Custodian Brothers Quickplay Armies: Difference between revisions

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[[Category:Grimdark Future (game)]]
[[Category:Grimdark Future Quickplay Armies]]
[[Category:Grimdark Future Quickplay Armies]]
[[Category:Custodian Brothers]]
[[Category:Custodian Brothers]]

Revision as of 15:49, 15 November 2022

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

Below you will find quickplay armies for the Custodian Brothers from the Grimdark Future universe.

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

Custodian Siblings (750pts)

This is a simple v2.50 list you can build using the Combat Patrol: Adeptus Custodes box from Games Workshop, or any other models of your choice.

++ Custodian Brothers [750pts] ++
Master Custodian [1] Q3+ D2+ | 195pts | Fearless, Hero, Regeneration, Tough(6)

Flame-Mount (12", A6)

Sword (A6, AP(1), Rending)

Custodian Brothers [3] Q3+ D2+ | 280pts | Fearless, Tough(3)

3x Shot-Mounts (12", A2, AP(1))

3x Spear (A3, AP(4))

Vigilant Sisters [5] Q4+ D3+ | 130pts | Anti-Psychic, Fearless, Furious

5x Energy Swords (A2, AP(1), Rending)

Prosecution Sisters [5] Q4+ D3+ | 145pts | Fearless, Relentless

5x Prosecution Rifles (24", A2)

5x CCWs (A1)

Special Rules

Anti-Psychic - This unit may block spells as if it had the Psychic(2) special rule.

Custodian Siblings (1000pts)

This is a v2.50 Battle-scale list you can build using the Combat Patrol: Adeptus Custodes box from Games Workshop, or any other models of your choice.

Fairly low model count. Take care of Fusion weapons, as usual, as they can easily make their points back picking off Custodians. Use your Hunters to remove threats early, as 30 shots hitting 15 times, in an 18" threat range, with a 12" pre-game move for an effective alpha-strike radius of 30" will allow you to put a dent in basically anything, even without any AP(X). If your opponent's deployment is particularly sloppy, you can wipe one of their units off the board in your first activation. Prosecutors can safely camp in cover near an objective and chip away at infantry squads while your heavier lads walk up the field to stab something.

Taking a little imagination with what counts as an axe (this is a model-agnostic game, after all), and you can free up 15 points by swapping the Spears on your Custodians for axes, and use it for some better ranged options, if you wish. If you want something entirely different, you can go all the way back down to Swords, and use the 5 points the list doesn't use to purchase Shield Wall for all of them.

Your jetbiker can be built to swap back to the default Twin Devastator (24", A4, AP(3)) or Heavy Rifle Array (24", A6, AP(1)), for 5 less points (which you could use to equip the Prosecution Squad with Anti-Psychic combined with the other 5 points the list didn't use, if your opponent really likes spells), or for the same price, the Twin Laser Pulser (24", A2, AP(2), Blast(3)), to reliably kill squads of anything with 3+ armor or worse. As presented, their purpose is to take out vehicle threats early, with a 26" threat radius on their Fusion Missiles because of the bike's Fast and Strider special rules. After those are cleaned up, their Lance is very respectable for finishing off lighter infantry that your Hunters and Prosecutors have been whittling down, and isn't too shabby versus 3+ armor, either.

Most of all: Don't be afraid to play a little safe with this list! You have 14 models and each loss hurts, even your Sisters! 3+ armor is good, but isn't remotely invulnerable. If your biker needs to take a round off to zoom away and finish an objective that your opponent won't be able to contest, don't be afraid to do it! Unless you're the narrative type, in which case you should put that lance as close to your enemy as possible.

++ Custodian Brothers [995pts] ++
Master Custodian [1] | Qua 3+ Def 2+ | 335pts

Fusion Missiles (18", A2, AP(4), Deadly(3))

Energy Lance (A6, AP(1), Impact(3))

Custodian Jetbike

Fast, Fearless, Hero, Strider, Tough(9)

Custodian Brothers [3] | Qua 3+ Def 2+ | 325pts

3x Shot-Mounts (12", A2, AP(1))

3x Spear (A3, AP(4))

Fearless, Wardens (Regeneration), Tough(3)

Prosecution Sisters [5] | Qua 4+ Def 3+ | 145pts

5x Prosecution Rifles (24", A2)

5x CCWs (A1)

Fearless, Relentless

Hunter Sisters [5] | Qua 4+ Def 3+ | 190pts

5x Flamethrowers (12", A6)

5x CCWs (A1)

Anti-Psychic, Fearless, Scout

Special Rules

Anti-Psychic - This unit may block spells as if it had the Psychic(2) special rule.

See Also

Custodian Brothers
Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies
Grimdark Future quickplay armies
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