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I am feeling cautiously optimistic after reading the goodhammer + other reviews now. Still, it doesn't solve my problem of still no shield stodes' (x9 spears) and x6 bikers with just the bolters.  I am a strong WYSIWYG believer, but I will proxy because painting these guys is just a punish for me so far. I'm not buying custodes FW until I see FAQ and new points though. 

I think to add somme SoS with flamethrower and Aleya on Rhino to rush up on middle map objective.

 

On Dread Host detachment with shield-captain on Dawneagle and vertus preators

 

Second detachment with shield-captain on Pretoria Plate with Allarus brothers...

 

Wait & see for Forge World brothers...

I'll sorely miss Auramite and Adamantium and Superior Fire Patterns on my terminators/venatari respectively, but I suppose 1/2CP transhuman counters that in conjunction with the emperor's auspice. Wish I can say the same with 2CP/3CP transhuman for Grey Knights.. grumble grumble.

 

Very very happy as well to see the Bikes might be making their triumphant return to the competitive scene even without obsec, and the D3+3 salvo launchers are frankly hillarious! T6, 5W each.. very happy.

 

I think this codex is pretty solid as is, while keeping most of the 8th edition goodness of what made custodes fun. This is actually interesting because the fact that minimal changes happened to WL traits/strategems, all the lists that were played earlier (such as triple telemons, venatari brick, double terminator brick) are all viable. Even with the loss of CORE for telemon, superior fire patterns for venatari and auramite still makes the lists viable with the new stuff we got.

 

Happy to be playing Custodes.

Wow... we're not allow D3 weapons in melee as Custodes, yet Genestealer Cult have the most effective power tools in existence, the Tau weapons are sickening and Eldar rumours just as much.

 

Not sure what is going on here with Custodes? GW seem to have just skipped the army.

Yep agreed. It has felt like we were an afterthought. The lack of damage 3 on any of our infantry melee weapons is really short sighted. I just hope maybe aquilon get some super duper relic power fists at this point to give us dmg 3.

 

I am interested to see why the sheild is going to 10 pts with the leaked CA. Maybe we get a new rule.

 

There are some good rules in the DeX. However the design of the DeX doesnt seem custodes to me. Not sure whator why. But reading the eldar leaks and what we see from Tau they seem bang on for those races.

Edited by Subtleknife

The modernisations we got in the book are certainly welcome, but I can't help but feel they were intended for an older version of the game, like around the time of the last marine codex of 8th where it started to bring in new 9th concepts like Doctrines, so we still feel weirdly out of date. Shield Hosts were properly implemented finally, but we got no custom traits and instead got one generic trait to use instead. It's a very powerful trait but I'd have rathered the opportunity to make something personal and unique.

 

Minor changes like extra damage on axes would make the book feel so much fresher, instead of a sidegrade with already outdated modernisation. One minor change I've wanted for a while now is for our Land Raiders to be able to carry Sisters, as well as the addition of the other Raider types too which would require little work on GWs behalf to do, and would be far from gamebreaking. But it would be fun and far more interesting and useful than the lazy and bland implementation of the Raider we have currently.

 

I don't need the writers to deliver a book that will shake up tournament placements or win rates or whatever metric we use to decide which armies are good and which are bad, and I don't want them to either. Above all I just want to see fun new ideas and toys, instead of taking things away entirely like they did with flakkburst on the salvo launchers. At the end of the day I just don't think the writers were having fun writing this book and just kinda did it half-heartedly.

So I just had my first casual game with the new codex against GK. We were both a bit rusty (last 4 months neither of us has played any 40k, just 30k and Titanicus). So mistakes were made (like forgetting that the first venerable dread had 6+++ and could've survived the 8dmg from salvo bikes), lessons were learned.

We called it in my t4 (I went 2nd) on Retrieval, with scores being 78-18 for custodes and GK having only 1 unit of Paladins on the table. I had a bit more left (1 unit of 3 spear guards, trajann, allarus sc, caladius, allarus vex, 1 bike on 2 wounds and 2 bike on 3 wounds and 1 allarus terminator deploying teleport homers in his DZ).

 

Next game would probably won't be so one sided, since now we have better idea about the codex, but it was brutal. 

 

My list was Emperor's chosen with Trajann, Bike SC (5+++, impregnable mind, point of the spear and auric relic), Allarus SC (with plate, UD and Auric Exemplar), Allarus vex with castellan mark, 2 units of 3 spear guards, 1 unit of prosecutors, achillus, caladius, 2x1 Allarus and 2x3 salvo bikes)

GK played 3 DKs, 2 ven dreads, 1 unit of hammer paladins, interceptors, strike squads, Crowe and brother-cap.

 

2 Dks and paladins started in DS and to my luck, he decided to come in on T3, so I spent T2 mopping up literally everything except his GMDK.

 

I tried that Auric Aquilas gimmick with Deploy teleport homers, turn 1, rush the bike sc in his dz, give him stance to do actions after advance, then hope he survives. I was lucky, because I placed directly in the middle of everything :biggrin.: not even out of LOS, so he was eating ALL THE storm bolters and GMDK and still managed to lose just 4W. In T2 he got charged by strike squad and interceptors, Allarus cap shunted in, bikes heriocally intervened into the strike squad, cleaned them up, bike sc survied interceptors, then allarus sc with auric exemplar cleaned to floor with them.

 

Also T1, bikes with advance and shoot popped one ven dread and left one on 3W (his first one should've survived with 2W but we forgot about 6+++, but then the 2nd bike squad would probably finished him, instead of damaging the 2nd one)

 

Achillus died in t2, killed by ven dread in cc, exploded.

 

All in all, brutal game, 4+++ against MW was obviously amazing against GK. But I didn't pick it because he played GK, but because it's great in general and it gives you access to all shield hosts during game, so for first game, having the option to try other SH was great.

 

The deploy teleport homer strategy worked, against a different army, with better shooting, I'll have to actually hide him :biggrin.:

 

Codex looks very good.

 

Still a bit worried about armies with -1dmg, will try them against DG sooner or later, see how that goes.

Edited by Balerion84

Sounds like you guys had a great time!

 

Yeah against enemy elite and infantry armies I'm not worried I'm the slightest!

 

The Emperor's Chosen is a very effective "Shield Host" (or not as the case may be), really good all rounder and the Mortal Wounds save might make it the most competitive. Stealing other Fighting Styles is so sneaky and could win games too.

 

How did you find the Sister of Silence performed?

 

*******

 

Overall, I'm confident this Codex will be quite useful on the table but play a bit of paper rock scissors with some armies that Custodes just might not have answers to. New Tau might be a problem, anything Eldar too.

 

I suspect we'll need the Jetbikes in any game against them just to reach our quarries without being shot off the board, but having more than a single unit with Shield Captain is prohibitive.

Edited by Captain Idaho

Regarding sisters, can't say much personally, as it was just 1 squad of 5 bolters. They saved me 75pts and held a backfield objective in t2 and T3. So they did their part.

 

Regarding bikes, they look great. The 1 additional wound is very nice, but they are still a bit vulnerable and started melting away when the DKs went into them. But they feel so much better overall now with their new tricks of advance and shoot, fall back and shoot/charge or HI of 6". So flexible now. Thumbs up.

New Eldar look terrifying.

 

So many three wound weapons.

 

Wraiths that can fire in cc, and have a -1 damage and a dreaded 3 wounds to ensure our ranged 3 damage weapons we DO have hurt as few as possible.

 

I feel like we have become very jack of all trades, master of none with this codex.

 

We have anti psychic shenanigans. We have monstrous characters.

 

We have durability.

 

But all of those are true of other armies too.

 

What is custodes shtick now? I am struggling reading this Dex to figure out what we are thematically.

 

 

Golden death guard?

 

Space Marine-necron elite hybrids?

 

I love the asthetic of the army but am lost on what we are now in this Dex.

 

 

Not that our last Dex did anything amazing past being the 3++ guys that could hold any objective with anything.

What are we notably good at? Well Custodes are still superior to all other forces on the ground, obviously needing to pick their battles and isolate the enemy so as not be overwhelmed.

 

There's no problems destroying vehicles until you factor in long range artillery, -1 damage and Eldar (all factions) really.

 

We take objectives well but can we hold them long term under fire whilst putting pressure on the opponent is the real issue.

 

I'd say against Elites we have an edge bar Death Guard.

 

Massed firepower that one shots a Custodes is the main weakness. At least melee we can hit them back!

My impression is that Custodes are what they want to be. You want play golden white scars? Solar Watch. Psykers in your vicinity? Emperor's Chosen. Opponents play character heavy lists? Shadowkeepers. Etc.

 

The codex seems very flexible, contrary to the original idea of katas being too rigid for Custodes. In reality, it's just another layer of flexibility.

 

I only played one game, but it really felt like I could (to a degree) mould the army to what I wanted it to be. That's not really something I can do with my DG. So, funnily, as in lore, the codex looks pretty adaptable. Isn't that the reason people were disappointed with katas after previews? That Custodes don't adhere to a strict way of fighting or something along those line? :) Well, seems like that's what the army actually is like on the table.

 

I only had one game so far, but it really did feel flexible. I could deploy aggressively then hide my bikes when the opponent won roll off. I picked katas based on deployment information. I could advance and shoot for alpha strike, fall back from one combat and charge to another one in the same turn. Do actions after advance, shoot after doing action, move my allarus captain to another end of the battlefield to do damage, etc.

 

So Custodes' shtick currently? Flexibility.

I can't wait for another game.

 

EDIT: I feel custodes are now more different from DG than before. They were basically golden DG in previous codex. But that's not the case anymore I think.

Edited by Balerion84

I was considering this myself today actually. Custodes are an army where each unit needs to pull weight in multiple ways lest it be a liability, which implies we need some flexibility.

 

An example would be Custodian Guard using their bolters to hurt a target whilst holding an objective, compared to some armies that could happily sit and hide. A Shield Captain on Dawn Eagle can do well to fire the Melta Missile at one target and charge another, possibly tied in with fire from another quarter.

 

Prosecutors might be very very useful in objectives holding just for the fact they can run so cheap and thus aren't beholden to this method.

I was considering this myself today actually. Custodes are an army where each unit needs to pull weight in multiple ways lest it be a liability, which implies we need some flexibility.

 

The good news is, that custodes seem to be that army now.

 

We can actually do actions now with those guards, while they hold objective and still be able to shoot.

 

Prosecutors are nice as troops, but I really. wish they didn't have the limitation 1:1, since in a battalion I'll be probably looking at the minimum troops, so that's just 1 prosecutor squad, but oh well. Still nice saving at least 70pts thanks to them and having the option to take some cheap obsec.

How powerful do you think that Ka’tah are? I like to soup durable infantry with my knights and was thinking that Custodes now seem awesome for that (as long as giving up k’atah isn’t too bad).

 

Emperors chosen in particular seem a good ally as they can absorb mortals that might otherwise go through knights.

In my opinion, Katas can be really great, especially when you can give any stance to a unit for 1cp.

 

But you can make a list without katas just fine I'm sure. The thing with katas is that if you have them, you should have a plan how to use them. They basically expand your toolkit.

I'm really impressed with the flexibility of the Codex, given the loud noises (myself included) about how boring the preview articles made it seem.

 

The additional lore/background is excellent and I am eagerly looking forward to testing my Dread Host out next weekend; Dark Eldar seem scary, but Terminus Est Death Guard should be a fun game.

I do know that dacatari is fairly game changing for pile ins actually.

 

Characters that have rules for 6" pile ins suddenly find themselves with only 4 possibly denying them intervention making us able to make riskier charges even with escorts and it will catch opponents off guard.

 

Lol

 

Depending on angle you hit the enemy unit, you can also absolutely ruin pile ins of valuable or hardest hitting weapons

 

In fact, you may be able to murder your way out of combat if your opponent doesn't want to pull certain weapons so be careful. It's a double edged sword.

I'm really impressed with the flexibility of the Codex, given the loud noises (myself included) about how boring the preview articles made it seem.

 

The additional lore/background is excellent and I am eagerly looking forward to testing my Dread Host out next weekend; Dark Eldar seem scary, but Terminus Est Death Guard should be a fun game.

Played against them yesterday actually. The combination of Alchemy and Auspices does wonders for keeping those bevy of lances from chewing through stuff as dangerously as I expected. Did very well and using the new custodes secondary worked very well!

 

I gave my friend fair warning about all the new gimmicks and gotcha's ahead of time, including the secondary, strats, etc...

 

List was:

  • ​HQ: Trajaan, Allarus w/praetor plate, FNP WLT, and Emp's chosen WLT​​
  • Troops: 3 x 3 Spear lads
  • Elites: Achillus dread, 3 wardens w/axes
  • Fast: 3 Venatari, 2 x 3 Bikes, each with one launcher
  • Heavy: Calladius w/Arachnus Cannon
I built my bikes as 1-launcher, 2 HB's per squad, and with the Emperor's Chosen faction, that's a delight with the re-roll. Also works well with a Caladius w/the arachnus cannons. Since you already re-roll against vehicles, the free hit re-roll (even with it not core) is good stuff.

 

Real star of the game however, was using the "change Fighting style" strat of Emperor's Chosen. Also used Trajan to pull rendax from stance-priority 3 to 2.

Made a bike squad be shadowkeepers in turn 3. Multicharged a huge death-ball of talos, kronos, haemonculus, wrack hordes. Tagged everything but the haemonculus, then threw the other bikes, a spear squad, & allarus lad. Combined with making both "rendax" stance 1&2 in effect with the once per game. It was pretty nasty. Sapping all the interrupt and hit back potential w/shadowkeeper bikes had me lose only one bike and sweep almost all of that ball from the combined lead-up firepower and melee ball except a handful of wracks, the haemonculus, and 1 cronos

 

The final goodness was that I took the "Kill most expensive unit" secondary which was the Talos squadron in that ball. Got all 15 points from it.

 

Was a fun, good time. The stances (with Trajan around to switch in a pinch) is goooood stuff. Him being able to slap rendax down at any time from the third slot was clutch. Having the +1S from rendax (Putting bikes and foot spears to S8 on the charge) let me bypass that "never wound on 1,2,3" coven aura for everything around them in melee. The bike lances did a LOT of work because of that, even without Trajan's re-roll's 1 to wound around.

 

Achillus, wardens, and venatari popped up in back to do some harass and threat. The rendax autowound on 6 had the ventarii finish off a ravager wild-west-style while the achillus (w/penitent) punted another ravager off the board.

Edited by Dark Legionnare
That's most informative! How did you find the mobility of the Dark Eldar was to deal with? I think early game they must have had an advantage but as your Jetbikes caught them and you brought down their Raiders, you must have found it swung in your favour?

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