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How are your Custodes doing?


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#851
balordazul

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Agreed assault 2 or rapid 2 would put them just under what 4 marines can do.  Personally I very happy about beta rules as I have not been impressed the marine bolter line units for a long time.



#852
rcoon

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Why in God's green earth do SMs get Bolter Discipline and not Custodes?



#853
Charlo

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Why in God's green earth do SMs get Bolter Discipline and not Custodes?

 

Marines operate in tight knit squads and use the bolter as their sole weapon in precision cohesive fusillades to eliminate foes of a much greater number/ strength than their own. It's their iconic weapon and was sorely lacking in tabletop representation.

 

Custodes however fight as individuals and are all about close combat and subsequently, the Guardian Spear. Custodes already shoot better, have a stronger bolter as standard and will want to be in rapid fire range of their spears so they can engage in combat regardless.

 

Custodes do not stand back and use their spears like rifles, so do not need bolter drill. The Hurricanes on the Jetbikes too move so fast they don't need the extra shots at max range for standing still.

 

So that's why they shouldn't have it ;)


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#854
shanewatts

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Got in a game vs a good friend of mine running AM. I ran my list I plan to take to LVO.

 

My List:

 

Bike cap

Bike cap

Vexilla w/magnifica

3 guard w/2x spear, 1x shield

3 guard w/2x spear, 1x shield

3 guard w/2x spear, 1x shield

6 bikes

6 bikes

 

His list (approx.):

 

Catachan BN

straken

company commander

priest

priest

3 infantry squads

 

Catachan BN

tank commander (battle cannon/heavy bolter)

tank commander (as above)

tank commander (gatling/heavy bolter)

3 infantry squads

2 hellhounds

 

Cadian spearhead (artillery formation as well)

pask (battle cannon/heavy bolter)

company commander

3 basilisk

1 manticore

3 mortar teams

 

We played mission 6 (I wanted to see how difficult the bonus would be with only 3 characters.(Bonus is having a character in scoring range of 3 objectives.)) Deployment type was Frontline Assault (pointy Dawn of War.)

 

Secondaries: I took reaper, headhunter, and recon. He took marked for death (bike squads and 2 guard squads), recon, old school.

 

Deployment: With a dawn of war style deployment type I knew there would not be any good places to "hide" the bikes, especially with so many of his vehicles ignoring LoS as well. (I really wanted to try and mitigate the tank commanders/pask because they do a lot of damage with overlapping fields of fire.) Without having a good way to avoid being shot by the Russes right away I chose an aggressive toe the line deployment with the bikes. I chose to deepstrike a guard squad (not sure this was a good use of 1cp, but I am playing with it still.) The other 2 squads deployed near the objective in my deployment zone, but still far enough forward to trail the vexilla and bikes.

 

He deployed conservatively, basilisks in one corner, manticore in the other with mortar teams, russes central but closer to the basilisks. The hell hounds were between the russes and the manticore. He won the roll off for first and chose to go first. I tried to Seize and succeeded, much to his chagrin.

 

My Turn 1: I advance the vexilla onto the center objective, the bikes swarm the center, one captain goes with. I was intending on leaving a guard squad back on my objective, but realized they could die if they got focused and I needed to try and have a character in scoring range for the bonus (whenever I could get to a third objective haha.) So both guard squads advanced as well, back into the vexilla bubble. The second captain shifted to my deployment objective. My shooting phase killed 3 guard squads and put 2 wounds on a hellhound. I was 10 away from the nearest guard squad and tried to charge with both bike squads, but failed both charges.

Kill 1, Hold 1, Recon, 1 Reaper - 4pts

 

His Turn 1: He pushes his hellhounds up, Straken, a priest, and a guard squad. Guard squad by the mortars advances towards side center objective. In his shooting phase he dumps everything into 1 bike squad, killing 5. At the start of his charge phase, I use the vexilla to tanglefoot the undamaged hellhound (hoping that only the 1 with 2 damage gets into combat and subsequently dies.) I rolled a 6 for the strat, reducing that charge by 6 inches. He charges both bike squads with the damaged hellhound and makes it in to the undamaged squad, but not the solo bike. The undamaged hellhound charges both and has to go 4", so needs a 10" and he makes the roll, so in goes the hellhound (much to my chagrin haha.) Then the guard squad charges the solo bike, 3 die to overwatch, but the squad makes it in. Straken charges the solo bike and gets in, the priest charges the solo bike and fails. The guard squad ends up within 3" of the vexilla, so he heroics into the guard squad. He swings with Straken first and whiffs. I choose not to interrupt at this point (all ap0 1d attacks left.) He swings with the rest and deals a couple wounds. I swing with the vexilla first, kill 4 guardsmen. I pop avenge the fallen for the solo biker, put 3 attacks into the guard squad and 6 into Straken, he kills both and consolidates closer to the guard line. I swing with the full bike squad, split 2 into the damaged hellhound and 4 into the undamaged. The attacks on the damaged one kill it, it explodes. It deals 2 mortals to the undamaged, 3 to the solo bike (killing him,) 2 to the vexilla, and 3 to the full bike squad (killing one and dealing a wound to another.) I then roll the attacks on the undamaged (well 2 damage now,) and deal 8 damage, need 9 to kill, I choose to reroll a d3 that dealt 1 damage, and roll 2 damage instead, killing the hellhound. It also explodes, deals another 3 mortals to the remaining bike squad, killing another bike.

His scoring - Kill 1, Hold 1, first strike, marked - 4pts

 

End of turn, I get kill more, hold more. 6-4

 

My Turn 2: I look at my 4 remaining bikes (captains not included) and look at what I can lock in combat. I push the bikes as close to the russes as possible with the intent of wrapping one (they are along the board edge.) The vexilla shuffles around the center objective. Forward bike captain splits off towards side objective with encroaching enemy infantry squad. Both custode guard squads move up, back captain sits on home objective. I bring in the 3rd custode guard squad from reserve, 9" away from a priest and company commander. My shooting phase kills more guardsmen, and fails to do any wounds to a basilisk. Custode guard try to charge company commander and fail. I have the bikes charge one of the tank commanders with a battle cannon and the close priest who failed his charge the first turn. Using pile in moves I lock the russ and get within 1 of pask, 2 bikes swing on the priest and kill it, other 2 swing on the russ and deal 6 wounds.

Kill 1, hold 1, recon, reaper, headhunter (2 total now, straken from his turn 1 combat.)

 

His turn 2: He moves the punisher russ closer to the locked melee, 1 remaining infantry sgt moves by himself to a side objective. His shooting phase he focuses the 2 russes and arti on the closest custode guard squad (a marked unit.) He kills 2 out of 3, leaving the storm shield bearer with 2 wounds remaining. He charges the bikes with the russ and company commander, uses the arti formation strat to deal mortals on the charge, deals 3 mortal wounds and kills a bike. I deal 2 more wounds to the previously damaged russ.

His scoring - Hold 1

 

End of turn: I kill more, we hold same so zero. 13-5

 

My turn 3: I leave the bikes in combat with the hopes that I can kill that russ, and even though he can fall back, he'd have to move the basilisks out of the way at this point. I advance the vexilla onto his home objective, back captain moves to center objective, side captain moves onto objective with infantry sgt, the 2 3 custode guard squads advance back into the vexilla aura, the solo custode guard moves towards the company commander. My shooting phase has the side captain putting wounds into the mortars, and center captain kills the company commander. Side captain charges the solo infantry sgt and kills him. The bikes kill the damaged russ.

Kill 1, Hold 1, recon, reaper, headhunter x2, bonus for 3 characters in scoring range

 

We call it at this point, my second wave of custode guard is close enough to get stuck in, and all his basilisks will need to move to allow pask to fall back out of combat.


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#855
Black Orange

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Well played and epically brutal. I love to see Guard los3.

Learn to master the cards you were dealt rather than complaining about your opponent's hand.

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#856
librisrouge

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Well played and epically brutal. I love to see Guard los3.

Well, like all great things in life, it is suitably rare. teehee.gif

 

Still, it was a great game and I love to read custodes reports where people use their units like the elite that they are, playing them well and counting on a small number of models to accomplish things through being awesome, good positioning, and excellent use of abilities.


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"Frak this, for my faith is a shield proof against your blandishments."

-Book of Cain - Chapter IV, Verse XXI

 

"I think you really need to be a guard player in order to have that kind of attitude about casualties. My forces were killed to a man for slight strategic gain? All I heard was a buzzing noise until that part about strategic gain."

-Ailarian, Hand of the Kind XXXI

 

http://thisisahelmet.blogspot.com/ - My Sometimes Update Blog

 

ETL_2015_Banner_02_Custos_Fidei_03.jpg gallery_4664_11830_5080.jpg sml_gallery_29004_10691_7586.pnggallery_48988_10980_7442.png


#857
necroscope

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I had my 2nd game against Death Guard last night.  Here is a link to the highlights on the 'tube if anyone is interested my buddy does a battle report channel.  



I felt kind of hampered because I hadn't tried taking 5 bikes out of the house and had transport issues.   I could only get about 2 in my case.  So I had to shuffle things around and use the dread and wardens which wasn't ideal.. But they didn't do that bad!  I lost but I felt a lot more confident about playing them.   Definitely made some mistakes.

Off to fight some Black Legion (I think) today!  


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#858
necroscope

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So I ended up fighting Admech last night.  I was able to take the 3 man bike squad and 2 bike shield captians this time.  I sacrificed a shield captain to tie up the knight long enough to get the rest of the army up the board.  The terminators struck in to support them and again unleash the lions just rules.  A 3 man sword and shield squad held our main objective and just would not die.  We had to call it turn 4 due to time.  He was winning on points but I was in a good position to beat him if it had gone on probably 50/50 chance.  Good game and again I feel more confident about playing the army now.  


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#859
necroscope

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Another game!  Vs Blood Angels.  We tried playing an ITC mission with 3 objectives, I forget the name.  I took Linebreaker, headhunter and old school as secondary objectives.  

This was my 1st win playing Custodes so that felt really good.  I think I was down to about 7 or 8 models by the end but I was able to win it on points, great game.  Feeling better and better about playing these dudes.  I need to stop deep striking Trajann on turn 3 it's the 2nd time I've done it and it was kind of a foolish.  It's kept me from moment shackles for CP twice now.  



#860
Black Orange

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Brutal game versus Alpha Legionnaires this evening .

CB0-D013-A-32-F9-4-D47-90-C2-9426-B88-C9
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Learn to master the cards you were dealt rather than complaining about your opponent's hand.

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#861
Black Orange

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Start of a new project ...

E1418400-ADED-45-D8-BEEE-542-BFD43654-B.

Edited by Black Orange, 10 February 2019 - 04:24 AM.

Learn to master the cards you were dealt rather than complaining about your opponent's hand.

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#862
Black Orange

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Finished another bike ...

937-F9745-4938-4857-B689-AFC3-F9-A5-FDF1
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Learn to master the cards you were dealt rather than complaining about your opponent's hand.

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Blood and Honor!https://1d4chan.org/wiki/Mary_Sue Mary Sue and Plot Armor are terms used by losers


#863
swordofmandulis

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OK so ran my first iteration of my GT list tonight.

Bike captain auric aquilas
Aquilon custodians lastrum and fist x5
Vexillus praetor magnifica
Caladius grav tank illiastus
Telemon fist and arachnus
Telemon fist and arachnus

Vostroyan tank commander with HB and punisher cannon

Company commander grand strat/kurovs

3 x 10 guardsmen

I played Ad mech

Stygies VIII

2 x dominus
2 x enginseer

2 squads with 2 snipers
2 squads wkth 2 plasma

3 x 10 hoplites
3 x termite assault drills

Dragoons x3

2 x neutron DC
1 x icarus DC

We played cut off the head with search and destroy he set up first and went first

His dragoons did a 9 inch infiltration and with the Search and destroy they had a turn 1 charge no problem, he managed to clear my guard screen just enough to get into one of my telemon but I almost killed one on overwatch and I stopping dived with my shield captain and knocked the wounded one off before he then took 4 wounds off my shield Captain, he had fired all of his dune crawlers at my fore most Telemon and I saved all but 1 so took 3 damage on him. He was the one now in combat with the dragoons and he hit back hard killing the remaining 2. He had disembarked his dominus and a squad of hoplites onto the objective ready to try and score at the beginning of his turn 2.

I pushed my bike captain up to the objective and kept him out of line of sight of his snipers, I'm just outside 3 though so not contesting it. Both telemon and the caladius move up towards the centre to deal with the termite. I put all my big guns into one of his neutron dune crawlers and with the - 1 to hit and some invuln saves I leave it on 1 wound, damn it. I clear the hoplite squad that's screening the dominus on the objective. Then I charge the termite with both telemon and the vexilla. I hit the the first telemon and kill it outright, this enables my vexilla to use his pile in and consolidation moves to get within 3 of the objective and contest it. I consolidate towards his deployment with the 2 telemon.

We both score first strike,end of turn 1 it's 1 point each.

Turn 2 he bring in his other 2 termites and shores up his castle to deny my deepstriking aquilons. He flanks my units, one termite on each side and deploys one of the hoplite squads. His dune crawlers mostly target the telemon that's bearing down on his lines but they do nothing. He takes a few wounds off my caladius with the icarus guns, he puts one termite into the second Tel and it does nothing and one into my bike captain and I save whatever came through. My vexilla gets targeted by his 4 snipers and unfortunately he rolled well and rolled badly so he went down, he had denied the objective though so it wasnt all bad. He tried to charge with both termites and both failed, and his dominus failed a 5 inch charge into my 2 wound bike captain, bad dice for him there.

In my turn I move the company commander for wards toward the objective, send the second telemon over to one of the termites, move the caladius more centrally to avoid a charge from any disembarking hoplites or the termite if the dread fails to destroy it. The forward telemon moves right up to his screen. Bike captain moved I to range of the objective but still out of sight of the snipers and I forget to bring in my terminators. I remove the wounded dune crawler but it takes both of the big guns from my dreads, I clear he screening squad in front of my rampaging telemon and the caladius wipes the TPD from existence with his accelerators, between his lastrum, the tank commander and the bike captain I remove the 10 hoplites. Telemon 1 charges the icarus dune crawler, no point declaring both as I can only do enough damage to kill 1 and I can tie the other one up, I take no damage and make it in, Telemon 2 charges the full termite, he hits with a melta shot, I fail the save and he does 6 damage to me, but I make it in and I'm stoll hopeful of killing this thing, I need 3 to get through and it's gone, I get one though, horrible rolling and he hits back and I fail the save so he starts dropping mortal wounds on me with this strange ability the termites have, when all was said and done I have 3 wounds left on the telemon. The forward telemon didn't fare much better, another shocker of a roll and I only manage to get 1 wound though so 4 damage, it doesn't really matter, both dune crawlers are shut down.

End of the turn and it's still 1-1

Quick turn 3 summary, he managed to take a couple of wounds off the front telemon with plasma fire, and a couple off the caladius with sniper fire, the other termite failed to damage my bike captain again and charged my tank commander doing 5 wounds I think. He did manage to kill my Telemon with the other one in combat after he disembarked the last 10 hoplites.

In my turn I wipe a sniper squad, put some damage on a dune crawler in shooting with the telemon. The caladius took a chunk out of the hoplite squad with the lastrum and took down the fresh termite with an impressive display of fire power from the Illastus Accelerators. Meanwhile I deepstriked my 5 aquilons right in the middle of the board between the wounded termite and the dune crawlers, and moved my company commander up on to the objective nicely hidden away. The aquilons finish off the hoplites, damn those lastrum storm bolters are nasty and Im able to pick off the last couple of wounds from the damaged termite. I charge the telemon into the 2 dune crawlers again and I make it in with the aquilons too, they murder one of the dune crawlers and the telemon takes care of the other one.

I score 3 this round and he scores 2 making it 4-3 in my favour, but he called it there as he had no way to score more points than me.

Thoughts,

I got very lucky with my invulns on the first telemon early on, which helped, ut I also deployed badly not adequately screening from the dragoons and putting my precious bike captain at risk and making me burn 3cps. Not bringing the aquilon in turn 2 was probably a mistake as they kick out a chunk of fire and would have been a target themselves, on this occasion it didn't matter but I needed to learn for the future so stuck to it once I'd realised I had forgotten to bring them in. Can't seem me wanting them out of my list anytime soon, they rock.

Telemon or caladius, damn I dont know, the caladius is great for its cost, the telemon is really resilient and has good duality if you take a fist. When my other telemon arrives I'll be testing a 3 telemon variant of the list, one double arachnus and 2 with arachnus and fist. I think cash will be the prohibitive factor with running 2 or 3 caladius tanks, but I can see that doing a lot of work, they are nigh unchargable from deepstrike and fly is immense.

Lots more variations of the list to try though, its a long road to September's heat 3.

Edited by swordofmandulis, 12 February 2019 - 01:50 PM.


#864
Krom4095

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Epic battle report. I love my big Aquilons and was glad to hear they wrecked face. Was there ever an instance where 1-2 firepike flamers would have been useful?

#865
Charlo

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Epic battle report. I love my big Aquilons and was glad to hear they wrecked face. Was there ever an instance where 1-2 firepike flamers would have been useful?

 

Personally, I think firepikes are a trap sadly. While they are very very cool, the Lastrum Bolters are just cheaper and more reliable.

 

Flamers could have as low as 1 hit whereas Stormbolters always have a guaranteed 4 shots, which will most likely hit due to BS2+ and easy access to re-rolls.

 

Against MEQ they both wound on a 3+ and it's only against GEQ that the firepikes have the edge in wounding. Overwatch is a factor too, but it depends how assaulty your meta is - but I don't imagine many units want to charge a unit of Aquilons!



#866
swordofmandulis

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The shooting is really nice from them, but they are there to punch knights in my list, I rate the lastrum, it's really great for 5 points, I am going to test out the firepike as well, it's a serious deterrent to any would be chargers, I'm wanting to run a unit of 5 so the number of shots should average out. I can just see them holding the middle of the board in the new eternal war missions which I'm building for and that's a focus of 3-4 of the missions

#867
Mr. Funktastic

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I like the firepikes personally, while the storm bolters are great for the points I feel like the firepikes have a place to deter chargers like sword said whether it be your opponent's chaff trying to bog your guys down or would be counter chargers, making them good against assault armies. Plus, it lets them threaten T5 and T6 better and it basically ignores any -1 to hit shenanigans your opponent has going on. Either of them is a good choice IMO.






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