Custodian Brothers Tactics

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Custodian Brothers
Setting: Grimdark Future
Games: Grimdark Future,
Grimdark Future: Firefight
Species: Human
Version: v2.50

Note: as v2.50 is in constant development the following might not be accurate.

Why Play Custodian Brothers?

The Custodians are the most elite of the battle brothers. While they are very few in number, These guys are even more slabs of meat than any equivalent army. Opposite them are the sisters, all capable of blocking psychic spells and more mobile but at the cost of being as fragile as HDF veterans.

Pros:

  • Incredibly tanky, with both good defense and Tough
  • Sisters give you a means of anti-psychic shenanigans
  • Universal Fearless

Cons:

  • Absurdly expensive
  • Sisters are fragile by comparison
  • Low model count
  • No psychic game despite being able to block with the best.

Rules

  • Anti-Psychic: Your sisters can all buy the option to block psychic powers as if they were Psychic(2). It's a very advisable buy if you want to take down a psychic-heavy army. In most cases, even one might be advisable.
  • Custodian Tactics: Once per activation, one friendly unit within 12” of this model can immediately move by up to 6".
  • Eternal Vigilant: The hero and its unit get +1 to hit rolls in melee.
  • High Prosecutor: The hero and its unit get +1 to hit rolls when shooting.
  • Shield Wall: Enemies take -1 to hit when they attack any units where all models have this rule.
  • Witch Destroyer: The hero and its unit get the Fast special rule.

Units

Heroes

  • Master Custodian: A very durable hero with a durable Tough(6) and the constant presence of both a powerful melee weapon and gun. You can also grab a shield for extra defense, a jetpack for Ambush or a jetbike for mobility and more wounds. On top of these is the option of Warden for a pricey means of Regeneration, Standard Bearer for Fear and Captain, giving Custodian Tactics for a means to circumvent the limited activations you will suffer. Be wary that this all comes at the cost of being able to buff your other forces, so you need to make sure they won't be relying on anything while in the thick of battle.
    • Melee: The captain is equipped with a menacing Axe with Blast(3) to hack through outnumbering crowds. The Sword provides you AP(1) and Rending to handle most infantry for very cheap, while the Halberd's AP(2) Deadly(3) lets you flatten monsters and the Spear provides a flat AP(4).
    • Shooting: Luckily for you, all of your guns are compatible with almost all of your weapons. By default, you merely have a Shot-Mount for AP(1), but you can mount that for a Fuse-Mount for monster-hunting, a Flame-Mount for rapid-fire, a Bolt-Mount for Rending, a Storm-Mount for long-range AP(1) or a Needler-Mount for long-range Poison.
    • Mobility Upgrades: The Jetpack is a pretty simple upgrade, giving Ambush and Flying for extra mobility. The Jetbike is far more complex, giving Fast, Tough(9) and Strider. It also equips a Twin Devastator for long-ranged AP(4) firepower. You can replace this for free with a Heavy Rifle Array so you can get rapid-fire made to melt mobs. Fusion Missiles give you a mean to take down monsters and tanks. The Twin Laser Pulser provides Blast(3) and AP(2), making it well-suited for taking care of Battle Brothers and other high-defense units. The Twin Heavy Machinegun is a costly variant of the Rifle Array, giving you a range of 30".
  • Master Destroyer: Over 70 points over the base master and equipped with a Wrist-GL to handle crowds, but Tough(9) is absolutely not something to mess with. Other than this, your captain is otherwise identical, but you can only buy a shield, with jetbikes and Warden being unavailable.
  • Great Sister: A flimsier hero, but more than capable of synergizing where the Custodian Captain cannot. However, she also has to dedicate between melee with her Energy Sword (which makes Furious a desirable buy) or shooting with either Flamethrower or Prosecution Rifle with a CCW (thus making Relentless a good pick). In either case, you can instead grab Scout for advance movement instead of Relentless or Furious. On top of that, you can also buy for a unit bonus of +1 to either melee attacks or shooting attacks or Fast, which can synchronize with any loadout.

Infantry

  • Custodian Brothers: Incredibly expensive, but you get three very durable custodians with Tough(3). The unit comes with the same options for weapons that the Master Custodian gets. They can grab shields for protection and a Battle Standard for Fear on top of your really strong weapons. You can also grab Wardens to make Regeneration a thing, making them even tougher - and you'll need it because these guys do not come cheap.
  • Sagittarius Brothers: While these custodians sacrifice their melee weapons, they do get to pick up two different guns with the Bold Rifles giving you very long-range AP(1) and the Disintegrator-Mod giving mid-range AP(4). This combined with Relentless makes them a tough gunline to crack, but their high prices will make you seriously reconsider taking more than one, especially if you equip basic custodians to better play the role of a gunline.
  • Jetpack Brothers: While not as tanky at 3+ defense, these guys have jetpacks so they can have mobility that most can't compare with. While they start with some short-ranged Destroyer Pistols with Rending and Ritual Daggers, they can pick up Spear-Rifles for long-ranged firepower. As with the standard Custodians, you can also buy shields and Regeneration.
  • Destroyers: Custodians in destroyer armor make them obscenely expensive, but Tough(6) is not something you often come by. On top of the Axes and Shot-Mounts, each one also comes with a Wrist-GLs for a small Blast to deter mobs. Your loadouts are limited though, with Swords being unavailable and your only gun options being only a choice between either Storm-Mounts or Needle-Mounts. You absolutely want to make use of Ambush so you can get right at the enemy you want dead.
  • Destructors: These more closely resemble the destroyers seen in other armies, given stock Energy Claws with Rending and a Heavy Flamethrower so they can actually fight back at range. Each one can swap their claws off for Energy Fists if you need to destroy high-defenses and replace their Heavy Flamethrowers with either a Twin-Devastator for longer-ranged AP(2) fire or a Heavy Storm Rifle for rapid-fire devastation. This makes the Destructors better-equipped for demolishing hordes with their rapid-fire weaponry where the Destroyers come with more high-powered weapons made for handling elite units.
  • Custodian Jetbikers: These bikes have Strider, and are therefore better than most bikes available - especially with the Energy Lance keeping Impact when v2.5 has taken that away from many bikers. Each comes with a Twin Devastator for a long-ranged AP(3) weapon made to handle tanks, and each can be replaced with the same options as the Master on a bike.
  • Vigilant Sisters: All come armed with energy swords, and therefore are Furious. Don't let them get hit, toss them into an APC until they can get close.
  • Prosecution Sisters: Sisters with Prosecution rifles and Relentless. Don't keep on the front lines, especially without cover.
  • Hunter Sisters: These sisters have Flamethrowers and Scouts, so you want them to make sure their flamethrowers hit the enemy at the worst possible time.

Vehicles

  • Anti-Grav Light Tank: Your cheapest vehicle, but it comes with some visible drawbacks. The tank only has Tough(6) and its lone gun is the Twin Blazer, a potent weapon that can pop heroes and damage tanks. Do not expect this to last very long if you take it, you need to keep it away from any high AP so you can get a chance to fire its gun.
  • Anti-Grav Battle Tank: Your tougher tank, with double the Tough wounds and a longer-range Twin Heavy Blazer (which you can swap for a Twin Accelerator for cases where you don't need to shoot tanks) that's accompanied by a Twin Bolt Cannon for rapid-fire coverage.
  • Anti-Grav Heavy Battle Tank: Despite being even tankier than the battle tank, it's back to a base twin blazer and bolt cannon, neither of which can be exchanged for anything. In exchange, this can become a small carrier with Transport(6). While this might falter a bit against tanks and monsters, it's more than capable of blowing up infantry of any size.
  • Custodian Heavy Battle Tank: Your most expensive tank by far. With Tough(18), it absolutely won't be going anywhere fast unless up against a titan, but at that point you should be fielding plenty of other measures (including a few Titan Lords of your own). It comes already equipped with the most dangerous things it can handle, a Twin Machinegun for the hordes and a Quad Laser Cannons to blow up tanks. If you feel like you need more options, all you can take are the shorter-ranged Storm Rifle and Hunter Missiles to dent flyers and cover-campers. If you're stuck between either picking this or the anti-grav version, you should consider both what you are taking and what you're expecting to face.
  • Custodian Attack Walker: A Tough(12) walker with a Heavy Fusion Rifle and Fist+Storm Rifle, putting it on par with your basic light walker. Sadly, the only thing you can do is make that Fusion Rifle into a Heavy Minigun, in case you just want to remove hordes. In either case, this should only be considered in a case where you need a battletank set for only one role.
  • Custodian Assault Walker: Costlier than the attack walker, this one carries a monstrous Spear-Rifle made to rip through armor and two Destroyers for Rending. Your sole option lets you trade off every weapon for a giant tank-ripping sword that comes with what's essentially two heavy flamethrowers and a shield. This loadout makes the walker a genuine terror in close combat and makes hordes literally melt but it comes at quite a steep cost.
  • Custodian Heavy Walker: Much beefier, but sacrifices melee potential for stomps and fists for high AP. This walker comes with a Bolt Launcher and two Storm Cannons to blow up all manner of tanks while the two Twin-Plasmas provide a mid-range means to remove Battle Brothers. Either fist and Twin-Plasma can be swapped off for either another Storm Cannon or a long-range rapid-fire Accelerator Canon to handle mobs.

List Building & Tactics

General Advice

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Tactics

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See Also

Custodian Brothers
Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies
Grimdark Future tactics
List Building - Strategy - Special Rules
Alien Hives - Battle Brothers - Blessed Sisters - Custodian Brothers - DAO Union - Dark Elf Raiders - Dwarf Guilds
Elven Jesters - Eternal Dynasty - Havoc Brothers - High Elf Fleets - Human Defense Force
Human Inquisition - Infected Colonies - Jackals - Machine Cult - Orc Marauders - Prime Brothers - Ratmen Clans
Rebel Guerrillas - Robot Legions - Saurian Starhost - Soul-Snatcher Cults - Titan Lords - Wormhole Daemons