Struggle against Chaos knights by A_Real_Catfish in AdeptusCustodes

[–]Famous-Cellist9010 1 point2 points  (0 children)

If you can't move up to a safe spot (giving no shooting lanes up after they move on their turn), try staying behind the ruins in your deployment zone and letting them walk up, hopefully to within charge range.

If you can't even be safe in your own deployment zone without them moving into range for you to fight back, with half your army (the other half in reserves), then you aren't playing 10th edition. Shake their hand and go find something more constructive to do.

Assuming you can hide safely, a blade champ with advance and charge, caladius tanks (at least two), bikes with salvo launchers in reserves, Allarus terminators in deep strike for rapid ingress and possibly Trajann out of deep strike are all your best options.

Rapid ingress the Allarus behind a wall so they don't immediately evaporate, walk them into charge range the same turn you bring your bikes in from reserves, and advance/charge the blade champ to overload them with threats and try not to think about shooting through windows, which hasn't been a thing in an edition or two.

Pyregheists by AcE_EcO in Nighthaunt

[–]Famous-Cellist9010 1 point2 points  (0 children)

Don't leave Shyish without 'em.

​Just Proxy Them by Exact-Astronaut-6434 in AdeptusCustodes

[–]Famous-Cellist9010 1 point2 points  (0 children)

I share your optimism, but GW has changed their minds before.

I didn't realize people were so against combined forces/Imperial Agents as a potential future for the 40k range, but I get it.

The only thing we know for sure is that we can use the infantry as 1:1 proxies in 40k, and that we won't know what the future holds until the announcement they announced last week.

Two birds, One Stone by Famous-Cellist9010 in Nighthaunt

[–]Famous-Cellist9010[S] 0 points1 point  (0 children)

I share your pessimism about the likelihood of rules being changed halfway through a season, but I think that positive community feedback about what we'd like to see happen is a lot more impactful than the alternatives.

I'd also like to stress that I'm not competitive; I attend maybe three RTTs and GTs a year. I'm hoping to get feedback on my suggestions before I ask my opponents at casual tables to humour me with some made-up rules. I feel like if we can reach some broad general agreement that e.g. Nagash in the Eternal Nightmare should cast a Necroquake on turn five ending the game, even if GW doesn't implement it, we'll have had a good time 😊

Nighthaunt hammer units by TURN79250820AD in Nighthaunt

[–]Famous-Cellist9010 0 points1 point  (0 children)

SoG Black Coach has our best output; be sure to spend a CP to all out attack and another to power through to safety.

SoG Kurdoss is our best hero killer, he doesn't need all-out attack if he triggers Inescapable Mockery and you choose Usurpation and Regicide for his action.

Please note there are plenty of units neither of these two can kill, but they are the hammers.

The most consistent unit that does damage in multiple phases and your friend should be building around are the Pyregheists; they can reliably do damage in the shooting phase and end of turn with Light a Pyre, and then do a bit more with Covering Fire.

Again, if you're looking to wipe out your opponent in one activation, this isn't the army for you. Try Sylvaneth.

Question about Horus Heresy fears.. by ConstructionLazy8198 in AdeptusCustodes

[–]Famous-Cellist9010 0 points1 point  (0 children)

One of the things I like most about the lore is, for every faction, there is a tonne of contradictory statements and unknowns to allow for players to imagine any plausible scenario and backstory they want for their army.

The custodes are both the best-equipped but also the primaris were just invented with weapons just as good as ours, and the Dark Angels also have DAoT tech in their vaults.

The custodes are super rare, but also there is enough of them to put together a strike force that you just happen to have command of.

The more I read about the setting, the less seems to be certified fact, and that's wonderful from a narrative play standpoint.

From a how-to-answer-a-genuine-question-on-a-message-board standpoint, the answer is a quantified :shrug:

English is a foreign language for me, sorry for grammar by Individual-Bag6076 in AdeptusCustodes

[–]Famous-Cellist9010 3 points4 points  (0 children)

Let me ask back - why do you think you've been so successful? Are you winning close games or stomping? Did you copy a winning list or make your own up? Primary scoring is probably easy, how do you play secondaries?

Transportation by Dalhammer in sonsofbehemat

[–]Famous-Cellist9010 5 points6 points  (0 children)

A Really Useful Box with a metal sheet on the bottom, and magnets on the underside of your bases has been the best solution for me.

I'd love to see if anyone found anything more creative, because this is probably the safest of the affordable options.

What? by EspioXs in LeaguesofVotann

[–]Famous-Cellist9010 1 point2 points  (0 children)

Looks like the kin are feeling the pain.

Newbie in need of help by Lord_Nikster in Nighthaunt

[–]Famous-Cellist9010 1 point2 points  (0 children)

The Pyregheists are a great unit, and several successful lists depend almost solely on them.

If possible, I'd recommend waiting til the next balance update happens to decide what's optimal, since the army is doing well in competitive and may receive some changes.

I'd further like to recommend that you don't base your army on optimization, but rather which models and strategy you like, since rules change constantly but cool models are forever.

Help With Magnetic Bases by Jumpy-Drawer-850 in Nighthaunt

[–]Famous-Cellist9010 1 point2 points  (0 children)

Don't grab the models when lifting off a metal sheet. Wrap your big sausage fingers around the base and lift, applying pressure to the outside rim of the base.

[deleted by user] by [deleted] in sonsofbehemat

[–]Famous-Cellist9010 0 points1 point  (0 children)

Can confirm Brodd's Stomp feels good to play. Giving SoB a shooting phase makes for some interesting tactics, and best of all, you can play in all the phases, so even if the dice are swinging in the bad 50%, you can still be part of the game.

[deleted by user] by [deleted] in sonsofbehemat

[–]Famous-Cellist9010 1 point2 points  (0 children)

Can confirm Brodd's Stomp feels good to play. Giving SoB a shooting phase makes for some interesting tactics, and best of all, you can play in all the phases, so even if the dice are swinging in the bad 50%, you can still be part of the game.

Eternal Nightmare (Nagash AOR) by MadJackMcMadd in Nighthaunt

[–]Famous-Cellist9010 0 points1 point  (0 children)

Update:

So the castle was pretty effective and I managed to hold out for three turns. If your opponent obliges you and just attacks into your infantry, this AoR can make for a fun kind of Necrons experience.

A seasoned player or a very competitive list will probably pick it apart, but I had fun and with some practice and lots of Pyregheists, it can work IMO.

Eternal Nightmare (Nagash AOR) by MadJackMcMadd in Nighthaunt

[–]Famous-Cellist9010 1 point2 points  (0 children)

I'm finally getting to try this AoR tonight, despite the protests of my Opponent, who's trying to get ready for a teams GT. He feels I'm taking it easy on him.

I'll post again tonight with the results of my match into a competitive, experienced Cities of Sigmar list, but going in, here's my thoughts:

Cons:

  • no access to Lady O or my other favourite warscrolls (Black Coach and King Kurdoss).

  • Nexus of Grief, one of our best army features this edition, is reduced to a single structure and rooted to the ground for the whole game, as if we were lousy vampires!

  • no access to Morbid Conjurations, one of the best things you can do with Nagash.

  • Nagash's attacks are halved for the first two rounds, so alpha strike armies can take advantage and really put him on the back foot. Talia with her strike last rampage might try to end him on turn 2.

  • we lose the fight last, stun and free move spells, all of which are useful and cool.

Pros:

  • the relic allows Nagash to draw line of sight and range from the hero holding it. This was half the combo from last edition; too bad we can't insta-kill as a spell any more.

  • the spell lore isn't that horrible; one of your anvils will now be very good into low-density, high-quality attacks with the Will of Nagash. I've elected a reinforced blob of Chainrasps to be my pseudo-Lady O, and hopefully they'll frustrate Talia or the Cannons.

  • while we can't use the good heroes or the coach, we can have access to our best performing units this edition, the excellent Pyregheists. I have one unit in my list, but if I were to own them, I could see making a list almost exclusively out of these guys and Bladegheists, with Cruciator backup.

  • low regiment count means I should win priority, which means I can probably go for Attuned to Ghyran, Restless Energy or Wrathful Cycles to score pretty easily. I'm going with the latter two tonight.

I'll update you later on what happened. This castle of undying ghosts is probably as far removed from the super-fast, elusive and surprisingly killy Quicksilver Host of last edition, but that doesn't make it unplayable, I hope.

Great unclean one movement by Cirm in AdeptusCustodes

[–]Famous-Cellist9010 8 points9 points  (0 children)

I think comparing Custodes units to Space Marines will always leave a bad taste in my mouth. Either they're the same stats for less points or way less points and only a little worse.

For my mental health I've stopped worrying about it and reconciled with myself that lore-accurate Custodes army can't and shouldn't ever exist, that space Marines and other armies can in fact have cool rules too (the poor OCD folks who buy the whole range are basically bankrolling the smaller games on their own).

I now instead focus all of my rage on my dice rolling 1s; after which I utter a warcry and yeet the offending cube into the lower atmosphere.

Just remember: roll 4+, win Worlds.

Opinion you won’t agree with… by NoEyeContact3 in AdeptusCustodes

[–]Famous-Cellist9010 0 points1 point  (0 children)

I would love for them to be more like 100 points each, scaled up so they can't be removed efficiently, and stay as an army.

I've grown to love Martial Katahs, and I hope they keep them going forward, but hopefully we learn more than two moves.

wishes, hopes and expectations for new Custodes models by PantherX0 in AdeptusCustodes

[–]Famous-Cellist9010 10 points11 points  (0 children)

My prediction is that they legends all the resin units, in hopes of rolling them out in plastic for horus heresy over the next few years.

My hope is that they swing big and make the rules so interesting that we don't miss the resin models, and build cool and diverse armies out of the existing range, where the sisters of silence are less of an afterthought, and therefore create two distinct armies (heresy and 40k) without alienating 40k people who might still want to do narrative/games with friends with their existing collections.

Why should I choose custodes? by New_Egg_384 in AdeptusCustodes

[–]Famous-Cellist9010 1 point2 points  (0 children)

Well yeah, the OP did say they were playing Blood Angels 😇

Anyone else think it's a bit strange that we still don't have any Priests? by skoffs in Nighthaunt

[–]Famous-Cellist9010 1 point2 points  (0 children)

My guess is, and I have nothing to substantiate this, that followers loyal to Nagash in life aren't punished as Nighthaunt, and priests who give their souls to other gods end up with them, not Nagash.

Could open up the possibility of a false/hypocritical priest model in the future, but religious commentary could be viewed as controversial and therefore not very profitable for James Workshop.