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Reimagined Custodes in game stats - how would you fix them?


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If they got ignore ap-1 and transhuman as default plus -1 ap on their storm bolters I'd like their costs to stay the same or go up slightly

 

Make them truly elite make a bare battalion with a couple of extra goodies the best you can do if you stretch points. However they would need some IK boosts like Imperial Knights got

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It's easier to buff us than to nerf all the things that need it. But boyyyyy did we escalate damage so fast in 8th.

The problem is that all the buffs (from marines 2.0, psychic awakening etc) have tended to be offensive rather than defensive.

 

I’m not convinced that the answer to marines being a glass hammer was to add extra hammers... but it is what it is I guess.

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I think it's likely that we will see rules based on fighting styles like the Grey Knights did. I think that Shield Host Traits are also an option, but not as likely.

I feel I've written enough speculative comments on what War of the Spider will contain, I just want it to be released now.

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I just thought of a change I would actually like to see that would do more for both of our terminator variants: +1 toughness.

 

Since we don't get any extra invul, making us tougher not unlike what gavis armour does would be great.

 

 

That or negating any strat that gives +1 to wound. I freaking hate the idea of the bonus to wound. Like why even have toughness in the game if you opponent can bring that. Uhg lol.

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A good mono-faction ability along with more useful strats, warlord traits and relics are really all the Custodes need IMO. The base of the army is fine. So it's entirely possible that PA puts us back into the mix.

 

For the mono-faction ability, I'd do something to make them more survivable

Something like reduce incoming AP by 1 but doesn't stack with cover. That means they will actually get their 2+ save far more often and only be knocked down to a 3+ or 4+ against the heavier weaponry. Their biggest problem really seems to be that pay so much points for multiple wounds and a 2+ save when the game is flooded with high ap multi damage weaponry.

 

For strats, a reduce incoming damage by 1 strat would be fantastic. A strat similar minimum 2 damage strat for melee weapons like the Sanguinary guard one would also be a game changer, especially against primaris.

 

Most of our relics are terrible. Theres 1 amazing one, Auric Aquilas, a few decent ones and a whole lot of garbage. So what do we need? An actually good Vexilla relic would be amazing. An axe relic would be good too.

 

Our warlord traits are also mostly bad. I'd like to see a trait that gives us extra command points in some way since we are so CP starved.

 

If we do want to monkey around with core rules, how about the ability to place wounds on any model in the squad instead having to place them on an already damaged model? That, combined with a healing strat would be pretty scary but not too much so.

Edited by TheFinisher4Ever
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A good mono-faction ability along with more useful strats, warlord traits and relics are really all the Custodes need IMO. The base of the army is fine. So it's entirely possible that PA puts us back into the mix.

 

For the mono-faction ability, I'd do something to make them more survivable

Something like reduce incoming AP by 1 but doesn't stack with cover. That means they will actually get their 2+ save far more often and only be knocked down to a 3+ or 4+ against the heavier weaponry. Their biggest problem really seems to be that pay so much points for multiple wounds and a 2+ save when the game is flooded with high ap multi damage weaponry.

 

For strats, a reduce incoming damage by 1 strat would be fantastic. A strat similar minimum 2 damage strat for melee weapons like the Sanguinary guard one would also be a game changer, especially against primaris.

 

Most of our relics are terrible. Theres 1 amazing one, Auric Aquilas, a few decent ones and a whole lot of garbage. So what do we need? An actually good Vexilla relic would be amazing. An axe relic would be good too.

 

Our warlord traits are also mostly bad. I'd like to see a trait that gives us extra command points in some way since we are so CP starved.

 

If we do want to monkey around with core rules, how about the ability to place wounds on any model in the squad instead having to place them on an already damaged model? That, combined with a healing strat would be pretty scary but not too much so.

That last part is wayyyyyy too strong.

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Yes, I think such things were proven to be broken in ages past. That said I do think some way of being able to heal models would be great. With so many multi-wound models having a stratagem or something to heal one up would make a difference.

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I'd like to see stratagems like these.

Name - Evasive Maneuvers
Cost - 2 CP
Effect - Play this stratagem when an (ADEPTUS CUSTODES) unit with the (FLY) keyword is chosen as the target of a ranged shooting attack. Until the end of the phase, the target unit is -1 to hit.
Commentary - Custodes Bikes are currently hamstrung by the fact that its easy for armies to focus them down. An additional measure to try and get survivability out of them, for 2 CP may help address this issue. Also, at least in lore, Custodes minds make everyone around them look like they're moving in slow motion.

Name - Golden Bulwark
Cost - 1 CP
Effect - Play this stratagem in the shooting phase or the fight phase on a unit of (ADEPTUS CUSTODES) (TERMINATORS), until the end of the turn, this unit ignores the first 2 points of AP for incoming attacks.
Commentary - Custodes Terminators are undoubtedly the beefiest terminators out there bar none, and still you cannot find them on a table. This helps give survivability to a maligned unit which otherwise is fairly priced for what it can do.


Peerless Strikes
Cost - 1 CP
Effect - Play this stratagem in the fight phase when an (ADEPTUS CUSTODES) unit from your army is elected to fight. Until the end of the phase, you may re-roll the results of damage dice for that unit.
Commentary - One of the biggest thorns in a Custodes player's side is d3 damage rolls. This stratagem at least for a phase for 1 unit, allows a degree of consistency for our extremely expensive combat specialists.

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Maybe we become the only army to ignore force org and just get one batch of cps per unit type.

 

Troops give 3, fast and elite 2 heavey 1 hq 1?

 

Also being able to take FW dreads in talons. I would absolutely rock two dreads if you could mix and match them into one org slot.

 

Just more flexibility would help a lot

 

 

Also dreads deserve all the bonuses our troops get. Please.

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I'd have to  agree that, in the context  of most dreadnoughts getting weapons that have the same AP and Damage, and better  Str (x2 instead of as  model) and no To Hit penalty, D3 extra attacks is not worth the massive loss of Strength.

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I'd have to  agree that, in the context  of most dreadnoughts getting weapons that have the same AP and Damage, and better  Str (x2 instead of as  model) and no To Hit penalty, D3 extra attacks is not worth the massive loss of Strength.

I'd tweak the Galatus to just be str 8 base....maaayyybbbe make its flamers 12 inches. And leave it there.

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I bet their points aren't even that far off. I've never seen dreadknight cost though

 

 

The Dreadknight's  more expensive (especially if you shell out for a Grand Master to give it the same combat power) and has a worse statline - though it's also more mobile, and has psychic powers.

 

A basic Venerable Contemptor from the Adeptus Custodes army book has better firepower (with the Assault cannon), is much more effective at damaging high toughness targets, at Str 14 - and  the tradeoff is the extra durability the shield grants, and slightly less attacks. Yet the Venerable Contemptor is much cheaper, points wise, than the Contemptor-Galatus.

Edited by Iron Lord
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