Showing posts with label Adeptus Custodes. Show all posts
Showing posts with label Adeptus Custodes. Show all posts

Sunday, July 23, 2023

Warhammer 40,000 - Adeptus Custodes Imperial Armour

Today we have a Forge World list with bit more meat on it.  Adeptus Custodes have been historically quite dependent on their Forge World datasheets.  As a faction active now in both the 40K and Horus Heresy settings, they received rules for both games.  Originally, Heresy was almost purely supported by Forge World, so Custodes ended up with a lot of resin.  Now that Heresy is moving to plastic and Custodes is being represented more in 40K, we'll probably see many of these pieces eventually move to plastic too.  But for now, Custodes players often have to try to get  their hands on these harder to find, more expensive, and often more difficult kits.  Let's see how they shape up.


Custodian Guard with Adrasite and Pyrithite Spears -

5 models for 325 pts (65 pts per model)

That's . . . that's a lot . . .  That's 100 pts more than a standard unit of Custodian Guard.  Let's see what you get.

Right off the bat, those spears have considerably stronger firepower than your standard guardian spear.  The adrasite feels more like a sidegrade than an upgrade.  While it hits with a pip more of Strength, Damage, and AP, it's also only one shot at shorter range.  That might be worth more than a guardian spear, but not by that much.  The real tech here is the pyrithite spear, a MELTA 2 weapon that your Guard will need to get really up close and personal to use.  Not necessarily a bad thing, as Custodes has been setup now as more of a melee army.  However, once in combat, these are still just guardian spears.

This version of Custodian Guard still keeps Stand Vigil, so they're still absolutely fantastic at holding objectives.  However, you'll more often than not want these units to be charging forward to get to grips with some big prey.  When they do, No Foe Shall Stand will help get around the now lesser Strength that Melta weapons have.

I'm just not sure that's worth 20 more pts per model!  I think I'd have to give these a pass.

Sagittarum Custodians - 250 pts for 5 models (50 pts per model)

The ranged Custodian Infantry strikes with 3 attacks at S5, AP-1, Dmg2 with SUSTAINED HITS 1.  Saturation Volleys hands out the suppressed debuff to an enemy unit you hit with them, and Disintegration Beams gives you one Shooting Phase of DEVASTATING WOUNDS.  You're giving up some melee power, but misericordias are still a good combat profile.  Shooting is currently very strong in 10th, so I think these earn their extra 5 points over standard Guard.

Aquilon Custodians - 230 pts for 3 models (~76.67 pts per model)

The more traditional style Custodian Terminators come with some interesting alternate weapons to their Allarus brothers.  While their are arguments for or against the various guns on these Terminators, I feel the solerite power gauntlet is a pure upgrade over the Allarus melee choices.

I don't like their rule though.  Of the ranged options, I feel the twin adrathic destructors are probably the better option, and those already get re-roll Wounds.  Still, if you want to go with the classic storm bolter options, 4 shots each with re-roll Wounds of 1 will get some damage in.

I'm not sure these are worth 35 pts more than Allarus, but I do think they're still viable.

Contemptor-Achillus Dreadnought - 155 pts

For 30 pts less than the Venerable, you lose the ability to take a multi-melta or assault cannon and gain the achillus spear and some smaller guns.  But the big loss here is Unyielding Ancient.  Standing a dreadnought back up isn't anything to sneeze at.  Instead you get to hand out some mortals in melee, which is where the Achillus wants to be.  I feel like this is on the more expensive end of fine.

Agamatus Custodians - 280 pts for 3 models (~93.33 pts per model)

Vertus are already really spendy (Misreading their Quicksilver Execution had me hyped on them, but they've proven overpriced in practice), these need to bring something to the table to be even more expensive.  And honestly, they kinda do.  I like the twin las-pulsar and a once per game move shoot move is pretty nice.  I think I like them over the Vertus, but I just don't think they bring enough damage for 280 pts.

Venatari Custodians - 235 pts for 3 models (~78.33 pts per model)

The jump back Custodes are more expensive than the Terminators!  Remember how I keep saying GW is constantly charging a premium for mobility?

The combat stats here are quite comparable to your standard Custodian Guard, though I do think the weapon swap for the pistol and buckler is interesting.  Rules wise, they get Fall Back and Shoot and Charge, which is always good, and a free Rapid Ingress.

I mean . . . they're cheaper than jet bikes . . .  But that is just so much to pay for that mobility upgrade.

Pallas Grav-Attack - 120 pts

Finally something a bit new to think my teeth into.  The main index doesn't really have anything like this.  This fast and mobile gun platform puts out a ton of shots all with the potent combo of TWIN-LINKED and DEVASTATING WOUNDS.  It also gets a finishing blow ability for +1 to Wound, but I've never been fond of those.  Again, I feel like this is on the pricey end of fine.

Telemon Heavy Dreadnought - 235 pts

The big man on campus of the Dreadnought world comes with some very nice weapon options and a suitably tough profile, including -1 Dmg.  I wish it had a bit more AP on its weapons though.  I think I like the idea of marching it into combat with that storm cannon and caestus, but one sitting back with two accelerator culverins could be a pain to deal with.

Again, I feel like this is on the expensive end of fine.

Caldius Grav-Tank - 215 pts

Here's some high AP firepower!  The twin-arachnus blaze cannon can puts out 4 shots at S12, AP-3, Dmg D6+2.  It even gets LETHAL HITS against Monsters and Vehicles.  This isn't the best special rule for it, but it'll still be useful against larger targets.  Still feels on the upper end of fine, but I think I like this best as a firing platform so far.

Coronus Grav-Carrier - 200 pts

A budget transport option for your Custodes, you give up a little bit of fire power and the amazing Assault Ramp rule and instead get more room for your Infantry and a 5+ Invuln.  I personally really like the Fire Support rule, too.  Honestly, while the Land Raider is still better for delivering a unit into combat, I love these for getting your units into forward positions.  I think this might be my favorite Forge World unit so far.

Orion Assault Dropship - 690 pts

Oh boy!  Here's a tough one.  This thing can transport a lot of Custodes and even a Dreadnought.  It also comes with some incredible fire power to help soften up targets as it does so.  I mean that is a lot of Fire Power!  In many ways, this feels comparable to a Knight.  I wish I had a better clue about how big that base was, because I think this might actually be good if you can put it on a table.

I really don't like its rule though.  It's got that weird one where if you take a turn to keep it stationary, the units that disembark can advance and charge.  I just don't see ever using that.  There's also a very real possibility your opponent manages to blow this up turn one, though it should be able to survive long enough to get into position and get some damage off.

My gut is telling me this is just a little bit too expensive to reliably get its points back though.

Ares Gunship - 580 pts

This is basically a Knight.  Like a Knight, you can shoot at basically everything and everything can shoot at you.  You're going to put it in hover mode and move it into a good position and try to blast everything you can off the board until it gets shot down.  Again though, you're really paying a premium for that mobility.

I'm pretty sure that this is just going to be too expensive at the end of the day to justify it.

Contemptor-Galatus Dreadnought - 175 pts

Our more dedicated melee Contemptor feels really lacking.  While it gets a lot of attacks in combat, and they're definitely good attacks, I just don't think they justify this being more expensive than an Achilus.  At least -1 to Wound will help it get into combat pretty reliably.


FINAL THOUGHTS

Custodes are in a decent spot right now, though that's mostly based on the value of their Infantry and Characters.  Lists that are performing well right now are often including a lot of Imperial allies to make up the slack for board control and Tactical Mission play.  The simple truth is that right now many Custodes units are a bit too expensive, and their Forge World units aren't any different.  I think we need to see a sprinkling of points drops before their other units will start seeing more reliable play.

Thursday, June 22, 2023

Warhammer 40,000 - Adeptus Custodes Index

As I said in the Faction Focus, this is an army that is incredibly hard to balance.  Not as hard as Knights, but then Kinghts are an almost completely different entity.  Custodes are supposed to be the most Elite army - the few chosen heroes holding back the tide.  Point costs on Custodes need to be high enough that your army looks and feels like a few champions, without being so punitive you can't get the bodies on the board you need.  They're an army that almost needs to be balanced in the rules, not the points.  So how did GW do?


ARMY RULES

Martial Ka'tah is one of the most flexible Army Rules in the game.  It's a flat buff for your entire army that you get select when it will matter most.  It's not even much of a skill check, you just pick the buff that will have the most impact given the board state.  It's a vast improvement on the previous Ka'tah system, which you practically needed a flow chart to figure out.  The Shield Host combines it with a 4+ FNP against mortal wounds, the reason you almost always saw Emperor's Chosen in 9th.  Mortals are a critical weakness of Custodes.  And though they're not as common as they were in the previous edition, this extra layer of defense will still be quite useful.


STRATAGEMS

Slayer of Nightmares - 1CP

+1 to Wound is a very good buff for trying to take out higher Toughness opponents.  So while boring, this is still very good.

Unwavering Sentinels - 2CP

Fights First is one of the best rules in the game.  With so few units, being able to defend an objective with only a few models will be crucial.  My only complaint here is that depending on points, you might need to use Sisters to hold a lot of the board.  So it sucks they can't use this.

Arcane Genetic Alchemy - 2CP

It's a -1 Damage strat.  Here, the fact you can't use it on Sisters of Silence doesn't really matter all that much.  You want to use this on your golden boys.

Avenge the Fallen - 1CP

+1 Attack at below Starting Strength, +2 if Below Half-strength.  Very nice buffs, and Custodes are an army that will lose models without losing the unit.

Vigil Unending - 1CP

Our previewed strat, this is still just amazing.  You are going to use this a lot.

Sworn Guardians - 1CP

Sticky objectives.  'Nuff said.

These are all really good strats but also pretty bland.  I'm almost wondering if GW sees Custodes as another good entry point into the hobby and wants to make they're as easy to play as possible.  It feel pretty easy to know when and how to use these in any given game.


ENHANCEMENTS

I'm using the new version of the Munitorum Field Manual - 1.1.  So if anything seem different, that's why.

Unstoppable Destroyer - 25 pts

A bit of a two-for here!  This one gives you some mortal wound on a charge, and once per game you can force a Battle-shock test on all nearby enemies after.  25 pts seems pretty good for that.  There aren't many consistent sources of mortals now, so giving a Character one sounds potent.

Veiled Blade - 25 pts

Two additional Attacks sounds kinda bland, but those Attacks are probably going to be pretty nice.  This one also has a once per battle ability, so I wonder if that's going to be a theme.  In this case, it's a way to try and keep an objective you're losing.  This will be more useful depending on when the mission has you determine control.  If it's a Command phase mission, this will be fantastic!  If it's an "end of each turn" mission, you'll need to plan a bit more ahead.  Either way, this is probably worth the cost, though not as good as Unstoppable Destroyer.

Inspirational Exemplar - 10 pts

Even Custodes characters are strangely locked to Ld6+.  It does at least narrow the difference between armies.  But for 10 pts you can get a 5+ Ld and a once per game ability to end Battle-shock.  I'd say that's definitely worth it.

Ceaseless Hunter - 30 pts

Fall Back and Shoot and Charge is very good.  When combined with the ability to get a free 6" Move when an opponent gets close to you, this gives your Character and his unit incredible versatility.  Another very good Enhancement.

These are much more interesting than the Stratagems were.  I like all of these, and which ones I would take would be based on what points I have available and my overall battle plan.  One of my favorite Enhancement sections so far.


DATASHEETS

Custodian Guard - 180 pts for 4 models (45 pts per model)

And there it is!  Custodian Guard are still 45 pts per model and equal or greater in cost than any elite infantry we've seen so far.  I think only Exalted Eightbound were higher than this?  For that cost, you get one of the best defensive profile for any infantry I've seen and a combat profile to match.  Unlike other units, they get two abilities before wargear.  The first is a Shock Assault ability for re-roll Wounds.  The second gives you a once per game Shoot Again.  You can also give them shields for +1 Wound and a Vexilla for more OC.  Honestly, S7 isn't that important a break point.  So if you're not planning on doing much shooting, I'd take the Shield, though losing Dmg 2 does hurt a bit.

Custodian Wardens - 150 pts for 3 models (50 pts per model)

For 5 more pts per model you can take axes, get the new Transhuman while they're a Bodyguard, and can proc a once per game 4+ FNP.  I think they're good at their chosen role, but that's it.  I don't like the axes.  I think with the worse WS and AP, you're better off taking the spears and using Slayer of Nightmares if you're fighting something bigger than T7.

Allarus Custodians - 130 pts for 2 models (65 pts per model)

Our previewed Unit still looks awesome with that incredible profile and fantastic set of rules.  Despite being Terminators, they still get OC2, so they can actually help you hold objectives.  These seem pretty good to me.

Vertus Praetors - 180 pts for 2 models (90 pts per model)

I'm sorry, what?  Roll a D6 for each model and deal 2 mortals on 2s?  Do you have an elite unit you need to kill?  Bam, it's dead!  Forget how mobile they are, you are definitely taking these.

Prosecutors - 40 pts for 4 models (10 pts per model)

Although their rules set them up as anti-psyker, these are a steal at 10 pts per model.  We might legitimately see Custodes fielding these as bulk infantry now.

Vigilators - 60 pts for 4 models (15 pts per model)

Vigilators are a little less auto-include at that cost, but they're still good.  With re-roll 1s to Hit, they're going to punch very hard.

Witchseekers - 60 pts for 4 models (15 pts per model)

Okay, these are great.  With Scout, you can push them quickly into a place you want to deny access.  While they're short range, if your opponent goes anywhere near them, you Overwatch and punish them.  Then that unit has to test Battle-shock, and if it fails its Battle-shocked for almost the entire battle round.  I like these.

Shield-Captain - 120 pts

You're definitely paying the Leader premium here, but those are two great rules.  His unit is always going to be receiving two useful buffs in the Fight phase, and someone gets a free strat each round.  Again, I think I take the Shield for the extra wound.

Blade Champion - 100 pts

I freaking love this guy!  The only way he could be better is if he had Fights First.  But he's still an incredibly versatile fighter and Leader.

Aleya - 80 pts

Speaking of Fights First!  Aleya will definitely help you get some extra work out of some Vigilators.  With Fights First, they're going to be a pain for anyone to deal with.

Anethema Psykana Rhino - 75 pts

A great way to get your Sisters where you want them, I love the fact it gets their Daughters of the Abyss rule.  But can I just say, that has got to be the most boring paint job the 'Eavy Metal team has ever produced.

Knight-Centura - 75 pts

This is an interesting set of abilities to bring to a Unit.  First off, the unit is just flat faster while she's Leading it.  Second, she can force Desperate Escape tests in combat.  While I think you definitely spend 5 pts more and take Aleya first, if you want multiple Sister units in your army she's very good.

Shield-Captain in Allarus Terminator Armour - 120 pts

For the same cost you get one of the best defensive profiles in the game and a revive on death mechanic.  Plus, you know you're taking Allarus Terminators.

Shield-Captain on Dawneagle Jetbike - 145 pts

For 25 more points, you can grant some Vertus Praetors some cool movement tricks.  This definitely shows the premium GW puts on movement some times, but I do think it's worth it.  That once per game ability to just peace out of combat is really nice.

Trajann Valoris - 145 pts

And buy!  I think an additional Wound, that Watcher's Axe, a 5+ FNP, and two great abilities are definitely worth the extra 25 pts.

Valerian - 115 pts

So I didn't notice this before, but Custodes still didn't get Armour of Contempt (though they did get -1 Dmg).  But this guy does, so that alone will make him worth it.  Gnosis is pretty good too.  But his version of Perfectly Adapted giving him the ability to fix one dice per game is really nice.

Venerable Contemptor Dreanought - 185 pts

We already knew this, but yes, Custodes get to keep all their cool Heresy patterns.  I'm a little underwhelmed here, but the revive mechanic and the 5+ Invuln are definitely nice.  This may be the Ork player breaking free of the Hive Mind's control, but needs more dakka.

Venerable Land Raider - 260 pts

What?  Why is the Custodes Land Raider cheaper?  Is it because everything already has Deep Strike?  This is still a good way to get your units into combat.  And at a 15 point discount, it's great.


FINAL THOUGHTS

I'll take one of each please!  Seriously, I think Custodes have a lot to be happy with, and that's without Forge World.  We're starting to get that, though, with some of the rules already available in the App.  I haven't checked them out though, since I'm still trying to get through all of this with as few spoilers as possible.  But yeah, I think Custodes are in a good place right now.

Tuesday, May 23, 2023

Faction Focus: Adeptus Custodes



EDIT: I somehow misread Aegis.  So ignore everything I said about an army-wide FNP . . .


There are many armies that are described as difficult to balance.  But designing a truly "Elite" army is probably the hardest challenge of all.  It's tough to represent an army of demigods on a table top, always out numbered but never outmatched.  Let's see what ideas the design team has cooked up for "The Emperor's Ten Thousand."


MARTIAL KA'TAH

Ka'tahs have returned in a much more simplified form.  Now, like Doctrines, they're just a bonus you can declare for your army.  However, there's no limit to the number of times you can use a Ka'tah, and you pick them at the start of the Fight phase.  The end result is you will always be able to choose the best option when it matters most.  It's simple, it's elegant, and it fits the lore well.  I think this is a good start.


AEGIS OF THE EMPEROR

In 9th, this was just a blanket 4+ Invuln for the army.  But now an Invuln can just be part of a datasheet, and doesn't require its own rule.  So instead, its a FNP 4+.  That's just insane!  So I'm guessing this means all Custodes are 2+/4++!  They are going to be thic!  Let's see if they've kept that base 2+ and the 4+ invuln.

EDIT: This is Emperor's Chosen 4+ FNP against Mortals.


TRAJANN VALORIS

And why not start with the big man himself!

So the first thing that immediately pops out to me is that his core rules include a 5+ FNP.  This means that even outside of the basic Shield Host detachment, Trajann, and I'm guessing many other Custodes, will still have a FNP.  Makes sense to me.

I'm also noting that they've significantly reduced the damage he can do at range, but in melee he's just lost the obligatory pip of AP.  He's also got the second rule we've seen in these reveals that allows him and the unit he's Leading to ignore modifiers (excluding saves).  This is all feeling perfectly fluffy.  Moment Shackle returns in a slightly nerfed state.  It's still potent, but it can no longer outright save him from lethal damage or give him two full Fight sequences.


ALLARUS CUSTODIANS

The Allarus don't have a FNP by themselves, meaning this might just be a rule for the big man.  I'm also noting they count as Terminators.  They get a full re-roll to Wounds against Characters, Monsters, and Vehicles, meaning they'll be plenty effective against big targets.  They also get a teleport, which is great for any army that might not have a lot of units on the board.  I just noticed both them and Trajann are OC 2.  I'm kinda surprised they're not higher.  My guess is Guard and maybe Wardens are probably going to have a higher OC, as they might otherwise have difficulty holding objectives.

I'd also like to note the absence of special rules on the weapons.  The grenade is BLAST and the guns are ASSAULT but that's it.  This kinda makes sense, as you'd imagine a Custodes is always making the optimum use of any weapon they wield.  The Misericordia no longer gets its own attack though.  

Also check out that T7!


PROSECUTORS

Oh wow!  We get a third Datasheet!  The Prosecutors basically get Battle Sister stats, meaning they're probably still the "cheap" infantry of the army.  They get a 3+ FNP against Psychic and get both PRECISION and DEVASTATING WOUNDS against Psykers.  This should make them effective, but not a complete counter, against Psychic armies.


EXECUTIONER GREATBLADE

I was guessing with the three datasheets we probably weren't going to see much for weapons.  The Executioner is a good Melee weapon for a Sister of Silence to wield, but it's otherwise not much to write home about.


VIGIL UNENDING

Well that's a thing!  Just pick a unit and return a destroyed model!  It's limited to once each unit, but that's still fantastic.  Custodes already look like they'll be tough to kill.  But with this, if you don't somehow wipe out a unit, they could be punching back at full strength or near it on their turn.


FINAL THOUGHTS

Custodes are going to be tough!  There damage output has been scaled down some to continue and try to make the game less lethal, but that also means their incredible toughness will stand out even more.  While they're going to probably still struggle to use their limited resources to secure victory, their opponents are probably also going to struggle with target priority and trying to be efficient with damage.  Looking pretty good!

Warhammer Day 2023

EDIT:  This is almost a full week late!  This week has sucked for many reasons, but I still can't believe it took me that long to get on...