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Wednesday, February 27, 2019

Allies of Inconvenience: Episode 17- Assassins and Soup


First episode of 2019! We start off as usual with hobby progress (to include some talk about the Lucius Pattern Drop Pod and Coastal Wargaming Group!) For our first segment, we heavily talk about the upcoming White Dwarf Assassin release and how we see them being employed by the savvy Imperial General. Our second segment we discuss what the difference between "Allies" and "Soup" is before closing off with some discussion of... a less than spectacular Forge World model.

And apologies for the Audio Quality this time. We were in a rush.
00:00 Intro
01:52 Hobby Progress
19:32 Imperial Assassins Release
52:16 What is Soup?
1:12:05 Bonus Forgeworld Review...

Songs and Soundclips
Blue Mark- Atlan Urtag
Kaap mere- Bugotak
Clip 1- Warhammer TV
Clip 2- Thor Ragnarok
Clip 3- Code Ment

Thursday, February 14, 2019

BFG: Additional Ship's Compendium 2.0 Update

Okay, so I finally recommenced work on the ASC 2.0 after some prodding from someone on messenger yesterday. Was nice to return to it after almost a year since the last draft. In that year, I stopped work not because of lack of interest, but just had life in the way you know?
That being said, I finally am at a place I can actually resume work, and I have a new draft up as a result. In this draft you will find 2 new vessels (1 Chaos, 1 RT) as well as WIP work for another vessel and 2 fleet lists (Ministorum Pilgrim Fleets and Rogue Trader Dynasty Fleets)

What is ASC 2.0 you ask? Well for those of you who play the community updated versions of BFG (ie BFG:R or XR) it is suppossed to be a comprehensive compendium of additional ships (thus ASC) to be used with these systems that are not in the "official" rules but are established in the fluff or other unnofficial sources (Warp Rift, Book of Nemesis) and/or are common conversions (or easy to convert) and fit in the game. It is a completely fun and optional thing with great hobby opportunity, supporting the long tradition of BFG being the most open game and community to fan made rules. AND even if you don't play those versions of BFG, I have gone to great lengths to provide awesome artwork, accurate fluff and some neat designs, so it is worth checking out as a generic BFG resource anyway!
Pictured is a screen shot of one of the vessels from the latest draft. ENJOY!
You can learn more of all of these projects, as well as find other resources for them here
AND as always, feed back is most welcome! Please be constructive with it though, and remember, these are extra ships for fun!

Thursday, February 7, 2019

Custodes Beta Rules Review: Part 4- LoW, Dedicated Transport and Closing Thoughts

Over the next few days I will be breaking down the Adeptus Custodes Beta Rules for Warhammer 40k that were released last month. You can download them here (for free) if you haven't had the chance to check them out yet.
Part Four below goes into the Lord of War and Dedicated Transport, as well as closing thoughts on the Beta rules.
Part One covered the Elites Choices. Part Two covered Fast Attacks. Part Three discussed the Heavy Support Choices.

Coronus Grav-Carrier

Well for starters, it is better than the Land Raider for what it does (Deliver infantry to the enemy lines), though not as tough. But you don’t need it to be as tough (besides it has that 2” buffer from Gravitic Backwash). You need it to live into turn 2 or 3 and deliver its cargo. And this transport can and will do that.
What makes it better?  Simple the fact it is cheaper and faster. Sure the Land Raider is still by far deadlier. But the point of these vehicles is to transport something even deadlier inside. And seeing how the Coronus can transport that unit faster, and isn’t as large of a points sink, it just strikes me as being the better of the two options for this job.

To me the obvious choices to transport are Pythirite Spears or Wardens. Terminators as well if you couldn’t (or didn’t want to) deep strike the. IMO Allarus actually, seeing as Aquilon with Firepikes are Deep Striking gods of gold now.

The weapon is the same lackluster and non-sensical Twin Arachnus Blaze Cannon found on the Pallas. Really really  falling short of the dual Twin-Las of the Godhammer, and as I said in Part 2, the Burst mode really should be Heavy 12 or more. The lack of firepower causes some hesitation for me to taking one.

However, what really stops me from taking one is I just don’t think it is needed. Custodes work very much like a Hammer and Anvil IMO. Jetbikes, Grav Tanks, Jump Infantry and Deep Striking are all HAMMERS. The rest of the list is an Anvil. All a Coronus does is make your Anvil mobile. And if you really need to do that, you could with deep striking and spend your precious points on something far more lethal.

Orion Assault Dropship

Probably one of the Toughest Flyers in the game. Really a solid choice, but something you very carefully have to consider taking and have a plan how to use it, and importantly, how to use your army when it dies.
Must better than the Land Raider for what it does. For one, it has some okay firepower (though 2 Caladius would still be more for a little less points). The Blaze cannon is strong, but capping at 3 damage really limits it. It really should be 2d3 or d6 IMO.

This is also amazingly fast. The problem there being you will quickly outrun all your support characters, so just be ready to deal with rolling snake eyes on the To Hit of the blaze cannons, as well sacrificing transport space for a few characters to join your embarked assault force.

The ability to transport a Dreadnought is really nice, and makes the standard contemptor much more viable IMO. Other candidates for transport are the same as I mentioned above for the Coronus, plus a shield captain or Trajann and/or Vexilla of some sort. If you aren’t bringing a Dreadnought inside the Orion, I would highly recommend filling three of the spots with a basic troop squad. This allows you to deliver an assault force that can continue to me mobile, while leaving behind a tough as nails troop squad to hold what ever objective you storm.

But just like the Coronus, I’m not convinced on this big boy. I mean, it is super fluff and you should take it if you want to. Not a bad move. BUT It is 448 points. That is nearly ¼ of a 2k army. And in a small model count army, that really REALLY eats into your body count and ability to have board control. It is the reason why the land raider was balked at when the codex dropped. It is just wicked expensive. And on top of that, you are likely putting another 300-500 points inside of it. You are easily end up with over half your army in one drop. So sure, that can help you go first but… if you get seized on, there are armies that can take this down in a turn. And even if you don’t get seized on, don’t be surprised if this big scary monster that cannot hide and everything will have LOS too gets shot by literally every unit in your opponent’s army until it is dead. And that is another downside to its cost. If you lose it early on in your game, that is ¼ of your army gone in one blow. And with its low damage weaponry, it is likely it will not ever earn its points back in lethality. You have to just hope the act of being a taxi was worth it.

Furthermore, just like the Coronus, it is really for transporting around Anvils when you already have plenty of hammers you can swing. It just isn’t NEEDED in the army. There are many more optimal choices, both in and out of the codex.

Closing Thoughts on the Beta

Overall I am quite happy with the second Custodes beta. Only disappointment not mentioned is that there was one close combat dread in the previous beta that did not make this one. Would have been nice to see another new model drop. But such is life.
"Don't listed to her, she gives bad advice."
The biggest winners of this Beta are the Caladius w/ Accelerator Cannon, Aquilon Terminators w/ Firepikes and Solerite Guantlets, Achillus Dreadnought and finally Agamatus Custodes w/ Las-Pulsers. Solid choices all of them, and they all have their place in the Army and do their prescribed job well.

Pretty much everything else is decent (still Custodes afterall) but just not optimal. If you are playing garagehammer or wanting to bring the boys in gold but no jetbikes, this new Beta really does a great job providing new options and some depth to an otherwise limited codex army.


That is it for part four! Tell us what you think in the comments below and make sure to check out all our Custodes content.

Wednesday, February 6, 2019

Custodes Beta Rules Review: Part 3- The Heavy Support

Over the next few days I will be breaking down the Adeptus Custodes Beta Rules for Warhammer 40k that were released last month. You can download them here (for free) if you haven't had the chance to check them out yet.
Part Three below will discuss the Heavy Support Choices.
Part One covered the Elites Choices. Part Two covered Fast Attacks. Part Four will go into their Lord of War and Dedicated transport, as well as closing thoughts on the Beta rules.

Caladius Grav Tank

This is another great choice in the Beta IMO. Last time I did a lot of comparison of it to the Pallas Grav-Attack, and really it just out shines the Pallas in every way. Yes it is twice the points, but it outshines TWO Pallas at the same points cost. It has one more T,  nearly double the range with the Accelerator Cannon, more firepower at a higher quality, and degrades at essentially the same point you would lose one complete Pallas (7 T7 wounds vice 8 T6 wounds).
To me the no brainer load out is the Twin Iliastus Accelerator Cannon. Its like a better battle cannon. Add to this its suped up Twin Heavy Bolter (Twin Lastrum Bolt Cannon), and you have a solid support platform. Power of the Machine Spirit means this can stay mobile and be useful, running it in support of jetbikes. Alternatively, with its range it can sit back near an objective with a foot captain nearby and maybe some Sagittarum or a Telemon and just pour on some fire.

But there is another load out... and I would never ever use it. The Twin Arachnus Heavy Blaze Cannon is MORE POINTS than the Accelerator and just A LOT WORSE. What I really don't get is why the TWIN HEAVY version has as many beam shots and LESS RANGE than the Telemon's Arachnus Storm Cannon. I guess it still has double the burst, but just no range. But even double the burst doesn't matter because for 80 points I get TWO Telemon Storm cannons, vice 100 points for one on the Caladius. So for less points, you get more beam shots, same amount of burst, and less range. It just doesn't make sense. To further complicate it, the Twin Arachnus Blaze Cannon on the Pallas has the same number of Beam shots, but half the burst shots? Why? At least their ranges agree.

There is just no world in where you should take the Heavy Blaze over the Accelerator Cannon, especially when compared to the Telemon.

One thing I've liked to do with this is the Overwatch stratagem, blast people away, and then watch them fail the charge because they had to subtract 2 inches from their roll. It is just brutal to see. And then you zoom away next turn and make them wonder why they even tried.

The one thing I wish this had was T8, but it is still good without it, and not a bad anti-armour option at its price point.

I really REALLY wish FW sold the turrets to these tanks as upgrades. I wouldn't mind having both turrets for three of these tanks, but I really don't want 6 hulls to do it.

Telemon Heavy Dreadnought

A true Star of the Custodes Army. While this did get worse from the last Beta, it went down in points and lost the one per army limit, so overall win for the unit on its own. In context of the Army though, he definitely lost ground to the Caladius. A solid all-rounder, but expensive to say the least.

I am note sure what load out I'd take on the Telemon TBH. Magnets for the win there I guess. As discussed above, its Arachnus Storm Cannon is just superior to what you get on the Caladius or the Pallas, so if you want that weapon role in your army, this is the platform for it. If you double down on them, for only 62 more points than a Accelerator Caladius, you get more range, more shots, T8 and a 2+/4+ with a 6+ FNP. You loose speed and PotMS, but you have the range, so not entirely needed.
The Accelerator is decent. Better on the Caladius (a flip there), but much more affordable as a weapon. I wouldn't double up on these, but if you want an all rounder Telemon, one with a Casestus isn't terrible. The Caestus is nice, because it really puts this into the range of killing Knights in combat, especially if you take two and deep strike. I just wish to save points I could take Lastrum Storm Bolters in lieu of the Plasma Projectors. Not that the Projectors are bad, but 30 points for two 8" range weapons isn't that impressive to me. At least they are 2d3 instead of d6 shots. Really, every flamer weapon in the game should move towards that shaped distribution.

What is really nice about it, unlike its Leviathan cousins, is it is ALWAYS base 4 attacks. Makes even a dual shooty version able to handle being assaulted. The fact that Caestus add attacks is just gravy.

Sagittarum Custodes

I want to like these guys more. But they suffer in the same way the Pyrithite and Adrasite Spears do. They are more foot custodes when I've already had to spend 500 points on other foot custodes. If you are open to allies, you may be better served taking some primaris marines instead.
But the unit isn't bad per se. A tad expensive, but the fact they are assault weapons is nice, as it allows the squad to remain mobile. Add to that the dual profile and ability to shoot both (albeit at minus one to hit) and you have a decent little fire support squad good at taking out all forms of infantry. That objective just outside your deployment zone? They are perfect to go grab it turn one or two and defend it the rest of the game.

This is probably the one squad of Custodes I'd forgo misericordia on. Maybe take one just so they have some AP when they get charged, but ideally there is some things nearby that can come support, like a shield captain or dreadnought. Or Jetbikes than can race back.
I think this squad would have been more interesting and useful as a troop choice with some sort of restriction. Maybe 1 per custodian guard squad or min squad size of 5 instead of 3 (making it a tough choice from a points perspective) or both? But honestly, at 165 for 3 of them in the HS spot, I am more likely to spring for other units. They'd aren't terrible, but like everything in Custodes you are faced with the question- why take them when you can take more Jetbikes?

The real lamentable thing- in 30k this squad has ANOTHER heavy weapon option. And FW still hasn't made that part... I'm afraid we will get finalized 40k rules for this AND THEN that weapon will come out.

That is it for part three! Tell us what you think in the comments below and come back for tomorrow where we discuss the Lord of War and Dedicated Transport, as well as some closing thoughts in Part Four!

Tuesday, February 5, 2019

Custodes Beta Rules Review: Part 2- The Fast Attacks

Over the next few days I will be breaking down the Adeptus Custodes Beta Rules for Warhammer 40k that were released last month. You can download them here (for free) if you haven't had the chance to check them out yet.
Part Two below will discuss the Fast Attack Choices.
Part One covered the Elites Choices. Part Three will cover Heavy Support. Part Four will go into their Lord of War and Dedicated transport, as well as closing thoughts on the Beta rules.

Agamatus Custodes

I love what these guys bring to the table. If you liked playing Jetbikes, they are an auto-include IMO. Replace 3 of your Dawneagles with these Gyrfalcons (the actual name of the bikes them selves. The unit is Agamatus where the ones in the Codex are Vertus Praetors) and you are set.
These guys bring some potent anti-vehicle potential to the list with their Twin-Las Pulsars. This is the standout weapon, though it pushes each bike up to the 120 point range. But that is fine IMO for what you are getting. The S8 is a key feature here, as it means your aren't having to roll 5 ups to damage most vehicles like you did with the lances on your Dawneagles. It is also tremendously more firepower than the Melta missile with 2d3 shots, so not having the reroll to wound melta rule comes out in the wash. And it is way more points efficient than the melta missile. Really, if you mixed those into your bike force before, just run Agamatus with Las-pulsars now.

As for the other options, I at first thought the Lastrum Bolt Cannon was pretty meh... but then I realized it is 36". That is an incredible threat range for suped up heavy bolters. If you don't have the points for Las-Pulsars on all your bikes, this is the choice I'd take. It puts the bike on cost parity with your Dawneagles, and can just be used for targets of oppotunity around the board. Sure, the Hurricane Bolters of the Dawneagles are far more devastating up close, but when you have to sprint for a far objective turn 5, this guy will still have range on enemy units your Vertus Praetors just won't have.

As for the Adrathic Devastator... I just don't get why you would settle for this when you have twin-las pulsar as an option. Sure it is a lot cheaper... but it is short range and does mortal wounds to yourself. Just like I talked about how the Adrasite Spears in Part One were essentially worse Plasma Guns, this is a worse Plasma Cannon. Why didn't they just give Custodes a Plasma Cannon instead (from a fluff perspective). To make it even worse here, it is a Heavy Weapon on something ALWAYS MOVING, meaning you get -1 to hit. That means for the purposes of dealing mortal wounds to yourself, 2's count as 1's, and not even a Shield Captain Reroll will protect you from that like it would on other units. It just makes this weapon a hard pass for me.
To top this unit off though, THEY STILL HAVE LANCES!  In combat they are just as good as Vertus Praetors! Just a great threat all around.

The most comparable unit to these guys is the Pallas Grav-Attack, but we will get to that below.

Ventatari Custodians

I'm trying to figure out what the point of these guys are. In an Army with Jetbikes and 2+ save, 3+ save jump infantry just seems weird. Sure they come natural with Deep Strike, but there are better deep strike options in the army *cough cough AQUILON cough*. They just strike me as a unit made for people who just don't want to take bikes after one too many times of someone complaining about Custodes bikes.
FLY MY PRETTIES!
If you are going to take Venatari, start with the Kinetic Destroyer and Tarsus Buckler. This is possibly the most impressive pistol in all of 40k. Not only does the Combo look cool, but it can do some nice damage... more than heavy bolters actually. The buckler itself is pretty neat with the "ignore -1 AP" mechanic. It makes them as tough as any other Custodes unit against all -1 AP weaponry.

But if I was your opponent and knew that, all than means is I would shoot them with AP 0 or AP -2 Weapons.
Now I wouldn't use the Lance unless I had a Squad over 6. Once I had 6 pistols and bucklers, all the rest would have lances. Sure it is less shooting, and can't shoot in combat, but it is much better in combat than the buckler. And as a Custodes Jump unit, you really don't want these guys bogged down in successive rounds of combat, which is what you would need for the pistol to really be of use there. There are much better choices for tying up hordes in combat than these guys. Like all Jump Troops, they are for lightning strikes... which Jetbikes still do so much better. At 62 to 66 points a pop, I just don't see why you would take them over bikes or something like Sagittarum.

Pallas Grav Attack

A whole lot of people are ranting a raving about the Pallas. It does seem attractive at first I will admit. Only 100 points for what seems like a nice anti-tank weapon and a vehicle profile that doesn't degrade, all with Power of the Machine Spirit to boot.

But really, the only reason I see to take one (other than they do look neat) is if you are at 1900 points and saying "I don't know what else I can fit in".
First of all, lets compare to the Agamatus above. With no rerolls other than what the Pallas Arachnus Blaze cannon naturally has, a Agamatus will wound a T8 vehicle an average of 1.3 times compared to the Pallas' .9.  Really the S7 just does this weapon no favours. And that's without rerolls. Keeping in mind the bikes likely have a shield captain nearby, their performance only goes up. And their potential MAXIMUM is far greater.

On top of that, the Pallas has no presence in the assault phase, where as the Agamatus is brining 4 Lance attacks. And that is really going to be just about as effective as the Pallas's shooting attack against a T8 vehicle.

I could maybe see more use out of this if the Burst mode was heavy 12 (like it is on the Caladius, I'll talk more on this disparity in my next post, because we need to tie the Telemon in for that as well) or something, but at heavy 6, I just would rather really on other weapons and units for horde thinning.

"But this is a vehicle with 8 wounds. The Agamatus only have 4!" True. But this only will ever have a 3+/5+. The Agamatus have a 2+/4+. And they are the same toughness. It really makes them just about as hard to kill.

The other unit to compare the Pallas to is the Caladius. I know we haven't covered that here yet, but it is necessary to discuss. Too many people are thinking about taking 2 or more Pallas IMO. Take a Caladius with the Accelerator Cannon instead. For basically the same points (200 for two Pallas, 210 for one Caladius) you get more and better firepower at greater range and one more toughness, which make up for being 2 net wounds less.

"But the Caladius Degrades" you say. Yes. After 7 wounds. Where as with two T6 Pallas, I'd loose HALF my firepower after taking 8 wounds. I'd rather take the degradation. The only advantage I see two Pallas having over a Caladius is they can split their fire and/or be in two different locations.

Really these other choices are just no-brainers to me over the Pallas. Like I said, if you only have 100 to like 125 points left, sure, take a Pallas. It isn't terrible and it will do some work for you. Send it off to support half your Dawneagles. But that is really all it is good for IMO.


That is it for part two! Tell us what you think in the comments below and come back for tomorrow where we discuss Heavy Support in Part Three!


Monday, February 4, 2019

Custodes Beta Rules Review: Part 1- The Elites

Over the next few days I will be breaking down the Adeptus Custodes Beta Rules for Warhammer 40k that were released last month. You can download them here (for free) if you haven't had the chance to check them out yet.
Part One below will discuss the Elites Choices.
Part Two will be about the Fast Attack. Part Three will cover Heavy Support. Part Four will go into their Lord of War and Dedicated transport, as well as closing thoughts on the Beta rules.
Contemptor-Achillus Dreadnought
Other than the fact I think this is the cooler looking for the two Custodes Contemptors, I prefer the Achillus on paper to the Galatus (we will get to him next). The Dreadspear is just a beast of a weapon, and at the cost of 1CP, you can get this guy  DS in imminent threat range. Have him deep strike with some terminators or land near some bikes, and your opponent will have a hard time what to prioritize if you fail to make the charge out of DS. But burning a CP on rerolls to ensure that charge is worth it, because the dreadspear really will wreck things. Hunt LoW or other vehicles with this guy. BIG threat to Armigers, and a threat still to other Knights.
For his other wargear I would pass on the Incinerators. They are great anti-horde, but really they just serve as overwatch protection on this dread, and hopefully you are not often putting it in a place where you are faced with this guy being bogged down. As I said above, set up to target big scary things. If you have the points though, the Adrathic Destructors are promising and can really ramp up the damage output the dread has. The risk of mortal wounds does stink, but if you can have a Shield captain nearby (remember those bikes and terminators that should be on hand in support) then if becomes a minute worry. And even if you take 1 wound from your own shooting, it is tough enough that it should survive another turn with 9 wounds left.
Contemptor-Galatus Dreadnought
This unit is just does not have enough offensive power to see much use IMO. It is really really defensive. In an army were almost everything is a 2+/3+, 2+/4+ or 2+/5+… why do you need something this defensive?
The first real unfortunate thing is the 8’ range of its weapon. It makes the DS less viable. Now if you are running an Orion Dropship, it would probably be worth having this be the dread that rides on it. The other thing is it is S7 on its sword. Really? Couldn’t have at least been +1 S to make it S8? S7 means Space Marines are wounded on 3+ and most vehicles on a 5+. For a CC dread that’s just not impressive. A normal Astartes dread does more at that price point.
Essentially it suffers from being an armoured tortoise in an army of snapping turtles. While a Galatus would be a tough nut to crack, it has none of the bite of other Custodes units, all of which are touch as nails themselves.
Maybe if you regularly play against horde/swarm armies it would be useful, but in general, I’d give it a pass.
Aquilon Custodians
These guys are one of the stars of the new Beta rules, almost eclipsing Allarus all together. Allarus still have their uses, but you have to really plan your army and game plan around them and the strategems they have to make them work over their Aquilon brothers.
These guys are a great addition to any Custodes army. The first and most obvious configuration is Infernus Firepike + Solerite power gauntlet (and add a misericordia). 3d6 12” auto-hitting superheavy flamers! Yes please! And getting that in only 3 guys, you have a small footprint you can DS into a lot of places if you opponent is not careful. I foresee a lot of Warlords being toasted off the table in the future. The Guantlets are great too. S10 attacks, AP-4, d3 Damage each. Just sheer brutality.  Obviously the hope is to make the charge on the DS, but these guys are all so tough that they should weather any shooting the next turn (2+/4+, T5, 4 wounds each!) and really will make your opponent think about charging them or not with their firepikes.
Their other weapons just don’t stand out as much. First of all I’d probably always leave the Adrathic Destructors at home unless I was always DS them with a SC. The risk of Mortal wounds to them is too much IMO at the 20 point price point, especially when the flame is already cheaper. Their Storm Bolters are just economical enough to be worth it possibly. Its really a hard sell over the firepike, but when strapped for points, swapping 1 out of 3 pikes out wouldn’t be that bad. Take all your wounds on this guy first. As for the talons, I really don’t see why you would ever take them over the gauntlets. Rule of Cool only really, the reroll to wound just doesn’t balance out with the sheer ability to wound + damage output of the Solerite Guantlet.
Speaking of reroll to wound, I would really consider supporting these guys with Trajann Deep Striking. Auto-hitting Flamers + RR 1’s to wound, plus RR hits and wounds of 1 in combat. You just make this unit brutally efficient.
The only drawback of the Aquilon is the fact they are sold with their weapons. HH Terminators have always been sold torso and weapons separate. It really stinks for these guys, because the idea configuration of Gauntlet + Pike mean you are either buying 2 sets of terminators (one for the pike and one for the gauntlet) or shaving claws off of fists in the Pike set. And having paid FW money, and the fact these are still beta rules, I would be really hesitant to do that.
Custodian Guard with Adrasite and Pyrithite Spears
First I’ll talk about the squad… and then about how the spears really should have just been wargear.
So it is basically normal foot custodes with either a gets hot plasma gun or a melta gun. The Pyrithite is the better option FOR THIS SQUAD IMO. Most of the time your shield captains will be too busy baby sitting other units. Having them sit neat a foot squad with only 3 x 18” shots to protect them against mortal wounds is a waste. But without him, those mortal wounds just stink.
For all their superior tech, why do they essentially just have worse plasma guns on their spears. They’d be better mounting a Plasma Pistol to the end of them IMO. At least then they wouldn’t risk death every time they shoot, only when the REALLY needed too.
The Pyrithite is good if used right. If you are bound and determined to field an Orion Drop ship, these are prime candidates to go inside. You can also spend 1CP to DS them, but I’d only do that if you were taking a larger squad or had a lot of CP.
There are a few things hold this squad back IMO. One they are elites. I get why in the way they structured the beta list, but there are other choices I’d rather take. Two, it would have been nice if they had the option to include a Sentinel Blade and Storm Shield. They are Custodian Guard after all. I’d be fine with the unit and their place in elites if they had this one option added.
But honestly I had hoped these weapons would be wargear. I think Wardens could greatly benefit from them and Foot Shield Captains would be a lot more useful and interesting. Obviously it would be great to have them in Troop Custodian Guard Squads, and I really don’t think it would be game breaking either, as we are talking assault 1 weapons with only up to an 18” range. And pricey ones at that.
With a pure Custodes list already having to invest around 500 points for min foot troops, buying more of them with a low volume of fire just isn’t really appealing to me personally.
That is it for part one! Tell us what you think in the comments below and come back for tomorrow where we discuss Fast Attack in Part Two!