T8 platforms at you? And psykers? How did you mitigate those? Finally, it seems an odd pairing, throwing a brand new codex against what is currently one of the weaker non-9thcodex factions in the game. I hope we do as well against DE, or TS.
   
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Lebanon NH

Well, it is my understanding that right now this new form of "Nid-zilla" has been quite popular in the meta, and for that alone, I think the battle-report is well warranted.

Also: it is a well done report, so there is that :-)
   
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Longtime Dakkanaut




No it wasn't intended. I told him I was going to bring the new codex and thats what he decided to bring against it.

His list, from my memory so I apologize if I get something wrong

Spoiler:


Hq-

Hive tyrant with miasma cannon and talons
Nerothrope
Malenthrope
Old one eye

Troops -
3 tyranid warriors

Elites-

5 zonathropes.

Faxt attack -

Dimacharhon

Heavy Support

Tyranofex with rupture cannon
1 carnifex with husks and double sything talons
2 carnifexes with enhanced senes, spore systs stranglehorn cannon, sything talons
1 carnifex with enhanced senses, spore syths, venom cannon, sything talons



I got first turn which I think helped as I was able to stop the Dimacharhon by dropping it to its bottom bracket t1 before it got to move. Even after he got a heal, nid heals at end of movement so that didn't help much. He only had 1 t8 platform, the tyranofex, but beyond forgeworld not a lot of nid forces have t8 in the codex.

The 5++ rarely came up in his favor, he didn't make many of them. However that reduce dmg by 1 was so huge, if that wasn't a thing this would have been over t2. That says something for nids I think.

As for the psycic, there wasn't anything I could do so I just ignored it as best as possible. I took abhor the witch so I was gunning for them anyways to stop them from being effective.

I have ran shadowkeepers for my custodes before they had rules (love their paint scheme) and I don't see myself switching this edition even though the Emporers Choosen look very interesting to me and TTT are all about Solar Watch. That bike captain lockwarden is just way too useful, in almost all match ups him with the stasis relic, lockwarden, tip of the spear, and superior creation makes one hell of a strong "I am going to kill whoever steps up" guy with the rerolling wounds vs chrs.
   
Made in sk
Fresh-Faced New User



Slovakia

FezzikDaBullgryn wrote:
Finally, it seems an odd pairing, throwing a brand new codex against what is currently one of the weaker non-9thcodex factions in the game. I hope we do as well against DE, or TS.

I'm not a competitive player, but tyranids seems to be crushing it currently, thanks to their new rules.
https://www.goonhammer.com/competitive-innovations-in-9th-back-to-work-back-to-war/

Also, isn't -1dmg our current boogeyman? This type of tyranid list seems to have it in spades, so that's a good test for custodes I think.
   
Made in us
Never Forget Isstvan!






Azuza001 wrote:
No it wasn't intended. I told him I was going to bring the new codex and thats what he decided to bring against it.

His list, from my memory so I apologize if I get something wrong

Spoiler:


Hq-

Hive tyrant with miasma cannon and talons
Nerothrope
Malenthrope
Old one eye

Troops -
3 tyranid warriors

Elites-

5 zonathropes.

Faxt attack -

Dimacharhon

Heavy Support

Tyranofex with rupture cannon
1 carnifex with husks and double sything talons
2 carnifexes with enhanced senes, spore systs stranglehorn cannon, sything talons
1 carnifex with enhanced senses, spore syths, venom cannon, sything talons



I got first turn which I think helped as I was able to stop the Dimacharhon by dropping it to its bottom bracket t1 before it got to move. Even after he got a heal, nid heals at end of movement so that didn't help much. He only had 1 t8 platform, the tyranofex, but beyond forgeworld not a lot of nid forces have t8 in the codex.

The 5++ rarely came up in his favor, he didn't make many of them. However that reduce dmg by 1 was so huge, if that wasn't a thing this would have been over t2. That says something for nids I think.

As for the psycic, there wasn't anything I could do so I just ignored it as best as possible. I took abhor the witch so I was gunning for them anyways to stop them from being effective.

I have ran shadowkeepers for my custodes before they had rules (love their paint scheme) and I don't see myself switching this edition even though the Emporers Choosen look very interesting to me and TTT are all about Solar Watch. That bike captain lockwarden is just way too useful, in almost all match ups him with the stasis relic, lockwarden, tip of the spear, and superior creation makes one hell of a strong "I am going to kill whoever steps up" guy with the rerolling wounds vs chrs.





Looks like he took a spearhead detachment only he has 2 extra HQ's he cant have (2 max).

   
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In My Lab

Patrol and a Spearhead, maybe?

Clocks for the clockmaker! Cogs for the cog throne! 
   
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Longtime Dakkanaut




Yeah patrol and spearhead
   
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I had no idea the nids were so dominant of late. Consider my objections on that point rescinded. I'm glad to you had a good match.
   
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So back to the question I posed earlier-

Custodian guard vs Custodian Wardens

5pts worth an extra attack, bodyguard rule, and 6+++? I am thinking it is.
   
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It should be noted that Lockwarden only allows you to ignore the invulnerable saves of Characters. Units with invulnerable saves that aren't characters such as Zoanthropes and bladeguard are unaffected.
   
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ihockert wrote:
It should be noted that Lockwarden only allows you to ignore the invulnerable saves of Characters. Units with invulnerable saves that aren't characters such as Zoanthropes and bladeguard are unaffected.


Yikes! Good catch! I didn't catch that. I will let my opponent know right away so he is aware. Good to know!
   
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ihockert wrote:
It should be noted that Lockwarden only allows you to ignore the invulnerable saves of Characters. Units with invulnerable saves that aren't characters such as Zoanthropes and bladeguard are unaffected.



Is the with shooting as well as melee? If so a Bike Captain with Lockwarden and Stasis Oubliette just became silly. Although I dare say a Terminator Captain with an axe might still be better.

This message was edited 1 time. Last update was at 2022/01/15 03:04:40


 
   
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leerm02 wrote:
Well, it is my understanding that right now this new form of "Nid-zilla" has been quite popular in the meta, and for that alone, I think the battle-report is well warranted.

Also: it is a well done report, so there is that :-)


But it wasn't a good formulation of that meta list.

The crusher list to be 'meta' doesn't use zonethropes. No swarmlord for example. No malenthrope either? It feels like he had a grab bag of big bugs and wanted an excuse to play with them. He didn't even seen to have enough warriors to form a batallion



FezzikDaBullgryn wrote:
ihockert wrote:
It should be noted that Lockwarden only allows you to ignore the invulnerable saves of Characters. Units with invulnerable saves that aren't characters such as Zoanthropes and bladeguard are unaffected.



Is the with shooting as well as melee? If so a Bike Captain with Lockwarden and Stasis Oubliette just became silly. Although I dare say a Terminator Captain with an axe might still be better.


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Anyone else order the collector's edition codex? Just got a call from my GW store that mine was delayed until next Wednesday -_-

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nah i cant justify spending an extra 25 for a fancy cover.

If the collectors edition actually came with collectables, like a limited edition character or dice set and mabey some extra fluff stuff, then i'd be interested in it for even 30-40 extra bucks.

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 Eihnlazer wrote:
nah i cant justify spending an extra 25 for a fancy cover.

If the collectors edition actually came with collectables, like a limited edition character or dice set and mabey some extra fluff stuff, then i'd be interested in it for even 30-40 extra bucks.

Or a different cover. i don't like the cover, the ugly dread, the axe head looks too big.


How would you rate the Shield hosts?

I would say:
Emperors Chosen
Emissaries
Shadowkeepers
Solar Watch
Dread Host
Aquilan Shield
   
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Italy

ihockert wrote:
It should be noted that Lockwarden only allows you to ignore the invulnerable saves of Characters. Units with invulnerable saves that aren't characters such as Zoanthropes and bladeguard are unaffected.

Great catch. It is still effective against Neurothropes at least.
   
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 nordsturmking wrote:
 Eihnlazer wrote:
nah i cant justify spending an extra 25 for a fancy cover.

If the collectors edition actually came with collectables, like a limited edition character or dice set and mabey some extra fluff stuff, then i'd be interested in it for even 30-40 extra bucks.

Or a different cover. i don't like the cover, the ugly dread, the axe head looks too big.


How would you rate the Shield hosts?

I would say:
Emperors Chosen
Emissaries
Shadowkeepers
Solar Watch
Dread Host
Aquilan Shield



Emperors Chosen - especially against MW heavy armies
Shadowkeepers - switch with Solar watch if going against a shooty army
Solar Watch - switch with Shadowkeepers if going against a fighty army
Emissaries
Dread Host
Aquilan Shield

This message was edited 1 time. Last update was at 2022/01/15 12:28:02


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