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Games Workshop Warhammer 40k - Adeptus Custodes Custodian Wardens

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The hour of action is nigh as the Era Indomitus dawns. With the surge of Chaos activity across the galaxy in the wake of the Great Rift's birth and the threat of eternal damnation more real than ever, the Adeptus Custodes have taken their vow of protection to its logical extreme -- they will see the destruction of those forces who pose a threat to the sanctity of Terra. First amongst these are the dread hordes of Chaos. The Emperor battles the Warmaster Horus aboard his flagship, while the Legio Custodes attempt to come to the aid of their liege.

The Adeptus Custodes are masters of melee combat, able to use different fighting stances to adapt to different situations. In 9th Edition this was represented by a slightly complicated set of rules for cycling through the stances, but in 10th Edition it’s been heavily simplified, and is focused on the Fight Phase rather than having a grab bag of effects. Since holding onto the table is the focus of this style of list, I think durability should be prioritized, so you should probably run this style list as Shadow Keepers to keep your units alive longer. Mech list In addition, most advertising networks offer you a way to opt out of targeted advertising. If you would like to find out more information, please visit http://www.aboutads.info/choices/or http://www.youronlinechoices.com. Raise The Banners High: Infantry unit performs action on an objective starting at the end movement and completing at end of your turn. Banners are destroyed at the end of any phase that your opponent controls that objective. During your command phase, score 1 point per objective with a banner on it and 1 point per banner remaining at the end of the game. Since actions cannot be performed by a unit that advanced that turn, and prevent you from shooting/charging (or use auras) during that same turn, this is fairly hard to accomplish for a low unit count army. If you make a list to utilize this secondary, it can be more feasible, but if your opponent is very mobile, this becomes fairly risky. Also keep in mind, you effectively need 3 banners up at least 3 turns of scoring to max. (Good with the right list.)Pierce The Veil: Psyker character performs psychic action (Warp Charge 4) within 6″ of enemy’s battlefield edge and more than 6″ away from enemy units. Score 8 points if completed 2-3 times, or 15 if completed 4+. This seems like Psychic Ritual, but almost harder in every way. Having a more difficult position to get to, and having to cast 1 more time for the 15 points, this seems like an auto pass. If you run into another hyper elite army, like the Custodes mirror or Knights, this becomes more achievable with a durable Psyker that pops up from reserve (Hector Rex), which makes 2 times for 8 points more realistic, but situational at best I would imagine. Sidenote: could combo well with Linebreaker/Teleport Homer, using a Custodian Guard squad with shields and Hector Rex, but you still need the right opponent match up to truly pull it off. (Situational, but could be list/match up dependent.) The Emperor's realm is a festering ruin of overcrowded worlds drowning in their own ignorance and fear. It is a tumbledown ghetto that burns from end to end with the flames of war. They do not deserve their Emperor. They do not deserve us. None of that alters the fact that our duty must be done..." The reward for it being more narrow is that it’s more flexible and focused. At the start of each Fight Phase you select one of three stances for your army to adopt, which applies to every unit with this ability, which is Custodes Infantry, Bikers, Dreadnoughts and Land Raiders, but not Sisters of Silence. Yes, the Land Raider can do karate, no we will not be taking questions. More Sisters of Silence: Bluntly, in 9th Edition all the Sisters datasheets were outright bad. They look a bit more like something you’ll actually want now, and can still act as cheap objective holders. There’s a reason the Adeptus Custodes are an elite force – and your opponent will learn that lesson swiftly after you’ve deployed this Stratagem against them once or twice!

How Custodes play in 9th edition is really going to depend on the type of list you play, but what I’m going to do is break down each of what I consider to be the four main archetypes: Foot/Termie list It’s safe to say that, if you love the modelling aspect of Warhammer 40k, then the Adeptus Custodes are your dream army. They offer almost limitless opportunities for customisation and developing your own paint schemes, and each model tells a story through their sculpting. Teleport Homer: Infantry unit performs action at the end of the movement phase, while wholly within the enemy deployment zone, and completes at the end of your next command phase. Score 4 points each time it is completed. Slightly risky in that your opponent can try to screen you out early, but otherwise pretty good. A Custodian Guard squad with shields is dying to achieve this for you. 8+ points seems fairly reliable, if you build it into your list idea. Also combos well with Linebreaker. (Good with the right list and match up.) Warpcraft Custodes Troop units mostly stayed the same points-wise. Sword and Shield Custodian Guard went up, so they’re now the Custodes’ most expensive troop model. Melta spears came down by 1 point, which was surprising. Overall, this is a win for the faction.A Custodian Warden of the ancient Legio Custodes armed with a Guardian Spear. This particular member was drawn from the Warders of the Vaults of Rython and deployed as a part of the Censure Host during the Burning of Prospero. With the small points changes, the brand new stratagems from Psychic Awakening: War of the Spider, the new mission format, and more CP to work with, I think Custodes are looking to be super competitive in the early 9th ed meta, and are likely to be a top-tier army. If you’ve been thinking about painting the boys in gold, now’s a good time. Example: Every model in Emily’s army has the ADEPTUS CUSTODES keyword. She selects Rendax as her primary ka’tah, Dacatarai as her secondary ka’tah and Calistus as her tertiary ka’tah. In her first command phase, she selects Rendax stance 2 to be active. Hundreds of wars have been fought by the Adeptus Custodes over the aeons -- some in Terra's defence, some in secret, and some further afield. Even when the din of war recedes, these warriors work to test and refine the protective aegis they hold before their master, sending agents into the Sol System to divine likely routes of infiltration and assassination so they can stay ahead of even the most inventive enemies. The Adeptus Custodes have long honed strategies and tactics in case they should be called upon to join the frontline fight for Humanity's survival. The day of that remit has finally arrived. The resurrected Primarch Guilliman, restored to his ancient role as the lord commander of the Imperium and Imperial Regent, has met alone with his father, the Master of Mankind, and emerged with a clear vision of Humanity united in battle.

There are those who believe that the Adeptus Custodes stand immobilised by ritual and rote, but they are sorely mistaken. Only the Custodian Guard know what occurs behind the Sanctum Imperialis' colossal doors, and the lengths to which they have gone to keep their vigil. Their sacred task has by no means led to inactivity. Being Captain-General is a heavy responsibility for any shoulders, even the metres-wide set you’ll find on a Custodian. Not only is Trajann Valoris responsible for the defence of the Sol System, Terra, the Imperial Palace, and the Emperor, he also oversees the actions of all Custodes, planning their sorties and missions personally. If that wasn’t all, he’s also a High Lord of Terra, bringing governance of the Imperium into his daily role. With the ability to put a unit into Dacatarai over and over, Custodes can shut that down by touching the large twenty man blobs, usually more than one at a time and prevent them from going anywhere or taking any objectives while you focus on the talos. The impact this has on the game has to be seen to be believed. I had to go through all of that information because even I can’t really believe it. With all that in mind I’m going to somewhat disbelievingly call the Covens Drukhari matchup favored for the Custodes although it is a complicated one. The origins of the Custodian Guard are shrouded in myth and legend. The ancient Legio Custodes were the bodyguards and sworn protectors of the Emperor and His chosen emissaries, and when the need arose, His most deadly executioners. Genetically engineered warriors of unswerving loyalty and unshakable purpose, their might and skill-at-arms was greater even than the Space Marines of the ancient Legiones Astartes, while their weapons and wargear were uniquely potent, representing the apex of the Imperium's technology. Their history is a long one, and for centuries they have walked in the Emperor's shadow as His praetorians and the protector of His secrets. Ours is the duty absolute. Ours is the vigil that must never end. Ours is the timeless honour, the willing sacrifice, the penitence enduring. We stand a watch that will never be relieved, and we stand it gladly out of adoration for he who gave us life, and whose life we must, in turn, preserve. We will never earn absolution, for we do not deserve it, but those who believe that would give us pause are fools."While We Stand, We Fight: Identify the 3 highest point-cost models in your army. For each of those 3 models that are alive at the end of the battle, score 5 points. Whoo boy, this secondary can be super good if you have the right army list. Depending on what those 3 models are in your list is whether or not this becomes risky. For example, if your 3 most costly models are a Telemon, Trajann, and a Shield Captain, you are in a pretty good place to safely take this, since they will be very hard to kill. If your 3 models are 3 Caladius tanks, this is a lot more risky. All in all, this is currently my favorite in category (Telemon, Trajann, Vexilla in my list) since it is an easy 10 to 15 points. (Really good, with the right list.) Fewer Bikes: The bikes are still fine but they’ve been toned down from their 9th edition height, and also suffer from the general changes to FLY. A unit of two with a Captain (which you can do now) probably still has a place, but don’t expect Bike spam lists like in 9th. Cut Off The Head: Score points depending on the turn that the enemy warlord was destroyed (13/10/6/3/1). Very risky, we would have to rely on Allarus sniping, an assassin, or a character-hunting Bike Captain. Additionally all of this hinges on your opponent not just hiding their warlord till turn 3/4, which if they go second, and bring in their warlord from reserve on turn 3, means the soonest you kill it is turn 4 (3 points). This becomes even more dubious when you look at the fact that the reserve mechanic is now usable by any unit in the game, so every opponent could do this if they wished. If your opponent;s Warlord is a crucial model (Mortarion for example) this becomes less risky, but your opponent could still decide to reserve it to ensure you lose these points. (Dubious at best.) When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker. Many Human mythologies, both ancient and the product of the collapse of civilisation on thousands of worlds during the Age of Strife, carry legends of the apocalyptic wars of the gods in whose aftermath terrible weapons are left upon the desolate battlefield for the gods' inheritors to find.

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