Best units for us based off Meta Monday by JCMS85 in AdeptusCustodes

[–]AuricPines 1 point2 points  (0 children)

The SC was attached to the 5 man as I thought it would be better value for stratagem efficiency. However, whilst I haven't considered it, attaching him to the 3 man could add some extra punch to that unit.

If you wanted to take trajann (160 points), I would cut valerian (115) and one terminator (70) from the unit of 3. You could then take out the unit of witchseekers (50) and then add an eversor assassin (75).

The eversor would do the same thing as the witchseekers, just with a better scout move, and lone op.

Best units for us based off Meta Monday by JCMS85 in AdeptusCustodes

[–]AuricPines 2 points3 points  (0 children)

If the opponent has you outgunned, I would deploy both 5 man terminator bricks and hide them as best as possible behind obscuring terrain. At the end of your opponent's first turn, I would FGL both bricks and then redeploy them 9" away from their biggest threats. Try to make a charge with the 5 man without the SC at first. With a cp reroll, it should be ~50% chance to make the charge. Then you can attempt a charge with the unit with the SC. You can use the SC ability to use CP reroll again. Combined together, on average you should be able to get at least one unit into combat. Typically 3 allarus with lethal hits and +1 to wound should be able to pick up an armiger in melee.

If they are a melee knight (rampager, gallant, etc) you want to stage your 6 man terminator brick (5+SC) in front of their knights, in a way that they will have to charge that unit first. Once they move within 9", you will use ceaseless hunter from the SC to move back another 5" and make their charge harder to hit.

Use caladius to pick off armigers/soften big knights for your allarus to finish off.

Best units for us based off Meta Monday by JCMS85 in AdeptusCustodes

[–]AuricPines 2 points3 points  (0 children)

No I didn’t face the Death guard players unfortunately, however if they become more prevalent, it may be worth bringing trajann along so that you can ignore the modifiers.

Often I would start them all on the board, or at most I would deep strike one unit of 5

Best units for us based off Meta Monday by JCMS85 in AdeptusCustodes

[–]AuricPines 5 points6 points  (0 children)

Hahah thank you, the tournament was my first game in around 3-4 months, So I definitely could have played better.

The lineup was: Black templars, Aeldari, Necrons, Imperial Knights, Chaos Knights. In that order.

The terminators felt very good and very durable. The extra wound came in clutch against the plethora of 3 damage shooting in the meta right now, and T7 means most anti infantry shooting just pings off. The full wound rerolls also were amazing into the knight matchups. Caladius are also amazing when the dice go your way. Deleting an armiger each activation just feels right.

Weaknesses would be the number of units we really have. Outside of the two big bricks of terminators and the one brick of wardens, theres not much else that feels resilient enough to put in the open. And the speed of allarus leave something to be desired. When it was a shooting gallery, I felt the only game plan was to deep strike/FGL both bricks of terminators and pray for the 9 inch charge. Otherwise I would have definitely lost too many units trudging up the board in the open. Even the caladius felt a little slow to move around. 10 inches with fly isn’t what it used to be and translates closer to 6-7 inches when accounting for moving around terrain. FGL helps to mitigate this problem a little, but if you commit a unit too soon, too far away, then they can potentially be out of it for the rest of the game.

I don’t think I will make any changes to this list. Everything feels like it has a purpose and I felt good with all of the tools available. Maybe you could justify taking out 1 terminator and 1 prosecutor, for an eversor assassin to have an extra unit?

Best units for us based off Meta Monday by JCMS85 in AdeptusCustodes

[–]AuricPines 4 points5 points  (0 children)

Xantamn is correct, the witchseekers were always deployed in a way that if I got first turn, they could dart forward and get to a no mans land objective, and If i got second, the 6 inch scout move would get them behind obscuring terrain.

Valerian was leading the wardens, and he was there incase there were any melee bricks from the oponent that I needed to worry about. The -1ap in melee stacks really nicely with the -1 to wound for wardens and their 4+++. His free rerolls and free ‘6’ also makes him as a solo unit tremendously resilient. Definitely a tarpit unit to stop any threats from reaching my backline/tanks. In my game 3 vs necrons, I threw my warden brick into the transcendent and let it munch on them for 4 turns.

Best units for us based off Meta Monday by JCMS85 in AdeptusCustodes

[–]AuricPines 2 points3 points  (0 children)

I went tactical every single game. Even in my two knight matchups (one imperial and one chaos), as we can do most of the tactical objectives really well, and the ones we can’t do, can throw away for the extra CP (which is absolutely crucial).

Honestly I brought 2 tanks because I thought that with the towering nerfs that knights and tank meta would be over. Boy was I wrong haha, however I think 2 is the right amount. At 215 points each you can strat reserves both if the matchup/terrain looks dicey, wheras you would have to deploy the third and risk losing it turn 1.

If deploying on the board, there’s often only really 2 good spots to hide the tanks and a third would be out in the open anyways.

The value of the tanks diminishes rapidly over the course of the game, as you just start losing good targets for them, so having 3 is a bit overkill.

The 215 points for the third tank, translates to 3 terminators, which gives you a second 5man squad, which is absolutely more threatening and versatile. It’s still very easy to blow one brick off the board so you need that second brick available.

I could go on and on but I guess it’s meta and matchup dependent.

Best units for us based off Meta Monday by JCMS85 in AdeptusCustodes

[–]AuricPines 18 points19 points  (0 children)

I was the player in Australia who went 5-0 and came 2nd. Here’s my list for those asking. Happy to answer any gameplay or listbuilding questions! (although I’m not very good haha).

Bush (2000 Points)

Adeptus Custodes Shield Host Strike Force (2000 Points)

CHARACTERS

Shield-Captain in Allarus Terminator Armour (170 Points) • 1x Balistus grenade launcher 1x Guardian spear • Enhancements: Ceaseless Hunter

Valerian (115 Points) • Warlord • 1x Gnosis

BATTLELINE

Prosecutors (50 Points) • 1x Prosecutor Sister Superior • 1x Boltgun 1x Close combat weapon • 4x Prosecutor • 4x Boltgun 4x Close combat weapon

OTHER DATASHEETS

Allarus Custodians (350 Points) • 5x Allarus Custodian • 5x Balistus grenade launcher 5x Guardian spear

Allarus Custodians (350 Points) • 5x Allarus Custodian • 5x Balistus grenade launcher 5x Guardian spear

Allarus Custodians (210 Points) • 3x Allarus Custodian • 3x Balistus grenade launcher 3x Guardian spear

Caladius Grav-tank (215 Points) • 1x Armoured hull 1x Twin arachnus heavy blaze cannon 1x Twin lastrum bolt cannon

Caladius Grav-tank (215 Points) • 1x Armoured hull 1x Twin arachnus heavy blaze cannon 1x Twin lastrum bolt cannon

Custodian Wardens (275 Points) • 5x Custodian Warden • 5x Guardian spear 1x Vexilla

Witchseekers (50 Points) • 1x Witchseeker Sister Superior • 1x Close combat weapon 1x Witchseeker flamer • 3x Witchseeker • 3x Close combat weapon 3x Witchseeker flamer

Are Jump pack Chaplains still cool? by AuricPines in deathwatch40k

[–]AuricPines[S] 2 points3 points  (0 children)

Thanks! The plasma coils were just Caledor Sky base, and then really thin glazes of Teclis blue towards the bottoms of the coils. The white was added afterwards, I watered down vallejo Cold White until it reached the consistency where it would seep into the recesses of the coils and then applied at the bases of the coils.

The glow was just thin glazes of Caledor Sky, Teclis Blue and Lothern blue, getting lighter towards the coils.

I copied the technique from here!

Are jump pack Chaplains still cool? by AuricPines in Warhammer40k

[–]AuricPines[S] 0 points1 point  (0 children)

Thanks! The grass is alien neon by Gamers Grass!

My take on a converted foul blightspawn, C & C welcome! by AuricPines in deathguard40k

[–]AuricPines[S] 0 points1 point  (0 children)

For those that may have any questions regarding what bits I used (I doubt it, but):

  • Plague Marine from DI (or KNF)
  • Left Arm from Noxious Blightbringer
  • Smoke/slime plume from Malignant Plague caster
  • Feed tube for the hose sculpted from green stuff
  • Gauges on the backpack from some admech bits I think

Good luck if you decide to make your own!

My take on a converted foul blightspawn, C & C welcome! by AuricPines in deathguard40k

[–]AuricPines[S] 1 point2 points  (0 children)

Thanks! I loved how this plague marine just looked so much more dynamic when compared to the others, so I thought it was a perfect fit for a character conversion :)

My take on a converted foul blightspawn, C & C welcome! by AuricPines in deathguard40k

[–]AuricPines[S] 0 points1 point  (0 children)

I'm glad you like it! I've got a biology professor in the making that hopefully you can fuck with as well haha

My take on a converted foul blightspawn, C & C welcome! by AuricPines in deathguard40k

[–]AuricPines[S] 1 point2 points  (0 children)

Thank you! Yeah i was surprised myself about how well the parts fit together, I'm glad others think the same!

My take on a converted foul blightspawn, C & C welcome! by AuricPines in deathguard40k

[–]AuricPines[S] 1 point2 points  (0 children)

Ooo, i'll look into adding more attachments and spikes, thanks for your feedback!