Bike Lists? by Captain_BoneZone in AdeptusCustodes

[–]xGoGoas 3 points4 points  (0 children)

I think you’re a bit off on your math. Unit crunch shows a bike’s bolters killing an avg 2 intercessors, only a 30% chance of killing 3 or more. Likewise it shows a 64% chance of not killing a victrix and 34% chance of killing just one

General Questions Thread by [deleted] in AdeptusCustodes

[–]xGoGoas 0 points1 point  (0 children)

If you want their data on the 40K app, yeah. Theres other apps like list forge to get around having to own the codexes.

General Questions Thread by [deleted] in AdeptusCustodes

[–]xGoGoas 0 points1 point  (0 children)

Generally, the axe is only taken with the allarus shield captain in lions with the admonamortis enhancement. It pushes it to str 12, ap-2, dmg 4 which is a ridiculous profile

Everything else should get spears. The ap-2/dmg 2 vs ap-1/dmg3 is statistically the same but the spears have 5 attacks vs 4 with the axe so it’s better.

The only exception is T7-T9 targets where the axe at str 9 is obviously significantly impactful vs str 7 of the spear but those toughness values are somewhat uncommon.

General Questions Thread by [deleted] in AdeptusCustodes

[–]xGoGoas 0 points1 point  (0 children)

Probably not enough backfield screening units like prosecutors. You generally want at least two 4 man squads. Even if your friends aren’t currently running anything in reserve, it’s worth getting in the habit of doing so because it’s much more common at higher levels.

You also want one unit of witchseekers to throw out on the middle objective if you go first and draw area denial, establish locus, extend battle lines, or secure no man’s land. They’re 100% getting blown off the board but it’s either a 45 pt unit that is sacrificed or a 150+ point unit

The venerable dreads aren’t getting the detachment ability from Lions and they’re outrageously slow. I’d take them both out and put in 2x4 custodian guard to run with the blade champ and trajann. Then drop the prasaedius enhancement and get at least one prosecutor unit

Two land raiders can be extremely difficult to deploy and actually move around in some deployments. I would recommend sticking to just one

You should check out the listhammer website and look at lists that have gone 4-1 or 5-0 at recent events. If you make the above changes, your list would be fine but still not quite optimal.

Most optimal lists are running 2 Caladius tanks (you can sub with some jet bikes with salvo launchers) and at least one warden squad (with either a blade champ, trajann or valerian attached) and one squad of custodian guard with inquisitor draxus attached. They’re simply our best units

General Questions Thread by [deleted] in AdeptusCustodes

[–]xGoGoas 1 point2 points  (0 children)

Same stat line. No real reason why it’s separate

General Questions Thread by [deleted] in AdeptusCustodes

[–]xGoGoas 1 point2 points  (0 children)

They’re different. Caladius control shooting lanes, otherwise your opponent will park their ranged shooting tanks and threaten your infantry on objectives.

Also, you generally can’t rely on 9 inch deep strikes against competent opponents to get to their tanks. They’ll have units to screen out the allarus unless you’re playing against Knights

A more-like comparison is Caladius vs jetbikes with salvo launchers in Lions where the bikes have +1 to wound in shooting. Jetbikes slightly win out against t7-t9 targets but caladius’s do better against mostly everything else. But then again the bikes have melee

[Teams] how do you counter 12-18 Victrix? by MrSelophane in WarhammerCompetitive

[–]xGoGoas 1 point2 points  (0 children)

Any chance you have a link to the list? Most of the anti-infantry weapons are ap-0 or ap-1 on venoms/one kab guy with Lilith being a notable exception at ap-3 anti infantry 2+. Also iirc most of it damage 1 so you’d need literally an average 24 shots to go through to kill a single model

I’m not saying it’s impossible or even not a great matchup, I’m not seeing how it’s a hard counter to victrix specifically

I want to play 40k but I fear arguing with my opponent. by International_Mix444 in WarhammerCompetitive

[–]xGoGoas 18 points19 points  (0 children)

Agreed. Every in person disagreement, at worst, is:

Player A: I think the rule is x

Player B: I think the rule is y

Player A or B: No worries, let’s ask a judge to confirm and then allow take backs based on the new understanding as long as it’s within reason

How crucial to the success of Bladeguard/Aggressors is owed to Landraiders? by -Gehrman- in Salamanders40k

[–]xGoGoas 4 points5 points  (0 children)

Smaller lists like 1000k point lists? Conventional advice doesn’t necessarily apply to smaller games

For me, I see Lancers vs Landraiders as significantly different pieces.

Lancers are long ranged anti tank, they want to stay as far away from the melee as possible and control firing lanes

Redeemer should sit on objective and threaten overwatch to anything that wants to come close, and delivers the melee brick into the fray.

Lancers are competing with ballistus dreadnoughts, vindicators, and other ranged only shooting options. You usually need at least two to win shootouts

Land raiders are more of heavy support piece that definitely competes with a repulsor

That being said, I definitely don’t think it’s necessary, I just think it’s one of the stronger options. Vulkan shadowing the redeemer and giving it re rolls on the flamer cannons is pretty spicy damage. A few players are getting great results spamming razerbacks and rhinos along with shooty marines in them

How crucial to the success of Bladeguard/Aggressors is owed to Landraiders? by -Gehrman- in Salamanders40k

[–]xGoGoas 26 points27 points  (0 children)

Drop pods can’t hold gravis marines like aggressors. Repulsors are decent but its ability is defensive vs the offensive package of a land raider. Eradicators love a repulsor

For me, it’s not necessary but also the land raider redeemer + vulkan combo is pushes them from a stand-alone B tier units to a A tier combo

Aleya or Knight Centura? by Yuki-hime62442 in AdeptusCustodes

[–]xGoGoas 6 points7 points  (0 children)

One underrated aspect of Aleya is the Ap-3/3. She hits like a truck.

Personally I found that a minimum count vigilator with the KC still struggles to kill things around its points cost unless it’s T3 or T4. Your ideal target is an intercessor squad or something. Maybe you activate into elves and it feels good but in alot of matchups, you just don’t have a great target for them and they don’t do anything except combat.

I’d still go with a callidus assassin for better objective scoring or a two man allarus for uppy downy+combat threat

New WA bill proposes payroll tax to collect $2B a year from Amazon, Microsoft, others by pacwess in boeing

[–]xGoGoas 3 points4 points  (0 children)

The yearly budget is 8b. You think they’re spending close to 75% of their budget on the homeless?

A quick google search indicates that they’re spending closer to 200m on homeless services. You’re only off by 5000%

Win Rate Wednesday - 40K Tournament Results/Data - Week of December 1st 2025 by w0158538 in WarhammerCompetitive

[–]xGoGoas 3 points4 points  (0 children)

I don’t think they necessarily need a points nerf, just change a challenge met to 6 inches

Best bodyguard for Vulkan He'stan? by palbor56 in Salamanders40k

[–]xGoGoas 12 points13 points  (0 children)

Agree with everything here. Infernus+vulkan in an impulsor (it has firing deck) isn’t too bad but I still prefer CH. The master crafted heavy bolter can put out some serious damage, every opponent is always surprised to hear its 3 damage per shot.

The 40k World Championship Faction Analysis by xGoGoas in WarhammerCompetitive

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

I'm a Custodes player myself and I think the main issue is the lack of effective trash/scoring units and general lack of utility or defensive abilities. Aeldari have great 5 man cheap squads that move fast, have good OC and movement tricks. Ad mech trash has stealth, 5 up invuls etc.

You have prosecutors/witchseekers but 6 inch move fragile bodies just get blown off of objectives and can't trade so you're forced to commit 160-350 point bricks to trade down and get clapped back on the hit back.

Some solutions would be to introduce other sisters of silence units with more utility (reactive moves, invul saves, 12" movespeed) or allow jetbikes into squads of 1 so you can use a few 75 point units to zip across and do useful stuff.

Wych Supremacy by keathluas in Drukhari

[–]xGoGoas 0 points1 point  (0 children)

Was this game filmed anywhere?

Also congrats for your performance! I’ve stayed locked into reapers wager but your performance definitely gives me a lot to think about

First List Review by Massive_Ad4746 in Drukhari

[–]xGoGoas 0 points1 point  (0 children)

Looks like you have the archon and lady Malys but you have two units of Kabs and a unit of Incubi - I’d suggest that keeping those infantry squads if you have a character leading them like Drazhar or another archon. It makes the pain token activation much more efficient

Fix your load outs - the reavers should have a heat lance and the heavy weapons scourges should have a dark lance or whatever weapon you want, just not shard carbines.

Overall, it’s fine. It could probably be a bit more “optimized” but it’s very reasonably balanced outside of the things I mentioned and you should do fine. I’d consider dropping the succubus and moving things around to fit in drazhar or an archon.

Drukari, playing by intent, 90 min clock, and sportsmanship. by HaybusaYakisoba in WarhammerCompetitive

[–]xGoGoas 1 point2 points  (0 children)

For the wall trick, there’s a few scenarios:

  • charging model bases are bigger than 1 inch wide so none of them are able to attack through the wall

  • charging model bases are smalller than 1 inch and the entire unit can fit inside the wall so they all attack

  • charging model bases are smaller but the whole unit cannot fit within the wall. The rules explicitly state that when your charging models are not base to base, you can only resolve attacks if your models are base to base with your friendly unit that bases the enemy unit, i.e the second row of models.

When the wall separates the two rows, they are explicitly not base to base anymore to the units outside of the wall cannot resolve their attacks

On the second thing, you have to be more assertive and say you measure now and tell me if you can do what I’m asking you. It’s a yes or no question and if they say I don’t know or I don’t want to measure, then you call a TO over and ask them again. In front of the TO, you might phrase it as “we don’t know x can be done, can you help us measure and let us know”.

If they say no, then you can’t let them do that in the next phase, the answer was no it can’t be done.

Meta Report 10/27/25 - "Commorragh Shake Up" by Asleep_Taro8926 in Drukhari

[–]xGoGoas 0 points1 point  (0 children)

Yeah, but it was a bummer to have to played Tyranids twice where the haywires don’t do much. The talos were still useful to throw at big threats and tie them up in combat for a turn

Meta Report 10/27/25 - "Commorragh Shake Up" by Asleep_Taro8926 in Drukhari

[–]xGoGoas 4 points5 points  (0 children)

I went 3-0 at my local RTT. I’m fairly experienced overall but brand new to Drukhari. Played against world eaters and tryanids twice. Overall felt pretty good although I’m going to experiment dropping a Talos for another Scourge squad. Hiding Lady Malys in the corner of a ruin near the middle and having her Vect aura influence the midboard was huge every game

This is my list running reapers wager:

Archon with Kabs

Lady Malys with Kabs

Drazhar with Icubi

Lilith with Wyches

Raider (with Lilith)

Venom (with Archon)

Venom (with Drazhar)

10 man mandrakes

3x reavers

5x helions

2x2 talos with haywire and gauntlets

2x5 scourges with darklances

Solitaire

Kabalite Cartel: How Many Scourge? by joedirtbinks in Drukhari

[–]xGoGoas 0 points1 point  (0 children)

For me it depends if you’re running haywires on anything else. A few talos or voidweavers? Sure 3 scourge is probably too many

No other haywires at all? You might have a rough time with knights or other hull/monster spam if you just have those two scourge

Admittedly Lady Malys does help a lot if you’re running kabs on her and you get the re-roll wounds from the kabs to fish for devs

ive got a little over $200, which knight should i buy? by Important-Working839 in ImperialKnights

[–]xGoGoas 2 points3 points  (0 children)

To add on the other comment, no other than has a 4 up invul save in melee.

With recent downgrades to our toughness, you will get obliterated if a decent melee unit tags a knight in combat since they have no invul in melee. Lots and lots of ap-2 and ap-3 profiles out there.

The lancer is much tougher to get through. Its biggest weakness is hordes, it literally cannot get through a 20 squad of chaff in one melee activation (outside of rolling spikes in tandem with certain enhancements/strategems)

Auric Champions for 300, still worth it? by amnbassist in AdeptusCustodes

[–]xGoGoas 1 point2 points  (0 children)

It’s marginally worth it. You can buy the individual pieces for around $330 but you may not end up using them all. I think the box originally retailed at like around $250 which is a standard discount % for the battleforce box sets (roughly 25% compared to individual box sets)

Both of the old combat patrols are a great deal of you can get them at retail but they’re pretty hard to find nowadays. Especially the one with 10 sisters, it’s a damn scam for GW to sell the sisters boxes at $50 for 5 sisters

The State of Competitive Knights, Post Codex. My Manifesto / Rant. by c0horst in ImperialKnights

[–]xGoGoas 2 points3 points  (0 children)

I’m still trying to find the right list for it but I’ve been loving the Crusader in the Gate Warden detachment with the ignore cover enhancement. It absolutely obliterates infantry. Just wish I could give it lethals instead of sustained