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Found 23 results

  1. In the run up to WHFest I managed to get another game in, this time against Adeptus Custodes. They're a really tough fight in 40k, and I had no idea what they would be like in HH. War of Lies, triangles deployment pointing at one another. This game I ditched the preds, despite how much I love them, to run a Leviathan in a HH Leviathal. I also swapped the Deredeo and something else for a Delgatus with nemesis and 3 sky hunters with MM's and a fist. Custodian Army Custodian warden that can be taken at 3k 3x terminators 1x5 dudes with meridian blades 1x 5 dudes with spears 1x 5 dudes with shields 1x3 dudes with spears in reserve 3 with combi instant death things 2x3 bikes with bolt cannons 1x Galatus dead with fist and 12" lance thing. Custodes t2 movement. This time I got seized on! I swear 50% of my games someone seizes. The Custides leader with the 2 next to him advances down the flank to try and fight the Alphas in honourable combat. No chance. The bikes to the right of my Effrit charged in, losing 1 to overwatch (breaching 6+ shred) before killing 3 in combat. The Effrit run away, but managed to escape the bikes. The Leviathan and Galatus get into range and start pummelling one another, The Levi winning out despite the 4+ save due to armourbane and only S8 on the galatus. The final wounds are knocked off in melee, which was a dangerous prospect with the custodian dread being WS6. In future it might be better to let them shoot and charge me to get 2 rounds of shooting off. The Fulmentatus just massacred any unit they shot at, with AP2 Brutal. The Guided fire applies to the unit, not just models with launchers, I think, so my nemesis and telepathy shooting attack could fire through walls... The Shield unit chases down the headhunters after rolling a double 1 charge in turn 1 and massacre the spies. The boss custodian failed their T2 charge, but made it into the dread t3 after I retreated with my fulmentarus. He beat this dread after it killed his bodyguard, however the other dread then charged in and smushed him to paste. We played 3 turns overall and after that it was a pretty clear cut win for the Alphas, I'd barely suffered any casualties (5 recons, dread, 2 seekers, 5 headhunters) while my opponent had like 8 custodians left and I was on 4/5 objectives, then also had warlord and headhunter. This was a good learning game, custodes are a lot more balanced than in 40k, the 6++ isn't great, it could have maybe even been a 5++ (we see how fast tartaros dies), however they are monsters in combat - they'll butcher any army they contact, unless you pick and choose those. I wasted a lot of precision fire in trying to take out the leader with his 4++ (he saves >50% of the saves), while I could have been easily killing the other custodians he was with, so that's a lesson for the future - those like 6 passed 4++ saves would have been 2.5 dead custodians. The headhunters did little this game, other than be the distraction I planned them to be (melta is worse than plasma v T5 2W?) howver the bikes did ok, and the fulmentarus did amazing. I'm not 100% on the rapiers, but the templates did slow stuff down. That might be very useful with alphas.
  2. From the album: Custodes Blog

    WIP of a tribune, using heavy thunder hammer as Solarite gauntlet.

    © Gordon Wilson

  3. From the album: Custodes Blog

    Victory

    © Gordon Wildon

  4. From the album: Custodes Blog

    Facing down the twisted heretics

    © Gordon Wildon

  5. From the album: Custodes Blog

    Left flank

    © Gordon Wildon

  6. From the album: Custodes Blog

    End of turn 1

    © Gordon Wildon

  7. From the album: Custodes Blog

    Deployment

    © Gordon Wildon

  8. From the album: Custodes Blog

    Army built for warhammer fest, needs painting now.

    © Gordon Wilson

  9. From the album: Aldurukh archive

    My made up squadron known as "Valdor's Chosen". It comprises of the finest warriors of the Ten Thousand that serves has the Captain-General's sword edge. Besides Valdor, all the characters are made up (obviously). From left to right their is: - Guan Yu (Ou). - Sviatoslav. - Myraakh. - Valdor. - Romulus. - Volsung.
  10. I'm thinking of adding an allied force to my Flesh Tearers, so decided to write up the initial exchange between the commanders of these two forces, Gabriel Seth and the shadowy Obedarion. Just a couple of short pieces for fun, let me know what you think! I'll add more situations to these as the story progresses. 1. Obedarion Arrives 2. Seth vs Obedarion Thanks for reading!
  11. Anyone interested in a written batrep? Why is Hedonism-bot (Contemptor) laughing maniacally at Valoris while he fights a devious Word Bearer's Sorc? Link: http://www.bolterandchainsword.com/topic/345184-prots-quickie-batreps-custodes-vs-chaos-pics-2k/?p=5030198
  12. So a few very quick Batreps. Sorry not a lot of time today....can only do one of these... I got a few games in, and had time to take pics from a few of them. The first one was very challenging against Chaos. Word Bearers specifically. Keep in mind these aren't ultra competitive games as you'll see from the lists, but they aren't pushovers either. I didn't want to go stupid deep into Custodes bikes, and he didn't want to get into mixed traits, etc. But as you'll see there's some punch to the lists as well. We played a Maelstrom game with our typical house rule of discarding any card that could never be accomplished from turn 1. Also 'Domination' has been voted on as an auto-discard as well. (have you ever accomplished this when you weren't already hammering your opponent? ;) ) So from memory here's the stinky Word Bearer's list: Sorc Sorc in Termie Armour Dark Apostle (there's a LOT of cultists in this list) Exalted Champ 5 x Warp Talons Rhino + 8 Zerkers 2 x 30 Cultists, 4 x 10 Cultists = 100 disgruntled Imperium Postal Employees serving the word of Lorgar. 3 x Oblits... MoS Pred Annihilator Some Forgeworld Units: 3 x Heavy Bolter thingies... very annoying... cheap. Manned by marines 12 shots I piece I believe. 1 huge tank from 30K Mechanicum (Or so it looked like. All I know is when it penetrates it's an Auto 6 Damage (it has two firemodes) 1 tank that was proxied... I want to call it... a Vindicator laser? All I know is when thing thing fires it's one shot, S12 ! And the damage is dependent on a chart and can be 3 x D6 damage! Ones who used to watch, but now kick Word Bearers out of Imperium Union meetings: HQ: Valoris (warlord - testing stuff) Allarus Termie Shield Captain 1 x Vexilus Praetor Magnifica 3 x 3 Gaurdians 4x Allarus 3 x Wardens 1 x Contemptor Kheres 3 bikers (one with Salvo for experimentation... I've been trying it out in my last couple of games) ( I finally ditched the Landraider... just feel like it needs to come down a hundred points or something lol) So it's a basic scenario with 3 objectives a turn and we are in quarters with the 9" circle of no man's land in the center. - The Word Bearers looking to spread the word.... unfortunately the Custodes have a copy of the pamphlet and are attending the next union meeting.... +++ The Custodes "Union Busters" deploy in a tight circle around the Vexila Magnifica. behind a mostly LOS blocking building. - The Contemptor and all Alluras Models remain in reserves. - The dirty Word Bearers get to go first, and they decide to hit hard... it was with heavy contemplation that the Word Bearers did indeed go for a gutsy (unusually so) move. ++ There will be no fair fights against the heinous Legion of dirty lies and exorbatant union dues.... From my non-deploy corner the Oblits drop in, and the Termie Sorc comes down with a body guard of Warp Talons. They've played their hand fairly early... will the game pay off? ++ - The Warp Talons aim to tie the Custodes up, and the Cacaphony of double firing is used, and a Guardian squad is sent back to Terra in the form of shiny Loonies (*Canadian coin currency). It's ugly; I never had a chance there. - Back in the Psychic phase I get a real break.... he fails so many things it's obvious his false gods have left him here to die. Even with command point re rolls he fails the big test... Death Hex. This is huge since I took a massive chance and am trying a game without Impregnable Mind! - The Talons do make a charge, it's pretty impressive because even with all that hit back, he still had 2 of those Warp Talons left from some good invuln saves. - He puts a small, but important dent in the small model count army, but even though he scores First Blood, I feel lucky about the Psychic phase. That could have been far worse on the Mortal Wound front too. + Custodes early game: - Custodes get objectives that are just too difficult to achieve. I'm okay for numbers, but I really need an objective (Hold) that puts me too close to his Oblits. I take a chance and call in the Contemptor Dread to see if maybe he can do it. +++ The Contemptor comes down from the Teleportarium and needs to punch some shots through the Oblits. The Bikes react as far as they can to lend a hand. - This was not a good turn. The Contemptor had to deploy too far from the objective to declare it for the turn. The Bikers are on their own because the Warp Talons have completely clogged my slow foot sloggers... I don't think it was intentional by my opponent but it had a VERY annoying, and effective result of stopping me from moving models through models to get to the Sorc/Oblits. - I hold off on the Allarus. The Contemptor fires and with cover saves -nothing- goes through the Oblits. The bikes unleash the Salvo shot, do nothing, the Hurricanes are bouncing here as well I think one or two wounds are finally failed after I dump everything I can in range into the Obllits. I fail the long charge with the bikers. I score nothing. ++ Word Bearers: - Their long shots are not able to really get a fix on the Custodes. This is intentional on my part as I know by turning a corner on the center ruins almost insures certain death. I am feeling the weight of the small model count, and the Word Bearers are pushing through the whole table with cheap, expendable bodies. - The Cultists charge in, Vets of the Long War, and multiple shots do some good wounding numbers, but I make a lot of saves here... it's low end damage, but there's a fair chunk of it. - BIG moment here. The Ruins have a Rhino in them, and the Zerkers get out about mid game, and try to charge the Wardens... Zerkers are scary with a Dark Apostle and Exalted Champ it's worse.... I throw down Tangle Foot. This is huge as he only needs about a 5, but I roll a 3 for Tangle Foot and he rolls a 3 for the charge! He has the banner though and re-rolls... a 3! The Custodes feel the Emperor's blessing and have a turn to deal with Cultists without the Zerkers in the mix. +++ Tangle Foot Grenade is key. With Berzerkers delayed, the Dark Apostle and Exalted Champion send in the peons. A lot of chaff is cleared... enough to cause the finicky worshippers to run off to join a different circus. +++ - With breathing room in the middle the Custodes try to push back. A lot of Cultists die, and Trajann is finally freed up to attack the heinous Sorcerer. Unbelievably the Sorcerer has apparently preyed to the right gods and survives the exchange! +++ Valoris takes on the Sorc and surprisingly the Sorc still stands. Meanwhile the Bikes get shot up while trying to reach the Oblits+++ - Custodes are down 3-0 by turn 3. I feel quite pinned by sheer weight of bodies and heavy firepower lurking around every corner. I realized I have to take a big risk. It was really unfortunate to have to turn the bikes into the Oblits but they were brutal if left unchecked. Here the Oblits manage to down a biker in Overwatch (they were also "Cacophoned" the turn before). Oblits go down screaming though and the bikers are victorious. +++ My Custodes' Contemptor: 'Hedonism Bot' lays on the ground, cackling in robotic laughter as the Sorcerer continues to survive the 'Victor of the Blood Games' Trajann Valoris. +++ - Finally Valoris stamps the life out of the Sorcerer with the Watcher's Axe. The Cultsts wave has started to fail severe Moral tests. - The Wardens take advantage of the Tanglefoot grenade and smash hard into the Berzerkers dispatching them fairly quickly. - Hedonism bot (contemptor) tries for "defend #2" but will ultimately fail as another wave of cultists will have more Obsec on that marker. + Word Bearers are in the lead.... - Word Bearers are up 3-0 and I still have to get out of my zone. The continual wave of Cultists is nearing an end though. - The Word Bearers need 'Defend' on an objective deep in my zone. In an interesting twist of events the Word Bearers use the 2 CP Strat to recycle a nearly full 30 man Cultist squad and plop them right on top of the objective. - This forces my hand. I can't turn the Guardians and Trajann around. It will cost me the game because I'll never score points past midfield with the slow speed of the army. However, I can't let the dirty followers of Logar secure another 2 points here... pretty much ending the game for me. - I answer with the Allarus and Shield Captain. They land and put everything they have (plus some assistance) onto the Cultists.... and unbelievably the Word Bearers rolls exactly the number required to take the very last models off of the objective, denying him Defend for 2 points! This is huge. He had no command points left or would have surely re-rolled this. He only needed on surviving Cultist. But they all failed moral after the shooting... just to a man, no overkill. Close one. - Now that my zone was finally free of smelly cultists, I could try to push, but this meant taking on the other stuff which has basically been quietly chucking the odd shot out. +++ Hedonism Bot gets some back up.... Bikers clear out the Cultists and another attempt can be made at "Defend #2" however, the vindicator lasers can be heard screeching in the distance.... +++ - Hedonsim bot fails his second invuln attempt and the mysterious laser goes through, and the table tells us it's going to be 2 x D6 damage.... receiving 9 wounds, Hedonism Bot would be no more. (He had just 9 left). - The bikers were forced to sit on it and took a lot of predator firepower, heavy bolters x 12, and that other tank... the Mechanicum one. It was quite a bit of firepower. - The Word Bearers had lost mid field, and could not draw cards that let them sit and collect points, so it was up to the Custodes to press the advantage at the late stages of the game. +++ Custodes need to get a bonus point here. By overtaking Objective 4, this would help put the Custodes back in the game.... +++ - Custodes push for #4 and easily over take the Cultists. - Unfortunately my Allarus are almost completely out of the game as they were forced to handle the Cultists deep in my zone. However, the remaining forces took a lot of casualties but kept pushing the traitor legion back.... +++ The last of the Custodes make a desperate push against the cowardly retreating forces of the Word Bearers +++ - Every last custode took the advance order from Trajann. The Allarus were a little too far back, The Guardians would lose a few more, but the Mechanicus tank would get caught up in the ensuing combat and would not be able to fire next turn. - At the to of turn 5 with 2 more points the Custodes just took the lead by a point... 4-3 and with that the Word Bearers shot everything they had but would not get past enough invulnerable saves to make a difference, and with that the Word Bearers conceded. - A very, very close game. Some real moments stand out to me in this one that could have easily swung the game either way... the first psychic phase, the cultists breaking, a turn my Bikers saved so many lascannon shots.... but those are the best games. Thanks for reading this.
  13. https://youtu.be/iI9G1-h8QV8 Skimask Mohawk's Talons of the Emperor vs Stricken1's Night Lords. http://i37.photobucket.com/albums/e86/bulimic_possum/2017%20playerunkowns%20battlegrounds%20pubg%20screenshots/d-1_zpsrohiqs9j.jpg http://i37.photobucket.com/albums/e86/bulimic_possum/2017%20playerunkowns%20battlegrounds%20pubg%20screenshots/d-2_zpselfn8dek.jpg
  14. Hi everybody! First of all Happy New Year! After my 1 year absence I am back, I went through a job change and finally I have some spare time to devote to the Horus Heresy. With the SoH I made a mistake, I will be honest that this is the sort of thing I always do. A quote from the book Fulgrim can better explain "the problem is not that we aim too high and miss it but that we aim too low and hit it". I started the army with a very high standard in mind, with a relatively high model count, I haven't taken into account my job, my family and this has led to a disparity between what can be accomplished in due time. I also wish to say my thanks to Alan Bligh for all of his fantastic contributions, may he rest in peace. Ok, so here's the plan, I want o create an elite army for which the Custodes will be perfect and my new years resolution is to complete 2000pts: HQ: Valdor Elites: Aquilon Terminators 6 Contemptor Achillus Troops: Custodian Guard 5 Custodian Guard 5 Sisters of Silence 5 Coronus Grav-carrier Fast Attack: Agamatus Jetbikes 3 That is approximately 2000pts, and quite a low model count which is what I am currently looking for. Now to the root of the problem, I think the paint scheme below is astounding. I must say I dislike the typical gold of the Custodes and prefer a more grim dark approach . I kindly ask anybody for help in this matter of how to accomplish this scheme. Thank you in advance! Richard
  15. Hello, I'm trying a new thing with this little guy, choosing a ultima founding chapter, successor of the blood angels. I'm still debating what to do with him, so any comments and advice weclome! Actually missing, freehand for chapter symbole, weathering and small details. I don't know what to do with the base, maybe urban themed? http://i.imgur.com/KFja2oe.jpg http://i.imgur.com/4w4g6xG.jpg Thanks for looking! Anamnesis
  16. So I haven't had a chance to play against a pure Custodes army... in truth I only see one local player trying them that way, and the rest seem to be content making them allies with other armies. That's no surprise, but it's worth mentioning that it appears out of the gate Custodes are probably not seeing single faction competitive/semi-competitive play. I started thinking about making GK lists that would tackle Custodes best. For the sake of argument let's say we are talking mono-Gk vs. mono-Custodes. On the surface GK provide the 'magic bullet' against the mono-Custodes army... that being mortal wounds, and psychic powers. But I think it goes beyond that: - So we have psychic might. Unless the Custodes are exceptionally lucky using the odd trick in the codex, pretty much anything is going through. This helps with mobility against an army that has very little board coverage so something like Gate becomes more valuable here. - Mobility. GK have a lot of inherent deep strike. Usually we're struggling to keep something on the ground to make lists legit. On the ground we have a few choices with inherent speed where the Custodes seem to be heavily relying on bikes. Their bikes are amazing, and super cost effective, but that's the core of mobility plus their own flavour of termies. - Durability. I think to be fair the Custodes have it here... hands down. The numbers aren't going to be numerous for either force, and less so for the Custodes but at T5, plus the legion trait of basically a 4++ is nice. However in a lot of cases I will argue it can be negated, or not a factor. But it definitely helps, and I'd have to say there's probably not a lot of debate on this point. - Shooting. I think overall, and looking at unit options, the GK actually have more flexibility here. I think the stock shooting on the Strike is adequate, and you have some flexibility in the dreads, and definitely the Flyers. (I think a lot of GK players get a little caught up in elite units and Stormtalons / Stormravens are still decent choices). This essentially means GK -should- have the advantage in 'softening' up the opponent from range. Especially combined with deep strike positioning. So that leaves the Custodes specialization: - Close Combat. 8th is really weird for CC in my opinion. The more I engage in it, the more finicky it becomes... characters can be left in the cold, and interrupting can make a multi combat absolute hell for the player initiating it. With point 1 we could argue Thousand Sons could really excel there as well, but there is the problem of Close combat. I would suggest that GK force weapons are murderous on multi-wound, specialized units. I find the force weapons really come into their own here, whereas facing cultists, orks, etc, then they can feel frustrating. Of course Custodes hit like a gold brick, but in 8th it's really about the charge and I'd argue a lot of GK units can and do severely threaten the livelihood of any Custodes that get charged. Character wise Gk are no slouch here either. I mean I personally love Voldus for fluff reasons as well as game play, but Draigo is a beast, and we know how strong the Brother-Captain Dreadnights are. Let's be fair, almost 100% of soup lists that cherry pick GK take THIS unit. Do you think that wold change with Custodes? Perhaps a character on a bike, surrounded with Custodes bikes (detachment) will be the norm but for the sake of this argument, I don't know enough about all the choices Custodes have, but I still think GK have some of the most fierce, infantry based, characters in the game. I started to realize out of all the armies I play perhaps GK would present the biggest threat to Custodes.... What do you guys think?
  17. This is something that may be of particular interest to Custodes players, but might also be helpful to anyone looking for a good undercoat for gold. For the longest time, I'd been priming miniatures in black, and then using something like Mournfang Brown to basecoat sections that were to be gold. It works okay, but you have the primer, then a couple thin coats of brown, then 1-2 thin coats of gold. I've used Vallejo AV primer for the longest time, and I brush it on because weather and space concerns really keep me from using aerosol sprays or an airbrush. But I've heard a lot of good things about Stynylrez from Badger. They have a red-brown primer that looked to be perfect. However, with the really cold weather we've had here for the last couple months, there was no way I could mail-order it and not have it frozen to uselessness by the time I get home to get the mail. Well, the weather's finally warmed up to the mid-40s so I ordered some a couple of days ago and it arrived today. I have got to say, the stuff is wonderful. It goes on nice and smooth, even with a brush, It's self-leveling like Vallejo but it dries with a matte surface rather than the shiny finish of Vallejo primer. It's got more tooth for what you'll paint over it, and coverage is great. And where Vallejo's ideal cure time is measured in days (one to three days was killing me to wait), Stynylrez cures in hours. I primed a couple of Custodians before dinner, watched a little TV and came back to basecoat the gold. They were ready to go. Here's the best part. Where I used to have to do three thin coats of gold to cover the black primer, Gold goes over red-brown Stynylrez in One. Thin. Coat. And the brown undercoat makes the gold look really rich and warm. Because you're applying fewer coats of primer, basecoat, and gold to cover, detail is preserved far better and the model doesn't look "painted". I highly recommend this stuff for anyone who paints Custodes, Stormcast, or anything where you'll be doing a lot of gold. You'll wonder why you waited so long.
  18. ADEPTUS CUSTODES OF THE DARK MILLENNIUM They have watched for ten thousand years. They have mourned a vision lost and a galaxy split in two. They perceive there will be no final victory for Mankind. Yet even now they strike out into the dying light. A hurled spear into the eternal night. A desperate reach for those lost in the Imperium Nihilus... THE GREAT QUIET For ten thousand years the Custodes have stood watch within the Solar System, only rarely straying beyond its borders. Their perceived failure in the closing days of the Heresy saw them retreat into mourning and indolence. However, behind the mighty doors of the Imperial Palace debate raged amongst these philosopher-warriors as to their mandate in maintaining the Emperor’s vision for the Imperium, and for thousands of years many questioned: should they intervene? Time and again events arose that threatened the integrity of the Imperium: The Great Beast, the Nova Terra Interregnum, The Black Crusades, all warranted great gatherings of the dwindling ‘Ten Thousand’ in which each warrior spoke and debated their continued inactivity. Yet still, the combination of historical inertia, the Emperor-given prerogative of the High Lords’ rule, and the possibility of leaving the Throneworld unguarded prevented any decisive deployment of the Custodes. But now, with the return of Lord Commander Roboute Guilliman, and the occurrence of the Cicatrix Maledictum a great gathering occurred within the Custodes. Now once more the Adeptus Custodes range far from the Throneworld in aid of the lost and defence of Humanity. Order of Battle Adeptus Custodes 1 Shield Company “The Vigilant” - from the Throneworld 1 Shield Company “First Wall” - from the ‘Talon Aegis’ Star Keep at the edge of Sol Astra Militarum 1st Ziberuan Host “Old Hundred” Throneworld Shield Regiment 3rd and 8th Company Terran Praefects – Palace Guard Companies 7th and 18th Jovian Voidborne Heavy Assault Regiments Terran Penal Regiment 6841 – also called the “Atoners” under the discipline of the Adeptus Ministorum Imperial Personae Aleph-93 Terran Extratus Maniple – Adeptus Mechanicus Skitarii Cohort – Imperial Palace Contingent [Data Restricted] members of the Terran Assassin Clades of the Officio Assassinorum Numerous attached personnel of the Battlefleet Solar and Aeronautica Imperialis // ANNOUNCING - a project log of Adeptus Custodes, Adeptus Mechanicus and Astra Militarum!!!!! Pic heavy posts coming soon. This project has been a slow labour of love back into the hobby, and into writing and exploring fluff It is also my first delve into green-stuffing and conversion! Enjoy! // Custodes Biker Captain Attilon - Captain of the Dread Host - WIP Kitbashed with Trajann's torso, and a greenstuff + Wolfguard terminator wolf pelt late additions include the Void shield generators of a Titanicus Reaver Titan replacing the shield generators on the bike to represent the Custodes bike relic Auric Aquilas will be helmless, possibly going to add the Cyber-hawk found on the Deathwatch White Scar biker...... ______________________________________________________________________________________________ ______________________________________________________________________________________________ Update #1 An Anguished Ancient Amon Tauromachian walked with the Emperor himself, and for over four thousand years remained a stalwart leader amongst the echelons of the Custodians. From the early days of Unity, through the Great Crusade and the Heresy he fought for the nascent Imperium against its numerous foes. It was on the sleepy backwater Agri-world of Mackan on the edge of Segmentum Solar where Amon would meet his match. During the 4th Black Crusade a splinter fleet of off the main offensive made up of Alpha Legion reportedly led by one calling himself "Alpharius" obliterated the sparse defenses of Mackan and landed in number in order to covertly obtain access to long-distance cargo haulers bound for Terra. Alerted to this great threat by an agent of the Eyes of the Emperor Amon led a great Shield Host in a rare excursion from Terra in order to combat this threat itself. In a rapid series of Teleportation strikes onto the planet's vast spaceport the Custodes brought battle to the Alpha Legion in a series of moving engagements through the halls and corridors of the station, whilst orbital strikes demolished the landing zones across the planet's vast network of transport hubs. It was however at a small excavation site over the northern pole of Mackan that Amon and a score of his brethren landed in order to investigate seismic activity detected by orbital augers in the hours leading up to the attacks, their arrival moments before the emergence of the Alpha Legions from tunnels below ground. Leading this force was a tall figure in gilded panoply with twin-ended spear in one fist and a small Black Cube in the other. It suddenly became clear that the attacks had been a mask for this much greater threat. The forces charged each other and it was with this figure that Amon engaged. In the first moments of battle it became clear to Amon that he was woefully outmatched such were the flurry of blows against his guardian spear, and mere seconds later much of the armour of his torso and one of his shoulders was shredded in a glancing blow by the mighty foe. Having recognized the world-ending threat of the Black Cube now lashed to the belt of this "Alpharius", Amon stepped close into the next thrusting blow aimed at his chest, and dropping his guard rushed forward, lashing out at the Cube's tetherings as he did so. The blow struck true, impaling Amon through and through, but as he fell onto the thrust, Amon grabbed the Cube and activated his advanced personal teleportation device. His broken frame teleported onto an Imperial ship in orbit, fist still clutching the Cube, Amon ordered a retreat. His body mutilated and supported by a dozen servitor controlled life-support systems, he was returned to the Tower of Hegemon upon Terra for interment within a great Dreadnought sarcophagus; the Black Cube sequestered away in the Black Cells far below Terra under the watch of the Shadowkeepers. Now, many thousands of years later Amon still fights in the name of the Emperor when awoken from his slumber, still ready to defend the Throneworld or provide wisdom to the Custodes of the 41st Millennium. ___________________________________________________________________________________________ ___________________________________________________________________________________________ Update #2 (short update) Dark-Age Weaponry Exterminatus is a weapon of last resort, utilized only rarely and in the direst of circumstances. Where this might normally be carried out by the massed fleets of the Imperial Navy or Adeptus Mechanicus, there exist still a few rare devices in the possession of the Custodes that can wipe a planet clean of all life in a single moment. Their access to these horror-weapons of Old Night ensures the destruction is a deterrent for any who might consider throwing off their oaths of loyalty to the Emperor. One such weapon is the Archaus Nova-Destabiliser a primus-grade Exterminatus device that sets up a destructive reaction on the surface of a planet strikingly similar to the inside of a supernova. Still, it is with only with intense sorrow that the Custodes employ these catastrophic weapons, as the destruction of worlds brought to Compliance during the glorious days of the Emperor’s vision is a reminder of how much has been lost of His vision for mankind. // in game I am going to use this as one of my Objective Markers // ____________________________________________________________________________ ____________________________________________________________________________ Update #3 Europa Wall Contingent These members of “The Vigilant” Shield Company stereotype those members from the Terran contingent of Custodes, clad in golden armour and wielding a classic arrangement of weaponry, each Custodian represents a bastion of unmovable Auramite. Malachi, Saturnalia, and Jahdon were previously deployed to the Europa Wall section to the southwest of the Sanctum Imperialis. The relative tranquillity of this region of the Palace in recent decades meant that this section was an ideal location to withdrawal Custodians from for the Last Light Crusade, and whilst reluctant to relinquish their watch to the lesser expertise of Imperial Fist rearguard units and Astra Militarum regiments, this trio were eager to pursue a more aggressive form of protection of the Master of Mankind. // My first troops choice of the army, next one will be posted up soon //
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