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How are Custodes in Kill Team?


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I played:

 

Allarus + Axe + Dagger - Leader

Custodian + Spear + Dagger - Combat

Custodian + Spear + Dagger - Zealot

Custodian + Spear + Dagger - Sniper

Custodian + Spear + Dagger

 

and beat every single player in a 4 way game: DG, K Sons, Salamander Space Marines

 

I didn't take a single wound the entire game.

I played:

 

Allarus + Axe + Dagger - Leader

Custodian + Spear + Dagger - Combat

Custodian + Spear + Dagger - Zealot

Custodian + Spear + Dagger - Sniper

Custodian + Spear + Dagger

 

and beat every single player in a 4 way game: DG, K Sons, Salamander Space Marines

 

I didn't take a single wound the entire game.

How many points is that total ?

That's a 200-point team, so it's not really an accurate reflection or comparison.

Let's look at the default size team - 3 Guardians or 1 Guardian and 1 Allarus.

 

As Kinstryfe says, very good at killing, and hard to take down... but 2 or 3 guys will never win a mission that requires holding ground, unless the opponent forgets the mission and tries to table you.  In that case, he's a fool and no useful data can be gleaned.

 

But they're fun to play, and easy to get on the table.  

Are they fun to play against? That would be my concern. I've had a unit of Allarus painted for a while, was considering adding some Guardians. Winning on objectives is fine, but winning a game where I didn't kill a single enemy model wouldn't be a lot of fun.

Are they fun to play against? That would be my concern. I've had a unit of Allarus painted for a while, was considering adding some Guardians. Winning on objectives is fine, but winning a game where I didn't kill a single enemy model wouldn't be a lot of fun.

Honestly, I'm not sure they are. It seems like you'll definitely feel like a superhero when you down one, but otherwise nothing you do really matters. I kinda think they'd have been better off leaving them for 40k. I get why they were included, but they just seem wrong for this game.

Weird, apparently there is a decent sized community out there in California. Out here in Maryland there is a small-ish community and Virginia has a decent sized community as well.

 

In regards to Custodes in kill team, you will struggle with holding objectives over your opponent, but you will absolutely murder their models haha.

My wife and I are running a 250 point league at our local GW store.

 

1 guy is very likely bringing Custodes, so I can provide more data after a while. Given his performance in the Vigilus campaign we did, I'm expecting he will probably place first in the league.

I'd be curious to hear how he does.

 

I really enjoy kill team but didn't get into commanders, BUT I did pick up Elites because of Custodes. I read their rules and costs and I was left with this feeling of.... no one's going to be able to shift Custodes, but Custodes will likely lose most scenarios just based on lack of footprint. 

 

I hope I'm wrong. It doesn't seem to fun on paper to play against Custodes in this environment. I look forward to hearing what the real deal is.

Ah, I was hoping to get back into playing 40k via KT with my Custodes. But your points about low model count and thus no board control make absolute sense. 

 

Guess I'll have to jump in the deep end then and go for 1k and 1,5k points 40k games as a start.

I agree... it doesn't read like people would love playing against it, but maybe they would. All of my Kill Team experience comes from AdMech, and Deathwatch primarily (Death guard was incredibly good/boring). Those were fun lists to play and play against I think. The thing with Custodes is they seem like a very small Kill Team that your opponent simply works around/ignores. But again I haven't tried them.

  • 3 weeks later...

OK so I have a small amount of experience with Custodes in KT now, my thoughts below.

 

Regular kill team games are going to be very difficult unless you just don't fail a save, even then its going to be quite hard to chase down your enemies and hold objectives.

 

Kill team arena, I've played a few games of arena and while it is going to be difficult to hold objectives and kill, the nature of the arena means your opponent will have to send things to you, and you can score other points that aren't just holding objectives, also with no long firing lanes you aren't getting shot to death before you get anywhere. I think Custodes can do OK in Arena, although lots more different armies to face.

 

General points. 33points is a very fair price for a custodian guard imo.

67 points for an allarus is a joke, not only is it too expensive, it causes problems with the 125 point level for KT elites missions, more below.

 

So at 125 point Custodes are stuck at 99 or 100, and no one is taking an Allarus because 2 models is stupid. There are a number of ways I can see to fix this issue:

 

1. Allarus goes to 59 points, it's a more reasonable cost in comparison to the custodian guard and it would mean you can run 1 allarus and 2 guard in 125pt elite missions, or 2 allarus.

 

2: We need Wardens and we need them now, point them at 41pts (+2pts for the Axe) and you can run 3 at 125 and if you so wish with the change to Allarus you get 1 warden and 1 Allarus in 100pt games

 

I don't think either of these things would make a massive difference to Custodes power level over all, but would mean you're not running 26 points down in all your Elites games.

This is the problem with Custodes in KT - if you drop the points they will just break the game. Allarus are over the top.

Over the top points-wise or power-wise? Just going by standard 40k games, that price difference between a guardian and an allarus would already seem somewhat off. In Kill Team, with probably no teleporting (there is none, right?) they lose quite a bit of their basic effectiveness.

 

This is the problem with Custodes in KT - if you drop the points they will just break the game. Allarus are over the top.

Over the top points-wise or power-wise? Just going by standard 40k games, that price difference between a guardian and an allarus would already seem somewhat off. In Kill Team, with probably no teleporting (there is none, right?) they lose quite a bit of their basic effectiveness.

 

You have to spend CP to get them to FGLTC and it's not entirely worth it.

1. Allarus goes to 59 points, it's a more reasonable cost in comparison to the custodian guard and it would mean you can run 1 allarus and 2 guard in 125pt elite missions, or 2 allarus.

 

2: We need Wardens and we need them now, point them at 41pts (+2pts for the Axe) and you can run 3 at 125 and if you so wish with the change to Allarus you get 1 warden and 1 Allarus in 100pt games

 

I don't think either of these things would make a massive difference to Custodes power level over all, but would mean you're not running 26 points down in all your Elites games.

 

This is brilliant and you have my vote.  Anyone who thinks an Allarus and 2 Custodians is "overpowered" in 125-point games is speaking purely theoretically and has never actually played with or against them.

 

And Wardens would be a cool addition to the list - as it is, I'm planning to model some up for my Kill Team anyhow, even if I have to use them with the normal Custodian profile.

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