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Showing posts with label Adeptus Custodes. Show all posts
Showing posts with label Adeptus Custodes. Show all posts

Saturday, May 04, 2019

2000 point army list - Blood Angels and Custodes


++ Battalion Detachment +5CP (Imperium - Blood Angels) [26 PL, 449pts, 8CP] ++

+ No Force Org Slot [8CP] +

Battle-forged CP [3CP]

Detachment CP [5CP]

Gametype: Matched

Use Beta Rules

+ HQ [14 PL, 284pts] +

Captain [6 PL, 124pts]: 2. Artisan of War, Jump Pack [1 PL, 19pts], Storm shield [10pts], The Angel's Wing (replaces jump pack), Thunder hammer [21pts], Warlord

Chief Librarian Mephiston [8 PL, 160pts]

+ Troops [12 PL, 165pts] +

Scout Squad [4 PL, 55pts]
. Scout [11pts]: Combat knife
. Scout [11pts]: Combat knife
. Scout [11pts]: Combat knife
. Scout [11pts]: Combat knife
. Scout Sergeant [11pts]: Bolt pistol, Combat knife

Scout Squad [4 PL, 55pts]
. Scout [11pts]: Combat knife
. Scout [11pts]: Combat knife
. Scout [11pts]: Combat knife
. Scout [11pts]: Combat knife
. Scout Sergeant [11pts]: Bolt pistol, Combat knife

Scout Squad [4 PL, 55pts]
. Scout [11pts]: Combat knife
. Scout [11pts]: Combat knife
. Scout [11pts]: Combat knife
. Scout [11pts]: Combat knife
. Scout Sergeant [11pts]: Bolt pistol, Combat knife

++ Vanguard Detachment +1CP (Imperium - Adeptus Custodes) [81 PL, 1550pts, -1CP] ++

+ No Force Org Slot [-1CP] +

Open the Vaults (1 Relic) [-1CP]

+ HQ [19 PL, 345pts] +

Captain-General Trajann Valoris [10 PL, 185pts]

Shield-Captain on Dawneagle Jetbike [9 PL, 160pts]: Auric Aquilis, Hurricane Bolter [10pts]

+ Elites [29 PL, 568pts] +

Aquilon Custodians (Beta) [17 PL, 322pts]
. Aquilon Custodian [4 PL, 78pts]: Lastrum Storm Bolter [5pts], Solarite power Gauntlet [13pts]
. Aquilon Custodian [4 PL, 78pts]: Lastrum Storm Bolter [5pts], Solarite power Gauntlet [13pts]
. Aquilon Custodian [4 PL, 78pts]: Lastrum Storm Bolter [5pts], Solarite power Gauntlet [13pts]
. Aquilon Custodian [4 PL, 88pts]: Infernus Firepike [15pts], Solarite power Gauntlet [13pts]

Vexillus Praetor [6 PL, 124pts]: Castellan Axe [14pts], Vexilla Magnifica [30pts]

Vexillus Praetor [6 PL, 122pts]: Guardian Spear [12pts], Vexilla Magnifica [30pts]

+ Fast Attack [20 PL, 360pts] +

Vertus Praetors [20 PL, 360pts]
. Vertus Praetor [5 PL, 90pts]: Hurricane Bolter [10pts]
. Vertus Praetor [5 PL, 90pts]: Hurricane Bolter [10pts]
. Vertus Praetor [5 PL, 90pts]: Hurricane Bolter [10pts]
. Vertus Praetor [5 PL, 90pts]: Hurricane Bolter [10pts]

+ Heavy Support [13 PL, 277pts] +

Telemon Heavy Dreadnought (Beta) [13 PL, 277pts]: Arachnus Storm Cannon [40pts], Spiculus Bolt Launcher [12pts]
. Telemon Caestus [45pts]: Twin Plasma Projector [15pts]

++ Total: [107 PL, 7CP, 1999pts] ++

Sunday, March 17, 2019

Custodes vs Admech - 1000 point Batrep


I had a 1000 point game yesterday so it was a good time to test my new Telemon ! We were playing the Eternal War mission from CA2018 where there’s one objective in the center of the table - whoever has the most models with a shrinking distance (18" first turn, 15" second turn, 12" third turn etc.) scores a victory point. First Strike, Slay the Warlord and Line Breaker are also in play as well. Also if you’re within 12" of the objective your units have no invulnerable save... 2+ armor saves and multiple wounds is still good though, right ?

Here’s my army list which was a Vanguard Detachment:

++ HQ ++

Trajann Valoris /Warlord

++ Elites ++

3x Aquilon Terminator - Solarite Power Gauntlets, Misericordia & Lastrum Bolters

Vexilla Praetor - Castellan Axe, Misericordia & +1 A banner

Vexilla Praetor - Guardian Spear, Misericordia & -1 to hit banner

++ Heavy Support ++

Telemon - Cannon, Fist & Bolt Launcher


Here was my opponent’s army list to the best of my memory:


++ Battalion Detachment ++

Forge World Choice: Forge World: Stygies VIII

+ HQ +

Tech-Priest Dominus - Macrostubber - Volkite Blaster /Warlord

Tech-Priest Enginseer

+ Troops +

Skitarii Rangers
Ranger Alpha - Galvanic Rifle
6x Skitarii Ranger
2x Skitarii Ranger - Plasma Caliver

Skitarii Rangers
Ranger Alpha - Galvanic Rifle
6x Skitarii Ranger
2x Skitarii Ranger - Plasma Caliver

Skitarii Rangers
Ranger Alpha - Galvanic Rifle
6x Skitarii Ranger
2x Skitarii Ranger - Plasma Caliver

+ Fast Attack +

Sydonian Dragoons
3x Sydonian Dragoon - Taser Lances

+ Heavy Support +

Onager Dunecrawler - Twin Heavy Phosphor Blaster - Cognis Heavy Stubbed

Helverin

Helverin

Vindicare Assassin (1 CP)


The deployment was Vanguard Strike and my opponent got to go first. I opted to pace my Terminators in deep strike reserve. I deployed the rest of my army just outside of the Null Zone close as possible to the objective with my characters hidden by a ruin and the Telemon in cover and obscured. My opponent deployed his units in a semi circle around the objective with the assassin tucked away safe high up with line of sight across the table top. I then failed to seize the initiative.

-1st Turn Admech
The Dragoons moved towards the objective but still too far away for a first turn charge. The Rangers move towards the objective as well while the Dune Crawler and Helverin hang back. His entire army fires into the Telemon taking it down to just six wounds... the assassin was hot this turn inflicting multiple wounds. My opponent ends the turn with many models in range to score the objective.

-1st Turn Custodes
Time to go to work... the Telemon holds its ground while my characters back up to make a second turn charge for the advancing Dragoons more difficult. The Telemon fires its cannon into the Dragoons inflicting some damage bringing one walker down to half wounds. The bolt launcher shreds one of the Ranger squads... only three remain. My characters fire into another squad of Rangers wasting a couple. Rangers pass their Battle Shock and my opponent scores a victory point.


-2nd Turn Admech
The Dragoons move forward again but will have to pass through a crater to reach any of my units to assault them. The Rangers all move forward again while the other walkers start to close in now. This time their shooting mostly bounces only inflicting a couple wounds on the Telemon. The Dragoons attempt to charge but fail and the Telemon brings one down to a single wound on overwatch with his plasma flamer.

-2nd Turn Custodes
Time to spring the trap now !!! The Telemon closes in right beside the Dragoons while my characters circle around to shoot and charge enemy Rangers. I then burn 3 CP to deep strike my Terminators right beside the Dragoons. Shooting is really good this turn wiping out the remnant squad of Rangers and deleting another... Lastrum bolters are fantastic for clearing chaff. All my units then charge the Dragoons and delete them... two explode bringing the Telemon down to just a couple wounds. I score the objective this turn so we are tied now.



-3rd Turn Admech
The pressure is on now... the remaining Rangers close in along with the remaining walkers. Again the shooting phase does not go well for the Admech as he fails to eliminate the Telemon and the Vindicare who shoots twice fails to destroy any of my characters - I burned a CP to reroll a failed save for one my Praetors which blocked the first shot.

-3rd Turn Custodes
I spread out to multi assault and gun down the last of the Rangers. The Telemon and Aquilon Team up to go after one of the Helverin. One of the Praetors splits off to shut down the dune crawler. Rangers are eradicated in the shooting phase plus one of the Helverin are brought down as well plus the Praetor is able to successfully charge the dune crawler stripping some wounds. I score the objective again and my opponent concedes.


Post Thoughts - The lack of an invulnerable save was not detrimental for me as the 2+ armor save versus mostly -1 AP was still better than the stock 4++. The Telemon surviving through turn 3 was huge as he prevented my opponent from being able to shoot my characters other than with his assassin... plus he dished out lots of damage. I’m really liking Caestus for melee too. The first turn hurt when the assassin really shined and I failed a couple 2+ saves versus the Helverin but then it all started to come together. I’m a big fan of the Aquilon, they really pulled their weight.

Friday, March 15, 2019

Anti Meta List



++ Battalion Detachment +5CP (Blood Angels) [449] ++

+ HQ [284] +

Captain [124] - Jump Pack - Stormshield - Thunderhammer
Warlord - Artisan of War
The Angel's Wing (replaces jump pack)

Chief Librarian Mephiston [8 PL, 160pts]

+ Troops [165] +

Scout Squad [55]
4x Scout - Combat Knife & Bolt Pistol
Scout Sergeant - Combat Knife & Bolt Pistol

Scout Squad [55]
4x Scout - Combat Knife & Bolt Pistol
Scout Sergeant - Combat Knife & Bolt Pistol

Scout Squad [55]
4x Scout - Combat Knife & Bolt Pistol
Scout Sergeant - Combat Knife & Bolt Pistol


++ Vanguard Detachment +1CP (Adeptus Custodes) [1550] ++

+ HQ [345] +

Captain-General Trajann Valoris [185]

Shield-Captain on Dawneagle Jetbike [160] - Auric Aquilis - Hurricane Bolter
Auric Aquilis

+ Elites [568] +

Aquilon Custodians [322]
3x Aquilon Custodian - Lastrum Storm Bolter - Solarite Power Gauntlet
Aquilon Custodian - Infernus Firepike - Solarite Power Gauntlet

Vexillus Praetor [124] - Castellan Axe - Vexilla Magnifica

Vexillus Praetor [122] - Guardian Spear - Vexilla Magnifica

+ Fast Attack [360] +

Vertus Praetors [360]
4x Vertus Praetor - Hurricane Bolter

+ Heavy Support [277] +

Telemon Heavy Dreadnought [277] - Arachnus Storm Cannon - Spiculus Bolt Launcher - Telemon Caestus w. Twin Plasma Projector

++ Total: [1999] ++

Saturday, February 16, 2019

Thursday, January 31, 2019

Forge World Beta Rules Review for Adeptus Custodes


Hello everyone it’s me, Black Blow Fly, here to discuss the current state of Warhammer 40k. This week Forge World released a new set of beta rules for their Adeptus Custodes... wow !!! They really hit the ball out of the park this time and that’s saying a lot knowing what a debacle they have been so far throughout this Edition. It just seems like Forge World is finally getting back on track again.

These new rules are truly a game changer. If you play Custodes (pronounced KUS TOAD EEZ) you know that they had certain hard limitations such as a distinct lack of ranged weapons that could effectively deal with enemy armor such as Knights. Now finally we will start to see some competitive mono faction lists that don’t solely revolve around their Dawneagle jetbikes - they have an answer to all of the current top tiers armies. The first set of beta rules were simply teribad... it was impossible for me to ever figure out how to ever decode them and everything was way over-costed.

There are lots of really awesome units to choose from and I’m going to cover the ones that caught my eye. I can’t cover them all and if I don’t include a unit you like it doesn’t mean I don’t think they are competitive or fun to play now. I looked at every unit and want to choose those that provide what was lacking. I will give some honorable mentions at the end of this article. Feel free to discuss any unit you like in the comments for further discussion here.

The first one is the Telemon dreadnaught which is the Custodes version of the Leviathan. My build is the Caestus, Bolt Launcher and Storm Cannon which weighs in under 300 points. The Telemon can do it all and is very resilient - 2+ save, T8, 14 wounds and a 4++ invulnerable save plus the 6+++ feel no pain. It’s also an amazingly beautiful model. The Telemon is a Knight killer and will make an intelligent opponent pause before charging it... its Caestus is a S16 dreadnaught close combat weapon rocking a flat four damage for every wound that goes through plus it has a heavy plasma flamer built into it. The Bolt Launcher is anti horde and can fire twice if it doesn’t move. The Storm Cannon has two modes of fire and is its ranged anti armor weapon. You can use a stratagem so it can deep strike to protect the Telemon from aggressive enemy alpha strikes as well.

My second favorite unit is the Calidius Grav Tank clocking in just over 200 points. This Grav Tank is the equivalent of flying Hive Guard which is simply disgusting. The Calidius is best armed with aAccelerator and Bolt Cannons. It has Power of the Machine Spirit so you can really take advantage of its sweet sweet BS2. The 5++ invulnerable save is really nice as well plus your opponent must subtract 2" from any roll to charge it... combine that with the good old Tanglefoot stratagem and it’s an extremely hard target to pin down and since the Calidius had the keyword Fly it can’t be shut down.

Both of these units above are heavy support filling a big gap that was previously missing for Custodes. As I said there are plenty of other great units to choose from as well such as Sagittarum Custodians which are also another heavy support choice. The Pallas Grav Tank is a fast attack choice and clocks in at an amazing 100 points ! Another unit that caught my eye are the Aquilon Custodians which are an alternative to Allarus and can be armed with a 12" ranged flamer... yep they can deep strike and bake some horde all day long... hahaha !!!

So there you have my initial thoughts on the new beta rules for Adeptus Custodes. Let us know that you think are the best choices and what you’d like to play.

Sunday, January 13, 2019

Imperium vs Orks - 2000 pt Batrep


I had a game this weekend and decided to take Blood Angels and Custodes leaving the Deathwatch at home. Here’s my army list:

++ Vanguard Detachment +1CP (Blood Angels) [978 pts] ++

+ HQ [284 pts] +

Captain [124 pts]
Jump Pack - The Hammer of Baal - Storm Shield
+Warlord (Gift of Foresight)

Chief Librarian Mephiston [160 pts]
The Quickening, Shield of Sanguinius, Wings of Sanguinius

+ Troops [110 pts] +

Scout Squad [55 pts]
4x Scout - Bolt Pistol - Combat Knife
Scout Sergeant - Bolt Pistol - Chainsword

Scout Squad [55 pts]
4x Scout - Bolt Pistol - Combat Knife
Scout Sergeant - Bolt Pistol - Chainsword

+ Elites [529 pts] +

Death Company [232 pts]
2x Death Company Marine - Bolt Pistol - Power Fist
2x Death Company Marine - Thunder Hammer
3x Death Company Marine - Bolt Pistol - Power Sword
3x Death Company Marine - Bolt Pistol - Chainsword

Death Company Dreadnought [148 pts]
Furioso Fist (pair) - Heavy flamer (pair) - Smoke Launchers

Vanguard Veteran Squad [149 pts]
Space Marine Veteran - 2x Lightning Claw
Space Marine Veteran - Lightning Claw - Storm Shield
2x Space Marine Veteran - Power Axe - Storm Shield
Space Marine Veteran - Power sword - Storm Shield
Veteran Sergeant - Melta bombs - Thunder Hammer - Storm Shield

++ Vanguard Detachment +1CP (Adeptus Custodes) [1027 pts] ++

+ No Force Org Slot +

Open the Vaults (1 Relic)

+ HQ [345 pts] +

Captain-General Trajann Valoris [185 pts]

Shield-Captain on Dawneagle Jetbike [160 pts]
Auric Aquilis - Hurricane Bolter

+ Elites [682 pts] +

Allarus Custodians [316 pts]
4x Allarus Custodian - 4x Castellan Axe

Custodian Wardens [242 pts]
3x Warden - 3x Castellan Axe - 3x Misericordia
Warden - Guardian Spear - Misericordia

Vexillus Praetor [124 pts]
Castellan Axe - Vexilla Magnifica

++ Total: [1945 pts] ++


My opponent decided to field his new Ork army... here’s his army list:

++ Brigade Detachment +12CP (Orks) [1999 pts] ++

+ No Force Org Slot +

Clan Kultur: Bad Moons

+ HQ [12 PL, 240pts] +

Warboss [90 pts] Kombi-Rokkit - Power Klaw
+Warlord (Ard as Nails)

Big Mek [88 pts]
Kustom Force Field - Power Klaw

Weirdboy [62 pts]
Da Jump, Fists of Gork, Warpath - 2x Warphead (1 CP)

+ Troops [603 pts] +

Boyz [215 pts]
3x Tankbusta Bombs
Boss Nob - Big Choppa - Slugga
29x Ork Boy - Sluggas & Choppas

Boyz [215 pts]
3x Tankbusta Bombs
Boss Nob - Big Choppa - Slugga
29x Ork Boy - Sluggas & Choppas

Boyz [83 pts]
Tankbusta Bombs
Boss Nob - Power Klaw - Slugga
9x Ork Boy W/ Shoota

Gretchin [30pts]
10x Gretchin

Gretchin [30 pts]
10x Gretchin

Gretchin [30 pts]
10x Gretchin

+ Elites [326 pts] +

Nob with Waaagh! Banner [90 pts]
Kustom Shoota - Power Klaw

Painboy [65 pts]
Power Klaw

Tankbustas [171 pts]
2x Bomb Squig
Boss Nob - Rokkit Launcha
7x Tankbusta - 7x Rokkit Launcha
Tankbusta - Tankhammer

+ Fast Attack [388 pts] +

Rukkatrukk Squigbuggy [140 pts]

Shokkjump Dragstas [120 pts]
Rokkit Launcha

Warbikers [128 pts]
Boss Nob - Power Klaw - Slugga - Stikkbombs
4x Warbiker - 4x Stikkbombs

+ Heavy Support [442 pts] +

Battlewagon [157 pts]
'ard Case- 2x Big Shoota - Killkannon - Rokkit Launcha

Deff Dread [115 pts]
4x Dread Klaw

Lootas [170 pts]
10x Loota

++ Total: [1999 pts] ++


We decided the play a custom mission based on one of the new Eternal War missions from CA2018:

There are four objective markers and each player takes turn placing them... they must be at least 12" apart and at least 6" from any board edge. Starting on the second turn each player scores a victory point at the start of their turn for each objective marker they hold. You also can score a victory point for First Strike, Slay the Warlord and Line Breaker.

Deployment was Hammer Anvil and I won the rolloff opting to go first and my opponent didn’t seize. The objective markers turned out to be placed roughly in a diamond pattern with one in each deployment zone.

I held my Allarus Custodians, Death Company and Vanguard Veterans in deep strike reserve. I infiltrated one scout squad forward inside of a big ruin in the center of the table and placed the other scout squad at the back of the ruin on the objective marker in my deployment zone. I placed the rest of my units behind the central ruin so they would out of line of sight from the Orks.

My opponent placed his deff dread in deep strike reserve. His lootaz were placed on top of a ruin deep in his deployment zone and spread out the rest of his army across the table with his characters behind all the Boyz.

+ 1st Turn - Imperium
My forward scouts immediately dropped back in the central ruin away from the Boyz. The Custodes moved staying behind the ruin such that they could draw line of sight on the Warbikes. I was able to kill two of the Ork bikers and that was my turn.

+ 1st Turn - Orks
One of the big squad of Boyz spread out to cut off my deep strike zones next turn. The Rukkatruk surged forward jumping on top of one of the central objective markers while the Battlewagon (Tank Bustaz embarked inside) pulled up behind the Warbikes to lend support now sitting on the other central objective marker. The Warphead then buffed the other big squad of Boyz and jumped them over beside my castle. Note our psykers were outside of deny range of each other this turn. The shooting phase saw two Wardens slain along with three of my scouts sitting on my objective marker. He then attempted to charge my castle with the teleporting Boyz; I then promptly burned one of my four command points to toss a tanglefoot grenade subtracting 2" from their charge range which they promptly failed even with the reroll. Overwatch accounted for around five dead Boyz.

Score -> Imperium: 0, Orks: 0


+ 2nd Turn - Imperium
This turn I had three priority goals - eliminate the teleporting Boyz, Warbikes and Rukkatruk. The latter two enemy units had to go in order to prevent my opponent from scoring victory points for holding the central objective markers. My Warlord moved towards the Warbikes, while my Shield-Captain, Praetor and Death Company dreadnaught moved towards the Boyz. Mephiston moved over to charge the Rukkatruk from inside the central ruin. The Wardens moved inside the central ruin. I then ended my movement phase deep striking the Allarus Custodians behind the central ruin. Mephiston first cast Smite dropping two wounds on the Rukkatruk then also successfully cast the Quickening.

My shooting phase was good this turn - the Warlord killed one of the Warbikes with a krak grenade and combined shooting into the Boyz cut them down to a manageable size. Mephiston also dropped another wound on the Rukkatruk not overcharging.

During the assault phase my Warlord cut down the rest of the Ork bikers, Mephiston trashed the Rukkatruk (didn’t explode) and the golden men assisted by the Death Company dreadnaught finished off the Boyz. My Warlord consolidated into the Battlewagon and took no wounds back in return.

+ 2nd Turn - Orks
I knew this could be a painful turn but but so far I had achieved all my goals. My opponent began the turn speeding the Shokkjump Dragsta over to take the place of the wrecked Rukkatruk. The Tank Busta Boyz disembarked from the Battlewagon which then fell back. The remaining big squad of Boyz moved and advanced forward just outside the central ruin. One squad of grots moved over to hold the other central objective marker. Finally the deff dredd teleported in position to charge my Allarus Custodians. Everything else held its ground to the best of my recollection.

The Warphead periled during the psychic phase losing two wounds in the process, teleporting his Lootaz behind my golden men such that the Shield-Captain and Praetor were both the closest targets.

The shooting phase saw my Warlord eliminated by the Tank Bustaz (note the bomb squigs only managed to strip a couple of wounds from my dreadnaught) and I burned another precious command point to make the Shield-Captain my new Warlord; Trajann then used his Moment Shackle to give me back one more command point. The Shokkjump Dragsta dropped a wound on the Lord of the Death then the Lootaz managed to shoot down both my Shield-Captain and Praetor using a stratagem to shoot twice.

The deff dredd just made the charge into my Allarus Custodians with a reroll but whiffed and was cut down in return. The Boyz hurled into my forward scouts obliterating them to the man. Mephiston heroically intervened into the dragsta and destroyed it. Wow that was a painful round on both sides !

We had scored one victory point each for holding an objective (start of player turn respectively), each in our own deployment zones.

Score -> Imperium: 1, Orks: 2 (StWL)


+ 3rd Turn - Imperium
I scored two victory points at the start of my third turn due to Mephiston holding one of the central objective markers and my remaining squad of scouts holding the marker in my deployment zone. Trajann moved straight toward the Lootaz to avenge his fallen brothers. Mephiston moved forward to hopefully assassinate the Warboss, right beside the Boyz in case he wasn’t able to successfully cast Wings. Both the Allarus Custodians and Wardens moved beside the big squad of Boyz in the central ruin to shoot and assault them. The Death Company dreadnaught moved towards the Tank Bustaz. There was just enough space in the back of my opponent’s deployment zone to drop the Death Company while my Vanguard Veterans deep struck on top of one of the central objective markers.

The Lord of Death successful cast Wings of Sanguinius on an 8 but the Warphead just managed to deny it using his last command point for a reroll. He then successfully cast the Quickening.

Everything inside the central ruin that could shot the Boyz doing significant damage. The Death Company dreadnaught flamed to death the Tank Bustaz and Trajann shot down two of the Lootaz.

The Death Company just made the multi-charge into the grots sitting on the other central objective marker and several enemy characters. The golden men along with Mephiston charged the Boyz while Trajann got stuck into the Lootaz taking no damage from overwatch. The Death Company dreadnaught charged the Battlewagon.

The Boyz and Gretchin were both utterly destroyed while Trajann finished off all but two of the remaining Lootaz. My dreadnaught put several huge dents into the Battlewagon. Finally the Ork characters struck back killing several of the Death Company. My opponent conceded then the game at this point.



Game Summary:
This was my first game versus the new codex Orks... they are definitely very good but I felt my opponent made some questionable decisions during the game which cost him such as focusing a lot of his resources on my Shield-Captain. This list of mine was designed primarily to use some old models that have been collecting dust since 5th Edition. The Death Company making the charge was super clutch. I only had four command points and had to use them wisely while my opponent quickly burned though all of his by his final turn.