Honestly, the panoptispex 6-man unit (5+1) rolling a Sustained Hits, Ignore Cover 6d6 is just my favourite thing :D. Launch that into a vehicle with lethal hits too for hilarity
I have used that combo a few times as well. Ignore cover on all those shots makes such a huge difference in the damage output. Goodbye horde and light infantry units
Was playing the local Guard player, my 3rd game with Custodes. Told my opponent that I don’t have a lot of ways to deal with hordes. He was setting up to charge with a 20 man blob of infantry and take the center objective from my Allarus. In my shooting phase, my Allarus put like 40-50 wounds on the 20 man and just deleted the unit. He stared at me with his mouth open and says, “I thought you couldn’t deal with hordes…” I felt kinda shitty for that one 😅
question: this is the from golden light ability from the terminators now: From Golden Light: Once per battle, at the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. this is the ability when the codex came out: From Golden Light: Once per battle, at the end of your opponent's turn, if this unit is not within Engagement Range of one or more enemy units, you can REMOVE IT FROM THE BATTLEFIELD. In the Reinforcement step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. so the ability text nowadays lets you put the terminators into STRATEGIC RESERVES and does not mention to bring them back in the next movement/reinforcement phase. now to my question: Can i only set them up within 6" of battlefield edges as in the strategic reserve rules mentioned? I also heard, that since its placed into strategic reserves now it is not possible to use it turn 1 anymore? Thanks for your videos btw and good work :)
Gw said in one of the many Faq's sure which one, haha. Models who started on the board but removed from the board with an ability. Is a reposition move so they can come in Turn one. Allarus have the Deepstrike ability allowing them to come down anywhere 9" away from enemy models. The 6" from the board edges are for models without the Deepstrike ability
More of a rules question on dreadknought detachment. I was against knights the other day and they have that rule when the warlord is destroyed but my warlord that contempter dreadknought that comes back to life would he still get that buff even do my warlord still in the battlefield
He would yes because he did technically kill him. It's like how you still score the assassination secondary if you kill a character, and it gets back up. The character model was technically slain
1 term captain with Panoptispex 1 bike captain with auric mantle 1 bike captain with from the halls of the armoury 3x5 terms 2x3 bikes Watch captain Artemis to hold the back objective. 113 T7 wounds lol
No idea tbh First, I've heard of it. I'm going to take a look. If it's a new awesome combo, I'll make a video explaining why. he is actually an interesting choice. Stand back up on a 2+ with 1 wound remaining. 4W 6+ Feel no pain and a 3+/4++ . For 65 points He can be an annoying back objective holder it would seem
@@HubtownHammer Secondary comment. I haven't looking into the point, the details but world eaters run 30 nators plus angron. If we can sub in a dread for angron - it's cheaper and not nearly as good I know, and plug in 15+ terminators I am thinking a similar set up works. the more or less deep strike two units where they need then and have 1 on the board.
I have thought of something like that. But it's the Speed their Terminators get from +1 move and Advance and charge that our Terminators can't match. I agree, though Deepstrike and rapid ingress is how we would deploy them
God damn I want battle report of this so much :D
Honestly, the panoptispex 6-man unit (5+1) rolling a Sustained Hits, Ignore Cover 6d6 is just my favourite thing :D. Launch that into a vehicle with lethal hits too for hilarity
I have used that combo a few times as well. Ignore cover on all those shots makes such a huge difference in the damage output.
Goodbye horde and light infantry units
Was playing the local Guard player, my 3rd game with Custodes. Told my opponent that I don’t have a lot of ways to deal with hordes. He was setting up to charge with a 20 man blob of infantry and take the center objective from my Allarus. In my shooting phase, my Allarus put like 40-50 wounds on the 20 man and just deleted the unit.
He stared at me with his mouth open and says, “I thought you couldn’t deal with hordes…”
I felt kinda shitty for that one 😅
Allarus tear apart those big 20 man Horde units. We get 20 extra shots just from the Blast!
I love them. Won a tournament with a big brick of them. Mvps
Heck yeah! Golden Chunky Boys for the win.
question:
this is the from golden light ability from the terminators now:
From Golden Light: Once per battle, at the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves.
this is the ability when the codex came out:
From Golden Light: Once per battle, at the end of your opponent's turn, if this unit is not within Engagement Range of one or more enemy units, you can REMOVE IT FROM THE BATTLEFIELD. In the Reinforcement step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models.
so the ability text nowadays lets you put the terminators into STRATEGIC RESERVES and does not mention to bring them back in the next movement/reinforcement phase.
now to my question:
Can i only set them up within 6" of battlefield edges as in the strategic reserve rules mentioned?
I also heard, that since its placed into strategic reserves now it is not possible to use it turn 1 anymore?
Thanks for your videos btw and good work :)
Gw said in one of the many Faq's sure which one, haha. Models who started on the board but removed from the board with an ability. Is a reposition move so they can come in Turn one.
Allarus have the Deepstrike ability allowing them to come down anywhere 9" away from enemy models. The 6" from the board edges are for models without the Deepstrike ability
@ ok great:D ty for explaining:)
More of a rules question on dreadknought detachment. I was against knights the other day and they have that rule when the warlord is destroyed but my warlord that contempter dreadknought that comes back to life would he still get that buff even do my warlord still in the battlefield
He would yes because he did technically kill him.
It's like how you still score the assassination secondary if you kill a character, and it gets back up. The character model was technically slain
@@HubtownHammer thank you for clarification, and love your videos!
1 term captain with Panoptispex
1 bike captain with auric mantle
1 bike captain with from the halls of the armoury
3x5 terms
2x3 bikes
Watch captain Artemis to hold the back objective.
113 T7 wounds lol
I’m hearing a lot of people talking about Watch Captain Artemis & Custodes. What’s so special about him?
No idea tbh First, I've heard of it. I'm going to take a look. If it's a new awesome combo, I'll make a video explaining why.
he is actually an interesting choice. Stand back up on a 2+ with 1 wound remaining. 4W 6+ Feel no pain and a 3+/4++ . For 65 points He can be an annoying back objective holder it would seem
I like it!! That is a lot of Chonk to deal with
@HubtownHammer his flamer is also anti Infantry 4+ with devastating wounds incase someone wants to deepstrike in the back field.
@@HubtownHammer would love a video on this and what to pair him with
Is there a way to make dreads and terms work well together?
I might take a look at Terminators in the new detachment but it's hard to fit them in there without dropping some key things. We shall try though!
@@HubtownHammer tough to let go of the things you need or wardens for example when they are just so much better. I get it.
@@HubtownHammer Secondary comment. I haven't looking into the point, the details but world eaters run 30 nators plus angron. If we can sub in a dread for angron - it's cheaper and not nearly as good I know, and plug in 15+ terminators I am thinking a similar set up works. the more or less deep strike two units where they need then and have 1 on the board.
I have thought of something like that. But it's the Speed their Terminators get from +1 move and Advance and charge that our Terminators can't match.
I agree, though Deepstrike and rapid ingress is how we would deploy them
Aparently after watching the latest news today you are soon lead by a God Empress.
I’ve been tempted to run an allarus heavy list here’s the one I came up with, balls to the wall no brakes lol
Black guy in the showers (2000 Points)
Adeptus Custodes
Shield Host
Strike Force (2000 Points)
CHARACTERS
Shield-Captain in Allarus Terminator Armour (145 Points)
• Warlord
• 1x Balistus grenade launcher
• 1x Castellan axe
• Enhancements: Panoptispex
OTHER DATASHEETS
Allarus Custodians (325 Points)
• 5x Allarus Custodian
◦ 5x Balistus grenade launcher
◦ 2x Castellan axe
◦ 3x Guardian spear
Allarus Custodians (325 Points)
• 5x Allarus Custodian
◦ 5x Balistus grenade launcher
◦ 2x Castellan axe
◦ 3x Guardian spear
Allarus Custodians (325 Points)
• 5x Allarus Custodian
◦ 5x Balistus grenade launcher
◦ 2x Castellan axe
◦ 3x Guardian spear
Caladius Grav-tank (215 Points)
• 1x Armoured hull
• 1x Twin arachnus heavy blaze cannon
• 1x Twin lastrum bolt cannon
Caladius Grav-tank (215 Points)
• 1x Armoured hull
• 1x Twin arachnus heavy blaze cannon
• 1x Twin lastrum bolt cannon
ALLIED UNITS
Canis Rex (450 Points)
• 1x Chainbreaker las-impulsor
• 1x Chainbreaker multi-laser
• 1x Freedom’s Hand
Exported with App Version: v1.24.0 (1), Data Version: v525
That list is all balls to the wall. I love it! So many ways to get smashed off the table!
It's as if you can read my mind. lol