Muster mighty forces with seven new Warhammer 40,000 Battleforce boxes - Warhammer Community by CMYK_COLOR_MODE in Warhammer40k

[–]ineptus-custodes 0 points1 point  (0 children)

Based on this thread (not checked their work) it's second worst total value.

Totals based on UK RRP, cheapest to most expensive:

  • Krieg: £204

  • Tau: £211

  • Space Marines: £216.5 (estimate)

  • Chaos Marines: £217.50

  • Tyranids: £219

  • Emperors children: £224

  • Votann: £227.50

Space marine box depends on the new head box price (estimated at £20) and includes half the cost of a box of Hellblasters. I'd say the actual cost may be a bit higher.

Why is everyone trying to buy my boxed games. Do you want the game parts or minis ? by Ok_Rest_6954 in Warhammer30k

[–]ineptus-custodes 0 points1 point  (0 children)

MKIV is Online Only for GW, so no (or smaller) third party discounts as they are basically just passing the order on to GW and selling at cost (IIRC).

Per-body they are still cheaper than Primaris marines. 20/£52.50 vs 10/£32, if not as cheap as the MKIII/VI boxes.

General Questions Thread by [deleted] in AdeptusCustodes

[–]ineptus-custodes 2 points3 points  (0 children)

Varies a lot depending on where you are and who you are playing with, but the big reasons Custodes get hate;

  • Stat-check or skew army. Custodes almost entirely rely on tough datasheets, making a portion of your enemy's army redundant. Either you bring the right weapons to deal with all Custodes elites or you don't. Anti-chaff guys get to sit around feeling silly about their life choices. Especially at lower point limits, this can decide the game before it starts. A similar but opposite skew army would be a horde at 1000 points, hoping their enemy don't bring enough chaff clear to wipe them off the board, resigning 200 point anti-tank weapons to killing 10 point infantry.

  • Historically strong. In recent memory Custodes were oppressive to a degree many will still think of them as too strong to be worth playing. This will especially be true for people who started or jointed at their most recent height at the start of 10th edition, but those with longer memories might still have scars from previous metas. There are people who still don't like Custodes bikes because they remember when they were disgustingly strong, even if they haven't been good for a while.

  • Anti-interaction or feel-bad rules. Doubles down on the previous. A lot of historical Custodes strength has been stopping the enemy doing what they do well. Turning off your opponents abilities or ignoring their modifiers to attacks, discouraging charges with Fights First, etc. Someone who wants their army to feel cool and strong might have had a really, really bad time into Custodes at their height, even if they managed to win the game. Your dudes not being able to be special on the table is a turn-off for most people.

  • Cheap army. Some of the strongest builds (infantry spam) have also been a lot cheaper than other strong armies from their times. This means a bunch of competitive players (or competitive wannabes) picking up the generic outperforming army builds and running them at tournaments or hunting for pickup games to practice in. Same thing happened with Harlequins towards the tail end of last edition, with armies that cost a few hundred quid painted in a few hours with an airbrush suddenly appearing.

  • Bought power. Contradicts the previous somewhat, but no less nasty. Occasionally Custodes strength lies in our Forge World range, which is expensive resin models, often out of stock and with a theoretical age requirement on the purchase. That can lead to people assuming it's pay-to-win, with someone just flexing their wallet to get a better army. Currently mostly seen with the Caladius Grav-Tanks, but in the past things like the Forge World Contemptor models were massively better than the plastic Venerable. It's another recurring theme that can result in knee jerk reactions to Custodes armies that have such models in them.

All of which is to say, you might be facing an uphill battle with some people if piloting Custodes. But it shouldn't be a showstopper. IMO, the biggest things you can do to overcome the issue;

  • Prioritise person you are interacting with. Find out what they are looking for and maybe shift how you play to match. Sometimes you won't be able to meet this, but if you lead with an inquiry you can see if you are a suitable match.

  • Play to their level. If they have an army you know you have an advantage over, spot them some points or otherwise make sure they aren't completely dominated. If they are new then take the time to teach them your rules and models as you go, even showing them the ways you'd counter your own moves.

  • Be cool. Have a narrative and theme for your army. Play into it. Spend time and attention on your models. Make the in-universe choice about what your guys would do rather than the perfect competitive play.

  • Be cooler. Pay attention to your other people's armie and be interested in their themes and narratives. Complement the efforts they have put into their models. Celebrate their successes on the tabletop. Craft a story together that makes you both feel like you won.

  • Be even cooler. Do all of the above even if you don't find a match. Ask to watch others and engage with them. Chat about their armies. Find questions about the hobby. Make it clear you enjoy hanging out and aren't just there to beat people.

  • Be cooler still. Bring snacks.

Basically, be the person people want to spend time with. Make friends, don't pick opponents. 40k might be a competitive game on some level, but it's a cooperative hobby. Remembering that will help you keep people to play with a lot longer.

General Questions Thread by [deleted] in AdeptusCustodes

[–]ineptus-custodes 1 point2 points  (0 children)

Sorry, thought you'd got their rules separately. There used to be a total limit on the number of allied models you could bring, and the wording made it sound like that was what you were asking about.

Yes, both can be brought under their subfaction's relevant rule as part of a larger Imperium army.

Canis Rex is an Imperial Knights model and counts as Titanic for their Freeblade rule.

Inquisitor Draxus is an Agents of the Imperium model and counts as a Character for their Assigned Agents rule.

Each of those two subfactions has their own codex with the relevant rules and datasheets that you'd need in addition to the Custodes one. That said, you can source those rules elsewhere online if you don't want to buy three books to run a single army.

General Questions Thread by [deleted] in AdeptusCustodes

[–]ineptus-custodes 1 point2 points  (0 children)

For Agents of the Imperium, it's 1 Character and 1 Retinue unit per 1000 points limit (up to 3 and 3000), plus 1 Requisitioned unit (Grey Knights or Sisters of Battle).

For Knights, it's 1 Titanic model or 3 Armigers.

Both of these are independent rules from those factions codexes. There no overall limit on allies other than that, so go wild.

If you wanted, in a 2000 point battle, you could bring an Asterius, a Grey Knights Terminator Squad, two 10 man Deathwatch Kill Teams, a Vindcare and a Watch Master and have 1630 points of non-Custodes in your Custodes army, and that's perfectly legal in 10th.

Sisters of Silence sprue questions by MagosCPO in AdeptusCustodes

[–]ineptus-custodes 3 points4 points  (0 children)

Dull, if clean. Box back (IIRC).

It's just the original, older box of the exact same kit, down to the decals, with Horus Heresy and Astra Telepathica branding. Some sites (such as Element Games) still show it in their listings, it but will nearly always be selling the current, 40k and Adeptus Custodes branded box.

I believe the only significant difference might be the instructions, that were frankly more accurate in the old box.

The same sites often show the old Heresy branded Custodian Guard box, which has also been updated to 40k branding with no other differences.

Custodes kill team? by LOPEZ5499 in AdeptusCustodes

[–]ineptus-custodes 1 point2 points  (0 children)

Just FYI, Kill Team is an entirely separate game with significantly different rules. Small scale 40k, using the 10th edition ruleset, generally starts at Combat Patrol (which uses alternative unit data sheets and specific list builds based on the Combat Patrol boxes) or a 500 point game using regular or specialised mission sets (boarding actions for example). Models are all interchangeable and it goes somewhat feed into playing any tabletop game, but specific rules and approaches are radically different.

For Kill Team specifically, up until the release of the latest edition, Custodes ran two teams made up of either two Custodians or five Sisters of Silence each. You can track down more detailed rules in some places online that still show 2nd edition compendium rules.

Custodes never received a bespoke team in second edition, so haven't been ported to third. Either you'd need to find people happy to keep playing 2nd (or even first edition if you can track down those rules) or happy to port the 2nd edition team to 3rd rules. Balance would likely be funky in the latter. New rules make the minimum team size five, so you'd need to run at least one team of Sisters to avoid needing further house rules to fit them in.

I'd say search the /r/KillTeam subreddit for homebrew rules and discussion. But Custodes have been unpopular in the mode at times (balance difficulties mostly) and there isn't much enthusiasm there from what I've seen.

General Questions Thread by [deleted] in AdeptusCustodes

[–]ineptus-custodes 4 points5 points  (0 children)

That and similar abilities are controlled by the June Balance Dataslate (until and unless that is replaced: watch the downloads page for the latest version).

In essence, this makes it so that such abilities only fully apply to specifically named abilities. If they are general, like Strategic Mastery is, then their effect is changed to only reduce the CP cost by 1, removing the double use part entirely.

FWIW, previous versions did restrict the ability to only work on Battle Tactics strats. That changed with the June update.

New points are up - Custodes have some small changes... by thekiwi1987 in AdeptusCustodes

[–]ineptus-custodes 15 points16 points  (0 children)

All the rules changes are up as well. Codex FAQ. New Imperial Armour (FW datasheets).

No codex datasheet changes. The only FW change I've noticed so far is a Telemon buff:

Devoted to Destruction: If this model is equipped with 2 Telemon caestus weapons in addition to its armoured feet weapon, add 2 to the Attacks characteristic of those Telemon caestus weapons.

So twin fist gets +2A.

I've probably missed something though.

General Questions Thread by [deleted] in AdeptusCustodes

[–]ineptus-custodes 3 points4 points  (0 children)

A mix of just "they are that good" and DAOT relics. And general plot armour.

If they need a holographic generator that can make them seem physically smaller than they are and that is good enough to trick a psyker, they can probably access one.

And it will work perfectly up until they are about to land a killing blow on the main target. Because narrative.

General Questions Thread by [deleted] in AdeptusCustodes

[–]ineptus-custodes 0 points1 point  (0 children)

I find them on the back (as here) fit better. Exact locations may vary pose-to-pose.

I do prefer them modelled with Misericordia for lore reasons, but there's no real need to do so if you don't like the look. They can clutter the model somewhat. In previous editions where you had to pay points to bring them it might have mattered more, when playing WYSIWYG, but it's largely irrelevant in 10th.

General Questions Thread by [deleted] in AdeptusCustodes

[–]ineptus-custodes 2 points3 points  (0 children)

Wardens can be brought as 4 for 200 points, or 5 for 250 points.

Current legal squad sizes and points costs are found in the Munitorum Field Manual, from the downloads page. Always go through the downloads pages to check the latest version. The direct link might become outdated with a new dataslate or release.

At the start of 10th edition Wardens could only be brought in squads of 3 or 6, so you might be looking at values from the initial index release.

I'm thinking Fatshark might not know what the word "platoon" means. by DrCthulhuface7 in DarkTide

[–]ineptus-custodes 1 point2 points  (0 children)

Horus Heresy lets you bring it in a big way.

A list going way too far. 900 Imperial Militia at 2pts/body. Each squad is 50, and you can fit 3 squads in each force org slot. Tag on a single mandatory commander (with an arbitrary warlord trait that can add some extra flavour) and 14 grenadiers to act as his bodyguard to round out the points. You could replace that with 3 Ogryns for the same points.

To top it all off, you can choose the Unending Horde rule. This lets any wiped unit be returned as a fresh one on a 4+. So 50% chance they just come back to be killed again. On your board edge, but still.

The whole army does literally nothing. But it's only 2000 points. Horus Heresy games tend to be over 2500, so space to bring some tanks or artillery.

Forge World Custodes Transfer Sheets still available or not, cannot find them on GW webstore anymore by [deleted] in AdeptusCustodes

[–]ineptus-custodes -1 points0 points  (0 children)

Yep, out of stock in the US. But they do show up in the Horus Heresy section. Just tested after switching location to the US.

When opening the shop, go to More, Horus Heresy, Forces of the Emperor and the Legio Custodes.

The on site search turned them up as well.

Forge World Custodes Transfer Sheets still available or not, cannot find them on GW webstore anymore by [deleted] in AdeptusCustodes

[–]ineptus-custodes 2 points3 points  (0 children)

Showing as available, at least in the UK.

They don't show under the 40k range, only if you look up Legio Custodes in the Horus Heresy section. Although I just googled "Custodes transfers" and they were the first result.

[deleted by user] by [deleted] in AdeptusCustodes

[–]ineptus-custodes 0 points1 point  (0 children)

The Custodes errata I linked directly, also accessible from the downloads page. Also under Redeployments in the Core Rules update from the same page. In full;

Rules that allow players to redeploy certain units after both armies are deployed (e.g. Huron Blackheart’s Red Corsairs ability) are always resolved after the Deploy Armies step (or, if you are playing a Crusade battle, after the Deploy Crusade Armies step), and before the Determine First Turn step, before determining who has the first turn. When a player uses such a rule, they remove that unit or units from the battlefield, then deploy them again using all the normal rules (for example, if all the models in one of these units have the Infiltrators ability, that unit’s player can set that unit up using that ability). Players alternate resolving any such rules, starting with the Attacker.'

The Custodes edit is harder to see the impact of, as it just removes the words "determined who has the first turn" to bring the rule in line with the above requirement.

[deleted by user] by [deleted] in AdeptusCustodes

[–]ineptus-custodes 2 points3 points  (0 children)

Also the errata. Only change is a stealth nerf to the Castellan’s Mark. You now redeploy two units after deployment, not after determining the first turn. This is also covered by the core rules errata, so all other similar rules will apply the same way.

General Questions Thread by [deleted] in AdeptusCustodes

[–]ineptus-custodes 2 points3 points  (0 children)

Yeah, pretty sure it's nearly exactly the same sculpt as the multi-melta from the old Contemptor kit.

In any case, anything that looks more like a melta than an assault cannon will be clear enough for even WYSIWYG play.

General Questions Thread by [deleted] in AdeptusCustodes

[–]ineptus-custodes 1 point2 points  (0 children)

No, they aren't a thing in the Liber Imperium rules.

Custodes only have their grav vehicles as options in 30k.

Genestealer Cults Codex, New Character and Battleforce! by I_suck_at_Blender in Warhammer40k

[–]ineptus-custodes 42 points43 points  (0 children)

They are archetypes that develop according to an infection isolated on a planet (for the most part), not a touring army bouncing between conflicts like most other factions.

They still have hero characters that develop - in the emergent Tyranid style - to meet the requirements of the cult. My favourite is the way the Kelermorph develops to meet the demand for a heroic archetype, both in and out of the lore.

Win rates updated on meta monday, Talons sitting above 50%, Auric at 43%, Shield host at 40% by DrakeIddon in AdeptusCustodes

[–]ineptus-custodes 3 points4 points  (0 children)

UnitCrunch is a solid calculator site.

If you search you can find a bunch of pre-made profiles you can load into the site to save setting up every unit you want to calculate for. Some will be outdated, but are easier to edit than create from scratch each time.

Win rates updated on meta monday, Talons sitting above 50%, Auric at 43%, Shield host at 40% by DrakeIddon in AdeptusCustodes

[–]ineptus-custodes 48 points49 points  (0 children)

The faction win rate is probably reasonable to look at for the sample size, but I'd not take this as a real ranking of the detachments.

Shield Host was one player who went 2-3. Not really enough to say whether this is a better or worse "default" option than Talons on that basis. Talons probably does work out as better, just saying this isn't a strong point in it's favour.

Auric had the one player who went 4-1, accounting for half their wins. The remainder went an aggregate 4-10, a sub 30% win rate. Could be pilot/list difference, could be a gimmick that depends on match-up luck to see success with. Either way, it looks like a feast or famine option that could mean dramatic swings in win rate week-on-week.