GW never really figured out how to make elite units all that worthwhile.
What makes custodes work?
Probably the bikes. Apparently they are a pain to deal with. I'll find out as soon as my friend can afford to buy two more boxes of bikes. I also think a battalion of Imperial Guard make Custodes really rough.
I think I'm gonna buy a lot of Space Wolves bits and hopefully get some good pieces for this knight I'm working on. Been talking to the person who made the 3D print Space Wolves upgrades for knights that I bought and been getting advice.
I'm really excited to get the 3D parts and start making this knight.
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
I guess I might paint Marines of some kind for kill team. Even with the addition of Rangers the Eldar team will be really boring. Like in shadow war, where 90% of your team are guys with shuriken catapults or slightly better shuriken catapults.
GW never really figured out how to make elite units all that worthwhile.
What makes custodes work?
Probably the bikes. Apparently they are a pain to deal with.
Yep. Most Custodes units and pure Custodes lists suffer from the same issues as every other elite army - not enough bodies on the table.
Jetbikes, especially the HQ version, are complete fuckers. They're mobile, have good anti-infantry firepower, deal high single-target damage in close combat, and are absolute nightmares to kill. There's a reason the Guard/Custodes combo is one of the top tier armies at the moment.
I just bought 15 loyalist termis to turn into deathwatch termis for 20 bucks. Not too bad. I know they ain't great but man it is so fluffy.
I want terminators to be good again so bad.
They just cost so much and deep strike got hit real hard.
Me too. I bring them all the time because I love Terminators, but mine never seem to get any actual work done.
Gerbil, where did you manage to find fifteen Terminators for twenty bucks? That's a pretty great deal.
A dude in my club was unloading his old loyalist stuff. There were some metal sternguard, DA tac marines, and scout bikers in there too but I really didn't need them.
GW never really figured out how to make elite units all that worthwhile.
What makes custodes work?
Probably the bikes. Apparently they are a pain to deal with.
Yep. Most Custodes units and pure Custodes lists suffer from the same issues as every other elite army - not enough bodies on the table.
Jetbikes, especially the HQ version, are complete fuckers. They're mobile, have good anti-infantry firepower, deal high single-target damage in close combat, and are absolute nightmares to kill. There's a reason the Guard/Custodes combo is one of the top tier armies at the moment.
I think a lot of it is they combine a bunch of rules and are not deep strike dependent.
They are sub 10 wound characters so you don't have to deepstrike them to keep them safe first turn just put guard in front of them. They fly so they ignore terrain. They move crazy fast so they can get into range first turn. They can charge on your opponents turn in their shooting phase with the stratagem. With proper spreading of abilities and items you can give 2-3 of them 3++ saves or something like that. They have a hurricane bolter on the bikes. They hit on twos, have built in ignoring of smite, and have a base 2+ armor.
Actually when you list their abilities+weapons they are probably a bit under pointed at the moment. Top it off taking them in a supreme command detachment is a way to use them without hurting the rest of your army.
They fill a huge hole that other Imperium armies have, fast tough melee units that also clear chaff for rather cheap.
I mean looking at the current imperial soup it is three pieces/4 pieces now:
1.Imperial guard CP generation machine+bodies
2.Blood angel slamguinus, Mephiston, and scouts
3.Custodes on bikes
4.Knights
Guard provide bodies, CP and fire support. Custodes/BA provide close combat fast units that get where you want them and hit like trucks. Knights provide an insane amount of tough to kill firepower. All the while you can regen CP from your own and your opponents usage and start at a basis of 11-16 cp depending on your army.
It literally is all list types in a single list with overlapping strengths and filling in each others weaknesses.
Custodes just get so much stuff for free, Mazzyx forgot to mention those Shield Captains are also objective secured!
When they were being released and we had a daily Custodes preview article explaining dev thinking I was so frustrated because they kept saying things like "because of the low body count, we're giving each unit obj sec" "because smite fucks elite units, we're giving them all an anti-smite FNP" "because armor sucks, we're giving a blanket +1 invuln" and so on.
And I'm sitting there thinking, but wait GW, all those arguments apply to other elite units too, especially my poor Grey Knights, can we apply all these good, thoughtful design elements retroactively to them with some errata, too?
The sad part is even with all that, with 2+ WS and BS, T5, innate 4++ (compare Custodes troops to Gk Paladins, they're better in every way, obj sec, troops slot and also cheaper) the footslogging Custodes units still suck and get shot off the board before they can do anything. Only the Jetbikes are considered good.
But at least it bodes well for the future, I'm hoping they figure it out one day and make Terminators, Centurions, Crisis Suits, etc. worth using. IMO it'll require some special rules about ignoring AP and allowing units with innate deepstrike to ignore the beta rule, something novel like that.
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Dr_KeenbeanDumb as a buttPlanet Express ShipRegistered Userregular
How many points are lictors? The article mentions a full kill team of lictors would be four of them, that should give us an idea of the scale, points-wise.
How many points are lictors? The article mentions a full kill team of lictors would be four of them, that should give us an idea of the scale, points-wise.
I wouldn't assume codex points=kill team points.
Also lictors, glad they put them in I wasn't sure they would as they were big.
Eldar Hornets, they get -1 to hit if they advance. If they're Craftworld Alaitoc, they get -1 to hit outside 12 inches. If they also get Vectored Engines, does that mean when they advance they get -3 to hit?!
XBL: Bizazedo
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
Eldar Hornets, they get -1 to hit if they advance. If they're Craftworld Alaitoc, they get -1 to hit outside 12 inches. If they also get Vectored Engines, does that mean when they advance they get -3 to hit?!
Yes. Stacking to hit modifiers is a big part of why Eldar are so strong at the moment.
Eldar Hornets, they get -1 to hit if they advance. If they're Craftworld Alaitoc, they get -1 to hit outside 12 inches. If they also get Vectored Engines, does that mean when they advance they get -3 to hit?!
Yes. Stacking to hit modifiers is a big part of why Eldar are so strong at the moment.
I picked up 3 Start Collecting boxes for 160 buckaroos, after the discount and all my eBay funbucks. eBay mostly take the, but sometimes it giveth a little.
I picked up 3 Start Collecting boxes for 160 buckaroos, after the discount and all my eBay funbucks. eBay mostly take the, but sometimes it giveth a little.
I'm honestly going to be surprised if Harlequins have anything more than the base Players now. A Death Jester or Solitaire feel like they'd be massive overkill on the level that Kill Team seems to be operating at.
Posts
Those are all conversions from existing plastic kits. They were also all in the AM codex.
Kitbashes: Guard, Scions, Genestealer Cults, Fantasy Empire, Mechanicus, etc. Somewhere - White Dwarf maybe? - they went over how to make them.
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705
The red one I think is a Chaos cultist head. I have painted it a few times.
Gonna see what I can find on bits world and window box.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
I wish
I want terminators to be good again so bad.
They just cost so much and deep strike got hit real hard.
What makes custodes work?
Probably the bikes. Apparently they are a pain to deal with. I'll find out as soon as my friend can afford to buy two more boxes of bikes. I also think a battalion of Imperial Guard make Custodes really rough.
I think I'm gonna buy a lot of Space Wolves bits and hopefully get some good pieces for this knight I'm working on. Been talking to the person who made the 3D print Space Wolves upgrades for knights that I bought and been getting advice.
I'm really excited to get the 3D parts and start making this knight.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Me too. I bring them all the time because I love Terminators, but mine never seem to get any actual work done.
Gerbil, where did you manage to find fifteen Terminators for twenty bucks? That's a pretty great deal.
Yep. Most Custodes units and pure Custodes lists suffer from the same issues as every other elite army - not enough bodies on the table.
Jetbikes, especially the HQ version, are complete fuckers. They're mobile, have good anti-infantry firepower, deal high single-target damage in close combat, and are absolute nightmares to kill. There's a reason the Guard/Custodes combo is one of the top tier armies at the moment.
A dude in my club was unloading his old loyalist stuff. There were some metal sternguard, DA tac marines, and scout bikers in there too but I really didn't need them.
I think a lot of it is they combine a bunch of rules and are not deep strike dependent.
They are sub 10 wound characters so you don't have to deepstrike them to keep them safe first turn just put guard in front of them. They fly so they ignore terrain. They move crazy fast so they can get into range first turn. They can charge on your opponents turn in their shooting phase with the stratagem. With proper spreading of abilities and items you can give 2-3 of them 3++ saves or something like that. They have a hurricane bolter on the bikes. They hit on twos, have built in ignoring of smite, and have a base 2+ armor.
Actually when you list their abilities+weapons they are probably a bit under pointed at the moment. Top it off taking them in a supreme command detachment is a way to use them without hurting the rest of your army.
They fill a huge hole that other Imperium armies have, fast tough melee units that also clear chaff for rather cheap.
I mean looking at the current imperial soup it is three pieces/4 pieces now:
1.Imperial guard CP generation machine+bodies
2.Blood angel slamguinus, Mephiston, and scouts
3.Custodes on bikes
4.Knights
Guard provide bodies, CP and fire support. Custodes/BA provide close combat fast units that get where you want them and hit like trucks. Knights provide an insane amount of tough to kill firepower. All the while you can regen CP from your own and your opponents usage and start at a basis of 11-16 cp depending on your army.
It literally is all list types in a single list with overlapping strengths and filling in each others weaknesses.
When they were being released and we had a daily Custodes preview article explaining dev thinking I was so frustrated because they kept saying things like "because of the low body count, we're giving each unit obj sec" "because smite fucks elite units, we're giving them all an anti-smite FNP" "because armor sucks, we're giving a blanket +1 invuln" and so on.
And I'm sitting there thinking, but wait GW, all those arguments apply to other elite units too, especially my poor Grey Knights, can we apply all these good, thoughtful design elements retroactively to them with some errata, too?
The sad part is even with all that, with 2+ WS and BS, T5, innate 4++ (compare Custodes troops to Gk Paladins, they're better in every way, obj sec, troops slot and also cheaper) the footslogging Custodes units still suck and get shot off the board before they can do anything. Only the Jetbikes are considered good.
But at least it bodes well for the future, I'm hoping they figure it out one day and make Terminators, Centurions, Crisis Suits, etc. worth using. IMO it'll require some special rules about ignoring AP and allowing units with innate deepstrike to ignore the beta rule, something novel like that.
For nid kill teams.
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705
I wouldn't assume codex points=kill team points.
Also lictors, glad they put them in I wasn't sure they would as they were big.
Gamertag - Khraul
PSN - Razide6
3DS: 1650-8480-6786
Switch: SW-0653-8208-4705
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Eldar Hornets, they get -1 to hit if they advance. If they're Craftworld Alaitoc, they get -1 to hit outside 12 inches. If they also get Vectored Engines, does that mean when they advance they get -3 to hit?!
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
Yes. Stacking to hit modifiers is a big part of why Eldar are so strong at the moment.
In fact you can lightning reflex that to a -4.
Because why not?
Well I shop around for crap on ebay
Only 2 unit selections... Kabalites and wyches.
Dunno if it was a full reveal or just a teaser, but that's pretty skinny.
I'm sure they have a ton of loadout options, but still
Gamertag - Khraul
PSN - Razide6
You'd expect Harlequins to be the Big Deal Eldar for Kill Team purposes, but I don't think they've previewed that set yet?
Gamertag - Khraul
PSN - Razide6
It's literally the only thing holding me back from starting Craftworld Eldar.