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!

Thursday, January 24, 2019

Quick Share: Custodes Jetbikes

I really need to get into writing here in 2019. But breaking the ice is always the hardest part. So instead of a long discussion or rant etc. etc., figurered I would kick off the year with some pictures of one of my Jetbike squads for my Custodes. Enjoy!

Tuesday, January 1, 2019

Allies of Inconvenience: Episode 16- Chapter Approved, Terrain and Tomfoolery


Come Join the Allies of Inconvenience Crew as we close out 2018! We start off as usual with hobby progress (I think our shortest yet) before launching into Chapter Approved discussion! We then move onto Terrain releases, Fortifications and the place of useable faction terrain in 40k and as compared to Age of Sigmar... and then slowly get derailed into just general hobby blabber, rants and "Tomfoolery"

So check out our final Season 2 episode before we start off with Season 3 in 2019!


00:00 Intro
01:47 Hobby Progress
44:05 Terrain and General Discussion

Songs and Soundclips
Blue Mark- Atlan Urtag
Kaap mere- Bugotak
Clip 1, 2, 3 - Ghazghkull Thraka

Saturday, December 8, 2018

A Modest Proposal - Tau

Discordian here! I have a couple of modest changes that I think would benefit Tau.

Interesting ideas that will probably never happen.

1. Kroot

Kroot are relatively okay. I feel like their only real problem is that Fire Warriors are just to cheap.

But I would really like a way to field a pure Kroot Detachment. Something like the following.

     War Shaman: In a Detachment that only includes units with the KROOT Keyword, Kroot Shapers        become a HQ choice instead of Elite.

2. Rail Weapons

I like Rail weapons. They look cool and they're the OG Tau heavy weapon, but they're just not performing anymore.

I'm going to put aside my frustration that both Riptides and Storm-surges never got options to take them, and focus on the guns that exist.

Make them all a little more expensive, stay with me here..... and make them all rapid fire rapid fire. It would allow mobility and increase the fire potential, without being to close to ion weapons in function. Boom.... followed by a additionally boom then I guess.

3. Vehicles

Vehicles should be able to take wargear. Its not like they'd be free, and this game naturally penalizes expensive vehicles so it balances out.

Plus this would actually be a great help to Rail weapons because it would mean Hammerheads could move and shoot normally, assuming they don't magically change into rapid fire weapons.

I would also like a diminished form of Savior Protocols to work on Vehicles, or as a compromise allow you to swap out their gun drones for shield drones which can be sacrificed.

4. Crisis Suits

Crisis suits are a Tau unit that have just been slowly made more and more useless. They are just to expensive these days for what they bring.

They need to come down in points or be made BS 3+ naturally. With an additional change to be units of 1-9 and a special rule like the following:

      Special Operators: If a unit of Crisis Suits contains 3 or more non-drone models, that unit can be        taken as a Troops choice.

I'm assuming Chapter approved is going to just drop the points, but I desperately want them to be more then that unit that just isn't a Commander in some way.

5. Commanders

Before we talk about how commanders should change, I want to bring up one thing. The special matched play Tau commander rule should NOT go away. And that's because there are in fact 5 different commander units, and that's not even counting special characters.

Unless GW does something about consolidating those units into less units with more upgrades, the rule of three just doesn't work here. Because they're all just Bs 2+ special weapon platforms with a couple of odds and ends thrown in.

So instead lets swap some things and balance some others.

Weapons for commanders should just be more expensive. If it works for Guard it can work for Tau.

Commander XV8 should loses Irdium Armour and Commander in XV85, the so called "Enforcer" gains Iridium Armour stock. Congratulations, now there is a legitimate difference between those two units.

Coldstar change to BS 3+. I'd like them to be planes, or some kind of "Flying Monstrous Creature", because that would cooler than the aggressive hoping they do now. But as long as they stay HQs... actually that's it. Just drop the commander part. Make them a specialized unit that is a plane, or an elite. Their BS drops and your HQs are no longer throw away suicide units. We're done here.