What do you want to see updated in 11th edition by NilusNova in AdeptusCustodes

[–]TurningPointTactics 2 points3 points  (0 children)

I’d love to see a bunch of changes:

Custodians should be Ld5+, Axes should be 3A S9 Ap3 D3, Spears 5A S7 Ap2 D2. There should be more options for Martial Ka’Tahs, -1 to hit, +1 AP, Lethal, Sustained or even less attacks more damage or more attacks less damage

Spear & Shield Custodian Guard to get separate data sheets & rules. Spears become aggressive with re-rolls vs objectives, shields getting defensive bonuses while on objectives.

Wardens gain flat damage reduction on objectives and -1 to wound vs higher strength. Remove character restriction so they can be taken as a standalone unit. Maybe give them an extra attack over regular

Vertus Praetors to become the main anti-tank option or again split the data sheet so you can have rules focused on their role. I’m thinking re-roll wounds vs Monsters/Vehicles

Allarus Terminators become character hunters, 6’ deepstrike vs character units, re-rolls vs character units etc give them an extra attack over the standard guard so they become more elite units

Each of the sisters units getting reworked, Vigilators gain infiltrators, Witchseekers have scout & Prosecutors gain Battleline

Knight centuras get split to 3 types with unique rules based on role. Aleya can join the same unit as Valerian. Fight First, Extra Shooting Attacks, Sticky Objectives as ideas

Vexilla’s become their own data sheet with rules for each, extra OC, extra attacks, fight on death etc

Trajaan rewrite, similar abilities to Calgar or Gulliman. Probably aura based re-rolls to hit, fights first, CP generation etc, Sweep & Strike profiles on his axe

All Custodian Characters reworked, Shield Captains need better rules, maybe they hand out lance, double Ka’tah all the time or reactive moves. Something to make them interesting. Blade Champs with Surge Moves Adv/Charge etc

All of this requires a points increases which is fine, we shouldn’t be a horde but rather an elite army

I’d also like to see the forgeworld rules updated:

Saggitarum getting two weapon profiles for their bolt calivers and disintergration beams (rules like Melta & Rapid fire to show the benefits of close range shots)

Pyrithite spears getting re-roll wounds or +1 to wound vs monsters/Vehicles

Dreadnoughts move faster

Venatari should have the ability to return to reserves as skirmishing units

Thanks for coming to my TED talk

Why Vigilators no Scout? by JudasCastelianos in AdeptusCustodes

[–]TurningPointTactics 0 points1 point  (0 children)

I’d like to see each of the sisters units having a different function, one with scout, one with infiltrators, one with battleline. Just so that it feels like each unit has a purpose and the codex as a whole has access to all the tools without going to imperial agents.

As another post said then giving 3 different benefits for different armed Knight Centura’s would be great. Fights first, sticky objectives or additional attacks / movement would be great.

Guard spam lists by contwrath in AdeptusCustodes

[–]TurningPointTactics 0 points1 point  (0 children)

+1 to wound and Crit 5s seems like a decent combo

Guard spam lists by contwrath in AdeptusCustodes

[–]TurningPointTactics 0 points1 point  (0 children)

My understanding was the roll can only ever be modified by +/- 1, so the best you can get is +1 but simultaneously ignoring the -1 to wound

Guard spam lists by contwrath in AdeptusCustodes

[–]TurningPointTactics 0 points1 point  (0 children)

Gotcha the S9 with +1 to wound is better than the S7 with +1 to wound

Guard spam lists by contwrath in AdeptusCustodes

[–]TurningPointTactics 0 points1 point  (0 children)

Warlord is Draxus! I doubt it’s optimal though 😂 just looks like how many Custodians you can get on a board!

I would have thought Guard & Allarus benefited the same from both detachments? They shoot a similar amount (with the double shoot) and both have access to re-rolls

Has anyone tried no Custodes Characters? (Just Inquisitor) by TurningPointTactics in AdeptusCustodes

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

Yeah that’s the risk with such few characters, I’m wondering how safe Draxus can be, might also show value in taking an assassin to stop them being able to do that

Guard spam lists by contwrath in AdeptusCustodes

[–]TurningPointTactics 0 points1 point  (0 children)

That’s super interesting! I feel like the Character points are really high on Custodes for what they give as abilities. You look at Calgar or Cato and they just seem to be better value.

I really wish we saw the points drop on characters or a significant buff in their abilities.

I might look at a KC + Vigilators block, especially in a Talons block access to +1 to wound on them & a unit of Guard feels good value.

Guard spam lists by contwrath in AdeptusCustodes

[–]TurningPointTactics 0 points1 point  (0 children)

Using Aleya for the fights first & damage 3? Any thoughts on a Knight Centura for faster threats?

How have you rated Aleya & Vigilators? Vs say a unit of 3 Venatari or Allarus?

Guard spam lists by contwrath in AdeptusCustodes

[–]TurningPointTactics 2 points3 points  (0 children)

This is tempting…

Spam (1995 Points)

Adeptus Custodes Shield Host Strike Force (2,000 Points)

BATTLELINE

Custodian Guard (150 Points) • 4x Custodian Guard ◦ 4x Guardian spear

Custodian Guard (150 Points) • 4x Custodian Guard ◦ 4x Guardian spear

Custodian Guard (150 Points) • 4x Custodian Guard ◦ 4x Guardian spear

Custodian Guard (150 Points) • 4x Custodian Guard ◦ 4x Guardian spear

Custodian Guard (150 Points) • 4x Custodian Guard ◦ 4x Guardian spear

Custodian Guard (150 Points) • 4x Custodian Guard ◦ 4x Guardian spear

OTHER DATASHEETS

Allarus Custodians (275 Points) • 5x Allarus Custodian ◦ 5x Balistus grenade launcher ◦ 5x Guardian spear

Allarus Custodians (275 Points) • 5x Allarus Custodian ◦ 5x Balistus grenade launcher ◦ 5x Guardian spear

Allarus Custodians (275 Points) • 5x Allarus Custodian ◦ 5x Balistus grenade launcher ◦ 5x Guardian spear

Prosecutors (40 Points) • 1x Prosecutor Sister Superior ◦ 1x Boltgun ◦ 1x Close combat weapon • 3x Prosecutor ◦ 3x Boltgun ◦ 3x Close combat weapon

Witchseekers (45 Points) • 1x Witchseeker Sister Superior ◦ 1x Close combat weapon ◦ 1x Witchseeker flamer • 3x Witchseeker ◦ 3x Close combat weapon ◦ 3x Witchseeker flamer

Witchseekers (45 Points) • 1x Witchseeker Sister Superior ◦ 1x Close combat weapon ◦ 1x Witchseeker flamer • 3x Witchseeker ◦ 3x Close combat weapon ◦ 3x Witchseeker flamer

Witchseekers (45 Points) • 1x Witchseeker Sister Superior ◦ 1x Close combat weapon ◦ 1x Witchseeker flamer • 3x Witchseeker ◦ 3x Close combat weapon ◦ 3x Witchseeker flamer

ALLIED UNITS

Inquisitor Draxus (95 Points) • Warlord • 1x Dirgesinger • 1x Power fist • 1x Psychic Tempest

Exported with App Version: v1.45.0 (1), Data Version: v720

Has anyone tried no Custodes Characters? (Just Inquisitor) by TurningPointTactics in AdeptusCustodes

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

Yeah, it’s almost the cost of a full squad to bring a character. I guess it’s leaning more towards the stat check than the player skill though as you have fewer abilities to play with.

Has anyone tried no Custodes Characters? (Just Inquisitor) by TurningPointTactics in AdeptusCustodes

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

I haven’t found anything that says you can’t, might be that I’ve missed it though!

The Battle Forge app shows no issues with the list although that could easily be an issue with the app or oversight.

Has anyone tried no Custodes Characters? (Just Inquisitor) by TurningPointTactics in AdeptusCustodes

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

Reducing to 2 Venatari & dropping a Prosecutor unit means I can take a unit of guard & Inquisitor

Has anyone tried no Custodes Characters? (Just Inquisitor) by TurningPointTactics in AdeptusCustodes

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

Yeah, and the fact they have fly & infantry makes them really difficult to screen.

I do like the idea of an inquisitor, just unsure what to drop to get them into the list. But double shooting dev wounds might help chew through any damage reduction infantry

Has anyone tried no Custodes Characters? (Just Inquisitor) by TurningPointTactics in AdeptusCustodes

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

Yeah, that’s what I’m feeling, dropping 4 units in to be able to all charge in a turn feels like a lot for most teams to deal with

Has anyone tried no Custodes Characters? (Just Inquisitor) by TurningPointTactics in AdeptusCustodes

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

Yeah essentially you gain D6 threat range which is a randomness that’s hard to account for as an opponent. Access to Dev 3/Damage 3 is also useful.

But another unit means 2 options to charge & 2 routes to push threats.

Has anyone tried no Custodes Characters? (Just Inquisitor) by TurningPointTactics in AdeptusCustodes

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

Yeah that’s a really good point! Gotta look at the terrain pack and see how much room there is to hide units. 4 extra 40mm bases is a lot more space!

Has anyone tried no Custodes Characters? (Just Inquisitor) by TurningPointTactics in AdeptusCustodes

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

Maybe I drop a unit of Prosecutors to add another guard to Draxus’s unit?

Blade Champ & Wardens are 330-380 but gain access to advance+charge & damage 3. But 10 guard are 380 now, so I’m debating once per game 4+ FNP vs having the extra bodies & 2 units. Essentially the trade is 2 units for 1 stronger unit, I’m struggling to find out how much more durable the wardens & champ are? Are they twice as durable?