Custodian Guards vs. Wardens - Warhammer 40K 10th Edition

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  • เผยแพร่เมื่อ 18 ก.ย. 2024

ความคิดเห็น • 54

  • @Rejnols
    @Rejnols  8 หลายเดือนก่อน +14

    Happy new year everybody! This video became a little bit.. Well a lot theoretical and not so practical. In future videos my plans are to at least always have one practical example of what i am talking about so its easier to understand.

    • @timzuber6682
      @timzuber6682 8 หลายเดือนก่อน

      Do love the math hammer work mate. It’s helpful … particularly if someone else does the hard work!

  • @dannesca1526
    @dannesca1526 8 หลายเดือนก่อน +17

    Also please don’t forget guys, survivability contributes to damage!!!! If your unit survives to attack another turn that is another round of attacks!

  • @defeatedhusband1593
    @defeatedhusband1593 8 หลายเดือนก่อน +3

    Some side thoughts:
    Guards don't have to have a leader for a built in ability. We also can put in a Shield or 2. This helps balance out the killyness with more durability. If you opponent knows Wardens are more tanky, they then attack the Guards just to find out they are now more tanky due to the shields. Meanwhile, no leader so they are seen as less of a threat, more like durable chaff and a leader usually just adds to their killyness. Again less points invested due to not needing a leader and a distraction carnifax. Draxus leading is a cheaper investment and makes them more "durable" against distant shooting units.
    Wardens will always have a leader. That means more damage output for them. They become a tastier target for attacks which we them pop our defensive stuff. Leader even adds more OC and overall more wounds to chew through. Again requires a leader so a bigger point investment.
    In my opinion, both should be used and never make a Guard or Warden only (mostly) list. It also adds flexibility into more factions and missions.

    • @Vidar-incarnate
      @Vidar-incarnate 6 หลายเดือนก่อน

      Some good points, thanks

  • @user-vg1eg3dy7b
    @user-vg1eg3dy7b 8 หลายเดือนก่อน

    I run 2 wardens and 1 guard in my 2K list. I simply, as many people do, just sit the 2 squads of wardens on 2 Centre points, one with Shield Captain one with Trajan. I play with the same group every time and they have now learned to simply not mess with the wardens in Melee. Moment Shackle with Trajan, free Fights First with Shield Captain, and the Custodes great melee, means that should they charge those points, not enough of their units make it out to challenge that point. This forces them to Sit back and shoot, which with the Wardens usually buys a minimum of 2 rounds scoring those objectives.
    Use the Guard to clear up if necessary, or challenge the opponents home objective along with bikes or Allarus, use Prosecutors to hold home objective, and it is smooth sailing from there. Great video and good points!

    • @defeatedhusband1593
      @defeatedhusband1593 8 หลายเดือนก่อน

      If I remember correctly, fights first Stratagem is not a Battle Tactic so it cannot be the Shield Captain's free Stratagem ability anymore.

    • @user-vg1eg3dy7b
      @user-vg1eg3dy7b 8 หลายเดือนก่อน +1

      Really? That messes up my plans then 😂
      That is really awful though as in my experience when facing an enemy unit that is somewhat adverse in melee, we really need that fights first to dwindle down those models before they attack us. Thank you though

  • @valaquenta220
    @valaquenta220 7 หลายเดือนก่อน +1

    tldr : if you want to take a unit of guards, put a blade champion with them for extra mobility so that your enemy goes through a lot of trouble to catch them before they engage. They'll deliver the pain then.

  • @timzuber6682
    @timzuber6682 8 หลายเดือนก่อน

    Great video. Absolutely agree with all of these takes. I personally like a mix of both units.
    I run Wardens with TV to take a midfield objective and tank damage with the threat of fights first. So many games where I’ve popped -1 damage and 4+ FNP my opponent was shocked after emptying a huge output of shooting into them… then play vigil unending to bring one back to rub the salt in!
    Guards need to be played with far more skill. Mistakes with placement can really hurt (made plenty of those )but by god they hit hard, even without character support. I think this is part of there value.
    A character plus wardens is nearly the cost of 2 guard squads. In my all infantry list with lots of allarus and venatari the extra squad is a big benefit until I can rapid ingress. That’s the way I like to play but definitely not everyone likes this style of play

  • @RustySpoon
    @RustySpoon 8 หลายเดือนก่อน

    Great roundup, agree witb everything you've said. The wardens sticking around just seem to do so much more during the course of the game, whereas guard just seem to be deleted so easily. If you dont get to engage your target theyre a big point sink
    Although my view is skewed; I iust got Draxus and have played two games with her so far...on the first turns I marched my guard onto a no mans land objective, and then rolled 1 for Draxus's ability in BOTH games (you can guess what happened to the squad) 😅

  • @thelasteinherjar6115
    @thelasteinherjar6115 8 หลายเดือนก่อน +3

    I like them both I run 10 guard and 10 wardens in my 2K list. The wardens take an absolute beating and the guard dish it out. A place for both, the wardens need babysitting more whilst the guard can beat anything up themselves. I am struggling against melee (specifically world eaters fight on death) and gunline armies like Ad Mech. We are tough but it feels like we either need to be tougher or be more numerous (which i don't want) if we want to survive past the 3rd-4th turn enough to grind a W out. Guard and Wardens aren't tough or killy enough still to take on lots of elite units the other factions can throw out. I like a shield or 2 in my guard units when you don't have the CP for -1D because fucking hell the amount of D 3 stuff I come up against just rinses me!

    • @Rejnols
      @Rejnols  8 หลายเดือนก่อน +1

      I feel like you got it the other way around. Wardens can handle themselves because they can actually survive being shot/charged. Also if you are struggling into World Eaters i think its mostly a deployment / positioning problem. You can check out my video with Happy Krumpin Wargaming where we talk about faction matchups. He covers quite nicely how to counter World Eaters.

    • @thelasteinherjar6115
      @thelasteinherjar6115 8 หลายเดือนก่อน

      @@Rejnols but for me the issue is that wardens without the re rolls to wound like guard get struggle to get enough wounds through in comparison. The issue I have with world eaters is that when you smash them in melee they just fight on death and suddenly you've been punished badly for killing a unit and there's absolutely nothing you can do about it unless you've used -1 damage strat on the unit. Everytime I kill a unit in melee I just find my unit gets chipped away little by little, it's rough. The wardens don't hit as hard as guard do if guard are on an objective but they certainly can take a hit. It's swings and roundabouts imo, I think positioning is a good point for sure but when world eaters can reliably get into your face by turn 1 definitely turn 2 what are you supposed to do to stop it minus screens which we don't have en mass and which are usually used to hold objectives? Thanks I will check it out 👍

  • @crazyshak4827
    @crazyshak4827 8 หลายเดือนก่อน +2

    Interesting breakdown. Thanks for the mathhammer, it really helps show the differences in what these units can do.
    I genuinely wonder if Custodian Guard might go all the way down to 40 PPM, since they can't be taken in the big bricks anymore. The giant bricks were functionally greater than the sum of their parts, so I think a 45 or 50 point cost was much more justified. But now that basic Custodian Guard squads can be wiped out relatively easily, even with a shield or two, I wonder if we might get a steeper than expected points discount or if the squad size might be reversed. Guard could go in ten man bricks back in 9th edition, and now without free Fights First or effective Dev Wounds defense...that might be a reasonable change.
    It also wouldn't hurt if they made Sentinel Blades and Castellan Axes worthwhile weapons compared to the spears, and I'm genuinely curious if these will change at all with the codex. The axes' issues are well known, but it's patently ridiculous that a sentinel blade only does one damage while a Blade Guard's much smaller power sword does two. If they made the Sentinel Blades' profile 4A at WS2, S6, AP-2, Dmg 2, taking a couple shields wouldn't utterly ruin their striking power while still posing a meaningful cost for taking the shields. For the axes, I'd propose 4A at WS2, S9, AP-2, Dmg 3. In both cases, very minor tweaks to their existing profiles could have big impacts on what these units can do with their alternate loadouts.

  • @aleksanderbaraniak6208
    @aleksanderbaraniak6208 8 หลายเดือนก่อน +1

    Due to Battleline limitation we cannot use Wardens with Inquisitors sadly (neither Sagittarum Guard). Other then that agree with you on most points. Personal preference for Blade Champion is Guard due to possible stacking of re-rolls of wounds (ones or all) for Devastating Wounds, or to use Leathals/-1 to hit with his sustained hits profile.

    • @Terrorbyte333
      @Terrorbyte333 8 หลายเดือนก่อน +1

      Saggitarum have a rule that states anything that can lead a guard can lead them. I know the inquisitor says battle line but if she can lead a guard she can lead them. this can be used to great effect if you know youll be facing any psykers as you can give them greyfax for anti psy 4+ during their dev wounds from disintegration beams... you've also got draxus who can give them an 18" lone op on a 2+ in your command phase making them able to shoot but not be shot back ;)

    • @Rejnols
      @Rejnols  8 หลายเดือนก่อน

      Ah right i forget that its limited to battleline as i don't generally run inquisitors anyway

  • @zenek0328
    @zenek0328 8 หลายเดือนก่อน

    Happy new year to you too, another great video. On similar count of Guards vs Wardens, what would you think of only infantry list? Currerntly my entire Adeptus Custodes army is only leaders and lots and lots of infatry, guards, wardens, allarus. Im not sure if that would even be good enough for an army. On the other hand i thought about only mechanized Adeptus Custodes army, so like tanks, dreads, maybe a knight? But i think that might have too little points inside it to play.

    • @Rejnols
      @Rejnols  8 หลายเดือนก่อน +1

      Most meta lists run only infantry. Some take Tanks, but that is about the only viable option for vehicles for Custodes atm.

  • @vincentstein2142
    @vincentstein2142 8 หลายเดือนก่อน

    I have a heavy preference for the wardens as their damage hasn't really ever let me down, and if I need to do crazy damage into something the allarus will likely have re-rolls. The damage comparison was really good, I understand why you did a flat comparison between the units, but the wardens will always have a character so even when they weren't hitting break points, e.g. terminators or dreads, the character would usually put them over. I do think if you don't want to have to many characters (they are crazy expensive right now) the guard are the way to go.
    On a separate note, I have been running a double caladius comp for a couple tournaments and have found they often don't provide enough value in my losses (might just be bad piloting though!). I've now switched to double venetari and some extra sisters and I'm hitting higher average score (secondaries become a lot easier) in practice games even if I have to play a bit more carefully with my screening, I often use venetari to counter deep strikes in my backline.

    • @Rejnols
      @Rejnols  8 หลายเดือนก่อน

      I didn't wanna get into the whole math issues of Shield Captain with double Ka'tah versus Blade Champion with various profile shenanigans.
      For double Caladius i see it this way personally. In some matchups they allow you to relax and play a bit more safe. E.g against a shooting heavy army, the opponent can't just put their stuff on the deployment zone line because you have an actual ranged threat. They then double down on that threat by taking shots that could be aimed at your Custodian units. However as you said they become quite redundant in other matchups because they don't have that many good targets, in those matchups think of them more as move blocking pieces or to help hold objectives. You might forget that they are, for whatever reason, OC 4 so together with an Assassin or SoS squad you can have a weirdly decent amount of OC on your home objective or closest no man's land.

  • @mharpold128
    @mharpold128 8 หลายเดือนก่อน

    It would be nice if we could get sisters of silence re-hauled and our free Misericordia attacks back. Fnp against devastating wounds. These things would do so much for custodes without any points adjustments

  • @the_price1540
    @the_price1540 8 หลายเดือนก่อน

    Very useful video!

  • @beans6001
    @beans6001 8 หลายเดือนก่อน

    Ive had a lot of good luck with one of each squad. One guard one warden and one allarus. (in land raider) I've had to be very defensive but with good timing and positioning a lot of armies struggle to take me off the board

  • @alexrowson-brown6568
    @alexrowson-brown6568 8 หลายเดือนก่อน

    Gonna say it now a points cut won’t be anough to get our win rate up we maybe maybe get one more allarus and one more assassin at most, it won’t be enough to actually get any reasonable list we need a pretty major points cut which then means we aren’t elite or we need some better rules like fnp to devs in addition to a small points change to start performing well again
    Or simply make fight first 1cp not 2 and then we can defend objectives

  • @PonyMonbana
    @PonyMonbana 8 หลายเดือนก่อน

    Nice!

  • @aqz7603
    @aqz7603 8 หลายเดือนก่อน

    Correct me if im wrong but 15 dead marines vs 11 dead marines on average is not a tie, because that's only on average. This means that Wardens have a statistically higher chance to roll below average and not wipe out a 10 man marine squad, while guards statistically have a much higher chance to kill a 10 man marine squad. According to Mathhammer, Wardens have a 71.1% chance to kill a 10 man marine squad while guard has a 96.3% chance.

    • @Rejnols
      @Rejnols  8 หลายเดือนก่อน

      Right absolutely correct, i said i didn't wanna go full math nerd in the video, and things like that are where i simply say "they both overkill on average meaning its equal"

    • @Azrael178
      @Azrael178 8 หลายเดือนก่อน +2

      I would love a video with full unhinged mathhammer ​@@Rejnols

  • @Azrael178
    @Azrael178 8 หลายเดือนก่อน

    For me i like wardens A LOT. The defence stacking is so unhinged on those fellas that you just feel lore accurate with how much firepower they can just soak. I always try to fit at least one unit of them in. I don't feel so strongly about guards. I mostly take them if i decide that i need to downgrade one warden squad to fit something else i want. But they aren't badm they are just a different unit. They are a perfect hammer to wardens anvil. If i take them i like to linger with them just close enough to be able to respond if something big is moved to remove the wardens. They also can be used as tesco value terminators in a pinch.
    One neet thing i see people forget with wardens is that if the enemy deepstrikes something or moves something so they don't have cover, they can always use "go to ground" strategem. In many situations it gives a bigger benefit for 1cp. If it changes 3+ into a 2+ for example. Or even 3d weapons on 3+ are mathematically the same to 2d w on 4+. You have to account for the entire shooting obviously but its worth to keep in mind

    • @Rejnols
      @Rejnols  8 หลายเดือนก่อน

      If you are spending command points on getting benefit of cover, i feel like you are either mispositioning or playing without the footprints for terrain which are recommended.

    • @Azrael178
      @Azrael178 8 หลายเดือนก่อน

      @@RejnolsTo be specific it is quite rare that I use it. Once in few games to be precise. But there are some units that like to rapid ingress move then shoot. That's why people forget it's an option. Also I do happen to make mistakes. We all do. It's good to remember that it's possible to bandaid them if they happen.

  • @patryckriley1016
    @patryckriley1016 8 หลายเดือนก่อน

    What weapons should my guards run an should I make one a staff guy am one a cap I have my wardens set up all spears an they have a shield cap an staff guy

    • @Rejnols
      @Rejnols  8 หลายเดือนก่อน

      Currently the answer is all Guardian Spears.

  • @gimli21
    @gimli21 7 หลายเดือนก่อน

    You forgot to mention the most important part!…. Wardens looks cooler lol

  • @badzilla1173
    @badzilla1173 8 หลายเดือนก่อน

    How do you feel about Valerian for either guards and wardens? Noticed he wasnt in the characters list.

    • @Rejnols
      @Rejnols  8 หลายเดือนก่อน +1

      I like Valerian, but he is in a weird spot. He doesn't make "bad" matchups any better (shooting armies or whatever) but he makes decent matchups like Orks and World Eaters so much better. Feels a bit like a win more against those guys, but as he is the cheapest option available for character choices he isn't bad at all.

    • @shanesmith4170
      @shanesmith4170 8 หลายเดือนก่อน +1

      @@Rejnols keep in mind if your are facing SM he is a machine. He has S8 AP-3 D2. He alone picked up 7/10 Khorne Berzerkers for me this weekend. AP-3 from his spear is nice.

    • @defeatedhusband1593
      @defeatedhusband1593 8 หลายเดือนก่อน +1

      He works really well mostly because he is cheaper than BS or SC. Especially when you are sitting at over 2000 points in your list and need to shave some point but still need/want a Custodes Leader for a unit.

  • @user-gu6fs6vp3s
    @user-gu6fs6vp3s 8 หลายเดือนก่อน

    I believed guard go with blade champion and wardens with the captain...

    • @Rejnols
      @Rejnols  8 หลายเดือนก่อน

      You can choose whichever one of them you like better

    • @user-gu6fs6vp3s
      @user-gu6fs6vp3s 8 หลายเดือนก่อน

      @Rejnols I found that blade champion brings delivery and more damage output to guard, and like you said, captain helps wardens with Doble karate and / or free strat, which make wardens a solid wall for a round or two... in my experience, deep strike guard is the best way to deliver them or rapid ingress. I feel people are sleeping on the Rouge trader unit to make more units be in reserve....

  • @fatboy6441
    @fatboy6441 8 หลายเดือนก่อน

    This is assuming they are in melee right?

    • @Rejnols
      @Rejnols  8 หลายเดือนก่อน

      Go to 13:55 and look at the second bullet point under "ground rules" ;)

  • @Neokigali
    @Neokigali 8 หลายเดือนก่อน

    Doom stalkers are Str 12

    • @Rejnols
      @Rejnols  8 หลายเดือนก่อน

      Okay? I don't think i said they weren't. Just that most damage 3 weapons are S9 or S10

  • @piotrjeske4599
    @piotrjeske4599 8 หลายเดือนก่อน

    Dead units do no damage

  • @alexrowson-brown6568
    @alexrowson-brown6568 8 หลายเดือนก่อน

    Allarus…. 8 of them at minimum

    • @nathanbergel2868
      @nathanbergel2868 7 หลายเดือนก่อน

      Why so many allarus? They are my personal favorite on the whole line but seems like guard and wardens have a bit more love. the RRs to wound for C, V and Ms just that good? I wish their shield cap could do the bonus Ka'tah as opposed to a 2+ fight on death.

    • @alexrowson-brown6568
      @alexrowson-brown6568 7 หลายเดือนก่อน +1

      @@nathanbergel2868 err yeah it’s insane 😅 plus the grenade launchers is a lot more shooty output, feels like guards shoot again but only every turn

    • @alexrowson-brown6568
      @alexrowson-brown6568 7 หลายเดือนก่อน

      @@nathanbergel2868 would be nice for the cap yeah he’d be playable at that point tbh

  • @stk7778
    @stk7778 5 หลายเดือนก่อน

    Gone quiet lately

  • @Pyriel2
    @Pyriel2 7 หลายเดือนก่อน

    Why isnt anyone mentioning the elephant in the room, AXES!
    The single worst weapon in the entire game, there is NO reason EVER to take axes in a balanced custodes army now, they are nerfed to hell and it begs to ask what kind of utter cretin made the rules for axes this edition?
    Do they hire monkeys and pay them in bananas over at gw?
    Draxus: Why take with guards? Your +1 to hit ability is wasted with guards!